FC 1.5 alpha

Hey thats neat. I'm just wondering about how hard it would be to implement a command where the AI takes over the control of the ship when the player goes to the turrets? And will it be possible to lock the player to a turret via a script?

I ask about the second because I'm thinking about a mission where the player is stuck on the cap-ship and controls only one turret. I like unique missions.
 
well eventually yeah, the computer should fly the ship while a player is on a turret, but not yet. This is not something you would do with a script.
 
Is it going to be possible to change which gameflow.xml is used? Currently it seems like you can't have more then one mod installed (that uses it) at any one time.
 
Yes, there's only one gameflow.xml, but you can change the default room. They're the same thing, pretty much.
 
I've replaced the Gameflow code in FC with the Gameflow from my mod. At first, I discovered I had to resize the gameflow images to 640x480. I then had to make heavy modifications to the gameflow file because it was from FC 1.4.

In the game, all the stuff works alright, except the campaign menu. When I click on a campaign in the campaign menu and press ok, the game pops up with an error.

Here is the gameflow code I am currently using:
Code:
<?xml version="1.0" encoding="UTF-8"?>
<gameflow xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="gameflow.xsd">
  <room background="gf_bar.png">
	<hotspot mouseovertext="View Tactical Database">
		<rect x="11" y="25" width="116" height="80"  />
		<command id="shipviewer"/>
	</hotspot>
	<hotspot mouseovertext="Play Trainsim Mission">
		<rect x="0" y="230" width="242" height="196" />
		<command id="simulator"/>
	</hotspot>
	<hotspot mouseovertext="Read Killboard">
		<rect x="362" y="110" width="153" height="109"/>
		<command id="killboard"/>
	</hotspot>
	<hotspot mouseovertext="Sign up for campaign">
		<rect x="57" y="165" width="32" height="24" />
		<command id="campaign"/>
	</hotspot>
	<hotspot mouseovertext="To Barracks">
		<rect x="553" y="96" width="234" height="250" />
		<command id="changeroom" param="1"/>
	</hotspot>
  </room>

  <room background="gf_rdroom.png">
	<hotspot mouseovertext="Back to Shotglass's Bar">
		<rect x="0" y="71" width="83" height="193" />
		<command id="changeroom" param="0"/>
	</hotspot>
	<hotspot mouseovertext="Enter Briefing Room">
		<rect x="573" y="90" width="57" height="119" />
		<command id="startmission"/>
	</hotspot>
	<hotspot mouseovertext="Awaken Person">
		<rect x="343" y="213" width="211" height="182" />
		<command id="load"/>
	</hotspot>
	<hotspot mouseovertext="Go to sleep">
		<rect x="86" y="213" width="211" height="182" />
		<command id="save"/>
	</hotspot>
	<hotspot mouseovertext="Settings">
		<rect x="281" y="396" width="71" height="71" />
		<command id="settings"/>
	</hotspot>
	<hotspot mouseovertext="Check locker for mail">
		<rect x="173" y="105" width="194" height="86" />
		<command id="email"/>
	</hotspot>
	<hotspot mouseovertext="Exit from airlock">
		<rect x="422" y="75" width="73" height="132" />
		<command id="exit"/>
	</hotspot>
  </room>
<paneltext>
<color r="0.0" g="0.75" b="0.0"/>
</paneltext>
<music debriefing_good_music="wc1-debriefgood.mp3" debriefing_bad_music="wc1-debriefbad.mp3" background_sound="none.mp3" default_music="fcgameflow.mp3"/>
</gameflow>
 
I know what the problem is now. The file "none.mp3" is not in my FC Folder. The loudspeaker chatter is what usually plays after you select a campaign. The file "none.mp3" is the file I had selected for loudspeaker chatter.

EDIT: Even with the file "none.mp3" in the folder, it still popped up with an error.

Oh, and one more minor error. The mouse does not give as much control over the ship as the keyboard does, and you cannot freely switch between the two.
 
In FC, there are simple, mostly campaign mods, mods that require there own FC directory, or stand alone mods which change most every aspect of FC except the main game files.

So yeah, most mods here will probably need their own FC folder. Its simple enough to do, though it can be a bit of a drain on HD space. :p
 
Yes, I'm now recommending people go ahead and get rid of any and all FC stuff they don't need. In fact, I think it would be better if you guys created standalone downloads that didn't require a separate FC download. It would make it easier on your users, and look more professional, and would be a smaller total download. You could even make your own installers too.
 
I know what the problem is now. The file "none.mp3" is not in my FC Folder. The loudspeaker chatter is what usually plays after you select a campaign. The file "none.mp3" is the file I had selected for loudspeaker chatter.

EDIT: Even with the file "none.mp3" in the folder, it still popped up with an error.

Oh, and one more minor error. The mouse does not give as much control over the ship as the keyboard does, and you cannot freely switch between the two.

Did you find a fix yet? Did you try running from the command prompt?
Is it a true crash, or did the game just exit too early?

If all else fails, send me a zip with your changes so i can reproduce it.
 
I deleted the gameflow LUA script for mission 1, and it worked perfectly. Before that, I did use the command line and it did not tell me the specific error.
 
Yes, I'm now recommending people go ahead and get rid of any and all FC stuff they don't need. In fact, I think it would be better if you guys created standalone downloads that didn't require a separate FC download. It would make it easier on your users, and look more professional, and would be a smaller total download. You could even make your own installers too.

Ah, okay. That makes sense.

One thing before I forget. I think that the briefing should be forced at the same resolution as the gameflow. Not just because of the annoying resolution change flicker on some monitors but so the text doesn't go off the screen or come up sort.

EDIT: Hey, you put in Mission_isPlayerTraitor! I'm sure to use that in the mission I'm currently working on.
 
It appears this topic hasn't seen action in a little while.

What new features of FC 1.5 haven't we talked about in this thread? If there still is, I would be willing to give these features a test and see what might be wrong with them.
 
One bug was discovered, if you decide to shoot someone with a turret they don't mark you as traitor.

Scriptable briefings, that's why there isn't a full release yet (and it is my fault you all don't have 1.5 yet.) Other than that, I don't think there is much more to it.
 
If I remember right if you are marked as a traitor you can auto pilot even when using the auto pilot script to force it. How do you turn being a traitor? Just playertraitor() = false or something similar?
 
It MIGHT be something that could be used. Like you are escorting a shuttle that you think has supplies for an outpost. When suddenly it lands and explodes. You are marked as a traitor, and the milita guarding the base mark you as traitor, you have 2 choices, surrender, or fight for your life. Surrender means they mark you friendly, fighting means they remain hostile. (This was a mission in Tachyon: The Fringe. Except I made a few tweaks to it like the milita being right there on guard duty.
 
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