Author Topic: things ive thinking tonight.  (Read 4783 times)

0 Members and 1 Guest are viewing this topic.

Offline ShivanSpS

  • 210
things ive thinking tonight.
Ok, its 2am here and i work at 9am haha...

I was thinking about some things that i always see as a weak points.

1) Pilots... the retail behavior of having to create a new pilot for every campaign, or mod... this is very frustaing at most... 2 years ago, i friend of mine used to play fs2 witch me on the same pc, we ended having up to 37 pilots! because we dint wanted to lost progress in other campaign/mod...
It cant be a single pilot, using a array to save progress to every different campaign? so we can switch campaigns whitout losing any progress in another.

2) A Pilot when ends a campaign, and them it it decided to play it again by reset it, all missions should be still be visible on tech room... after all, he already played the missions... there is no point in hidding them (yeah i know there is cheat to see all missions).

3) the mod system... file loading, can be changed? mod system should be automatic, with the increasing number of fan based stuff, the current mod system seems to be weak. We end having a mess in the fs2 folder rather quickly, and is a nighmare for new players too.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: things ive thinking tonight.
Ok, its 2am here and i work at 9am haha...

I was thinking about some things that i always see as a weak points.

1) Pilots... the retail behavior of having to create a new pilot for every campaign, or mod... this is very frustaing at most... 2 years ago, i friend of mine used to play fs2 witch me on the same pc, we ended having up to 37 pilots! because we dint wanted to lost progress in other campaign/mod...
It cant be a single pilot, using a array to save progress to every different campaign? so we can switch campaigns whitout losing any progress in another.

There is new pilot code. Why don't you go ahead and test it?

Quote
2) A Pilot when ends a campaign, and them it it decided to play it again by reset it, all missions should be still be visible on tech room... after all, he already played the missions... there is no point in hidding them (yeah i know there is cheat to see all missions).

*Shrug* Not a big deal.

Quote
3) the mod system... file loading, can be changed? mod system should be automatic, with the increasing number of fan based stuff, the current mod system seems to be weak. We end having a mess in the fs2 folder rather quickly, and is a nighmare for new players too.

Please elaborate. What do you mean by "mod system should be automatic"?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

  

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Skype
    • Twitter
    • Headdie on Deviant Art
Re: things ive thinking tonight.
3) the mod system... file loading, can be changed? mod system should be automatic, with the increasing number of fan based stuff, the current mod system seems to be weak. We end having a mess in the fs2 folder rather quickly, and is a nighmare for new players too.

The only way i can see to make the mod system more user friendly is to have the launcher identify mod folders and generate a selection list, tbh though the current system work fine for the average user
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: things ive thinking tonight.

The only way i can see to make the mod system more user friendly is to have the launcher identify mod folders and generate a selection list, tbh though the current system work fine for the average user

Which is something that wxLauncher is already doing.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Pred the Penguin

  • 210
  • muahahaha...
    • EaWPR
Re: things ive thinking tonight.
Right now I think someone just starting really needs to read through the beginner instructions posted on the forums, which is not a bad thing IMO.

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: things ive thinking tonight.
For #2, just use a new pilot?  Load the old pilot when you want them in the techroom and the new pilot when you want to play the campaign over.

For #3, he might mean as far as multiplayer goes, that necessary resources could be pulled from the host or server.  Some games do support this, yes, and I'll admit it would be a nice feature to have if we could pull it off.  But we've got some other issues to get out of the way before that would be feasible.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline ShivanSpS

  • 210
Re: things ive thinking tonight.
@chief @2 that's the problem, the need to create more and more pilots, one pilot has to be enough, since you also need to think that maybe there are more of 1 person playing in the same, pc, personally y had 1 pilot per mod... 2 persons doing the same, the things get messy really fast. I gonna try out the new pilot code :)

yeah that another thing. But i dint say anything because most games don't even support map transfers to people that dint has them.

About a automatic mod system, what i mean is something like, removing the mod tab, engine loading all mission and campaigns of every mod installed, and when you select one campaign or a mission in the tech room, game will load the files needed, according to what the mod.ini of that selected campaign or mission indicates. This will allow a much better dynamic multiplayer and singleplayer with mods gameplay, since it will allow to change mods on the go, inside the game. I a multiplayer we could trying to save the Galatea in one mission and trying to get the Bastion to blow up the node at next.

But the loading of files need to be dynamic, right now it load all files at start and it cant be changed in game.

Sorry about my English... i have to admit, freespace has been the only thing teaching me English since i was 12 year old :P spell check here makes the thing a little easier :)
« Last Edit: March 29, 2011, 02:37:56 pm by ShivanSpS »

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: things ive thinking tonight.
About a automatic mod system, what i mean is something like, removing the mod tab, engine loading all mission and campaigns of every mod installed, and when you select one campaign or a mission in the tech room, game will load the files needed, according to what the mod.ini of that selected campaign or mission indicates. This will allow a much better dynamic multiplayer and singleplayer with mods gameplay, since it will allow to change mods on the go, inside the game.

But the loading of files need to be dynamic, right now it load all files at start and it cant be changed in game.

Not going to happen. The current system is good and straightforward enough. Also, you are severely underestimating the amount of stuff that would have to be changed in order to make something like your proposal work. So it's not going to happen.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Skype
    • Twitter
    • Headdie on Deviant Art
Re: things ive thinking tonight.
 :jaw: Ship and weapons table overload just flashed before my eyes, followed by conflicting table entries.

Tables are compiled and loaded before the intro movie plays, to change this would i imagine require a heavy overhaul of the table system and introduce increased transition times between screens due to loading, also things like custom main hall's wont load
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: things ive thinking tonight.
Why can't the FSO engine be made to "unload" the files it uses?  So, when someone wants to use a different mod, they select it in the main hall, FSO says the current mod will be unloaded from memory, this will take a min or two, you sure?  You hit yes and it un-loads all data and then re-loads based on mod.ini.

So, e.g. switching from MediaVPs to FSPort, FSO has already loaded the FS root directory and MediaVPs, now it dumps them and loads FS root + MVPs + FSPort cause that's what FSPort's mod.ini specifies.

Would that be a pain to code or not really?

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: things ive thinking tonight.
It's a pain to code, there are literally dozens of places where things would have to be changed, then we'd have to make sure it all works....

It's just far too much effort for too little a gain; please bear in mind that there are only 6 or 7 active coders in the SCP right now, and we all have different things on our plates, and stuff we want to do with the engine. It's quite the achievement that we're making the progress we do manage.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: things ive thinking tonight.
please bear in mind that there are only 6 or 7 active coders in the SCP right now,

I didn't know ... sorry, I wish you had more help.  :sigh:  Thanks for all the SCP goodies, though!  :)

 

Offline ShivanSpS

  • 210
Re: things ive thinking tonight.
i know, i was not demanding to make anything :P i just saying that those are the weak point i always sought in the game.

i only know C and a bit of C++, so i cant do much, the thing is i work 12 hours at day and i have university after that... but ill like to look intro the code myself.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: things ive thinking tonight.
Well, then keep in mind the following facts. FSO is an old engine. The source documentation is sparse at best, actively misleading at worst. It takes a skilled, enthusiastic developer about 2 to 3 months to get to a point where he can contribute more than trivial bugfixing.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: things ive thinking tonight.
The new pilot code will eliminate the need for most 'duplicate' pilots.  Multi and Single player will be one pilot, and you should be able to seamlessly change from one campaign to the next.  Once we get FSO to use the %APPDATA% folder on Windows, you won't need to worry about users sharing pilot files either.  You'll just change who is signed on to the computer, and then you'll all have distinct pilot files.  I think that'll pretty much handle most of the issues then.  We're not going to work on stopgap solutions when these should already be right around the corner.

I will admit, mod switching would be cool.  It would be a large undertaking by any coder interested in doing it though, but I imagine it would work similar to that behavior in Battlefield 1942.  Keep in mind, this would only work for 'mods', and not full-on game switching, like Diaspora to FreeSpace, even if it ever were possible.  With the way the community works now though, this would really only help multiplayer, and these guys generally know how to run the right game when they want to play.  To really help that group, without reloading resource sets, what I think would be easier to implement is a verification to make sure that the users joining a game have all the resources the host has enabled, and if not, it could restart with the right mod command line options passed, and then perhaps rejoin the lobby (or game-in-progress if we get that fixed) automatically.  This would dictate that all mods are installed in standard folder names, but we're working towards this end anyway so I think a solution like this might be possible in the future.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline ShivanSpS

  • 210
Re: things ive thinking tonight.
The new pilot code will eliminate the need for most 'duplicate' pilots.  Multi and Single player will be one pilot, and you should be able to seamlessly change from one campaign to the next.  Once we get FSO to use the %APPDATA% folder on Windows, you won't need to worry about users sharing pilot files either.  You'll just change who is signed on to the computer, and then you'll all have distinct pilot files.  I think that'll pretty much handle most of the issues then.  We're not going to work on stopgap solutions when these should already be right around the corner.

I will admit, mod switching would be cool.  It would be a large undertaking by any coder interested in doing it though, but I imagine it would work similar to that behavior in Battlefield 1942.  Keep in mind, this would only work for 'mods', and not full-on game switching, like Diaspora to FreeSpace, even if it ever were possible.  With the way the community works now though, this would really only help multiplayer, and these guys generally know how to run the right game when they want to play.  To really help that group, without reloading resource sets, what I think would be easier to implement is a verification to make sure that the users joining a game have all the resources the host has enabled, and if not, it could restart with the right mod command line options passed, and then perhaps rejoin the lobby (or game-in-progress if we get that fixed) automatically.  This would dictate that all mods are installed in standard folder names, but we're working towards this end anyway so I think a solution like this might be possible in the future.

cool... i love the new pilot code already :)

yeah, a auto switch for mods will be great for multiplayer, single player a has very small advantage on this. i agree with that.
Imagine multiplayer where you have all multiplayer missions of every mod installed on the list, and the game switching mods automatically.

BTW, i also like your solution, maybe there is a "restart way" to workaround this.

I known the game has no problem in having two instances loaded at the time, maybe its possible when you select a new mod to show up a "loading mod" screen, and keep focus on it, in the loading the game just switch mods like launcher do and launch a new instance of the game that loads with the new mod, when the 2nd instance is fully loaded, just close the first instance and set the focus to the second one.

But maybe is easier to do it from outside? with new code instead of modifying the existing one?
It is only for multiplayer, i think the best option is to completely change the way that multiplayer works, made it available only from command line arguments. Then a make a new app to manage multiplayer from outside the game. The app should list all multiplayer missions of every mod, that app should also be able to transfer mods to player that doest has them and when the host launch a a mission that will actually launch the game with the correct mod selected, auto generate multiplayer session, join players and procced to load mission.
« Last Edit: March 29, 2011, 06:31:50 pm by ShivanSpS »

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: things ive thinking tonight.
I known the game has no problem in having two instances loaded at the time, maybe its possible when you select a new mod to show up a "loading mod" screen, and keep focus on it, in the loading the game just switch mods like launcher do and launch a new instance of the game that loads with the new mod, when the 2nd instance is fully loaded, just close the first instance and set the focus to the second one.

Which is actually the stupidest way to do this. You're the one wanting to play the game on low-end machines, and now you want us to spawn a second instance of it? Not a good plan, to say the least.
Also, you are seriously underestimating the problem. This is not an easy task. It will not get done anytime soon. Because, after all, the existing system works well enough for most people.

Quote
But maybe is easier to do it from outside? with new code instead of modifying the existing one?
It is only for multiplayer, i think the best option is to completely change the way that multiplayer works, made it available only from command line arguments.

Yeah, no. Not a good plan. Really not.

Quote
Then a make a new app to manage multiplayer from outside the game. The app should list all multiplayer missions of every mod, that app should also be able to transfer mods to player that doest has them and when the host launch a a mission that will actually launch the game with the correct mod selected, auto generate multiplayer session, join players and procced to load mission.

Which would make the whole thing even more complex than it already is. Also, "transfer mods to players who don't have them"? Are you crazy? You do know that the big mods, the ones that people are actually making multiplayer missions for, are in the multi-gigabyte download range? That's not something you can download on-the-fly, really not.

In short, you have a lot of preconceptions about what is and should be possible in FSO, which are basically all wrong. Once you get to know the engine from the inside, you will hopefully see why that is. Until then, I ask you to please listen to us coders (who know this stuff better than you) when we say something is impossible, or impractical.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: things ive thinking tonight.
just a thought, how hard would it be to have the game launch a new instance of it's self with a different set of command line options, and then shut down?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: things ive thinking tonight.
That specifically shouldn't be too difficult.  Figuring out the right options is the harder part I'd imagine.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline mjn.mixael

  • Cutscene Master
  • 212
  • Chopped liver
    • Steam
    • Twitter
Re: things ive thinking tonight.
Still seems like a hack though...
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.