Upgrading campaigns

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Revision as of 12:25, 3 April 2009 by TopAce (talk | contribs) (The Art of Upgrading Campaigns moved to Upgrading a campaign: more encyclopedic title)
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Introduction

Upgrading a campaign means editing someone else's work. This means that the changes a FREDder can make are somewhat restricted, but could still improve gameplay in a radical way.

Unless the original campaign creator is available to assist, radical changes are to be kept to a bare minimum.

Guidelines

Upgraders

Finding the problems

To be filled in later.

Proper naming conventions

Naming conventions are of the utmost importance. There's nothing worse than making hard-to-guess edits with vague info. New events, for example, need to have comprehensive and exhaustive names. It's also important to track the FREDder who made the changes should problems arise.

Example:

  • MBS - Destroy Transports Directive

In this example, the event has been created by Mobius and it's intended to show up a specific directive: "Destroy Transports".

Change logs

Change logs are necessary to track edits and undo them should problems arise. Each upgrader working on a project is supposed to attach a .txt file with the changes he made. The document needs to be exhaustive.

It's also recommended to post the contents of the change logs in the forums. Do not attach the .txt to a post, since attachments are deleted at regular intervals.

Testers

See also: Testing

Compiling initial reports

To be filled in later.

Playthroughs

To be filled in later.

Compiling further reports

To be filled in later.

Sanity check

To be filled in later.

Basic edits

Grammar-checking

To be filled in later.

Hostile wings management

Although waved wings are a bit rare in main campaigns, their use in custom campaigns is notable. For several reasons, an upgrader may have to change the number of waves and/or the delay between waves according to the reports compiled by testers:


Number of waves:
Editors ---> Wings ---> Edit the value placed near # of Waves.

Delay between waves:
Editors ---> Wings ---> Arrival ---> Delay between waves ---> Edit the Min and/or Max value.

Number of stars

Old and outdated campaigns in dire need of upgrades were designed using FRED Retail. Back then, no starfield skyboxes were available (the SCP added them) so the only ways to improve a background were adding nebulae and setting the number of stars to the max value, 2,000.

Many fans complain about the presence of those stars because their usage results in certain render oddities, like the "distortion effect". A recent change to the code has made sure that skybox overwrite auto-generated stars, but it's always a safe move to set their number to 0:


Editors ---> Background ---> Misc ---> Number of stars ---> Set the value to 0.

Order-related issues - ships

Among the FREDding mistakes that can really screw up a mission, orders-related issue deserve a relevant position. In many campaigns, in fact, it's possible to issue orders to transports, freighters, cruisers and corvettes which are supposed to fly through waypoints and/or to follow certain orders. Ordering, by mistake or intentionally, to attack a ship and/or to capture a given target can lead to unpredictable results, like freezing the progress of a mission.

Unless it is clearly specificated that the player is supposed to issue orders to such ships, it's very important to make sure that those ships will do only what they're supposed to:


Editors ---> Ships ---> Player Orders ---> Unmark all orders that the player can issue. The white squares need to be empty.

Order-related issues - spacecraft

Even spacecraft can give problems in terms of orders. It is possible to generalize on this subject and claim that the player, even in the role of squadron leader, should not be capable of issuing orders to all spacecraft. There might be fighters and/or bombers he has no authority on as well as units which are supposed to behave according to the original campaign creator's will without any interference (kamikaze runs, waypoints, suicide attacks, ignore certain allied ships, etc. etc.). It's also possible that certain spacecraft may need to receive orders by the player, but that should be an extremely rare evenience.

It's also worth noting that in missions featuring characters it shouldn't be possible to order those characters to depart anytime during the mission. If the player orders them to depart, all messages they were supposed to send will be sent by Command, instead.

Choosing the orders the player can issue is very easy:


Use the mouse or the Select List button on the interface (or, alternatively, press H) ---> Choose the spacecraft whose player orders need to be changed ---> OK (if using Select List, otherwise jump this step) ---> Player Orders ---> Mark/unmark the orders. Pay a lot of attention on characters.

Skybox models

Skyboxes are among the best graphical enhancements introduced by the FreeSpace Upgrade Project. Needless to say that, as fan-made effects, skyboxes are totally missing in old campaigns.

Adding them is a must during the upgrade - they're the easiest and most effective way to show a good background even without any nebulae. The standard skybox model released with the Media VPs is called "starfield". Adding it is incredibly easy:


Editors ---> Background ---> Misc ---> Skybox Model ---> Type "starfield.pof" without the quotes. There's no need to browse the model.

Timings

To be filled in later.

Unappropriate names

To be filled in later.

Weird warship battles

Oftentimes enough, FREDders orders ships to engage each other in a fight by simply ordering them to attack each other. This is know to cause oddities, mostly under an eyecandy point of view - ships engaged in some sort of "dance" and/or involved in multiple collisions aren't worth watching. Obviously, this edit isn't necessary if all warships involved in the battle are supposed to remain immobile.

The best idea is to create waypoints the warships will then be supposed to fly through. If the warships are too fast and/or their starting distance is too short, it may be a very good idea to reduce their speed. All of this can be easily done:


Removing orders:
Normal orders:
Editors ---> Ships ---> Initial Orders ---> Remove the order to attack the opposing ship.

SEXP-triggered orders:
Editors ---> Events ---> Find the event ---> Remove the add-goal SEXP. It may be a good idea to delete the whole event as long as it's not in the middle of a chain and/or there are other SEXPs other than add-goal.

Waypoints:
Creating waypoint paths:
Interface Shiplist ---> Choose Waypoint ---> Press Ctrl + Left bt. on mouse to add ---> Create, if necessary, a waypoint path ---> Name the waypoint path ---> Repeat this procedure for the other ships.

New orders:
Normal orders:
Editors ---> Ships ---> Initial Orders ---> Fly the selected waypoint.

SEXP-triggered orders:'
Editors ---> Events ---> Find the event ---> Use the add-goal SEXP to order ships to follow their specified waypoints.

Speed:
Editors ---> Events ---> Find the warship's arrival event ---> Add the cap-waypoint-speed SEXP to set a reduced speed. It can be reset by choosing a speed of "-1". This may be necessary if a ship involved in a battle is successively supposed to fly through waypoints at max speed or, at least, at a speed different from the one showed during the battle.

If there are no events related to the warship's arrival and/or to the beginning of the battle, it's a good move to create at least one for better handling.

Related Links

FreeSpace Campaign Restoration Project

FSCRP Public Board | Hard Light Productions.net