Sorry that this is an old thread that I'm bumping here. I've been interested in figuring out how programming works for the games and came accross this thread. I was reading the tutorial on
http://killerwave.solsector.net/Wcppas_Sample.htm. When you scroll down to Wingman_2 the coordinates are x:400, y:600, and z:1200 and Wingman_3's coordinates are x:400, y:600, and z:1200. I'm not a programming guy, but wouldn't these two wingmen be existing in the same place at once?
There are a few other threads related to the sample mission code - I've never been able to get it to compile successfully "as is", it's always required a bit of debugging to work properly for me, at least.
Are these links the best place to learn about coding Wing Commander or is this old news?
If you're looking at modding WCSO or WCP these are the best places to look. See my above post for a list of tools and resources you might need.
Are there better tutorials and newer programs to Mod with?
There are not. I've done some experimenting with the MED mission editor that was provided on a disk from Captain Johnny, but I've actually found it much harder to work with then the WCP mission editing ways.
MED also requires you to write mission scripts anyway, which means either way you'll be dealing with Mission Scripting, which is what most people try to avoid by using things like what-you-see-is-what-you-get editors. MED has a WYSIWYG component, but I've actually found MED missions to be bugger and harder to work with. And there is no documentation or support for using MED to edit any of the games.
It's also worth noting that the two process are mutually exclusive - you can't use MED missions with WCP missions or series files, or vice versa. Which is to be expected, I supposed.
Also, the Unknown Enemy tutorial link didn't work.
It appears the entire UE site is down - quite a shame really, those two pages of tutorial are the best. You should also look for the UE source code, which was released some time ago. The data it provides about the various UE files and their purposes is extremely useful.
If you're merely interested in the programming data, the UE source is the way to go. If you're more interested in modding things, you should also look at DLL Editing and the Hi-Res DLL source files. When I first looked at those I was not a programmer beyond simple PHP lessons and had no idea how they functioned. I'm much better at manipulating them now that I've progressed more in my PHP training (I've found that many common theories and philsophies in programming transfer simply from one language to another, which again you would expect, though I seem to have a much easier time of it then the other students at my school).