- Joined
- Jan 7, 2008
- Messages
- 5,790
- Reaction score
- 780
- Points
- 203
- Location
- Earth
- Website
- orbides.org
- Preferred Pronouns
- she/her
Old thread: http://www.orbiter-forum.com/showthread.php?t=30362
As Face put it before:
Simply speaking, it's an open remake for spacecraft3.dll, with stretch goals of improving on top of it.
Current version is 140205.
Distribution version:
genericvessel-140205_safe.zip (223Kb)
This contains only GenericVessel itself, without replacing any SC3 files.
Safe to use for add-ons.
Testing version (replaces SC3 files, includes SC3 demos by Vinka):
genericvessel-140205.zip (262Kb)
This is configured as a drop-in replacement (overwrites SC3 cfgs), so most SC3 vessels will be running with GenericVessel after you install this.
To abort, just reinstall SC3 again (get it at at Vinka's site, or at https://bitbucket.org/face/genericvessel ).
Some vessels define SC3 on their own in cfg files, and would avoid such installation. You will have to edit their cfgs on your own.
Many SC3 vessels distribute SC3 with them, effectively uninstalling GenericVessel. Be aware.
Loose list of changes since the last thread:
-Support for launch/landing configurations
-Fixed RCS power and exhaust definitions
-Animation saved states are now matching SC3
-Fixed various input checking bugs (all the weird behaviour here and there)
-Fixed several animation logic issues
-Fixed vessel class/name detection in non-standard locations
(SC3: Check for name.ini, fail if not)
( GV: Check for name.ini, if not check for class.ini, if not fail)
-Added RCS and SURFACE disable keys (sort of)
140126:
-Fixed ARM animation issues when tip is poorly defined
-Fixed abnormal section definition glitch
-Changed arm key handling to match SC3
140204:
-Refubrished the manual
-Fixed some more defaults
-Fixed arm handling some more
-Fixed wrong arm attachment position after state load
-Fixed status for arm when changing focus
140205:
-Fixed animations firing while working arm
-Fixed arm joints limit
Why use GenericVessel?
-No limitations (SC3 allows 10 ships per scenario, 16 exhausts, 16 ports, etc)
-No name restrictions. Name your ship whatever you want, define module and class in cfg instead.
-Guaranteed to be compatible with next Orbiter version
What new features are already there?
-UMMU support. Just add [UMMU] section with airlock and crew definitions.
-No need to restart Orbiter each time for add-on makers. Change your INI in a text editor, open GV dialog in Orbiter, press "Reload", vessel gets updated to your changes.
Backstory:
Act one.
Once upon a time i made an Orbiter Shipyard that produced DLL vessels from your mouse clicks, and thought it to be nice to have it be able to load SC3 vessels.
Some time later i thought, why not make a dedicated converter from SC3 to DLL, to go around the annoyance of naming restrictions in things like SSBB.
I asked Vinka, and he was cool with it.
The converter worked, albeit quite imprecise, and went obscure for lack of use.
Act two.
Enter Face.
He had the idea to make a generic framework akin to SC3, and i had an SC3->DLL converter.
Putting two together produced a largely functional, but incomplete blend of my SC3 implementation and his tweaks, that could be a drop-in replacement for SC3.
By that time Vinka was MIA for a while, and SC3 was showing it's age, so this was actually useful.
After some decaying hammering into shape it went somewhat obscure again, for lack of sufficient precision to meet the goals.
Act three.
Sometimes, even though you were looking straight at something, you didn't realize what you were looking at until you happened to think exactly the right thought.
At some point i realized that GenericVessel was made out of pieces that make Spaceway (my precioussss), and thus i had SC3 support in there for free.
This got me Really Interested in SC3 and getting my implementation into shape.
Many bugs died from the fallout.
Present days.
At this point i desynced from Face, and am for the moment working on my own.
It's easier for me to get this done working alone, since our code styles are about as compatible as thermite and ice.
From user point of view there is no difference.
Right now, the goal is to get GenericVessel as closely compatible to SC3 as possible.
Thus, making it a viable drop-in replacement for SC3.
First step is getting all the functional stuff.
Things that don't work are:
-PARTICLESTREAM_*
-TEXTURE_LIST
-SOUND
Everything else should work precisely as in SC3, or it's a bug.
This is what is being worked on right now.
You can help by testing your own or your favourite add-ons with GV, and reporting what went wrong (if any).
Second step is to get working all that is missing from the first.
Third step is to add multistage.dll support (which is the most aged one, that is already falling apart).
Then, extended mission would follow - maybe extend with things like UCGO, UMMU, etc, maybe turn it into SPSDK likeness - time will tell.
ADHD version:
Open-source SC3 remake, get it here: genericvessel-140205.zip
Try it with your or your favourite SC3 add-ons, report bugs, thus helping these add-ons survive the potential death of SC3.
To uninstall, reinstall SC3.
As Face put it before:
This project intends to create a generic framework for the Orbiter Space Flight simulator. It should enable users without C++ knowledge (or compilers) to create vessel add-ons that leverage as much as possible of the possibilities the Orbiter SDK offers. In this regards, it is similar to (and compatible with) the legacy frameworks spacecraft3 and multistage2.
Simply speaking, it's an open remake for spacecraft3.dll, with stretch goals of improving on top of it.
Current version is 140205.
Distribution version:
genericvessel-140205_safe.zip (223Kb)
This contains only GenericVessel itself, without replacing any SC3 files.
Safe to use for add-ons.
Testing version (replaces SC3 files, includes SC3 demos by Vinka):
genericvessel-140205.zip (262Kb)
This is configured as a drop-in replacement (overwrites SC3 cfgs), so most SC3 vessels will be running with GenericVessel after you install this.
To abort, just reinstall SC3 again (get it at at Vinka's site, or at https://bitbucket.org/face/genericvessel ).
Some vessels define SC3 on their own in cfg files, and would avoid such installation. You will have to edit their cfgs on your own.
Many SC3 vessels distribute SC3 with them, effectively uninstalling GenericVessel. Be aware.
Loose list of changes since the last thread:
-Support for launch/landing configurations
-Fixed RCS power and exhaust definitions
-Animation saved states are now matching SC3
-Fixed various input checking bugs (all the weird behaviour here and there)
-Fixed several animation logic issues
-Fixed vessel class/name detection in non-standard locations
(SC3: Check for name.ini, fail if not)
( GV: Check for name.ini, if not check for class.ini, if not fail)
-Added RCS and SURFACE disable keys (sort of)
140126:
-Fixed ARM animation issues when tip is poorly defined
-Fixed abnormal section definition glitch
-Changed arm key handling to match SC3
140204:
-Refubrished the manual
-Fixed some more defaults
-Fixed arm handling some more
-Fixed wrong arm attachment position after state load
-Fixed status for arm when changing focus
140205:
-Fixed animations firing while working arm
-Fixed arm joints limit
Why use GenericVessel?
-No limitations (SC3 allows 10 ships per scenario, 16 exhausts, 16 ports, etc)
-No name restrictions. Name your ship whatever you want, define module and class in cfg instead.
-Guaranteed to be compatible with next Orbiter version
What new features are already there?
-UMMU support. Just add [UMMU] section with airlock and crew definitions.
-No need to restart Orbiter each time for add-on makers. Change your INI in a text editor, open GV dialog in Orbiter, press "Reload", vessel gets updated to your changes.
Backstory:
Act one.
Once upon a time i made an Orbiter Shipyard that produced DLL vessels from your mouse clicks, and thought it to be nice to have it be able to load SC3 vessels.
Some time later i thought, why not make a dedicated converter from SC3 to DLL, to go around the annoyance of naming restrictions in things like SSBB.
I asked Vinka, and he was cool with it.
The converter worked, albeit quite imprecise, and went obscure for lack of use.
Act two.
Enter Face.
He had the idea to make a generic framework akin to SC3, and i had an SC3->DLL converter.
Putting two together produced a largely functional, but incomplete blend of my SC3 implementation and his tweaks, that could be a drop-in replacement for SC3.
By that time Vinka was MIA for a while, and SC3 was showing it's age, so this was actually useful.
After some decaying hammering into shape it went somewhat obscure again, for lack of sufficient precision to meet the goals.
Act three.
Sometimes, even though you were looking straight at something, you didn't realize what you were looking at until you happened to think exactly the right thought.
At some point i realized that GenericVessel was made out of pieces that make Spaceway (my precioussss), and thus i had SC3 support in there for free.
This got me Really Interested in SC3 and getting my implementation into shape.
Many bugs died from the fallout.
Present days.
At this point i desynced from Face, and am for the moment working on my own.
It's easier for me to get this done working alone, since our code styles are about as compatible as thermite and ice.
From user point of view there is no difference.
Right now, the goal is to get GenericVessel as closely compatible to SC3 as possible.
Thus, making it a viable drop-in replacement for SC3.
First step is getting all the functional stuff.
Things that don't work are:
-PARTICLESTREAM_*
-TEXTURE_LIST
-SOUND
Everything else should work precisely as in SC3, or it's a bug.
This is what is being worked on right now.
You can help by testing your own or your favourite add-ons with GV, and reporting what went wrong (if any).
Second step is to get working all that is missing from the first.
Third step is to add multistage.dll support (which is the most aged one, that is already falling apart).
Then, extended mission would follow - maybe extend with things like UCGO, UMMU, etc, maybe turn it into SPSDK likeness - time will tell.
ADHD version:
Open-source SC3 remake, get it here: genericvessel-140205.zip
Try it with your or your favourite SC3 add-ons, report bugs, thus helping these add-ons survive the potential death of SC3.
To uninstall, reinstall SC3.
Last edited: