Author Topic: What do you hate about Freespace modding?  (Read 3735 times)

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Offline Unknown Target

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What do you hate about Freespace modding?
Hey everyone :) I'm in a team and we're making a new space sim for both the PC and the Xbox (probably not commercial, but who knows). Anyway, we want to make it super easy to mod, and since FS2 is stupid easy to do that stuff with, we're doing a lot of the framework in the same manner (tables are gonna be nearly the same, skybox handling is similar, etc). The question I pose to you is, if we could go back in time and tell [V] what we wanted changed in FS2's code to make it easier to mod, what would you ask for? One of the big things on my plate is model handling, editing, and converting, but that's me - what about you guys?

 

Offline TrashMan

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Re: What do you hate about Freespace modding?
Nuttin. Freespace modding is AMAZING...BRILLIANT...GREAT
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Offline Mobius

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Re: What do you hate about Freespace modding?
The total lack of instruction manuals. I had to create a couple of threads to understand the basics. A modding manual is what a free-moddable game needs :)
« Last Edit: September 30, 2007, 04:43:36 am by Mobius »
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Offline Agent_Koopa

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Re: What do you hate about Freespace modding?
The fact I'm too lazy to give it a try.
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Offline Snail

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Re: What do you hate about Freespace modding?
IMO FreeSpace is a very moddable game. Especially with the Source Code released, :v: even allowed us their own mission creator. It was designed with moddability a key factor (well, sort of).

 

Offline Knight Templar

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Re: What do you hate about Freespace modding?
Converting, aside from actual code changes, I think is the most difficult part about modding right now.
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Offline Snail

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Re: What do you hate about Freespace modding?
Yeah, the thing that bugs me is that retail uses only .pcx images and only .pof files which can get a bit annoying if you are too lazy to change them.

 

Offline Eviscerator

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Re: What do you hate about Freespace modding?
Lack of Dev support in answering community concerns. We have had to figure almost everything out ourselves. This was especially true for FS1. For ages we could not even create new models for that, and for ages we at V-Watch, Planet FS, and other communities banged our heads against the wall trying to do the *simple* things we wanted to do. The release of FS2 changed a lot of those issues, but did not solve them. We have still had to be our own support. Of course, that is all a non-issue once V took their hands off the game altogether.

Conversions can be a major pain.

Not knowing and being able to do everything..... but that's a personal problem.

Limitations. Again, personal problem since we cannot expect a dev team to develop a code that will allow the end user to do whatever their little insane heart desires.
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Re: What do you hate about Freespace modding?
TRUESPACE  :D

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Offline Mobius

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Re: What do you hate about Freespace modding?
I agree. It disencourages modelling :blah:
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Offline Vasudan Admiral

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Re: What do you hate about Freespace modding?
Then don't use it!
Both 3DS Max and Blender offer Truespace-free modeling platforms that can run a model right through from concept to conversion. ;)
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Offline brandx0

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Re: What do you hate about Freespace modding?
A semi intelligent AI that doesn't crash into other ships just for fun.  How about a simple "When any object distance < 5 meters change direction away from said object."
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Offline nubbles526

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Re: What do you hate about Freespace modding?
I couldn't believe you would ask that... :wtf:

Well, I think everything is great, except making a mod yourself requires too much time.


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Re: What do you hate about Freespace modding?
Then don't use it!
Both 3DS Max and Blender offer Truespace-free modeling platforms that can run a model right through from concept to conversion. ;)

Except PCS2 doesn't currently support any direct conversion.
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Offline Mobius

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Re: What do you hate about Freespace modding?
Then don't use it!
Both 3DS Max and Blender offer Truespace-free modeling platforms that can run a model right through from concept to conversion. ;)

I don't think so. I permanently lost any kind of interest on modelling :P
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Offline TrashMan

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Re: What do you hate about Freespace modding?
TRUESPACE  :D


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Offline Nuke

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Re: What do you hate about Freespace modding?
heh truespace sucks. i cant believe i put up with it for so long.

retail modding was also rather cumbersom, as there wasnt really a whole lot you could do. new weapon, new ship, meh. it got somewhat better with the scp and you could ask for a feature and eventually get it if everyone agreed. and it became even better when we got the scripting system. if you needed a feature and noone wants to put it in, just write it yourself in the much simpler language. but anyway design the engine from the bottom up with a scripting system and make its use optional. 
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Offline Vasudan Admiral

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Re: What do you hate about Freespace modding?
Except PCS2 doesn't currently support any direct conversion.
The Max exporter is the direct conversion (and hence Truespaceless), but by Truespace free path with Blender, I mean you can save a cob that you need not even open in TS before converting, so I simply no longer have to put up with it. :D

In fact, based on my rough understanding of your conversion process, you yourself probably don't even need to use TS aside from cases where you need to fiddle with smoothing. If you can save your models so that the conversion will interpret all the parts that are intended to be separate as actually being separate (hierarchy order doesn't matter since you can do that in PCS2) then you can convert pretty much anything. :)
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Offline Polpolion

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Re: What do you hate about Freespace modding?
Quote
Well, I think everything is great, except making a mod yourself requires too much time.

What do you expect? The mod isn't going to make itself for you.


  

Offline Getter Robo G

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Re: What do you hate about Freespace modding?
Nuttin. Freespace modding is AMAZING...BRILLIANT...GREAT

Oh really? Remember this flashback...

----
 "7383       FreeSpace / FreeSpace Modding / ugh       on: October 16, 2002, 03:33:43 AM
Pathing turrets is a "pain in the ass" job. It takes a very long time to do (and it's boring). It would be far better to change the AI. Turret and subsys. paths would then become unnecessary.

I have several models I work on, and only fighter/bombers have paths. I made a Starbase with 60 turrets and 6 hangars - now I wish I hadn't! And I allso have a battleship(89 turrets), frigate(50), and battlecruiser(60) models!!!!!

When I put the starbase for download it will be a Beta version (without paths). If anyone out there is willing to path it, let me know."
----

So, I would say you mean everthing is great but pathing  SUCKS !!!  Right?  :drevil:
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