Difference between revisions of "Source Code Project"

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(What Does all of This Mean for You?: spelling correction)
(Freespace -> FreeSpace)
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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.
+
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.
  
 
Fortunately, there's light at the end of the tunnel.
 
Fortunately, there's light at the end of the tunnel.
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== A Brief History Lesson ==
 
== A Brief History Lesson ==
  
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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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].  
  
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.  
+
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.  
  
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.
+
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.
 
<!-- Maybe compile a time ordered list of additions and upgrades to the code and link it here -->
 
<!-- Maybe compile a time ordered list of additions and upgrades to the code and link it here -->
  
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If that's the case, head back to the <u>[[Getting Started(Main)]]</u> Guide.  
 
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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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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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.
 
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.
 
[[The Freespace Source Code Project|Learn more about the FSSCP Team]]. <!-- A current break down -->
 
  
  
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== Other Links ==
 
== Other Links ==
[http://scp.indiegames.us The Official Freespace 2 Source Code Project Website]
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[http://scp.indiegames.us The Official FreeSpace 2 Source Code Project Website]
  
  
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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, 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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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.
  
*One, the EXE itself; this is what makes all the nifty graphics enhancements and such possible. By default, however, it'll look pretty much like Freespace 2 (although it may play faster ''or'' slower).
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*One, the EXE itself; this is what makes all the nifty graphics enhancements and such possible. By default, however, it'll look pretty much like FreeSpace 2 (although it may play faster ''or'' slower).
  
*Two, the Launcher. This program does the actual setup of the settings and lets you turn on and off the various improvements. It's basically an enhanced version of the original Launcher that came with Freespace 2. (Although it is not based on the original)
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*Two, the Launcher. This program does the actual setup of the settings and lets you turn on and off the various improvements. It's basically an enhanced version of the original Launcher that came with FreeSpace 2. (Although it is not based on the original)
  
 
*Three, mv_core from the [[MediaVP]]. This isn't necessary to get FS2_Open running, although some things won't work properly if it's not installed. There are other mediaVPs, too, which add better textures, effects, and ship models.
 
*Three, mv_core from the [[MediaVP]]. This isn't necessary to get FS2_Open running, although some things won't work properly if it's not installed. There are other mediaVPs, too, which add better textures, effects, and ship models.
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== What problems can I expect to run into? ==
 
== What problems can I expect to run into? ==
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]].
+
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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=== How do I play multiplayer!? ===
 
=== How do I play 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.
  
  

Revision as of 13:57, 28 September 2007

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.

Fortunately, there's light at the end of the tunnel.


A Brief History Lesson

In 2002, Dave Baranec (one of the individuals who worked on FreeSpace 2), released the FreeSpace 2 source on the now-defunct Volition Watch.

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.

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.


But I Just Want to Play!

If that's the case, head back to the Getting Started(Main) 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.


An Brief Introduction to the FSSCP

The FSSCP is headed up by Goober5000 and Taylor, with help from the original project coordinator, 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 FSSCP Forum on the 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 Mantis, the bug-reporting tool currently used by the FSSCP team. To learn more, please check out the article covering Bug Reporting.

And Most importantly, get involved in the community that shares a mutual obsession with everything Freespace!

Other Links

The Official FreeSpace 2 Source Code Project Website