Author Topic: Differences between the current FSO engine and the one used for Wing Commander S  (Read 787 times)

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Offline Zarkov

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Differences between the current FSO engine and the one used for Wing Commander S
So I’ve been trying to get freespace style space sims to run on VR headsets. I’ve been using VorpX to get VR experience from these games. Sadly most of these games are too old, since VorpX only supports only DX9 or higher. However VorpX also supports OpenGL, which made me think of FSO.

Now I haven’t been able to get the current version of FSO to work with VorpX. But I have managed to get Wing Commander Saga to work quite well, not perfect but definitely enjoyable. Which is awesome since I’ve wanted to play a mission/story based space sim in VR since I was kid.

However getting FSO to work would be a lot cooler, because there’s such a huge library of mods available. My guess is that the current build of FSO is running a more recent version of OpenGL that just isn’t supported by VorpX.

But It might be something completely different as well, because the Wing Commander Saga was heavily modified version of FSO if I’m not mistaken.
So I was wondering does anybody know which version of FSO was the basis for Wing Commander Saga, or if there’s any repository of old FSO builds available anywhere?

 

Offline Novachen

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Re: Differences between the current FSO engine and the one used for Wing Commander S
Well, i would say WCS is based upon 3.6.7 or even earlier, like 3.6.5 before they went rogue with their own branch.

So this is really antic.
« Last Edit: May 29, 2019, 06:14:06 pm by Novachen »
Female FreeSpace 2 pilot since 1999.
Global moderator in the German FreeSpace Galaxy Forum.

Responsible for the german translation project FreiRaum - FreeSpace auf Deutsch.
Also responsible for the Nova Upgrade Project, which upgrades and fix older campaigns to make them play- and solveable again with current builds and MediaVPs.

Release List:
German Translations:
Awakenings, Between the Ashes 1, Deneb III, FreeSpace 2 (in development), FreeSpace Port, Silent Threat: Reborn & The Destiny of Peace

Nova Upgrades:
A Walk in the Sun, Into the Halls of Valhalla, Luyten Civil War, Renegade Resurgence, Revenge: Final Conflict (in development), Rogues!, Shadow Genesis (de-facto), Storm Front Saga, The Deuterium Connection, Venice Mirror & What If: Another Great War

 

Offline The E

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Re: Differences between the current FSO engine and the one used for Wing Commander S
It's actually based on 3.6.12 or 3.6.14. A little less ancient, but still several major changes behind FSO in terms of graphics infrastructure (we pretty much replaced the entire renderer since then)
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline 0rph3u5

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Re: Differences between the current FSO engine and the one used for Wing Commander S
So this is really antic.

False Friend Alert. She means "ancient".

(While "antique" (!) exists as an english word, it has a somewhat different meaning than the german "antik", as the german word has a much stronger assoication with the historical reference to Ancient Rome or Ancient Greece.)
"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nysa's curse, Pathfinder: Kingmaker

"...because they are not Dragons."

 

Offline Zarkov

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Re: Differences between the current FSO engine and the one used for Wing Commander S
Cool, Thanks everyone. Version 3.6.12 works with the exact same profile. Pretty much the same result with the difficulty of reading the edges of the screen but everything else looks awesome.  I’m going to try install some old Media_VP’s and see if I can tweak the settings.

Also a general thanks to everyone who was involved with the FSO project and its mods. It’s really cool to keeping these types of games alive.

 

Offline Novachen

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Re: Differences between the current FSO engine and the one used for Wing Commander S
So this is really antic.

False Friend Alert. She means "ancient".

(While "antique" (!) exists as an english word, it has a somewhat different meaning than the german "antik", as the german word has a much stronger assoication with the historical reference to Ancient Rome or Ancient Greece.)

Uh... well.  :rolleyes: Thanks.

Oh, still 3.6.12. So i was way too far in the past, because i thought the Prologue was based upon the own branch already. Thanks for clarification, though.
« Last Edit: May 30, 2019, 01:27:05 pm by Novachen »
Female FreeSpace 2 pilot since 1999.
Global moderator in the German FreeSpace Galaxy Forum.

Responsible for the german translation project FreiRaum - FreeSpace auf Deutsch.
Also responsible for the Nova Upgrade Project, which upgrades and fix older campaigns to make them play- and solveable again with current builds and MediaVPs.

Release List:
German Translations:
Awakenings, Between the Ashes 1, Deneb III, FreeSpace 2 (in development), FreeSpace Port, Silent Threat: Reborn & The Destiny of Peace

Nova Upgrades:
A Walk in the Sun, Into the Halls of Valhalla, Luyten Civil War, Renegade Resurgence, Revenge: Final Conflict (in development), Rogues!, Shadow Genesis (de-facto), Storm Front Saga, The Deuterium Connection, Venice Mirror & What If: Another Great War