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#1 |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Flight Cmdr 1.3 Released
Hi all:
You can now download the new Flight Commander. The main features introduced in this release is the new scripting system, and some AI improvements. Scripting opens up a whole new world for new sophisticated mission design. I've included 4 demo missions showing some interesting scripting:
Releated to scripting is the new scriptable mission debriefing screen, shown below ![]() On the AI side, formation flying is now working. You can even customize the formation positions of each ship. Also, the AI now knows how to do collision avoidance. Other goodies include:
Of course, to handle all the new options, the mission editor has been upgraded.
![]() So you can download 1.3 from the usual Flight Commander home page
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#2 |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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A note on the maturity: I've only tested on my machine, so those on modems may want to wait a week or so. But last time the beta was the same as the official release, because there were no show stoppers. We'll see how it goes.
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#3 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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WooHOO!!!
I'll find time to do a little beta testing. Make sure there are no serious issues with it. Should post by tonight.
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#4 |
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Captain
![]() Join Date: May 2005
Location: Arctic
Posts: 432
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Yay! Sounds cool to me! Any more work to be done for FC?
Got a busy schedule though.
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I Like Ptarmigans. |
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#5 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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Didn't notice anything fatal. Was a bit of pain getting it off my flashdrive, but I doubt that has anything to do with the FC 1.3.
Oh, eddie, could you post the undated missioned.zip. I don't have 24 hour easy access to the internet. (basically I can't go online whenever I want) Thanks.
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#6 | ||
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#7 | |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#8 |
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Major
![]() Join Date: Nov 2005
Posts: 509
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Out of most of the wing/flight commander modders out there, I am probably the most active modder. Can you just quickly tell me if Flight Commander 1.3 still uses ".Mission.xml(s)" anymore? Or is it all in scripting now?
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AKA KC-1024/Talon 1024 | Wing Commander Saga website | Wing Commander Saga Forum | The 158th Banshee Squadron website | The 158th Banshee Squadron forum | Project Leader: Wing Commander: Hostile Frontier | WC: HF thread at HLP | Learning to program in Java | OBJ2WCP Released! |
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#9 |
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Guest
Posts: n/a
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Eddie, I got a problem on both the simulator and shipviewer menu. As soon as we see the object spin -not before-, the mouse cursor vanishes, the mouse ends responding and I have to kill the application. If this help, the keyboard still works.
I Alt-Tab to the DOS windows and it reads: GL error on line 190 in file C:\cs\174\finalproj\triangletest\GameFlo w.cpp stack underflow GL error on line 42 in file C:\cs\174\finalproj\triangletest\FixedCa mera.cpp stack overflow This also happened on the previous version (the Alpha one). Any ideas? |
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#10 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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@Kevin: Of course the mission.xml file format is used. Just open up the file with the editor and correct what is in the drop-down boxs.
As for the issue with the sim and shipviewer menus. The problem looks like it lies in missing, corrupt, or incompatible files--probably the .obj or .mesh.bin file. Have you tried reinstalling FC 1.3? Also, where are placing the file anyway (which drive and under what main directory ("Program files", "Games", etc)? It might also be an issue with your hardware. What are your PC specs: operating system, processor speed, video card, and memory?
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#11 | ||
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
.Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#12 | |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#13 |
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Guest
Posts: n/a
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Linux version soon?
Think you can manage a linux release soon? :-)
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#14 |
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Cadet
Join Date: Aug 2005
Location: Madrid, Spain
Posts: 62
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Hi eddie,
now that FC 1.3 has been released, is there something to be done with the previous 1.2 alpha 1? I downloaded it, but not yet installed. Does the shippack work with 1.3? BTW: I've tried the following: If in-game text to speech does not sound correct, please install this program. and the link doesn't work |
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#15 | |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#16 | |||
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
Quote:
Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#17 | |
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Captain
![]() Join Date: May 2005
Location: Arctic
Posts: 432
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Quote:
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I Like Ptarmigans. |
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#18 | |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
Some brainstorming/ideas on 1.4 directions. Just ideas, nothing is set in stone.
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#19 |
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Super Soaker Collector
Administrator |
Those all sound like pretty great additions for the next upgrade. Along with cutscenes, is there a quick and easy fiction viewer that can be included? Some of the current mods rely on that because of the relative difficulty in cutscene creation.
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#20 |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Yes, a fiction viewer has been in there since 1.2
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#21 | |
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Captain
![]() Join Date: May 2005
Location: Arctic
Posts: 432
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Quote:
Pass the terrain anyways.
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I Like Ptarmigans. |
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#22 |
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1st Lieutenant
![]() Join Date: Jan 2004
Location: ACT, Australia
Posts: 239
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Hey mate haven't played Flight Commander for some time now so my memories a little hazy, but how bout an in-game menu for selecting which bird we wanna take for a spin WC3/WC4 style?
Same goes for ordinance too if possible.
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'I hate last stands. You never get an opportunity to practice for them' -Piet Gutes, Tanith first-and-only 'Well hello mister fancy pants' -Ash |
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#23 |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Yes, do try out 1.3, you can already select ships for a sim mission.
__________________
Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#24 |
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1st Lieutenant
![]() Join Date: Jan 2004
Location: ACT, Australia
Posts: 239
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Cool i'll DL it later but i wasn't referring to the sim missions. Something like the loadout terminal blair uses before every mission in WC3/WC4 for the main campaign. Would make a good feature to attract mod makers if it could be turned on-off.
(bit of code similar to the ship selection in the sim to put in after the briefing but before launch perhaps?) Saw your (i think it was yours anyway...) talking heads revalation on the boards a few days back, perhaps talking to characters aboard the ship as well as being implemented to briefing scenes?
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'I hate last stands. You never get an opportunity to practice for them' -Piet Gutes, Tanith first-and-only 'Well hello mister fancy pants' -Ash |
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#25 | ||
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#26 |
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Major
![]() Join Date: Sep 2005
Location: TSGS Wolfenstien
Posts: 698
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Planetary bombardment would be great.
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Here comes a Quail YEEEHAAW! "What dirty, filthy mind you got." Humphrey Bogart Owner of www.freewebs.com/quailpilot/ |
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#27 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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Alright, with all the recent flying in FC, I have come across some nasty bugs--nothing fatal, just terribly annoying.
A) The AI runs up your a** to attack you or any other fighter. You should definitely add a little buffer space code into the AI, so maybe it would not be right on top of me. I mean, all the AI does all day in combat is a series of continuous loops. It's just like the old FC AI fighting capships, loop and shoot. I think a buffer zone would improve the AI's overall combat ability. Also the AI gets stuck in loops trying to avoid colliding with asteroids, it is very funny. B) Any craft, friend or foe, can scan cargo. C) This one is more of a design problem, but I really think the mission time should start when the player enters nav0. I know this has no bearing on the script, but it seems to be more accurate (considering black boxes and all are supposedly where the mission time is kept and the briefing is done before the pilot ever steps onto the flight deck). D) An inconsistant error with the recording of mission time. Sometimes at the end of a mission, the time will say one hour and some seconds. This does not happen everytime, so I am checking for what might cause this to see if this may be caused by the script (don't think it should) or if this is a hardcode error. Also I will be looking for how long the mission timer has reached before this error occurs. Has anybody else seen this error? E) On an earlier bug, I finally found the other culprit for the voice briefing anamolies: the period! It seems to be fairly random, but some sentences cause the text-to-speech device to produce voice anamolies. I think this may be caused by some words and puntuation that comes before the period. I will try to see a pattern, but I won't be too involved in this area considering RG will use voiceovers for briefings. That is all for now.
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#28 | |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
A) Yes, there's still more to do on the attack AI. 1.3's AI improvements mainly concentrated on formation flying, and using afterburners. The will have to wait till 1.4. B) Hmm. To get identified, the ship has to first target the cargo, then get close to it. Do you have something which causes this to happen? I was thinking of adding a script function to disable scanning by a given ship, that should do it, right? D) Tell me how I can reproduce this. Thanks for the great bug reports.
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#29 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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Well, I know it happens in mission, not sure where yet.
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#30 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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Dang, two hour edit limit.
Alright in the code I have two ships that actually target a transport. And I would say that something like this should be default, so that only the player can scan a ship, but that other ships could do so as well with a toggle function command invoked. As I already stated the error with the mission time is something caused before finishing the mission. And I know precisely what the error is. When coding the mission time you left off a zero. I know this because, you know how when the clock hits 60 seconds or 60 minutes it goes to one minute or one hour, respectively. Well: 6 minutes == one hour A very simple error in coding, and I am suprised nobody else has noticed it. I mean since you can now see the time at the end of the mission. You know I found it really screwy when I saw 1:00:34 at the end of a mission, which only took me, apparently, 00:06:34 time to complete. Very simple error to fix--I probably could do it.
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#31 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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Okay, something that I didn't mention before: your wingmen don't know how to fly straight while in formation. I'll e-mail a pic.
Also, I am implementing several scripts that have not been built-in (they are currently commented out): Ship_setSpeed(string id, decimal percentage); Video_playCutscene(video file); (this is an in-game cienmatic initiated during the mission) These are based on what I have seen out of your current scripts. I am not sure, though, what script function you are planning on using for the jumping of ship. The briefing message cuts off too quickly if the message goes too far into the second line.
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#32 |
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Ok, I'll keep this in mind as I add scripting for in game cutscenes and other areas.
I already know about the formation flying not lining up their up vectors.
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#33 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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Ship_setEnabled(shipid, bool); this script is for making a ship disappear, say if that ship gets out of range or something, WCPPas has the similiar code
Just curious, but are you going to include all the scripts used by the WCPpas compiler? Oh, are you going to add the target square at longer ranges (eg be able to see the box that is around a targeted ship at ranges greater than 50000)? Is the fact that the ITTS and missile lock are always active just because you haven't gotten around to editing them?
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#34 | ||
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Flight Commander
Join Date: Dec 2000
Location: Los Angeles
Posts: 914
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Quote:
Quote:
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Flight Commander : A space combat simulator programmed by Ed Benowitz. |
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#35 |
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Lieutenant General
![]() Join Date: Jun 2003
Location: Mobile, AL, USA
Posts: 1,641
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ITTS and missile locks active well out of a particular armament's max range. In fact, they are active whenever the targeting box is active.
These systems should activate based on the particular range of a weapon.
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