Easygoing Eyebeast keira Posted September 28, 2012 Share Posted September 28, 2012 Just wondering if anything has been going on behind the SVN scenes with the game. There haven't been any notable commits to the code since Jun 2011. Who is still around these days, how are things progressing? Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Harehunter Posted September 28, 2012 Share Posted September 28, 2012 Still around, but inundated with other projects. I am in the process of building a linux server so I can validate my web pages before I post them. I've had enough problems with upper/lower case discrepancies. Quote Link to comment Share on other sites More sharing options...
Articulate Vlish icelizarrd Posted September 28, 2012 Share Posted September 28, 2012 I still check here, albeit extremely rarely. I haven't done anything for about a year, though. If anyone wants, I could commit the hacked-together, incomplete Mac-Windows merge I was working on to a separate branch on the SVN, or something. The code's still pretty danged ugly, but it does compile and run on Windows--though loading and displaying scenarios isn't quite working properly. (Going outdoors doesn't really work at all, right now, and some of the text strings are messed up, for example.) I still haven't tested it on Mac yet--will doubtlessly need some adjustment to even compile. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk ixfd64 Posted October 4, 2012 Share Posted October 4, 2012 Yeah, it's kind of sad to see that there have been no major updates since last June. But on the other hand, this is a volunteer project, and nobody is obligated to work on it. I definitely wish I could help out, but game design isn't my field. :-( Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Prince of Kitties Posted October 4, 2012 Share Posted October 4, 2012 I badly want to rewrite CBoE in a cross-platform interpreted language such as Python (and call it CrossBoE, har har). But at this point I just do not have anywhere near the required skillset... And even for a highly skilled programmer, porting legacy procedural code to a modern OO language would probably be nontrivial. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted October 4, 2012 Author Share Posted October 4, 2012 Celtic Minstrel was working on moving everything to wxWidgets, I think he put a branch up in the SVN for it. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Harehunter Posted October 4, 2012 Share Posted October 4, 2012 I really need to spend less time in General. It can be a major time sink. I have a CodeBlocks install with wxWidgets, but I haven't had much time to delve into it. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast The Mystic Posted October 5, 2012 Share Posted October 5, 2012 I'd like to help, but don't speak the language. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Balladeer Posted October 10, 2012 Share Posted October 10, 2012 When I am an unemployed BSIT-SE graduate, I will likely play with this. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted October 20, 2012 Share Posted October 20, 2012 If anyone wants, I could commit the hacked-together, incomplete Mac-Windows merge I was working on to a separate branch on the SVN, or something. The code's still pretty danged ugly, but it does compile and run on Windows--though loading and displaying scenarios isn't quite working properly. (Going outdoors doesn't really work at all, right now, and some of the text strings are messed up, for example.) I still haven't tested it on Mac yet--will doubtlessly need some adjustment to even compile. Even if it's hacked-together, it's something that someone else can build on. Unless you intend to do more work on it anytime soon, please do go ahead and commit it. Sadly, I haven't done any work on the wxWidgets stuff for quite awhile. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted December 7, 2012 Share Posted December 7, 2012 Just wondering, where is the most stable mac OBoE code? trunk? branches/macstablebetarelease? Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk ixfd64 Posted January 30, 2013 Share Posted January 30, 2013 FYI: sylaecorell just committed a few changes last week. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted January 30, 2013 Author Share Posted January 30, 2013 (edited) Yeah, it wasn't much though, I just updated the forum URLs in menus and a couple useless things. Edited January 30, 2013 by sylae It has become time to change my PDN Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted February 5, 2013 Share Posted February 5, 2013 Just wondering, where is the most stable mac OBoE code? trunk? branches/macstablebetarelease? I'm not sure, but definitely not trunk. Trunk was left in a state that is unable to read scenario files. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Zalatar2 Posted February 8, 2013 Share Posted February 8, 2013 After playing SW games since I was about 9, eventually getting an account on the forums, afking out because school, doing other stuff for a long time, rejoining with a second account because reasons, making a fool of myself, becoming a programmer anyways, and again afking out because school, momentarily rejoining but then getting a summer job, and finally back again in 2013, I am here to say that I would love to program for you all. Just two things : 1. How do I SVN and compile and run the source code? 2. Sylae is best pony. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted February 9, 2013 Author Share Posted February 9, 2013 1. How do I SVN and compile and run the source code? 2. Sylae is best pony. On windows, download and install TortoiseSVN, then go to the directory you want it in, right-click, then choose "SVN Checkout" from the context menu. Then Make it so. On linux or mac, download and install SVN (could be as easy as an apt-get or yum on "subversion", or you could be using a Mac), then do 'svn co http s://openexile.googlecode.com/svn/trunk/ openexile' (remove the space, auto-shortening forum). I compile with Mingw32, there's makefiles included, and telling your IDE that Mingw32 is GCC will work fine. There's also makefiles included for cross-compiling, use 'make -f Makefile-Nightly-i586'. also Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted February 10, 2013 Share Posted February 10, 2013 If you do happen to be using a Mac, you need to install Xcode, which you can get from the app store. Then you'll probably want to go into Xcode's preferences somewhere to install the command-line tools. Once you do this, it's entirely possible that Subversion is already installed; check by trying the command "which svn" in the terminal. If it prints a path, Subversion is installed. (I'm not sure if Xcode includes subversion, but I think it includes git, so maybe.) Incidentally, code tags can get around the auto-shortening: svn co https://openexile.googlecode.com/svn/trunk/openexile Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted February 10, 2013 Share Posted February 10, 2013 Yet another attempt at a cross-platform BoE, I hope it works out. If it does not, simply improve the respective features of the Windows and Mac versions. 3D Editor for BoA was massively improved for both versions even though no cross-platform version was ever attempted. All you needed there was Niemand to do the improvements for the Mac then me to attempt porting them to the Windows version. BoE Scenario Editor could do with a few features found in the latest BoA versions: ability to select and move objects, ability to work from the lower left lines of the editor rather than open dialog boxes all the time display of information like terrain type numbers. Ormus is MIA, a pity, he had some good ideas there too.See: http://spiderwebforums.ipbhost.com/index.php?/topic/8893-new-scenario-editor/ Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Zalatar2 Posted February 26, 2013 Share Posted February 26, 2013 Wow. Schedule-wise, crap just hit my fan. Well in any case as I'm typing this I'm finally checking out the source code. Sooooooooo which IDE? That one weird Bloodshed Dev C++ WxWidgets IDE I saw a while back or what? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted February 26, 2013 Author Share Posted February 26, 2013 I use the Code::Blocks project files the occasional times i have to dink around. I think the Dev-cpp ones are out of date. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Harehunter Posted February 26, 2013 Share Posted February 26, 2013 Dev-ccp is out dated as I understand it. Code::Blocks does keep coming out with newer versions. The Special Node structure is not bad in itself, What it lacked was a symbol table for the Stuff-Done flags I also found the arrays of radio buttons to be cumbersome, which is why I used drop-down list boxes on my editor. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted February 27, 2013 Share Posted February 27, 2013 I use DevC++ for the BoA 3D Editor it seems okay but it is 2005 vintage. It also lacks a proper help file, I may need to check the Bloodshed site. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk ixfd64 Posted February 27, 2013 Share Posted February 27, 2013 Dev-ccp is out dated as I understand it. Code::Blocks does keep coming out with newer versions. That is correct; the latest stable version of Code::Blocks was just released last November. A stable release happens every two years or so, but there is a new "nightly" build every few weeks. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted February 28, 2013 Share Posted February 28, 2013 Interesting, I will have to try this Code::Blocks and see how it compares to DevC++. Edit: It seems to avoid all the crashes found with DevC++, so I will stick with Code::Blocks. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 9, 2013 Share Posted March 9, 2013 This post may also be relevant here... >_> Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk lampshade Posted March 9, 2013 Share Posted March 9, 2013 I'm currently remaking an unfinished scenario of mine. Quote Link to comment Share on other sites More sharing options...
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