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 you're now stuck in your parents' basement, with only your vintage 1998 Space Sim of the Year to keep you company.
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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.
  
 
Fortunately, there's light at the end of the tunnel.
 
Fortunately, there's light at the end of the tunnel.
  
  
== A History Lesson ==
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== 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].  
  
<!-- Maybe compile a time ordered list of additions and upgrades to the code -->
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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.  
 
  
<!-- Link to lists of all added enhancements in this paragraph -->
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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 making minor 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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<!-- Maybe compile a time ordered list of additions and upgrades to the code and link it here -->
  
  
== But I just want to play! ==
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== But I Just Want to Play! ==
In that case, skip on over to [[Installing fs2_open]]. Otherwise, read on.
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If that's the case, head back to the <u>[[Getting Started(Main)]]</u> Guide.  
  
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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.
  
== An intro to FSSCP Personalities - Abridged. ==
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<!-- Add a list of all currently Active Staff? -->
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== An Brief Introduction to the FSSCP ==
The FSSCP is headed up by Goober5000 and taylor, with help from the original project coordinator, Inquisitor.  
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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.
 
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.
  
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[[The Freespace Source Code Project|Lean more about the FSSCP Team]]. <!-- A current break down -->
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== What Does all of This Mean for You? ==
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No 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).
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== How you can Help out ==
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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 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>.
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<b>And Most importantly, get involved in the community that shares a mutual obsession with everything Freespace!</b>
  
So what's this mean to you? Well, if you want a new feature, your best bet is to post it in the [http://www.hard-light.net/forums/index.php/board,50.0.html FSSCP Forum] or add it to [http://scp.indiegames.us/mantis Mantis], the bug-reporting tool. Do a search first, too; there are questions -- like 3D cockpits -- that tend to arouse bad feelings because they've been brought up so many times. That way, the individual coders will be able to read and reply to your feature suggestion. (And yes, they do frequently post on the forum)
 
  
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<!--
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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.
  
 
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.
 
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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<!-- These sections should not be in this article commenting out until they are placed/edited
  
 
== So, what do I want to get then? ==
 
== So, what do I want to get then? ==
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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.) Needless to say, people got VERY tired of replying to threads asking about it.
 
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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[[Category:Source Code Project]]
 
[[Category:Source Code Project]]

Revision as of 21:53, 11 April 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.

Lean more about the FSSCP Team.


What Does all of This Mean for You?

No 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!