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

- Posts: 1329
- Joined: 24 Jan 2010, 13:14
- Location: Poland
-
Contact:
Post
by 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).
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.
-
i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Post
by 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

excluding eidos media stack...
Maybe you do plan some repo on github for this?
-
Lord Apocalypse
- Regular

- Posts: 678
- Joined: 29 Jul 2009, 18:01
Post
by 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.
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Post
by 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....
.
-
Attachments
-

-

-

-
zany
- Trained

- Posts: 303
- Joined: 20 Sep 2011, 07:04
Post
by 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?
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Post
by 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.

.
-
Lord Apocalypse
- Regular

- Posts: 678
- Joined: 29 Jul 2009, 18:01
Post
by 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.
-
zany
- Trained

- Posts: 303
- Joined: 20 Sep 2011, 07:04
Post
by 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.

.
who can make the decision to release it then? why do you have it?
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Post
by 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.

.
-
Emdek
- Regular

- Posts: 1329
- Joined: 24 Jan 2010, 13:14
- Location: Poland
-
Contact:
Post
by 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
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.
-
i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Post
by 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

Seems like 2200 project is as old as 2100 itself...
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Post
by 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.

.
-
effigy
- Regular

- Posts: 1217
- Joined: 22 Jan 2010, 03:21
-
Contact:
Post
by 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...

This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241