Compiling Warzone 1.10

Warzone 1.x series. (Aka retail version) (Unsupported!)

Re: Compiling Warzone 1.10

Postby Emdek » 11 Mar 2012, 10:28

The main issue is not which language use but if it is easy to glue with C++ code (JS using QtScript module has methods for doing that very easy). ;-)
And I don't know about any issues caused by new scripting so far (except that not all API was ported yet).
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Re: Compiling Warzone 1.10

Postby i-NoD » 11 Mar 2012, 15:30

Lord Apocalypse wrote:Between poking 1.10 and working on vega strike, don't think I would have the time to really dig into 3.1 for anything more than bug reports. Also, I want to really dig into 1.10 and try things that have already been done with 2.3 or 3.1 I don't mind reinventing the wheel though I think for the moment my first priority with 1.10 will be to update WZ to use DX9/11


Hi,

Will it be 1.10 with 3.x terrain renderer then? Not sure why do you need DX11, as all that vertex buffers stuff starts at DX7... DX9 will be fine for compatibility with xp, but even at current DX6 level 1.10a is running nice with win8 XD excluding eidos media stack...
Maybe you do plan some repo on github for this?
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Re: Compiling Warzone 1.10

Postby Lord Apocalypse » 12 Mar 2012, 20:27

Don't get git so for now will stick with using svn. May create a project on sourceforge. Now if someone wants to cross load whatever work I do on git-hub I have no problem with it. Using sourceforge would make things easier, and better than a local svn repo that might get lost during a HD failure.

Not sure about the terrain renderer. Just something else to look at over the life of the WZ source since 1.10

I did manage to compile a working binary from the original source (with the sscanf change in r44 from the old svn) on VC9 so thats a start.
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Re: Compiling Warzone 1.10

Postby Rman Virgil » 12 Mar 2012, 21:06

Lord Apocalypse wrote:Don't get git so for now will stick with using svn. May create a project on sourceforge. Now if someone wants to cross load whatever work I do on git-hub I have no problem with it. Using sourceforge would make things easier, and better than a local svn repo that might get lost during a HD failure.

Not sure about the terrain renderer. Just something else to look at over the life of the WZ source since 1.10

I did manage to compile a working binary from the original source (with the sscanf change in r44 from the old svn) on VC9 so thats a start.


Have you been in touch with Chojun about his re-vamped v.1.10 source?


He did work on the renderer with splendid results. Here let me grab some in game screens to show you what I mean....

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Re: Compiling Warzone 1.10

Postby zany » 12 Mar 2012, 22:34

where can we download this version? can't you put it up someplace so we can play around with it?
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Re: Compiling Warzone 1.10

Postby Rman Virgil » 12 Mar 2012, 23:00

zany wrote:where can we download this version? can't you put it up someplace so we can play around with it?


No it's not available for dl.

Making it available for dl is not my decision to make.

Though I can say that unlike in the past, the legal obstacles for doing so, last I was told, have been removed.

- Regards, RV. :hmm:
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Re: Compiling Warzone 1.10

Postby Lord Apocalypse » 12 Mar 2012, 23:13

Here's the response I got back on that source
Chojun wrote:Hey LA. Long time :)

I still have the source for the so-called 'wz2200' project. I'm in the process of making it available via sourceforge, so stay tuned for that (I can't yet guarantee when I'll actually be able to get it up there but I hope it's soon).

Visiraptor is/was a codename for a special, extremely lean implementation of the Irrlicht engine (1.4 I think) for Warzone 2100. Not very much was done on it, to be honest.

Let me know if you have any other questions.


-Chojun


That was mid november. Hope he gets it out soon, would be nice to look over.
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Re: Compiling Warzone 1.10

Postby zany » 12 Mar 2012, 23:27

Rman Virgil wrote:
zany wrote:where can we download this version? can't you put it up someplace so we can play around with it?


No it's not available for dl.

Making it available for dl is not my decision to make.

Though I can say that unlike in the past, the legal obstacles for doing so, last I was told, have been removed.

- Regards, RV. :hmm:
.

who can make the decision to release it then? why do you have it?
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Re: Compiling Warzone 1.10

Postby Rman Virgil » 12 Mar 2012, 23:31

.

Hehe... that Chojun. In all fairness he has his hands full as any papa would with a pacel of youngins. But he will keep his word - later than sooner but still it counts. Still owe him a lunch too goin on a few years now, so I shouldn't talk. ;)
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Re: Compiling Warzone 1.10

Postby Emdek » 13 Mar 2012, 00:14

Irrlicht engine, interesting, I've heard about that engine before, that could be best way to go.
http://en.wikipedia.org/wiki/Irrlicht_Engine
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Re: Compiling Warzone 1.10

Postby i-NoD » 13 Mar 2012, 00:45

Rman Virgil wrote:He did work on the renderer with splendid results. Here let me grab some in game screens to show you what I mean....
.

There are Pumpkin/Eidos copyrights on second screenshot :hmm:
Seems like 2200 project is as old as 2100 itself...
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Re: Compiling Warzone 1.10

Postby cybersphinx » 13 Mar 2012, 00:54

Or they just enabled some code from the original source: https://github.com/Warzone2100/warzone2 ... y3d.c#L529
We want information... information... information.
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Re: Compiling Warzone 1.10

Postby Rman Virgil » 13 Mar 2012, 01:33

zany wrote:
who can make the decision to release it then? why do you have it?


It's on Chojun.

The reason I have it is because I was on the project team and actively worked on stuff with Chojun, Grim & Remus (aka Watermellon).

I have wanted all the files released for years (source and data set) and since the last barrier to that was relieved last fall of 2011 I was hoping it would happen sooner than later. Just have to be patient. Chojun has a lot of priorities in real life that I can empathize with. Family before all else, in a nutshell.

- Regards, RV. :)
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Re: Compiling Warzone 1.10

Postby aubergine » 13 Mar 2012, 01:51

Nice example of Irrlicht in action: http://sourceforge.net/apps/gallery/irr ... temId=1099 <-- love that sky!!
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Re: Compiling Warzone 1.10

Postby effigy » 13 Mar 2012, 02:38

Would be nice to have such visible terrain beneath the surface of the water, and damp banks in 3.1...
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This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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