WZ Redemption fork, question for the admin

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Lord Apocalypse
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WZ Redemption fork, question for the admin

Post by Lord Apocalypse »

Rather than setup a new forum for redemption (and force users to keep up with 2 forum accounts), would it be possible to setup a forum here? Say Redemption fork under game related.

With the exception of perhaps bug reports (a sticky in said forum should redirect to the proper place) a lot of discussions could benefit both versions of the game.

Just a thought :geek:
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Shadow Wolf TJC
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Re: WZ Redemption fork, question for the admin

Post by Shadow Wolf TJC »

Question: why do you want to set up a fork of the Warzone 2100 engine?
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
Lord Apocalypse
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Re: WZ Redemption fork, question for the admin

Post by Lord Apocalypse »

DirectX

With limited manpower I can see why this project decided to take out DX and go OpenGL only, but I want to (eventually) run both. Plus there are directions I want to go that this project would not be able to or want to follow. First off is changes to the scripting engine. I want to rip out the old engine and put in something like that used in Neverwinter Nights. Another item I want to explore is skinable GUI as well as deformable terrain (partially there in retail, but mostly only for leveling terrain during structure building).

Recently I found an MPQ clone (StormLib) that I would also like to explore as a variation to use instead of WDG (retail) or WZ (this project). Besides, as a primarily windows build perhaps it will bring back some of the community lost when it was originally decided to go cross platform. And as stated, maybe there will be some good ideas that can be brought into the wz2100.net fork, in addition to my eventual work of getting DX into the fork for those poor intel folks who will probably never see a proper OpenGL driver.

Anyway, forks are healthy in the FOSS lifecycle as they provide alternate ideas that can be incorporated into any/all other forks.
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Rman Virgil
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Re: WZ Redemption fork, question for the admin

Post by Rman Virgil »

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LA, this is a bit OT..... but do you still have the Dev CD that Alex M. sent us from England just before Halloween '99?

There are some files on there that may be of use to Aubergine for his WZ encyclopedia.

While I'm here.... Did you ever touch base with Chojun on his 2200 source....?

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Lord Apocalypse
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Re: WZ Redemption fork, question for the admin

Post by Lord Apocalypse »

Yes, still have the dev cd. Anything in particular I should look for? As far as 2200 source (was that the irrlicht backended source?) I know I asked him about A source package and he said hes was going to put it up on SF.net when he had a chance.

If you think of anything else that may be useful send me a list in PM and I will do a search. I still also have 1 QnA session and a file called thetruth.zip
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Rman Virgil
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Re: WZ Redemption fork, question for the admin

Post by Rman Virgil »

Lord Apocalypse wrote:Yes, still have the dev cd. Anything in particular I should look for?
Higher res image files than what he has now.. logos and such. Better than the ones here:

viewtopic.php?f=3&t=2990&start=15#p28965
As far as 2200 source (was that the irrlicht backended source?) I know I asked him about A source package and he said hes was going to put it up on SF.net when he had a chance.
Yea, that one...DX intact too...v.6.x, I think.
If you think of anything else that may be useful send me a list in PM and I will do a search. I still also have 1 QnA session and a file called thetruth.zip
K. Thanks. :)
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Safety0ff
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Re: WZ Redemption fork, question for the admin

Post by Safety0ff »

The old directx code is a better place to start than the current code, but for the wrong reasons: since the source code has been released many hands have touched it. This has led to numerous improvements, but also some creative hacks that have grown nasty barbs over time (esp. w.r.t. the graphics code.)
The downside to that is that you might get bits of the other old renderers too (playstation, software, glide?!)

That is why I recommend that anyone serious about developing a wz spin off should either build up the rendering, gui and scripts from scratch then bring the good bits in from the current source, or rip out the aforementioned subsystems and re-implement them (I believe the former would be the best.)

This advice is not to discourage people but rather to save them time / warn them of what they might face.
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Rman Virgil
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Re: WZ Redemption fork, question for the admin

Post by Rman Virgil »

.

One thing that Chojun tried to do that I think has strategic value still is modularize the original's framework as a precursor to sub-system improvements.

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Lord Apocalypse
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Re: WZ Redemption fork, question for the admin

Post by Lord Apocalypse »

I had already planned on tearing out glide and the software renderer. PSX code I was going to push into its own files (does sony have a PS version of the XBox club?). First I have to get 1.10 to compile under VC10. Compiles fine in VC9 though... go figure :dash1:
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Re: WZ Redemption fork, question for the admin

Post by Rman Virgil »

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I'll try and talk to Chojun. See where he's at. Ye gads, I still owe em a meal. Couple years back I was doing telco contract for Qwest in SLC (& cities N / S of) and we got together for lunch. He bought and I said I'd get the next one but then I had to close down the SLC ops of a sudden to truck out to Seattle and then to Denver and have yet to make it back to SLC. Looks like I'll be able to make it out again to SLC in '13 so I'll be able to finally keep that promise. Meeting some of the crew F to F over the years has been a real treat. :)

Btw...While Chojun hasn't posted in almost 6 months, he last visited 3 weeks ago.

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Per
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Re: WZ Redemption fork, question for the admin

Post by Per »

I'd be happy to set up a subforum here for your fork once you have something up and running.

As for the sanity of what you're doing, you should consider Safety0ff's suggestion carefully. The original code base contains some seriously nasty stuff. At least go through the first few thousand commits to our project and see what you can reuse.
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Re: WZ Redemption fork, question for the admin

Post by aubergine »

<OT> @LA: I've got an area on the wiki where files can be dumped (requires login to avoid spammers) if you need somewhere to uploads stuff from that CD: https://warzone.atlassian.net/wiki/display/DUMP -- I think there's a limit per file of something like 10MB but it can be increased if needs be. </OT>
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
Lord Apocalypse
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Re: WZ Redemption fork, question for the admin

Post by Lord Apocalypse »

Per wrote:I'd be happy to set up a subforum here for your fork once you have something up and running.
Thanks :)
As for the sanity of what you're doing, you should consider Safety0ff's suggestion carefully. The original code base contains some seriously nasty stuff. At least go through the first few thousand commits to our project and see what you can reuse.
I have already started collecting from various points in the first 360 commits which should be the closest to the original code.

I have both the full svn repo as well as the git repo on my dev drive. I am trying to get the code up on git/svn using 2010 but may have to settle for 2008 as 2010 does not like the lex/yacc codes so far and I haven't had a chance to see why after adding in the flexbison.targets from this projects devpkg it keeps giving me "exited with code -1" But, everything in due time.
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Re: WZ Redemption fork, question for the admin

Post by Staff »

Moved to lounge
Sorry, this account has been deactivated.
Please post issues in Website feedback instead, only Moderators can read things there.
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Berg
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Re: WZ Redemption fork, question for the admin

Post by Berg »

Per wrote:I'd be happy to set up a subforum here for your fork once you have something up and running.
Cool can i have a sub forum for WZGM Per???