Immersive and special missions

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ZodiacDragon84
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Immersive and special missions

Post by ZodiacDragon84 »

I have noticed that there are not really anything in the terms of missions that continue in a story line. I was thinking something along the lines of some of the special missions similar to the game space trader for windows. (version based off the palm game)
Gungnir
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Re: Immersive and special missions

Post by Gungnir »

IIRC, there is going to be a story (I think the very beginning is in stable), it just hasn't been added yet so we can focus on other things for now.
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Re: Immersive and special missions

Post by pheonixstorm »

Yeah, everything i've heard says staoy has not been added to the game yet. Have no idea where that story is to see if its partially or fully finished yet. There are missions, just no story related missions (unless you play Privateer PU or GG).
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klauss
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Re: Immersive and special missions

Post by klauss »

I don't even think there's a story. :shock:

Perhaps someone or someoneS should start writing a story (in movie script fashion). Having a story to stick to might make the potential modders' jobs easier. It's far easier creating the campaign scripts when you know what you want to do than when you don't.
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Deus Siddis
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Re: Immersive and special missions

Post by Deus Siddis »

klauss wrote: Perhaps someone or someoneS should start writing a story (in movie script fashion). Having a story to stick to might make the potential modders' jobs easier. It's far easier creating the campaign scripts when you know what you want to do than when you don't.
It might be easier though to start with shorter sub plot missions that are relatively isolated.

They could have interesting characters and twists, but without interacting strongly with the central stream of story lines and canon.
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Re: Immersive and special missions

Post by klauss »

@Deus: I'm of the idea that writers shouldn't be limited from the get go. If later, reading the initial versions of the scripts, we find something hard to do, it can be worked upon.

But the writer should be free to choose his/her story. That's the best way to end up with cool stories.
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pheonixstorm
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Re: Immersive and special missions

Post by pheonixstorm »

It's possible the only story yet written was the dead mans ship or w/e it was that can be read from the main menu.

And since this game is far from finished who is to say what is actual canon. From a VS mod standpoint everything posted is canon but as far as VS:UtCS canon can change as we need it to to fit what we develop.
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ZodiacDragon84
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Re: Immersive and special missions

Post by ZodiacDragon84 »

I think I could come up with some stories, but my art and programming skills are pretty much nil. Bounce some ideas off of me, and Ill see if I can work my dungeons and dragons story style into something that the devs can work with :D
ezee
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Re: Immersive and special missions

Post by ezee »

Yo !
I just had an idea to help the creative people to make missions and organize dem in campaigns . That just depend in a tool that sadly we don't have , a campaign editor .
About the actual code , the most part is python scripting , and even without create new scripts,
we could reuse the existing by extracting parts to make a new script .
Yeah , basic copy/paste in a text editor ... that kill the creativity because it's too much
boring ^^ .

So after all , copy and paste is the work of a machine ?
Why don't program this tool , that will :
_ Format for you the beginning end the end of the script ( the skeleton ) .
_ Will let you decide where is the action , and how many PNJ or AI are implicated .
_ Choose the factions that will be there .
_ Write you dialogs , the program will make the code for you .
_ Auto linkage to parent or child nodes ( scripts ) to design behaviour trees ( and multiple ends possible ) along minimum 2 missions .
_ And so on...

I like that idea , and perhaps i wll try to work on it .
:arrow:

EDIT : The instructions are already very well explained in 8 chapters :
Chapter 8: Conclusion
-------------------------------------------------------------------------

Well this is the best I can do so far... please read this
documentation over and let me know if you have any suggestions or
clarifications...adn best yet give it a shot and try it out-- and
at least look at modules/cargo_mission.py (whcih is called from a
number of missions I think) as well as modules/privateer.py
(called by mission/exploration/explore_universe.mission )
And certainly try to understand modules/quest_drone.py
before trying to write a quest (or while trying to write one)
That document is a gold mine and you can find it here :
http://sourceforge.net/p/vegastrike/cod ... .txt#l1231
And the root of the document is the ... documentation ( :lol: ) :
http://sourceforge.net/p/vegastrike/cod ... mentation/

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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TBeholder
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Re: Immersive and special missions

Post by TBeholder »

For samples, there's some fun stuff in data/modules/quests/.
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ezee
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Re: Immersive and special missions

Post by ezee »

Hello !
Glad to " see " you again .
Thank you for the hint , i've started to collect data for a mission/campain generator .
:D

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
Vegastrike evolved
DEV YOUTUBE CHANNEL
Vegastrike evolved wiki
loki1950
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Re: Immersive and special missions

Post by loki1950 »

There is also a background doc that JackS the creator of our fictional universe put together with a fairly detailed history and the notes he made on a story line he wanted to implement the link to it is in a hidden forum so if you want access let me know 8)

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