Difference between revisions of "Source Code Project"

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With all the snazzy new games and flashy graphics popping up in the gaming market, and you've gotten jealous. Because, as everyone knows, there is no FreeSpace 3, and there never will be. So now you're stuck in your parents' basement, with only your vintage 1998 Space Sim of the Year to keep you company.
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'''Source Code Project''', or '''SCP''', refers to the open-source modification of the retail FreeSpace 2 engine called FreeSpace Open.
  
Fortunately, there's light at the end of the tunnel.
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==History==
  
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Now recorded here: https://github.com/scp-fs2open/fs2open.github.com/wiki/History-and-Release-Timeline
  
== A Brief History Lesson ==
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==The SCP Staff==
  
In 2002, Dave Baranec (one of the individuals who worked on FreeSpace 2), released the FreeSpace 2 source on the now-defunct [http://www.volitionwatch.com/ Volition Watch].  
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The FSSCP is headed up by [https://www.hard-light.net/forums/index.php?action=profile;u=7220 The_E].  Former heads include [https://www.hard-light.net/forums/index.php?action=profile;u=5478 chief1983], [https://www.hard-light.net/forums/index.php?action=profile;u=561 Goober5000], [https://www.hard-light.net/forums/index.php?action=profile;u=1252 Taylor] and [https://www.hard-light.net/forums/index.php?action=profile;u=122 Inquisitor].  
  
Although the code was missing major components (such as the PXO multiplayer code and the ability to play movies), new features, such as glowpoints, were quickly added. Ship class limits were bumped, causing FreeSpace 2 modders around the world to rejoice.  
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The project leaders keep the team organized and working towards set goals. They will request a 'code freeze' before a major release, when programmers aren't supposed to add new features, and instead focus on cleaning up existing bugs. When the team is not preparing for a release, individual programmers are given a lot of leeway in what they can work on.
  
The individual programmers who were making enhancements to the original code soon organized themselves into the FreeSpace Source Code Project (FSSCP) and kept on working. Glow mapping, shine mapping, DirectX 8.0 support, a new multiplayer network system and dozens of new SEXPs have followed over the years.
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Not only does the SCP team enhance the graphics and the gameplay of FreeSpace, modders can also add their own features into the mods they are working on. The FSSCP allows mod development teams, campaign builders, and individual mission makers to add features that will enhance their work.
<!-- Maybe compile a time ordered list of additions and upgrades to the code and link it here -->
 
  
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Established projects that need features and who are involved in the community will usually have their requested features added first, but if you have any great ideas, please post them in the [https://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forum] on the [https://www.hard-light.net/forums/ Hard-Light Productions Forums] (Be sure to do a search first so you're not reposting ideas).
  
== But I Just Want to Play! ==
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While the developers are hard at work implementing new features, a critical area that you can help in is reporting bugs and helping coders to track them down. The place to do all of this bug tracking is [https://github.com/scp-fs2open/fs2open.github.com GitHub], the repository currently used by the FSSCP team. To learn more, please check out the article covering [[Bug Reporting]]
If that's the case, head back to the <u>[[Getting Started(Main)]]</u> Guide.
 
  
If you would like to know more about the project, and what it means for you as a FreeSpace fan, or how you can contribute, then please read on.
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== Release Timeline ==
  
 
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Now recorded here: https://github.com/scp-fs2open/fs2open.github.com/wiki/History-and-Release-Timeline
== An Brief Introduction to the FSSCP ==
 
The FSSCP is headed up by [http://www.hard-light.net/forums/index.php?action=profile;u=561 Goober5000] and [http://www.hard-light.net/forums/index.php?action=profile;u=1252 Taylor], with help from the original project coordinator, [http://www.hard-light.net/forums/index.php?action=profile;u=122 Inquisitor].
 
 
 
As project leaders they keep the team organized and working towards set goals. They will request a 'code freeze' before a major release, when programmers aren't supposed to add new features, and instead focus on cleaning up existing bugs. When the team is not preparing for a release, individual programmers are given a lot of leeway in what they can work on.
 
 
 
 
 
== What Does all of This Mean for You? ==
 
Not only do you get to experience all of the visual and gameplay enhancements that have been added thanks to the FSSCP, but there is an entire community and tools at your fingertips to create your own missions, campaigns, and stand alone games. The FSSCP allows mod development teams, campaign builders, and individual mission makers to add features that will enhance their work. The whole community benefits from being able to use all of the new features that are implemented to improve past, present, and future work.
 
 
 
Established projects that need features and who are involved in the community will usually have their requested features added first, but if you have any great ideas, please post them in the [http://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forum] on the [http://www.hard-light.net/forums/ Hard-Light Productions Forums] (Be sure to do a search first so you're not reposting ideas).
 
 
 
== How you can Help out ==
 
While the developers are hard at work implementing new features, a critical area that you can help in is reporting bugs and helping coders to track them down. The place to do all of this bug tracking is using [http://scp.indiegames.us/mantis Mantis], the bug-reporting tool currently used by the FSSCP team. To learn more, please check out the article covering <u>[[Bug Reporting]]</u>.
 
 
 
<b>And Most importantly, get involved in the community that shares a mutual obsession with everything Freespace!</b>
 
  
 
== Other Links ==
 
== Other Links ==
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I know you worked on this article initially WMCoolmon, but I think as documentation it is "presenter" neutral? This info should go in another section as well.
 
I know you worked on this article initially WMCoolmon, but I think as documentation it is "presenter" neutral? This info should go in another section as well.
  
Finally, there's me (WMCoolmon). I occassionally release new versions of the [[MediaVp]], which is a collection of better-quality textures and effects for FreeSpace 2. If you've created a high-res or high-poly version of a texture or ship in FreeSpace 2, tell me so I can include it in future releases. MediaVP development is seperate fro mteh SCP proper, but intimately related in that it shows off some of the cooler features the team has implemented.
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Finally, WMCoolmon occassionally releases new versions of the [[MediaVP]]s, which are a collection of better-quality textures and effects for FreeSpace 2. MediaVP development is separate from the SCP proper, but intimately related in that it shows off some of the features the team has implemented.
 
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<!-- These sections should not be in this article commenting out until they are placed/edited
 
<!-- These sections should not be in this article commenting out until they are placed/edited
  
== So, what do I want to get then? ==
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==Installation==
 
There are three basic things you'll need or want to get FS2_Open running.
 
There are three basic things you'll need or want to get FS2_Open running.
  
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== What problems can I expect to run into? ==
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==Pitfalls==
If you're using an old system, you may find that fs2_open runs slowly (Or not at all). Are you still stuck? Somewhat. You won't have a lot of the new, snazzy graphifc effects, but you can use [http://dynamic4.gamespy.com/~freespace/forums/showthread.php?threadid=27037 tom's build]. This build uses the old FreeSpace 2 graphics engine, but adds some of the new non-graphics improvements. Mostly, it'll let you play online using the new [[Fs2NetD]].
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If you're using an old system, you may find that FS2 Open runs slowly (or not at all). [http://dynamic4.gamespy.com/~freespace/forums/showthread.php?threadid=27037 tom's build] is the most bug-free version, though some features have been removed for the sake of stability. This build uses the old FreeSpace 2 graphics engine, but adds some of the new non-graphics improvements. Mostly, it'll let you play online using the new [[Fs2NetD]].
 
 
 
 
===Is fs2_open buggy? ===
 
fs2_open itself is not buggy. FRED2_Open, however, is. Rumor has it that there are still some Volition coders trapped in the FRED2 code, it's so messy. A multi-platform, and reliable, version of FRED is in the works.
 
 
 
  
=== How do I play multiplayer!? ===
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===Multiplayer===
Register at the [http://www.burbworld.com/fs2netd/register.php Fs2NetD site]. Then, in FreeSpace 2, enter your account username and password into the options screen (Just like you would for PXO). Then, create a multiplayer pilot and try to start a Multiplayer game. Keep in mind that if you don't have mv_core installed or a valid .cfg file, you won't be able to connect. Also, if you've got any mods installed (and aren't using the mod-switching feature) you'll be booted when you try to connect.
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Register at the [http://www.burbworld.com/fs2netd/register.php Fs2NetD site]. Then, in FreeSpace 2, enter your account username and password into the options screen (just like you would for PXO). Then, create a multiplayer pilot and try to start a multiplayer game. Keep in mind that if you don't have mv_core installed or a valid .cfg file, you won't be able to connect. Also, if you've got any mods installed (and aren't using the mod-switching feature) you'll be booted when you try to connect.
  
 
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==Buf reporting==
== Help! I found a bug! What do I do!? ==
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Before reporting, make sure it's a new bug. Go to the [http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?forumid=50 FSSCP Forum] and type in some relevant phrase in the search box in the upper right of the page. For example, "Joystick not working". Look for any threads that seem like they might have something to do with the problem.
First: make sure it's a new bug. Go to the [http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?forumid=50 FSSCP Forum] and type in some relevant phrase in the search box in the lower right of the page. For example, "Joystick not working". Look for any threads that seem like they might have something to do with the problem.
 
  
 
If you don't find any threads about the problem, check [http://mgo.maxgaming.net/mantis/main_page.php Mantis]. If you don't feel like registering, use the account:
 
If you don't find any threads about the problem, check [http://mgo.maxgaming.net/mantis/main_page.php Mantis]. If you don't feel like registering, use the account:
 
<br><b>Username:</b> <tt>SCPGuest</tt>
 
<br><b>Username:</b> <tt>SCPGuest</tt>
 
<br><b>Password:</b> <tt>password</tt>
 
<br><b>Password:</b> <tt>password</tt>
 
  
 
Finally, post a thread about it in the FSSCP forum or report it using Mantis. Of course, you could do this first, but you risk annoying people by re-asking about a bug that's been asked about before.
 
Finally, post a thread about it in the FSSCP forum or report it using Mantis. Of course, you could do this first, but you risk annoying people by re-asking about a bug that's been asked about before.
  
An example of this is the warp-failure bug in 3.6. It turned out that in Very Easy difficulty mode, you would never be able to warp out of a mission. This bug was quickly corrected and a notice (along with a link to the corrected build) added to the top of the 3.6 release thread, but threads continually cropped up about it (sometimes more than one a day.) Needless to say, people got VERY tired of replying to threads asking about it.
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An example of this is the warp-failure bug in 3.6. It turned out that in Very Easy difficulty mode, you would never be able to warp out of a mission. This bug was quickly corrected and a notice (along with a link to the corrected build) added to the top of the 3.6 release thread, but threads continually cropped up about it (sometimes more than one a day). People got tired of replying to threads asking about it.
 
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[[Category:Source Code Project]]
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[[Category:Source Code Project|*]]

Latest revision as of 21:15, 2 September 2018

Source Code Project, or SCP, refers to the open-source modification of the retail FreeSpace 2 engine called FreeSpace Open.

History

Now recorded here: https://github.com/scp-fs2open/fs2open.github.com/wiki/History-and-Release-Timeline

The SCP Staff

The FSSCP is headed up by The_E. Former heads include chief1983, Goober5000, Taylor and Inquisitor.

The project leaders keep the team organized and working towards set goals. They will request a 'code freeze' before a major release, when programmers aren't supposed to add new features, and instead focus on cleaning up existing bugs. When the team is not preparing for a release, individual programmers are given a lot of leeway in what they can work on.

Not only does the SCP team enhance the graphics and the gameplay of FreeSpace, modders can also add their own features into the mods they are working on. The FSSCP allows mod development teams, campaign builders, and individual mission makers to add features that will enhance their work.

Established projects that need features and who are involved in the community will usually have their requested features added first, but if you have any great ideas, please post them in the FSSCP Forum on the Hard-Light Productions Forums (Be sure to do a search first so you're not reposting ideas).

While the developers are hard at work implementing new features, a critical area that you can help in is reporting bugs and helping coders to track them down. The place to do all of this bug tracking is GitHub, the repository currently used by the FSSCP team. To learn more, please check out the article covering Bug Reporting

Release Timeline

Now recorded here: https://github.com/scp-fs2open/fs2open.github.com/wiki/History-and-Release-Timeline

Other Links

The Official FreeSpace 2 Source Code Project Website