Call for volunteers: merging Allegiance into FS2

Catch-all for all development not having a specific forum.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

raumvogel wrote:QUOTE (raumvogel @ Jul 30 2011, 02:02 PM) Do they even have a community that still plays? I have yet to find an active website or game download.
http://www.hard-light.net/forums/index.php/board,50.0.html

I don't know what the community size is... post back if you figure it out. Can't be worse than 360 active players.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

KGJV
Posts: 1474
Joined: Tue Jul 01, 2003 7:00 am
Location: Transilvania

Post by KGJV »

There have been an IRC at some point , I dunno if it's still active, I've not used it for years. Anyone got the addy ?

To clarify more how I see that project, I'll say it's really about completely abandoning the Allegiance code and recreating the concepts into another existing game as a mod. We really need to drop all Microsoft code. We need to do this to move on, we're stuck here today and I don't see other way except a complete rewrite which is really too much effort.

now it won't be recreating 100% Alleg in FS for sure. at least at start. Anyway we might not even want 100% Alleg recreated.

Like Clay pointed out, "preserving elements of Allegiance that I feel are important to quality gameplay" is key but we immediately notice that we might not all agree on these right away...of the 3 he highlighted, I wouldn't have picked the 1st one for instance.

But let's not start this here may be?

I dunno about the FS community but since it's a FS mod project, I think we should move this discussion there and 'abandon' ship here. And I'm not confident in the future of these Allegiance boards anyway...
Image
sambasti
Posts: 1054
Joined: Wed Mar 26, 2008 12:55 am
Location: the SF hiding in your home

Post by sambasti »

I would like to help, however, I am not sure how much time I will have in the next year, so I'll probably observe for now and jump in if I have time.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

I've taken a quick look around....

An important part of the work will be multiplayer code. It's very single-player oriented right now. I don't see any evidence of a strong multiplayer community or component. So Allegiance mod in FS2 will be very interesting for the existing community, but it means a lot of work for us. Just to give you an idea, it looks like the std there is peer to peer games, 12 players max, and a half-functioning standalone server. The lobby is geared towards these peer to peer games. Overall it's pretty-dead if this is accurate: http://fs2netd.game-warden.com/

If I understand correctly the whole multiplayer design is similar to playing through a co-op map and a lot of Alleg concepts need to be coded from scratch. I don't know how much of this you can do on the mod side... KG, how is the license, can we repackage & distribute our own version of the code if we run into issues? The other alternative may be to submit bunch of patches to the SCP team and wait for them to be approved.

But.. in the development end it looks far better organized and active than us. The non-multiplayer parts of the engine are more capable. Don't know if the source is any easier to work with, downloading now.
Last edited by Spunkmeyer on Sat Jul 30, 2011 9:43 pm, edited 1 time in total.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

MatthTheGeek
Posts: 19
Joined: Sat Jul 30, 2011 2:46 pm
Location: France

Post by MatthTheGeek »

Adaven wrote:QUOTE (Adaven @ Jul 30 2011, 08:50 PM) Merging with the FS2 engine should give us several of the "wishlist" items that have been floating around for years. Better graphics and the ability to target specific subsystems on ships comes immediately to mind.
Subsystem targeting has been a part of Freespace since FS1, so that's a definitive check.

As for better graphics, I'll let you judge by yourself
raumvogel wrote:QUOTE (raumvogel @ Jul 30 2011, 09:02 PM) Do they even have a community that still plays? I have yet to find an active website or game download.
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 30 2011, 10:11 PM) http://www.hard-light.net/forums/index.php/board,50.0.html

I don't know what the community size is... post back if you figure it out. Can't be worse than 360 active players.
Hard Light Productions is indeed the largest active Freespace community. If you want a rough estimate of the number of Freespace players, the latest large mod got around 5000 downloads in a window of 6 months.

Keep in mind that Freespace 2 itself is not a free game, only the engine is. Aside from a few standalone mods, you'll need to buy the original game to play even the user made content with the new engine, as they are nearly all based on retail assets to some degree. FS2 is sold 6$ DRM-free at GoG.com.

However, as, stated here :
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 30 2011, 11:42 PM) It's very single-player oriented right now.
This large pool of players and user-made content is indeed mostly SP-oriented. I'll be frank with you, the number of active multi players is around a handful, me included. The days of Squadwar as they were 10 years ago are long gone, and the games that happen between the few of us that still go multi happen randomly, and are most often decided on IRC with little planning. The Blue Planet Multiplayer project of which I am a member did help a little, as we now have several FREDers working on new multiplayer content with innovative concepts, but I think this merging project could be a good way to help reviving FS multi.
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Jul 30 2011, 07:00 PM) I've been toying with this idea for a while. FS2 is a well-supported and mature platform. The challenge is faithfully preserving elements of Allegiance that I feel are important to quality gameplay, such as

1) Alleg physics, including particles. This is what makes dogfighting challenging and interesting.
2) Some analog of our core (.igc) system, which is vital to allowing experienced players to balance and fine-tune game rules
3) I couldn't think of a third thing without saying something stupid like "our signature/scan range" system.
KGJV wrote:QUOTE (KGJV @ Jul 30 2011, 11:09 PM) Like Clay pointed out, "preserving elements of Allegiance that I feel are important to quality gameplay" is key but we immediately notice that we might not all agree on these right away...of the 3 he highlighted, I wouldn't have picked the 1st one for instance.
To be honest, Allegiance physics and craft stats are the easiest part of the modding here. And since they're so easy, we can also have several versions with different stats based on the same gameplay core. FSO supports very well mods based on mods.

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 30 2011, 11:42 PM) Just to give you an idea, it looks like the std there is peer to peer games, 12 players max, and a half-functioning standalone server. The lobby is geared towards these peer to peer games.
If I understand correctly the whole multiplayer design is similar to playing through a co-op map and a lot of Alleg concepts need to be coded from scratch.
That is true. As far as I know, the FS network code has been left vastly untouched since retail, mainly because of the lack of players. As it is, it is indeed mostly p2p-based (although standalones have been recently tested and work flawlessly so far), hosts have to manually forward ports, you can't join ingame (although such a feature has been worked on but never finalised) and you are indeed limited to 12 players per game. This has two reasons, the lack of players is one (coders tend to spend time on features that will be the most exploited), and the lack of coders with a solid network coding knowledge is the second.
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 30 2011, 11:42 PM) The other alternative may be to submit bunch of patches to the SCP team and wait for them to be approved.
That's the best way to proceed. As far as I know, as long as patches are solid, decently tested and documented, the SCP team is fairly open to adding them to trunk. The SCP regularly builds and distribute "nightly" builds from the latest trunk for any player to test and report any issue or other feedback, which enable them to have small features easily added, tested and stabilized into trunk.

SCP knows that our network code is old and weak, and they'd be more than happy to have people improving it.
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 30 2011, 11:42 PM) But.. in the development end it looks far better organized and active than us. The non-multiplayer parts of the engine are more capable. Don't know if the source is any easier to work with, downloading now.
There I'll be honest with you again, although FSO now works on C++, the retail source code was in C. Which means that, aside from parts that have been entirely revamped, most of the code is spaghetti code with no object-oriented approach. Documentation is scarce, but thankfully we still have many talented and active coders with an extended knowledge of the engine that can point you in the right direction if you want to dive into it.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

I found this thread:
http://www.hard-light.net/forums/index.php...71610#msg971610

Would you agree with the workload involved in increasing the player limit? I assume not much has changed in that area since 2007, or has it?


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

MatthTheGeek
Posts: 19
Joined: Sat Jul 30, 2011 2:46 pm
Location: France

Post by MatthTheGeek »

Like I said, the network code has been left virtually untouched since 1999. So no, things have not changed much on that front since '07. And while you'd need to talk with people from the SCP with a better knowledge of the source code to confirm this, as I am not a coder myself, an accurate port of Allegiance to FSO might require a partial or complete rewrite of the network code, and other areas like interface (which is being or is planned to be overhauled at some point too, gotta ask SCP guys about that too). These are technical specifics that are a little beyond my own modding skills tbh.

EDIT: This thread was actually before my time, so I've been only quickly reading it. I'd need to ask you, how many players do you get on an average Allegiance game nowadays ?
Last edited by MatthTheGeek on Sat Jul 30, 2011 11:41 pm, edited 1 time in total.
KGJV
Posts: 1474
Joined: Tue Jul 01, 2003 7:00 am
Location: Transilvania

Post by KGJV »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 30 2011, 11:42 PM) KG, how is the license, can we repackage & distribute our own version of the code if we run into issues? The other alternative may be to submit bunch of patches to the SCP team and wait for them to be approved.
as far as I've looked, the license is ok to repackage & distribute our own version of the code. Submitting patches into the SCP team process is the way to go or to start with at least. If incompatibilities or divergences appear in the future, we can always fork from the SCP team so we're safe here.

like Matt said, there are some 'assets' license issue atm so people must buy FS2. But I'm pretty sure we can come up with something 100% free if this project succeed. Anyway FS2 is very cheap. So cheap i'm not even sure Violition/Interplay are getting any $ from it when GoG sell it.

The synergy is great because FS2 is mainly a singleplayer game with a rich scripting system and a weak multiplayer system.
Allegiance is the contrary: nonexistent singleplayer system with no scripting system but very rich and stable multiplayer system.
They perfectly complement each other.

Even if we have to code a lot of stuff to do this, most of it won't be complex stuff like 3D gfx but mainly game logic and network code and that is usually more easy to do and we have Allegiance code as an example.
Image
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

KGJV wrote:QUOTE (KGJV @ Jul 30 2011, 06:43 PM) Even if we have to code a lot of stuff to do this, most of it won't be complex stuff like 3D gfx but mainly game logic and network code and that is usually more easy to do and we have Allegiance code as an example.
I don't know - if you read that thread I linked, assuming the admins know what they are talking about, the 12 player limit is hooked into the engine deeply. They specifically say it's not just a matter of rewriting the entire multiplayer code but would take a long time overhauling everything. You may want to inquire more about this before committing.

Allegiance supports up to 200 players per game. It's pretty good with 8 to 16 players per side, so it'd be playable with 32 players but if scaled properly (balance-wise) games of up to twice that size are awesome, so I'd say 64 has to be supported. I have been in 100+ player games but those days are long gone. These days we are ecstatic if we can get a 40 player game going.

The engine was designed to handle updates to about 37 players simultaneously over dial-up connections with minimal lag, hence the sector-structure (of course "minimal" being relative and we don't get 37 players in a sector these days...although bandwidth is plentiful and we send twice as many updates now)
Last edited by Spunkmeyer on Sun Jul 31, 2011 12:09 am, edited 1 time in total.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

hm.. interesting.

What happened to your project last week about rewriting Allegiance's engine and replacing it with a script-based engine? :P

Not to be a negative nancy but, IMO this isn't the ideal way forward. (recreating allegiance inside another game)
Last edited by Orion on Sun Jul 31, 2011 12:15 am, edited 1 time in total.
Image
Post Reply