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From: SourceForge.net <no...@so...> - 2009-09-05 07:33:50
|
Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=7610509 By: centaur68 Hi, I'm interested in tactical wargames in Napoleonic epoch and trying to discover some software to develop battles of this period I've read recently the game designer manual for XConq, found it very interesting, but I only found the sound design question for MacUsers. I suppose that sound effect or music to design actions in modules for Windows is available... could someone help me about this question? Thanks. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: Michael H. <mik...@gm...> - 2009-03-09 23:44:30
|
I'm interested in starting a new project. However, I have a few questions first: 1) Is there a way to configure the game UI such that panes are positioned differently and certain functions enabled/disabled/hidden? 2) Is the game UI skinnable in any way or form? 3) Is there a way to immediately start a new game in a particular module, bypassing all the other frontend menus? 4) Does the game support 32-bit sprites? Thanks! -Mike |
From: Issuu <no-...@is...> - 2008-08-20 20:25:34
|
----------------------------------------------------------------- You've been invited to join Issuu ----------------------------------------------------------------- Jeff Mullen (aka cpu.write) just invited you to join Issuu. Accept invitation: http://issuu.com/invitesignup?username=cpu.write&realname=Jeff+Mullen&friendemail=xconq-developers%40lists.sourceforge.net&expiration=20090820202536&invitationcode=42fb0bc2c5c77b5f9c42e21fbd544dd1 Note: Please use this link to sign up. If you choose to explore Issuu first, please come back here to sign up. Issuu is a living library where interesting people share great publications. You can publish and share too! Join Issuu now − it's fast, fun and free forever. Explore Issuu: http://issuu.com ----------------------------------------------------------------- Publish on Issuu ----------------------------------------------------------------- With Issuu anyone can convert their PDF documents into cool online magazines. Anything on Issuu can be seen, shared and posted on any other site. ----------------------------------------------------------------- What's on Issuu? ----------------------------------------------------------------- Designers, artists, photographers, illustrators, editors, bloggers, writers, architects, fashionistas, academics, students, and many more publish magazines, portfolios, comics, catalogs, flyers, articles, books, papers and much more! ----------------------------------------------------------------- Get connected with friends ----------------------------------------------------------------- When you accept this invitation you become friends with cpu.write. You will be able to see what s/he publishes on Issuu! You can easily find more friends on Issuu and invite new people. It's a great way to see what people in your network are up to. ----------------------------------------------------------------- Opt out ----------------------------------------------------------------- This e-mail may contain promotional materials. If you do not wish to receive future commercial mailings from Issuu, please opt out: http://issuu.com/optout?email=xconq-developers%40lists.sourceforge.net&optCode=d9cda793a93eb5d1a7fbff9c87347ad3 Issuu's offices are located at 1370 Willow Rd. Menlo Park CA 94025. Copyright (c) Issuu Inc. 2008. All rights reserved. |
From: Jeff M. <cpu...@gm...> - 2008-06-22 17:50:39
|
I'm trying to pick up GDL. This email list seemed like a natural place to start. Before I start asking questions that VERY OBVIOUSLY should have been asked before, could anyone direct me to the archives from this mailing list? (This so I don't have to start dumping GDL files based on the online tutorial and wasting your time asking YET AGAIN why the same old things don't work.) Thanks in advance. Jeff |
From: Lincoln P. <sa...@sb...> - 2008-01-31 18:25:49
|
On Jan 29, 2008, at 1:35 PM, The Brain wrote: > I recently returned to playing Xconq after a long time and, > realising how good it actually is in terms of flexibility for the > developer, wondered if anyone is actually still developing this? It > would be an enormous shame if its not as I think it's still relevant > to the modern gaming world (if you disagree, please check out the > popularity of > Weewar). There have been occasional spurts of discussion, but very little activity since about August 2005. I'd agree that it's a shame. Personally, I've had almost no time to contribute to the project since then, and since all of the major contributors have been so quiet, I haven't really been motivated to get involved again. Although I suspect that the codebase has become over-complicated and needs to be heavily refactored in order to scale well to any of the big ideas that have been tossed around in the last several years. > > > I also had a question about a possible bug in unit construction from > a treasury. If the treasury doesn't have enough of a material to > build a unit and you set a unit to build a unit then it neither > builds it or comes back flashing the next turn. Has anyone else > experienced this? I've encountered various bugs involving the treasury, but never one like that. |
From: Brian D. <bf...@sb...> - 2008-01-30 04:13:11
|
I'm running a small business so not much energy is left for programming. I think someone should just go through and add comments and white space where appropriate. Some day it'd be fun to make a fuzzy logic based engine for some of the decision making. Brian |
From: <ms...@an...> - 2008-01-30 00:27:51
|
On Tue, 29 Jan 2008, The Brain wrote: > good it actually is in terms of flexibility for the developer, wondered if > anyone is actually still developing this? It would be an enormous shame if I'm still reading the mailing list. I'm kind of in crunch mode right now for finishing my PhD - I have just the introduction and conclusion left to write for the thesis, followed by defence and revisions - but doing some more stuff on Xconq is actually pretty high on my list of things I want to do in the few months I'm planning to take off between when I finish and when I start whatever my next career stage might be. So I'm definitely planning to do some more on the game... Real Soon Now. It's quite likely that my next work on Xconq will focus on completing some of the game projects I've worked on in the past, such as SRE. I might do some bug-fixing too. > I also had a question about a possible bug in unit construction from a > treasury. If the treasury doesn't have enough of a material to build a unit > and you set a unit to build a unit then it neither builds it or comes back > flashing the next turn. Has anyone else experienced this? I don't recall this specific bug but it wouldn't surprise me. As I recall there are a lot of tricky situations that can come up in relation to construction, and depending on the specific rules of the game it's quite possible for units to go off into la-la land, never completing their construction tasks nor starting new ones. Last I worked on it (which was a few years ago now) we were fixing bugs one by one but it was clear that it wasn't really complete yet. The line between action-independent construction and action-based construction was never quite as clear as I would have liked. -- Matthew Skala ms...@an... Embrace and defend. http://ansuz.sooke.bc.ca/ |
From: The B. <the...@go...> - 2008-01-29 21:35:05
|
Hi Xconqers, I recently returned to playing Xconq after a long time and, realising how good it actually is in terms of flexibility for the developer, wondered if anyone is actually still developing this? It would be an enormous shame if its not as I think it's still relevant to the modern gaming world (if you disagree, please check out the popularity of Weewar). <http://weewar.com/> I also had a question about a possible bug in unit construction from a treasury. If the treasury doesn't have enough of a material to build a unit and you set a unit to build a unit then it neither builds it or comes back flashing the next turn. Has anyone else experienced this? Regards, SB |
From: Eric M. <mcd...@ph...> - 2007-04-08 19:55:53
|
Greetings xConquerors, Here's a quick update on the status of xConq development. Please (re-)welcome Massimo Campostrini to the xConq development team. Massimo worked on xConq in the previous century. He has recently contributed a number of bug fixes and behavior changes. He has also contributed an implementation of an A* pathfinder, which promises to greatly improve unit movement and AI play. I have placed his contributions on a new branch in CVS, and have given him CVS write access. For those who use CVS, you can follow his progress by checking out the BRANCH_MCAMPO_PATH branch. To do so anonymously (read-only), you can do something like this via the standard command-line CVS client: cvs -z3 -d:pserver:ano...@xc...:/cvsroot/xconq co -r BRANCH_MCAMPO_PATH -d xconq-MCAMPO_PATH -P xconq Eric |
From: SourceForge.net <no...@so...> - 2007-03-23 15:37:29
|
Feature Requests item #1686891, was opened at 2007-03-23 15:37 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1686891&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Automation: Plans and Tasks Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Massimo Campostrini (campo) Assigned to: Nobody/Anonymous (nobody) Summary: add/remove_terrain support Initial Comment: Currently, when a human player orders a unit to add/remove_terrain, if the unit has insufficient acp or material, the action fails silently (at least with the tcltk interface undel linux). Ideally, a set of move/resupply/rest tasks should be set for the unit so that the action can be completed. Less ideally, the player should be notified that the action is not performed and why. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1686891&group_id=124062 |
From: Euripides M. <bil...@sa...> - 2007-02-19 02:08:40
|
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From: Ayman F. <ca...@wa...> - 2007-02-13 20:25:24
|
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From: Eztebe C. <oza...@fa...> - 2007-01-31 15:48:05
|
Good day, Via_grra $1, 80 Cia_aliss $3, 00 Levi_trra $3, 35 http://www.progenyid.*com ( Important ! Remove "*" ) -- My dear woman! roared Fudge, who likewise looked angrier than Harry had ever seen him, as Minister of Magic, it is my decision whether I wish to bring protection with me when interviewing a possibly dangerous |
From: Eric M. <mcd...@ph...> - 2007-01-24 15:31:16
|
Hi, Skam-MC wrote: > Sorry for posting this to developers list and not to hackers list, but this problem I encounter seems to me to be a general problem... > If it's a compilation problem, then it's better to post to the hacker's list or file a bug report in the trackers. But, given how dead xConq is, I don't think it really matters at this point. You're the first spike this project's EKG has had in months now. > I've got all the things needed (Dev-C++ and ActiveTcl, as mentioned in README_devcpp_w32.rtf in xconq/pkg directory), installed them, and opened tkconq.dev in Dev-C++ environment. When I try to build the package, I get linker errors, i.e. everything compiles fine, but the linker says some functions are not defined. > Technically, neither Dev-C++ or ActiveTCL is _needed_. I made a Dev-C++ project file for the convenience of those who like building with GUIs. All of the Windows binaries you find in the xConq installers are actually built from a MinGW32 shell using the regular Unix make facilities. And, again, ActiveTCL is just for your convenience. There is a "plain" Tcl/Tk package for MinGW32 that works just fine. Of course, Dev-C++ uses MinGW32 compilers underneath, and ActiveTCL is built from the "plain" Tcl/Tk sources, so there is no significant difference, other than convenience. > What is needed to be done to get this package to build correctly? > > I don't think the Dev-C++ project file is up-to-date. Probably you need to add some files to it. I didn't constantly keep it up-to-date, because I didn't think anyone was actively using it. I originally made it for someone who wanted to get in on xConq hacking, but who was uncomfortable with command lines. With regards to your earlier email, you cannot compile individual *.g files to be standalone games (as I believe Matthew mentioned). However, you can change the shortcut that the installer sets up, so that your game is automatically loaded when the xConq desktop or Programs menu shortcut is opened. Eric |
From: Skam-MC <Sk...@ya...> - 2007-01-24 14:40:45
|
Sorry for posting this to developers list and not to hackers list, but this problem I encounter seems to me to be a general problem... I've downloaded the latest snapshot of Xconq (xconq-7.5.0-0pre.0.20050612), and tried to build it under Windows XP SP2. I've got all the things needed (Dev-C++ and ActiveTcl, as mentioned in README_devcpp_w32.rtf in xconq/pkg directory), installed them, and opened tkconq.dev in Dev-C++ environment. When I try to build the package, I get linker errors, i.e. everything compiles fine, but the linker says some functions are not defined. Here is a piece of the build log I get: [Linker error] undefined reference to `Xconq::AI::get_side_ai(a_side*)' [Linker error] undefined reference to `Xconq::AI::handle_oproles(a_side*)' [Linker error] undefined reference to `Xconq::AI::create_side_ai(a_side*)' [Linker error] undefined reference to `Xconq::AI::get_side_ai(a_side*)' [Linker error] undefined reference to `Xconq::AI::get_side_ai(a_side*)' [Linker error] undefined reference to `Xconq::AI::get_side_ai(a_side*)' [Linker error] undefined reference to `Xconq::AI::get_side_ai(a_side*)' [Linker error] undefined reference to `Xconq::AI::choose_transport_to_construct_in(int, a_side*, a_unit_view*, int)' [Linker error] undefined reference to `Xconq::AI::find_oprole(a_side*, int)' [Linker error] undefined reference to `Xconq::AI::acquire_oprole(a_side*, int, Xconq::AI::OpRole_Type)' [Linker error] undefined reference to `Xconq::AI::find_oprole(a_side*, int)' [Linker error] undefined reference to `Xconq::AI::find_oprole(a_side*, int)' [Linker error] undefined reference to `Xconq::AI::acquire_oprole(a_side*, int, Xconq::AI::OpRole_Type)' [Linker error] undefined reference to `Xconq::AI::choose_transport_to_construct_in(int, a_side*, a_unit_view*, int)' [Linker error] undefined reference to `Xconq::AI::find_oprole(a_side*, int)' [Linker error] undefined reference to `Xconq::AI::release_oprole(Xconq::AI::OpRole*)' What is needed to be done to get this package to build correctly? Alternatively, what's the link to the latest BUILDABLE package of Xconq? |
From: <ms...@an...> - 2007-01-22 13:53:28
|
On Mon, 22 Jan 2007, Skam-MC wrote: > The point is that I've written a XConq game module and I want to run it on machines which don't have XConq engine installed. There's no easy way to do that. The current system requires that the game engine, graphics, and game modules all be in a bunch of separate files. On some operating systems, people have worked out ways to read support files (for software packages in general, not XConq specifically) out of an executable instead of from the OS filesystem, and with some clever programming I'm sure you could fit something like that into the existing XConq code; but it would be a matter of custom-programming it, because the current XConq is not designed to do anything like that. > Alternatively, can I create an installation package which would install > XConq along with MY own module, and create a link to my module? That's probably a much easier plan. If you create an installer using whatever techniques you normally use for that, it should be pretty easy to modify the current module-selecting code to go directly to your module instead of prompting the user. Be aware of your obligations under the GPL if you're distributing a customized binary package - you can do it, but if you do, then you must also make it possible for people to get the source code. -- Matthew Skala ms...@an... Embrace and defend. http://ansuz.sooke.bc.ca/ |
From: Skam-MC <Sk...@ya...> - 2007-01-22 10:42:06
|
Hi everybody! I have a very important question. Am I able to create an executable for a definite XConq game module? The point is that I've written a XConq game module and I want to run it on machines which don't have XConq engine installed. Alternatively, can I create an installation package which would install XConq along with MY own module, and create a link to my module? |
From: Karita M. <bra...@ja...> - 2006-11-20 23:16:20
|
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From: Inkeri K. <may...@ap...> - 2006-11-11 10:25:31
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From: SourceForge.net <no...@so...> - 2006-07-06 00:13:34
|
Feature Requests item #1220850, was opened at 2005-06-14 17:29 Message generated for change (Comment added) made by lmpeters You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220850&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eric McDonald (eric_mcdonald) Assigned to: Nobody/Anonymous (nobody) Summary: Unit-Private Advances and Tech Initial Comment: Currently all advances researched for a particular side belong to the side as a whole. Similarly for tech that is developed. It would be nice for certain kinds of units (spellcasters in a fantasy setting, or perhaps scientists in a modern/futuristic setting) to be able to privately accumulate advances that cannot be shared with their side as a whole. Likewise for tech (think private companies, for example). ---------------------------------------------------------------------- Comment By: Lincoln Peters (lmpeters) Date: 2006-07-05 17:13 Message: Logged In: YES user_id=127097 (Seems I forgot to log in before posting that comment earlier.) I'd have to agree with your ideas; they would make it much easier to address a few issues I'd faced designing games in the past, and they'd allow for more creativity later. The only concern I can think of is that it should be done in such a way that games like postmodern.g would not have to have an advance defined for every single unit. But I'm probably just stating the obvious at this point. ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2006-07-05 15:29 Message: Logged In: YES user_id=1158352 What you say is largely true. However, in the context of some of the other feature ideas that I posted around the same time, the basic notion is that I am seeking to open up more options regarding tech and research, while trying to streamline the code. I think the fact that toolup/tech/research have so many similarities (though slightly differnt application domains) suggests that they should be a common, more flexible mechanism, rather than 3 separate ones. That is what I was getting at with the handful of related feature ideas; see: https://sourceforge.net/tracker/index.php?func=detail&aid=1220847&group_id=124062&atid=698375 https://sourceforge.net/tracker/index.php?func=detail&aid=1220849&group_id=124062&atid=698375 https://sourceforge.net/tracker/index.php?func=detail&aid=1220871&group_id=124062&atid=698375 As an xConq hacker, I think there is an advantage to maintaining one mechanism rather than 3. And from the game designer perspective, it would be nice to have the additional ability to apply it to either sides or units, as relevant and makes sense. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-07-05 14:04 Message: Logged In: NO You might look at the toolup mechanism, as per future.g. It's missing a lot of functionality (e.g. can't make toolup depend on materials), but it might come close enough to what you envision that it could be made to work more easily than rewriting the tech and/or advances code. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220850&group_id=124062 |
From: SourceForge.net <no...@so...> - 2006-07-05 22:29:31
|
Feature Requests item #1220850, was opened at 2005-06-15 00:29 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220850&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eric McDonald (eric_mcdonald) Assigned to: Nobody/Anonymous (nobody) Summary: Unit-Private Advances and Tech Initial Comment: Currently all advances researched for a particular side belong to the side as a whole. Similarly for tech that is developed. It would be nice for certain kinds of units (spellcasters in a fantasy setting, or perhaps scientists in a modern/futuristic setting) to be able to privately accumulate advances that cannot be shared with their side as a whole. Likewise for tech (think private companies, for example). ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2006-07-05 22:29 Message: Logged In: YES user_id=1158352 What you say is largely true. However, in the context of some of the other feature ideas that I posted around the same time, the basic notion is that I am seeking to open up more options regarding tech and research, while trying to streamline the code. I think the fact that toolup/tech/research have so many similarities (though slightly differnt application domains) suggests that they should be a common, more flexible mechanism, rather than 3 separate ones. That is what I was getting at with the handful of related feature ideas; see: https://sourceforge.net/tracker/index.php?func=detail&aid=1220847&group_id=124062&atid=698375 https://sourceforge.net/tracker/index.php?func=detail&aid=1220849&group_id=124062&atid=698375 https://sourceforge.net/tracker/index.php?func=detail&aid=1220871&group_id=124062&atid=698375 As an xConq hacker, I think there is an advantage to maintaining one mechanism rather than 3. And from the game designer perspective, it would be nice to have the additional ability to apply it to either sides or units, as relevant and makes sense. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-07-05 21:04 Message: Logged In: NO You might look at the toolup mechanism, as per future.g. It's missing a lot of functionality (e.g. can't make toolup depend on materials), but it might come close enough to what you envision that it could be made to work more easily than rewriting the tech and/or advances code. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220850&group_id=124062 |
From: SourceForge.net <no...@so...> - 2006-07-05 21:33:27
|
Feature Requests item #1517818, was opened at 2006-07-05 14:33 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1517818&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: General Group: None Status: Open Resolution: None Priority: 5 Submitted By: Lincoln Peters (lmpeters) Assigned to: Nobody/Anonymous (nobody) Summary: New terrain subtype: offset connection Initial Comment: An offset connection is basically a cross between a border and a connection. It can impede movement like a border, and it can make movement easier like a connection. The basic idea is that the connection runs through a cell, but stays close to the edge (let's say it's about halfway between the center of the cell and the edge). A unit that can travel along it (as per mp-to-traverse) is assumed to be on it, while any other unit is assumed to be at the center of the cell. Thus, it may impede movement in a given direction for some units (like a border) and enhance movement for others (like a connection). The application I have in mind for offset connections is rivers in a low-level tactical game. By using an offset connection, land units can require extra effort to cross a river (if they can cross it at all), while naval units can use it to travel inland. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1517818&group_id=124062 |