Author Topic: (artemis) Bridge Simulator FSO MOD Development Help  (Read 3917 times)

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(artemis) Bridge Simulator FSO MOD Development Help
Intro:
Trying to create Artemis for FSO. (www.artemis.eochu.com)  For people who do not know what it is, basically a startrek bridge simulator where each computer is a workstation that link to the simulator. Example: Helms, Engineering,  Weapons, Science/Communication, and Engineering. For all you have played Artemis you will agree game play is bellow what it could be; but its potential is very high. Using the idea of Artemis and the great game play of FSO it should be fun experience.

Short term Goal:
I have very simple goals, basically create three clients Helms, Weapons, and Comm/Engineering connect to FSO as the server. 

Want to help or lead
I would be happy for people to join this project and help out. Just send me a private message.


Modding Questions:
1. Should I develop in FSO source or LUA script?
2. If I use FSO I use the multiplier packet structure? Or just create my own? (Example process_player_settings_packet(data, header_info))   
3. Is there any examples that would greatly help my development in anyway? (Links please)
4. If I start development in FSO and you guys do update I will have a separate version of FSO; how should I deal with this. (Currently using head version)
5. How should manage this project? Or does a more experienced person from FSO want to take over.

Who am I
http://www.mikes3ds.com

 

Offline headdie

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Re: (artemis) Bridge Simulator FSO MOD Development Help
Certainly an interesting concept and one I would love to see work, I would have to express the fear that it is something to which FSO wont be very well suited.  As discovered in previous attempts FSO has not lent itself well in the past to capital ship command scenarios, indeed it took the Blue Planet team, which is one of the most active, diverse and stable teams in the community to pull off viable missions involving capital ship command.  While having multiple people commanding the ship would help some of the issues usually encountered you will have to fight the fact that the engine was built from the outset as a 1 player = 1 ship game with the engine making numerous assumptions to that effect.

In fact I would go so far as to say that engines such as Unity, UDK or Source would be a better bet,  for example AirBuccaneers uses Unity, these engines are all either designed to handle the concept of multiple players working together in a 3D environment to effect other elements in the environment, for example the ship, or do not make assumptions that make this harder.
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Offline esarai

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Re: (artemis) Bridge Simulator FSO MOD Development Help
I think this is a wonderful idea.  I'd suggest splitting comms from engineering, just as a design choice.  FS ships often launch other ships, and so having a station that issues orders to your fighters and whatnot would probably be more logical, but only for larger ships that can launch fighters.
<Nuclear>   truth: the good samaritan actually checked for proof of citizenship and health insurance
<Axem>   did anyone catch jesus' birth certificate?
<Nuclear>   and jesus didnt actually give the 5000 their fish...he gave it to the romans and let it trickle down
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Esarai: hey gaiz, what's a good improvised, final attack for a ship fighting to buy others time to escape to use?
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Re: (artemis) Bridge Simulator FSO MOD Development Help
Certainly an interesting concept and one I would love to see work, I would have to express the fear that it is something to which FSO wont be very well suited.  As discovered in previous attempts FSO has not lent itself well in the past to capital ship command scenarios, indeed it took the Blue Planet team, which is one of the most active, diverse and stable teams in the community to pull off viable missions involving capital ship command.  While having multiple people commanding the ship would help some of the issues usually encountered you will have to fight the fact that the engine was built from the outset as a 1 player = 1 ship game with the engine making numerous assumptions to that effect.

In fact I would go so far as to say that engines such as Unity, UDK or Source would be a better bet,  for example AirBuccaneers uses Unity, these engines are all either designed to handle the concept of multiple players working together in a 3D environment to effect other elements in the environment, for example the ship, or do not make assumptions that make this harder.


In fact that's perfect because with the artemis system and what mikes3Ds want to do, we have :
 one ship = One ingame player, it have to be played in lan, The captain use the fs2 client and display on big screen the bridge view
While all other use a flash based/ or something else as ui and send to the captain fsO client their input.
For One ingame player you have 4/5 person playing irl.
That is i think not easy to do (how to inject those input) but any lag in it would almost give it a sort of "realistic" feel when you "pilot" a monster like this.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: (artemis) Bridge Simulator FSO MOD Development Help
I think this is a wonderful idea.  I'd suggest splitting comms from engineering, just as a design choice.  FS ships often launch other ships, and so having a station that issues orders to your fighters and whatnot would probably be more logical, but only for larger ships that can launch fighters.

Even cruisers can have attached fighter wings, and if you're feeling particularly brave you could try implementing a system of tactical communication rather than simple orders.
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Re: (artemis) Bridge Simulator FSO MOD Development Help
@headdie
Not going to start with a new engine and create a whole game. That would take years to create it alone.

@Reprobator
 At times I find it hard to pilot FS, from targeting, communication, repair, the mission, and navigation, splinting the tasks would make it a little better. To make things simple I am first trying to inject player commands into FSO like Targeting, Primary Fire, and Ect from a client. Once I accomplished that I will be trying to do more complex things like bi directional data.

For testing client will be written C#, I am not sure what will be the final clients made of FSO or a C# gui.

 

Offline PoDo

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Re: (artemis) Bridge Simulator FSO MOD Development Help
that sounds like a awesome idea ^^

i personally would use fso as server and client as well. that way the client could itself not only being modded easily but it has native access to everything that's part of fso (like models, anis and so forth.)

 
Re: (artemis) Bridge Simulator FSO MOD Development Help
Thanks for the help. I working on that way now, thanks to your example! (auxiliary-Instrument Display)   However having to use Google translate for your German comments lol. :D

About to start work to make it two way sending.