Author Topic: making fsopen a standalon engine  (Read 4325 times)

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Offline Fineus

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making fsopen a standalon engine
Please please don't get started on this again. The WC community feels that the FS franchise killed space sims as a genre and nothing you or I say will change the minds of some of them. Just leave them be please.

  

Offline aldo_14

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making fsopen a standalon engine
Quote
Originally posted by Tolwyn


EDIT: Take a look at this . :D


I don't get it - what is this supposed to be for/about?

 

Offline Goober5000

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making fsopen a standalon engine
Quote
Originally posted by WMCoolmon
The question is the definition of 'commercially exploit'. As long as you make something that doesn't use specific SCP features, you're in the clear as far as selling it goes. But if you sold something that took advantage of SCP features, you're in a grey area. You'd not be directly commercially exploiting the source if the exe's not on a CD, but it could be considered to be indirectly exploiting the source. (There's probably a court precedence on this somewhere.)
I'm guessing that "things you create based on the source" only applies to actual code, not models that use the code.  One reason is that the license is embedded in the source code files, which fewer people have access to than the binary files.

Another reason is that if you apply it to models, you could apply it to model editors as well.  AFAIK there's nothing preventing Heiko Herrmann or Kazan or Bobboau from selling their respective POF editors to the community.  However all three of them needed the POF specification (which is dependent on the code) to create their program.

 

Offline karajorma

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making fsopen a standalon engine
Quote
Originally posted by aldo_14
Well, how many people in the world have FS2, and how many places are there where you can get a copy?  Not many, I'd wager, and only a small percentage of those are likely to still be playing enough to stumble onto here (and I'd wager most of those have already).... if we want to attract new people & even get publicity for our wee community, then we need something like this that we can use as a long-term base.  

I think most of us mod as much for other people as ourselves, after all.  I can make a ship or campaign or whatnot, but only about 100 or so at most will ever see or play it.  Let them get the full monty for free, and I reckon that amount would at least double.


Exactly. So if you're going to the trouble of including a bunch of FS2 files (illegally) in your stand alone why not just go the whole hog, club together with other people who also want to put up stand alones and just put up FS2 for download instead?

That way they get your mod AND freespace to play. Fractux has a new build of HotU that fits in the contents of both Sparky_vp files and a few other important files into about 300MB. Why not simply make sure that your mod works with that instead of making a stand alone?
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Offline aldo_14

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making fsopen a standalon engine
Quote
Originally posted by karajorma


Exactly. So if you're going to the trouble of including a bunch of FS2 files (illegally) in your stand alone why not just go the whole hog, club together with other people who also want to put up stand alones and just put up FS2 for download instead?

That way they get your mod AND freespace to play. Fractux has a new build of HotU that fits in the contents of both Sparky_vp files and a few other important files into about 300MB. Why not simply make sure that your mod works with that instead of making a stand alone?


Because we can't distribute FS2 as standalone through the 'media channels'; it's not legal to download.  Do something standalone, and we have a good chance of getting proper mentions through the gaming press; just look at Grand Prix Legends, for example.  FS2 is an old game, people are going to hold that against it - unfair as that may be.  Something shiny and brand new, that is more likely to pique curiousity.  Something which has mod support, and the promise of further expansion, doubly so.  We have that already in the form of tBP (and probably WCSaga later on), but they are handicapped by the copyright issues of their source material.

I'm suggesting becoming an FS engine community, rather than just an FS community.

(oh, and I'd point out that I've now almost completely stopped using :V: textures anyways for that exact reason).

 
making fsopen a standalon engine
Well, HOTU is generally legal, so we can use that as a precendent to get the game on a coverdisk.
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Offline Tolwyn

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making fsopen a standalon engine
Quote
Originally posted by kasperl
Well, HOTU is generally legal, so we can use that as a precendent to get the game on a coverdisk.


speaking of which: Freespace 2 WAS on the Gamestar cover disc a few months back. Sadly they were unaware of the great job you guys have accomplished. What readers got was basically the game that was released back in 1999

@aldo: somebody still has to redo the complete interface, then the game can be truly called stand alone ;)
« Last Edit: February 24, 2005, 03:10:09 pm by 639 »
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Offline Inquisitor

making fsopen a standalon engine
Noone can legally make a game with this source code an sell it. Period. The license under which the code was released is explicit in this.

And HOTU is NOT generally legal. They strive to be, but, at the end of the day, they have not (to my knowledge) been granted permission to redistribute. They are technically in violation of some the EULA. It's one of those grey areas though, if someone cared enough to sue, then that means someone would care at some level, which means we could get direct answers to the distribution questions from some human being.

If folks want to make a game from scratch, standalone, license an engine. TGE makes a great starting place and is cheap and multiplatform. There are others, some free, some more expensive, some less. Making games is hard work. if you are going to work that hard, there should be the possibility of reward at the end of the endeavor.

Torque Game Engine and Torque Shader Engine are popular indie development tools: http://www.garagegames.com I made a tech prototype of "Freespace Forever" back before hte source was released in a day based on that source. Kazan wanted to write an engine from scratch (hence ultimately, Ferrium).

Let me reiterate: There is no possibility of making a commercial game with SCP. None. Not until someone in authority changes the license under which this code was released.
« Last Edit: February 24, 2005, 03:19:31 pm by 122 »
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Offline aldo_14

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making fsopen a standalon engine
Who's talking about a commercial game?  I'm not.....

 

Offline karajorma

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Quote
Originally posted by aldo_14
I'm suggesting becoming an FS engine community, rather than just an FS community.


In which case what we should do is make a stand alone package and distribute mods for it. We can include FS2 as a mod for that package. I'm okay with that idea.

As I keep saying what I don't want to see is every campaign wasting disk space releasing stand alone's just because they can.  What we need is one central download that everyone uses.

Which oddly enough answers the question I posed in my first post on the topic :D

 The download would consist of files from the media vp and the interface graphics along with the latest version of FS2_Open. The package would be upgradable to a full version of FS2 which had all the files FS2 does (although maybe not in exactly the same VP files).  All future gamess could be played as mods of this package (even things like TBP).

If that's what you're suggesting I'm 100% behind it.
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Offline aldo_14

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making fsopen a standalon engine
Quote
Originally posted by karajorma


In which case what we should do is make a stand alone package and distribute mods for it. We can include FS2 as a mod for that package. I'm okay with that idea.

As I keep saying what I don't want to see is every campaign wasting disk space releasing stand alone's just because they can.  What we need is one central download that everyone uses.

Which oddly enough answers the question I posed in my first post on the topic :D

 The download would consist of files from the media vp and the interface graphics along with the latest version of FS2_Open. The package would be upgradable to a full version of FS2 which had all the files FS2 does (although maybe not in exactly the same VP files).  All future gamess could be played as mods of this package (even things like TBP).

If that's what you're suggesting I'm 100% behind it.


That's pretty much what I meant, and what I think Nuke meant; our one problem is interface art, really - it's a pain to make, and it's the one main thing we need to replace to allow some freeware distribution.... what I'm wondering is, could someone write up a cheat sheet of how to use the demo to get a very basic version of FS_open (by that I mean the SCP exe, and maybe some minimal mod such as 2 ships, 2 weapons and a mission), and then we could use that as a basis for more elaborate TCs which also act as a freeware game to bring people into the community.

It's a shame we don't have a set of generic interface templates, unfortunately.

I'm actually thinking of what the Grand Prix Legends community did, specifically - especially as that got into PC gamer (i.e. mass media coverage).

 

Offline WMCoolmon

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making fsopen a standalon engine
I made an incomplete list awhile back, which Inqui alluded to, but that was based on TBP R1, I think.

The interface is completely convoluted, though. 1000 files and many of them are the same thing, with minor alterations, repeated over...and over....and over....and over....again. There's no standardized template, the files are custom-built based on the interface screen.

The best I think anyone can do is group the prefixed images with their associated hotspot and background images and label what 'room' they're for.
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Offline Flaser

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making fsopen a standalon engine
I seem to recall someone worked on a major UI overhaul.

The thing that comes to my mind is moving all the position data of interfaces to a table.

IMHO the current system is way to wasteful - instead using the cheap million image files, nowadays it would be way more efficient to apply some effect files to a base set of images.
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Offline aldo_14

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making fsopen a standalon engine
It's a shame we can't move to some xml-esque tbl system where you simply define position and link (i.e. function call) for the screen.... but I suspect that would be a complete nightmare to code.`

 

Offline Tolwyn

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making fsopen a standalon engine
I do not know really... Kaz was going to work on the feature, but I have not seen him lately.

Demo package lacks a lot of interface files, mostly needed are those for the tech room :(
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Offline WMCoolmon

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making fsopen a standalon engine
Nightmare? Not really. All you need is a function to load the default values and then parse the TBL. And make a crapload of hardcoded values global arrays.

So-mind-numbing-you'd-rather-watch-twelve-reruns-of-some-really-boring-and-overly-cliched'd-sitcom-episode-and-go-out-of-your-mind? Yes.
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Offline KARMA

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making fsopen a standalon engine
Quote
Originally posted by aldo_14
Who's talking about a commercial game?  I'm not.....

well, I wouldn't dislike it, but talking about fs2 mods a standalone is the way to go. Unfourtunately most mods use fs2 artwork, which doesn't mean only the interface, but also sounds models and effects, so just making a new interface won't be a solution, I dare.

 

Offline Black Wolf

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making fsopen a standalon engine
Quote
Originally posted by KARMA

well, I wouldn't dislike it, but talking about fs2 mods a standalone is the way to go. Unfourtunately most mods use fs2 artwork, which doesn't mean only the interface, but also sounds models and effects, so just making a new interface won't be a solution, I dare.


A solution in and of itself? No. But it'd certainly be a big step in the right direction. If we had the interface, we'd probably have enough existing mods that we could make a very hackish, thrown together, but [V] free standalone game within a week or so. I mean, apart from the explosions and maybe the subspace warp ani, pretty much all of the main ingame effects have been redone by LS, DaBrain and the rest. Admittedly, the textures are still problematic, but stuff like Venoms OTT stuff, Aldo's nightmares, even Flipside's Aesir show that, as a community, and certainly as certain, specific talented individuals, we're capable of doing this sort of thing. It'd just be... hard.
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