I've taken some video footage, just to show off the proof of concept. It's not exactly easy to fly around in, and I ended up flying into the enemy base and getting into an escape pod. But it's working.
https://www.youtube.com/watch?v=yc4M8Afm1V8
Allegiance 2 Development
Factoid, regarding the LUA/Python/etc scripting. I was suggesting the integration with the view to be able to replace some of the ICG sub-routines with the scripting language instead. I.e. if we ultimately will be able to re-write ICG on a function-by-function basis it would simplify a lot of the transition pains. From engine point of view it would involve supporting calls from scripting language as well as ICG (assuming identical behaviour of the two), ability to support by-function re-write of ICG will require ICG modification to turn internal function calls into call-outs to the engine, but at least the engine-only part implementation would already be a great start.
I'd also suggest to start implementing anything which is not ICG and which will be moddable (i.e. UI, lobby, etc) to be script-based from the very start.
Fuzz, are you able to sanbox python in such a way as to prevent modders from writing malicious mods? LUA makes that quite easy, and if cores become code-based (rather than table based) security will become a concern.
I'd also suggest to start implementing anything which is not ICG and which will be moddable (i.e. UI, lobby, etc) to be script-based from the very start.
Fuzz, are you able to sanbox python in such a way as to prevent modders from writing malicious mods? LUA makes that quite easy, and if cores become code-based (rather than table based) security will become a concern.
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fuzzylunkin1
I think I'm going to hold off until we decide on the implementation, actually._xJammer_ wrote:QUOTE (_xJammer_ @ May 15 2014, 07:55 AM) Factoid, regarding the LUA/Python/etc scripting. I was suggesting the integration with the view to be able to replace some of the ICG sub-routines with the scripting language instead. I.e. if we ultimately will be able to re-write ICG on a function-by-function basis it would simplify a lot of the transition pains. From engine point of view it would involve supporting calls from scripting language as well as ICG (assuming identical behaviour of the two), ability to support by-function re-write of ICG will require ICG modification to turn internal function calls into call-outs to the engine, but at least the engine-only part implementation would already be a great start.
I'd also suggest to start implementing anything which is not ICG and which will be moddable (i.e. UI, lobby, etc) to be script-based from the very start.
Fuzz, are you able to sanbox python in such a way as to prevent modders from writing malicious mods? LUA makes that quite easy, and if cores become code-based (rather than table based) security will become a concern.
It's a win / win situation.
You use game engine X with language Y and graphics package Z, whatever you feel comfortable with. You replace all licensed content with your own content. Three things might happen:
1. Failure, but you learned so much about game development, makes a nice statement on your CV.
2. You succeed in making a new, improved FA, it's going to be implemented. You are going to be known as "the man who saved our game" in the wiki. They will name sectors after you.
3. You succeed in making a new, improved game, but it's not going to be implemented here. What is preventing you launching this game under your own name and make money with it? As long as it holds no restricted licensed material?
Anyway, if you know how to make games it's worth spending some time in it.
My 2 cents.
You use game engine X with language Y and graphics package Z, whatever you feel comfortable with. You replace all licensed content with your own content. Three things might happen:
1. Failure, but you learned so much about game development, makes a nice statement on your CV.
2. You succeed in making a new, improved FA, it's going to be implemented. You are going to be known as "the man who saved our game" in the wiki. They will name sectors after you.
3. You succeed in making a new, improved game, but it's not going to be implemented here. What is preventing you launching this game under your own name and make money with it? As long as it holds no restricted licensed material?
Anyway, if you know how to make games it's worth spending some time in it.
My 2 cents.

Please,please,please release an updated installer! The ad campaign is working and newbs are Not going to want to wait forever for 1000 files to D/L.
Last edited by raumvogel on Sat May 17, 2014 4:44 pm, edited 1 time in total.
