Vega Strike Mercs project - DEMO
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Vega Strike Mercs project - DEMO
Hi everybody. My name is Travis.
I've been talking with HellcatV for a little bit about a little sister project to Vega Strike that I have in development. I wanted to post a little initial demo for bug-squashing and feedback purposes, and just to get general impressions of whether this is something that folks would like to play. HellcatV gave me permission to do so today, so here goes!
Basically, this is a separate game from Vega Strike, but it is set in the Vega Strike Universe and runs parallel. It uses a completely different engine and codebase. Thus far, it's called Vega Strike Mercs, and is solely a space-combat sim in the vein of WingCommander and FreeSpace. So. No trading, no dynamic universe, no pirating, and none of those really cool aspects of Vega Strike. It is totally focused on tightly scripted battles and story. Like Vega Strike, if the project continues, all source code will be made available (although some of it is pretty clunky. programming by yourself tends to make you lazy.)
This is currently windows-only, and requires DirectX 9.0. Sorry about that I've been developing this engine on my own, before I even found Vega Strike, and I've been programming in DX for years, so that's naturally what I gravitated to. Hopefully enough of you have PC's that this won't be a lost cause
Currently this uses lots of FreeSpace 2 art and sounds that I used in initial development to get the project off the ground. I am in the process of replacing these now, so you'll have to forgive me that it looks AWFULLY Freespace-y.
There are no menus, and only one mission. You can complete the mission, but you'll just have to exit (press ESC) manually when you're through playing, or just fly around taking potshots at your wingmen
All ingame systems are basically functional though. AI is not too shabby, physics are pretty good (At least for a combat sim, which this unabashedly is), and you can give orders to your wingmen.
All controls are based off FS2's control scheme -
Numeric pad arrows to move and roll
=/- for throttle
TAB afterburner
CTRL fire
Space fire missile
T/R/Y - targeting
Ins/Home/PGUP/PGDN/END/DEL - power management
Q redistribute shields
C comm
* on numeric keypad switches view
M match speed
Backspace - zero throttle
\ - full throttle
./, - cycle weapons/missiles
The ships are all of H.E. Day's great new ships for Vega Strike - Thank You H.E. Day!
Ships included are the -
Lancelot
Admonisher
Ancestor
Mule
Huldra
Plowshare
Thrud
Vidar
Clydesdale
Some .jpg screenshots so you can see what it looks like
http://buildingworlds.com/VSMERCS/shot2.jpg
http://buildingworlds.com/VSMERCS/shot3.jpg
http://buildingworlds.com/VSMERCS/shot4.jpg
http://buildingworlds.com/VSMERCS/shot5.jpg
http://buildingworlds.com/VSMERCS/shot6.jpg
http://buildingworlds.com/VSMERCS/shot7.jpg
Some higher quality .png's of the same
http://buildingworlds.com/VSMERCS/shot2.png
http://buildingworlds.com/VSMERCS/shot3.png
http://buildingworlds.com/VSMERCS/shot4.png
http://buildingworlds.com/VSMERCS/shot5.png
http://buildingworlds.com/VSMERCS/shot6.png
http://buildingworlds.com/VSMERCS/shot7.png
Download the demo here! It's about 18.5 MB
http://buildingworlds.com/VSMERCS/vsmercs.zip
Please try this out.
I'd like to know:
A) did it run
B) How WELL did it run, and what your system spec is
C) was it any fun
D) general suggestions
E) any bugs you found.
F) do you think there's a need for a project like this, or would you rather not have it around?
Thank you all for any feedback you can give me!
Travis
P.S. I'm sticking one image right here on the end, to give you an idea. This is from the 3rd person cam.
I've been talking with HellcatV for a little bit about a little sister project to Vega Strike that I have in development. I wanted to post a little initial demo for bug-squashing and feedback purposes, and just to get general impressions of whether this is something that folks would like to play. HellcatV gave me permission to do so today, so here goes!
Basically, this is a separate game from Vega Strike, but it is set in the Vega Strike Universe and runs parallel. It uses a completely different engine and codebase. Thus far, it's called Vega Strike Mercs, and is solely a space-combat sim in the vein of WingCommander and FreeSpace. So. No trading, no dynamic universe, no pirating, and none of those really cool aspects of Vega Strike. It is totally focused on tightly scripted battles and story. Like Vega Strike, if the project continues, all source code will be made available (although some of it is pretty clunky. programming by yourself tends to make you lazy.)
This is currently windows-only, and requires DirectX 9.0. Sorry about that I've been developing this engine on my own, before I even found Vega Strike, and I've been programming in DX for years, so that's naturally what I gravitated to. Hopefully enough of you have PC's that this won't be a lost cause
Currently this uses lots of FreeSpace 2 art and sounds that I used in initial development to get the project off the ground. I am in the process of replacing these now, so you'll have to forgive me that it looks AWFULLY Freespace-y.
There are no menus, and only one mission. You can complete the mission, but you'll just have to exit (press ESC) manually when you're through playing, or just fly around taking potshots at your wingmen
All ingame systems are basically functional though. AI is not too shabby, physics are pretty good (At least for a combat sim, which this unabashedly is), and you can give orders to your wingmen.
All controls are based off FS2's control scheme -
Numeric pad arrows to move and roll
=/- for throttle
TAB afterburner
CTRL fire
Space fire missile
T/R/Y - targeting
Ins/Home/PGUP/PGDN/END/DEL - power management
Q redistribute shields
C comm
* on numeric keypad switches view
M match speed
Backspace - zero throttle
\ - full throttle
./, - cycle weapons/missiles
The ships are all of H.E. Day's great new ships for Vega Strike - Thank You H.E. Day!
Ships included are the -
Lancelot
Admonisher
Ancestor
Mule
Huldra
Plowshare
Thrud
Vidar
Clydesdale
Some .jpg screenshots so you can see what it looks like
http://buildingworlds.com/VSMERCS/shot2.jpg
http://buildingworlds.com/VSMERCS/shot3.jpg
http://buildingworlds.com/VSMERCS/shot4.jpg
http://buildingworlds.com/VSMERCS/shot5.jpg
http://buildingworlds.com/VSMERCS/shot6.jpg
http://buildingworlds.com/VSMERCS/shot7.jpg
Some higher quality .png's of the same
http://buildingworlds.com/VSMERCS/shot2.png
http://buildingworlds.com/VSMERCS/shot3.png
http://buildingworlds.com/VSMERCS/shot4.png
http://buildingworlds.com/VSMERCS/shot5.png
http://buildingworlds.com/VSMERCS/shot6.png
http://buildingworlds.com/VSMERCS/shot7.png
Download the demo here! It's about 18.5 MB
http://buildingworlds.com/VSMERCS/vsmercs.zip
Please try this out.
I'd like to know:
A) did it run
B) How WELL did it run, and what your system spec is
C) was it any fun
D) general suggestions
E) any bugs you found.
F) do you think there's a need for a project like this, or would you rather not have it around?
Thank you all for any feedback you can give me!
Travis
P.S. I'm sticking one image right here on the end, to give you an idea. This is from the 3rd person cam.
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I think that if anything were to be done, that OpenGL support should be added to Mercs - being that it's cross-platform and all I don't think adding Dx rendering to Vega Strike will give any big wins.
I've never done any OpenGL programming before, but from what I hear, DirectX is aping it pretty heavily these days, so it might not be so bad >:)
Travis
I've never done any OpenGL programming before, but from what I hear, DirectX is aping it pretty heavily these days, so it might not be so bad >:)
Travis
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http://www.softwarepatch.com/windows/directx.html
Try this for a Directx9 redist minus the webinstaller
Try this for a Directx9 redist minus the webinstaller
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Full ACKtravis wrote:I think that if anything were to be done, that OpenGL support should be added to Mercs - being that it's cross-platform and all I don't think adding Dx rendering to Vega Strike will give any big wins.
I've never done any OpenGL programming before, but from what I hear, DirectX is aping it pretty heavily these days, so it might not be so bad >:)
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question about how you do your transformations travis
can your engine handle realistic space distances (planets are 1,000,000 big, space is vast...)
do you use doubles for positions or floats?
do you let your vidcard do the transformations for the distances or do you do that on the CPU with full 64 bit precision?
just curious--I had to struggle for days making VS 64-bit-float compliant so that we could have the vast distances we do today
and of course then we'll be able to zoom through space in the franklin
also do you support xmesh formats (or have a converter) so that we only have to stat ships once
can your engine handle realistic space distances (planets are 1,000,000 big, space is vast...)
do you use doubles for positions or floats?
do you let your vidcard do the transformations for the distances or do you do that on the CPU with full 64 bit precision?
just curious--I had to struggle for days making VS 64-bit-float compliant so that we could have the vast distances we do today
and of course then we'll be able to zoom through space in the franklin
also do you support xmesh formats (or have a converter) so that we only have to stat ships once
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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Mercs works like most combat sims - the distance is infinitely far away, and you can't actually reach distant planets. It's scaled for close-quarters combat. So basically, I'm just using floats - I get to be cheapquestion about how you do your transformations travis
can your engine handle realistic space distances (planets are 1,000,000 big, space is vast...)
do you use doubles for positions or floats?
do you let your vidcard do the transformations for the distances or do you do that on the CPU with full 64 bit precision?
just curious--I had to struggle for days making VS 64-bit-float compliant so that we could have the vast distances we do today
Yeah - remember, this is basically just a preview demo so that I can work out bugs and get feedback. ALL of the Freespace 2 media will be replaced.This game could of been a lot better if it didn't use most of the freespace media.
It was just a lot easier to get the engine running without having to make fresh art for everything up front on my lonesome. I did this without a team, and there are only so many hours in the day....
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Oops. Forgot to log in - the previous two posts were from me!
The xmesh question -
I don't have a converter, per se. I used texturizer to get them to .obj, then imported them into .max, where I exported them to .x The xmesh format is pretty simple, and if I get some extra time, I may write a .max script for importing them directly, or a command-line util for pulling them to an intermediate format that i can then batch up with another converter. It didn't take too long to do this way, and would of course be even easier if I had the original media for ships created in max, maya, blender, wings, or whatever.
The stats of my ships are slightly different, so I just approximated conversions this go round.
Hardpoints are of course, an easy conversion. More difficult are conversions dealing with handling - since my physics are not based upon the same parameters and rates, and has lots of adjustments for decay over time.
To make conversion easy, I will most likely build a table with multipliers for converting data from the original stats to my format, or something to that effect. A little experimentation should tweak the multipliers right.
Travis
The xmesh question -
I don't have a converter, per se. I used texturizer to get them to .obj, then imported them into .max, where I exported them to .x The xmesh format is pretty simple, and if I get some extra time, I may write a .max script for importing them directly, or a command-line util for pulling them to an intermediate format that i can then batch up with another converter. It didn't take too long to do this way, and would of course be even easier if I had the original media for ships created in max, maya, blender, wings, or whatever.
The stats of my ships are slightly different, so I just approximated conversions this go round.
Hardpoints are of course, an easy conversion. More difficult are conversions dealing with handling - since my physics are not based upon the same parameters and rates, and has lots of adjustments for decay over time.
To make conversion easy, I will most likely build a table with multipliers for converting data from the original stats to my format, or something to that effect. A little experimentation should tweak the multipliers right.
Travis
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how did you do the atmosphere effect travis?
what VS does is make a mesh that always faces the player with several layers of fog...
what other options exist
what VS does is make a mesh that always faces the player with several layers of fog...
what other options exist
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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we're planning to coordinate the release with 0.4.0
that way the effects of Vega Strike and the mercs will add instead of detract from each otehr
at least that's my feeling on the issue
then we'll do the website revamp, etc
that way the effects of Vega Strike and the mercs will add instead of detract from each otehr
at least that's my feeling on the issue
then we'll do the website revamp, etc
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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hellcatv wrote:how did you do the atmosphere effect travis?
what VS does is make a mesh that always faces the player with several layers of fog...
what other options exist
Since my background is infinitely far away, I can be cheap and bake my atmospheric glow into the planet.
When I have done it in the past, I did it as HurleyBird suggested - with a billboard that overlays the planet at about 125% of its diameter with a nice add glow.
Travis