vexed wrote:Lord Apocalypse wrote:DirectX *snip*
No, that was not the reason.
The project went to openGL since it was cross-platform, and DX isn't.
Taking a quick look at SF, I see you are going the LUA route. Nice choice.
Deformable terrain will be quite difficult if you want to do it correctly.
I know that, but no manpower to keep both running up to date (as I have sadly told myself I will do)
Recently I found an MPQ clone (StormLib) that I *snip*
I don't understand this move at all. Why would you not want to use wz (aka zip files) ?
I have possible uses for it or something like it for Vega Strike. Plus the following...
Requirements
Fast access. It was necessary to access archived data as fast as possible, in realtime.
Compression. Blizzard decided to store sound files, including music, in the WAV format. Uncompressed size of these files is very large and archive must support a compression. Several compression methods are used to store data files within MPQ archives (PKWARE Data Compression Library, ZLIB, BZIP2, LZMA and SPARSE compression), together with Huffman and IMA ADPCM compression methods used for storing WAV files.
Expandability. Archive format must support later changes of the way how the files are stored in the archive. With new games released, the MPQ format is being extended. All the later changes are backward-compatible with older versions.
Multilanguage. Blizzard planned to release its games worldwide, in various language versions. The archive format must support storing multiple files with different languages.
MPQ archives can either be a standalone file, or can be appended to the end of another file, like an EXE file. Game patches are self-extracting MPQ archives. For more information about format of MPQ archives, see MPQ Format.
From a data standpoint the format (and from what I've browsed of WoW files) looks rather nice. Its worth learning IMO even if it doesn't actually get used (sticking to wdg or going wz). If you don't know anything about stormlib
check it out. Can't hurt to learn something new
I also fail to understand why you wouldn't pick up from where Chojun's codebase was left at (or are you?). I don't even know why the source wasn't released 'as is', it has been a very long time with no activity at the SF site.
As for the other part...
I asked chojun about this and he says he will release it but didn't make any promises on how soon that would be. RL is a real kikcer
Anyway, besides what the others have said, the game needs to be made 64bit clean again, deterministic, redo network code (client/server), and on and on... which is fine if you have motivated people helping out, but if you don't have enough people, then it becomes quite tedious and boring as well.
So far? Just me and my overly ambitious dreams, though maybe if I'm lucky a few of the old timers will come back to help (we got strata back for what ever limited time he has for the old tools).
Lord Apocalypse wrote: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.
Attach the build logs, it should tell you why.
Its the lex/yacc code not VC10. It complains about a section of parser.y found here:
Code: Select all
/* value tokens */
%token <fval> FLOAT
%token <ival> INTEGER
%token <sval> TEXT
%token <sval> text
%token <sval> QTEXT /* Text with double quotes surrounding it */
%token <ival> LOOP
%token <ival> ONESHOT
/* types */
%type <sval> text
For reasons unknown to me (never used lex/yacc) with text defined under tokens it keeps spitting an error on %type text.
Code: Select all
E:\wztmp\Game\LIB\Gamelib>bison.exe -d -b parser -o parser.c -p parser parser.y
parser.y:36.7-12: %type redeclaration for text
parser.y:30.15-18: previous declaration
Not sure what to think of it.. any ideas? I think if I remove all yacc references from parser_l.c I can compile w/o issue as I did in VC9.
BTW, MS now is going to release a C++ compiler for VS2012, so all the bad feedback they got worked.

Yeah I heard on the vegastrike forums. Looks like MS won't be able to shaft the little guy this time around

.
As far as terrain goes.. WZ already has some terrain deformation when it flattens the ground for structure placement. It may be possible to expand on this for use with large bore artillery, mortars, and bombs to create
some cratering and depending on how each tile stores its tileset information replacing it with a crater tertile texture or a decal. Still need to dig deep into the code to find out though.
There is a lot I would really like to see done in either rendition of WZ such as learning from Doom3 on setting up a good gui system sans SDL. At least I think there was no sdl there.. On the cross-platform front, it may be awhile be Redemption will run on anything other than windows. Guess it will really depend on how much of the work by this project I can cut n paste over and expect it to run with any major modifications (based on early 2.x work that it). I am still going over the early SVN commits at sourceforge so its too soon to tell.
On a side note, there is a movement to get the source code for NeverWinter Nights 2 released. Rman I think they might need your help!
http://social.bioware.com/forum/1/topic ... /8126417/1