Is anyone developing a 1.x fork?

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

Re: Is anyone developing a 1.x fork?

Postby Lord Apocalypse » 22 Nov 2011, 10:18

yeah, DX6 is what the retail version used. Don't think it would be too difficult to get it up to DX9 though. 2.x and 3.x though run only on opengl though.
Lord Apocalypse
Regular
Regular
 
Posts: 678
Joined: 29 Jul 2009, 18:01

Re: Is anyone developing a 1.x fork?

Postby Chojun » 29 Nov 2011, 21:30

It's been a couple years since I looked at it but I seem to recall that DX's interfaces changed after version 8, so it would not be easy to go from D3D 6 to D3D 9. And of course there's always D3D 10 which would eliminate those who are still on XP, but that's a different discussion.

The real question is whether or not WZ 1.10 would indeed benefit from a more recent version of DirectX. The answer is a firm and resounding NO because as it is, WZ 1.10 doesn't even utilize all of the features of DX6 (or even a substantial subset of it). Warzone's rendering engine is actually very, extremely basic in its capabilities. Just about the most fancy thing it does is transparency effects on the menus O_o :lol2:

On top of that, the engine itself is ponderously inefficient.
Chojun
Regular
Regular
 
Posts: 518
Joined: 25 Nov 2006, 17:49

Re: Is anyone developing a 1.x fork?

Postby Jorzi » 30 Nov 2011, 13:12

Which may not be surprising since it was devoped to run on the psx, a device which doesn't even have a dedicated 3d accelerator. (its processor has vector support, though)
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1939
Joined: 11 Apr 2010, 00:14

Re: Is anyone developing a 1.x fork?

Postby zany » 30 Nov 2011, 23:16

are you saying that the current warzone project with master needs major improvements and you want to go back to the original since they don't seem to listen to feedback?
zany
Trained
Trained
 
Posts: 303
Joined: 20 Sep 2011, 07:04

Re: Is anyone developing a 1.x fork?

Postby Chojun » 03 Dec 2011, 07:00

Jorzi wrote:Which may not be surprising since it was devoped to run on the psx, a device which doesn't even have a dedicated 3d accelerator.


Which is interesting that you should mention it because I've always believed and I'm even willing to put money on the idea that Warzone 2100 wasn't originally designed with PSX in mind, but in order to secure a publishing deal with Eidos, Pumpkin needed to add PSX support for the release. If that's the case, then Eidos grossly miscalculated because Warzone would've been in (IMO) good position for a 1998 release and thus reasonably compete with the then-leading RTS - Starcraft. I think Warzone was always in a better position to beat Starcraft, but the game was too late and wasn't polished enough (esp. multiplayer).

zany wrote:are you saying that the current warzone project with master needs major improvements and you want to go back to the original since they don't seem to listen to feedback?


Lolwhut? XD
Chojun
Regular
Regular
 
Posts: 518
Joined: 25 Nov 2006, 17:49

Re: Is anyone developing a 1.x fork?

Postby stiv » 04 Dec 2011, 09:04

you want to go back to the original since they don't seem to listen to feedback?


Given that the publisher and original developers are, in a sense, dead, good luck with that 'listening to feedback thing'.
stiv
Warzone 2100 Team Member
Warzone 2100 Team Member
 
Posts: 876
Joined: 18 Jul 2008, 04:41
Location: 45N 86W

Re: Is anyone developing a 1.x fork?

Postby Lord Apocalypse » 13 Mar 2012, 10:27

necro yes, but for a good cause ;)

@stiv I do believe the reference was aimed at the current dev team (as it were) and not at pumpkin or eidos.

@zany um.. NO! As long as your not a pain or disrespectful the current arm chair coders are a good bunch to beat up on. But if you are always nagging or whining about this or that then all bets are off.

To All: As popular as warzone is and was I am surprised there is only one project to be found working on the source. I figured there would be at least 2 different forks on the game heading off into different directions.
Lord Apocalypse
Regular
Regular
 
Posts: 678
Joined: 29 Jul 2009, 18:01

Re: Is anyone developing a 1.x fork?

Postby Emdek » 13 Mar 2012, 10:32

Lord Apocalypse, personally I would like to see single engine with flexible scripting allowing to change literally everything to get different visions working on one (see my threads about mutators, GUI redesign ideas etc. ;-)).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


Beware! Mad Qt Evangelist.
User avatar
Emdek
Regular
Regular
 
Posts: 1329
Joined: 24 Jan 2010, 13:14
Location: Poland

Re: Is anyone developing a 1.x fork?

Postby zydonk » 13 Mar 2012, 13:43

Is their a good reason for wanting to play some form of the original cd game patched to v1.10. It seems to me - having played the original game for many years - that v2.3.9 with the 1.10 mod created by Delphinio provides much of the original (tough) gameplay. I have recommended the exe version of 1.10, created also by Delphinio, but I find after extensive play-time that the AI is "soft" - more like the 2.3.n AI, in fact.

When you have experienced the "hit" of the original game, it's hard to get used to more "dispersed" gameplay of the later rebalanced versions.
zydonk
Trained
Trained
 
Posts: 453
Joined: 12 Jun 2008, 18:31
Location: Dublin, Ireland

Re: Is anyone developing a 1.x fork?

Postby Emdek » 13 Mar 2012, 13:47

zydonk, ability to fully reimplement old behaviors (or create purely new ones) is something what I would aim for (using flexible scripts driven engine), using current master as a base.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


Beware! Mad Qt Evangelist.
User avatar
Emdek
Regular
Regular
 
Posts: 1329
Joined: 24 Jan 2010, 13:14
Location: Poland

Re: Is anyone developing a 1.x fork?

Postby zydonk » 14 Mar 2012, 12:49

Emdek wrote:zydonk, ability to fully reimplement old behaviors (or create purely new ones) is something what I would aim for (using flexible scripts driven engine), using current master as a base.


Good luck with that...
zydonk
Trained
Trained
 
Posts: 453
Joined: 12 Jun 2008, 18:31
Location: Dublin, Ireland

Re: Is anyone developing a 1.x fork?

Postby Emdek » 14 Mar 2012, 17:23

It is doable, for sure, but will require large architectural changes, and the only ways to get there to start from scratch (cleanest) or do it in small steps. :-)
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


Beware! Mad Qt Evangelist.
User avatar
Emdek
Regular
Regular
 
Posts: 1329
Joined: 24 Jan 2010, 13:14
Location: Poland

Previous

Return to 1.x