Author Topic: FS RTS Mod  (Read 28778 times)

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Beta has been released. Release post:
http://www.hard-light.net/forums/index.php?topic=81590.msg1820150#msg1820150

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After getting that idea of RTS like mouse control in Freespace into my head I couldn't resist trying it. Well after some weeks I figured out that Nuke and Aardwolf already tried it http://www.hard-light.net/forums/index.php?topic=51936.0

So in the end I combined some of their interface parts and scripts with mine and added a lot of other functionality. I've no idea (and no creativity) how to create any better interface art but the current interface should be replaced at some point.

Main features:
- free 3d camera movement using the mouse for most of it
- mouse based ship selection and orders including attack, guard and movement to any point in 3d space
- dynamic minimap
- switching between fighter and external camera


Now with the basic framework created I'm searching for help to continue with this mod in a small team. I'm open for pretty much anyone who wants to help as long as it is useful in any way. This can be interface art, FREDing missions and whatever else.


And finally some pictures:









I'm really interested in your opinion and whatever questions you have.
« Last Edit: June 11, 2016, 05:48:50 pm by Admiral MS »
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Dragon

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It's great to see this idea resurrected, the RTS mod looked really promising when it started.

 

Offline SypheDMar

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BP multi also had a crude-but-working RTS mod based on Aardwolf's with grids and all. This one looks pretty good.

 

Offline TwentyPercentCooler

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Reminds me a little bit of Nexus: TJI...not that that's a bad thing. I'd definitely play this!  :yes:

 

Offline Aardwolf

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You got move orders working? How?

 

Offline Nuke

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very intresting
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline 666maslo666

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This looks awesome, a Freespace RTS! Could you upload it?
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You got move orders working? How?
See this http://www.hard-light.net/forums/index.php?topic=81595.0 - there is still the main problem with dynamic waypoints. If there are only a few capships and fighters/bombers are given guard and attack orders then the object limit is far away and won't be reached. BoE like maps on the other hand don't work at the moment.

This looks awesome, a Freespace RTS! Could you upload it?
Depends very much on what you want to do with it. While it is working and shouldn't give you scripting errors it isn't finished. There are no sample missions and there is no manual how to use it.
« Last Edit: August 05, 2012, 03:12:03 pm by Admiral MS »
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Kobrar44

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Is it heavily dependant on mission setup in fred or can u just put caps everywhere and it will work?
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 
Is it heavily dependant on mission setup in fred or can u just put caps everywhere and it will work?
No setup required. You can dump ships in fred into a mission and order friendly ones around. It will be boring though because FS AI isn't exactly good and capships move pretty slow. Capships only accept move and attack orders so nothing fancy on that side.

The HUD gauges for directives, escort ships, wings, warnings and messages are all active in RTS mode and a good mission for the script will use them and expect the player to be active in combat in his fighter for most of the time and only switch to RTS mode when he has to give new orders to the bigger ships.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Retsof

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Dumb question:  What are all the colored lines for?
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I can't help but hear a shotgun cocking with this.

  

Offline yuezhi

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this is looking better than windmills.
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Dumb question:  What are all the colored lines for?
Red lines show attack orders, green lines guard orders and grey lines move orders.
The pink and blue lines indicate whether the ship is below or above the X-Z plane and how much.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Nuke

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i know we had a pretty impressive intra-system jump feature. you plan to use that at all?

also is that nukui used in the user interface? just curious.
« Last Edit: August 06, 2012, 08:29:53 am by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
It isn't integrated at the moment. I modified the order system because of problems with evade/ignore so now it can manage several orders at the same time for every ship. After these changes intra-system jumps should be possible as well. I took a look at it in your script but at the moment I don't really understand what you did there ;)

The user interface is copy paste from your RTS Mod, nothing added from my side.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Colonol Dekker

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So we've got Shmup in FS, and now the RTS mod is looking to rekindle it's embers. We've got Snake on the HUD, as soon as someone makes subspace-sudoku my mind will be officially blown.
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Offline mralexs

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i suggest treating it kinda like Empire at War styled space battles, with fighter wings as whole units.

 

Offline Nuke

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It isn't integrated at the moment. I modified the order system because of problems with evade/ignore so now it can manage several orders at the same time for every ship. After these changes intra-system jumps should be possible as well. I took a look at it in your script but at the moment I don't really understand what you did there ;)

The user interface is copy paste from your RTS Mod, nothing added from my side.

essentially it works (at least i think, im not certain) by moving the ship off screen, replacing it with a copy. the copy is then warped out. we then warp in the original ship at the desired location. the idea is dependent on a mythical magical realm behind the camera, not sure how that would be affected by the 3d-ish view though.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Subspace-sudoku... I can't even imagine how that could work and look  :lol:

i suggest treating it kinda like Empire at War styled space battles, with fighter wings as whole units.
Part of it might be possible as an alternative selection mode to get the whole wing (double-click maybe). After selection they would be treated as seperate fighters again. Treating a wing as a single unit would require rewriting half of the script.

essentially it works (at least i think, im not certain) by moving the ship off screen, replacing it with a copy. the copy is then warped out. we then warp in the original ship at the desired location. the idea is dependent on a mythical magical realm behind the camera, not sure how that would be affected by the 3d-ish view though.
You can look in every direction but the camera doesn't turn that fast so placing the ship far away behind the camera might work.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Nuke

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it would also be improtant that if a hostile ship warps at the same time as one of yours, that the ships be moved somewhere where they wont kill eachother or attack anything in the world. i suppose you could call a sexp and lock the turrets/protect the ship, but idk.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN