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From: HeavyWave <hw...@bi...> - 2003-03-06 12:35:09
|
Hello Ben, As you said Empire Wizzard is a template, so the one thing I have to do is to practice with XML now? Waiting for you making new class for UI integration? If so than I'll try to make some functions as printEmpireDetails(); that will give full string of Empire parameters that will look like this: "Name=XXX;Plural=XXa;" and so on. Will it be useful? Then, how can I send my code to the project? Please give me as much details as possible. I said that I have much time, but in fact I'm coding not very fast, cause most of time I simply learn C#. That's all for now. I'll inform you on changes I'll make in code. -- Best Regards, HeavyWave mailto:hw...@bi... |
From: Ben K. <ben...@it...> - 2003-03-05 15:42:57
|
The best place would be the code group (cos...@li...) if you think it concerns everyone - if not try the forums or just mail me. At this point in time tasks are assigned by me , if someone want to work on a particular area I will nearly always assign it to the one who requests it. I would recommend familiarizing yourself with the code first - then come back to me . If you cant think of anything I think we need a ship / unit designer . Have you played space empires IV ? If not you can download a demo if you have Broadband - what we need is a ship/unit designer exactly like that one. Note components in Cosmos are know as Items. Ben > -----Original Message----- > From: Jesus Menendez [mailto:su...@us...] > Sent: Wednesday, 5 March 2003 11:34 PM > To: bkl...@us... > Subject: New member > > > Hi. I just found out today that I was accepted as a new member > of the developing team I would like to know where do you meet > to discuss things about the project, and how tasks are assigned > to us I have plenty of time at the moment Cheers Jesus Menendez > > |
From: Ben K. <ben...@it...> - 2003-03-05 08:00:47
|
Conversation on the forums , prob usefull to everyone. I will try to document all the classes ( or at least provide a list what they all do , as well as the structure) but at present I am doing an important update which I want to get out before people do too much. It would be good if developers documented as much as they could when updating files , which I am doing. Ben ---------------------------------------------------------------------------- --------------- re : Empires Some comments. The Empire wizzard is ugly ... It was mainly done so we can get an Empire up as quick as possible in the longer term we will have to make it look better. In the interim we also need a hardcoded empire so we can begin getting a turn up and running. And lastly Im creating an abstraction layer between Core and the UI called UI.Wrappers ( part of UserInterface) which will provide UI functions or just pass on key parts. eg UIEmpire will wrap Core.Empires . This will be easy to change and I will post the update in 2 -3 days . So I began working on the save - load function of Empire Create Wizard. I've made some changes in Empire.cs, EmpireControl.cs and EmpireDetailsControl.cs - I will develop blocks that are connected with the Wizard. So, can I be sure that no one now develops this blocks? I need to now this because I'm making some important changes that bring new structure to the classes. Best way is to post to the news group that you are doing significant work in the area. We are using non blocking code development as that allows people to make minor changes which in most cases can be quickly merged. - The one thing I don't understand is: Empire class is only a template for what? IMHO this code is not really usable for implementing save-load function. Empire has the basic functionality needed for an empires - It contains links to all the parts of an empire . I think it is more than just a Template ....Maybe email me direct to discuss. - Then, why not to descriptions of all game classes? This will make coding much easier: everybody will know what things can be added to existing classes and what should be made in a new class. Though it is not so important now. Agreed this needs to be done - Most of the code was done by me and when doing it by yourself this is not neccesary. I have begun to document key areas like Units , Groups and the UI but at present I am doing some critical code changes and I am really rellying on coders to document the code. I have asked for a designer / documenter but no one so far has volunteered. Also the good thing to do is to make Task list for each developer and not a single list for all. Or maybe every task is given by bklooste personally and he knows that everyone is doing unique things and there will be no problems. Yes this is what is happeing so far I keep the list, but there are difficulties as some people have clearly stated they do not want to do UI work and some people are working on key tasks are slow ( for personal or work reasons ) and others quick. There is also a lot of new code that needs to be done and people need this for their parts - these difficulties should deminish when we have the basic framework done over the next 3 months. - But additional knowledge is always good. I'm using the forum cause I have problems with the Internet for some time and is not able to use e-mail. And last question: why do you want me to do save-load in XML ? I don't get it. Maybe you've ment that I should documentate my code using XML ? IMHO it's better to make simple binnary save files than to use large XML file format. Agreed in the final version we may change to binary ( or compressed / encrypted Xml) - but at this point I want Xml as we can make changes easily with a text editor and see the result - I am using binary for the world though as it gets too big otherwise . In particularly I want a hard coded empire we can use . Also talk to mat...@im... who is enhancing Techlist and doing an Xml write for the Techs . This may impact you. If you get stuck with the Xml ( and how to handle pictures etc) have a look at ItemType Ben PS: will post this to the code news group. |
From: Ben K. <ben...@it...> - 2003-03-05 03:44:03
|
Mathieu , How are you going with the techs ? When you finish with them would you like to work on Units or Characters ? We seem to have the most discussion on them. With regard to Units I think it best to use inheritance - The support for sub units will be in the base class but sub classes can turn it on or off. I think this will be the simplest and if this approach gets too messy then we can convert the base to an interface and use unrelated classes. I still get a bit confused here..I think the only way is to just do it and see . Also each Unit will have a UnitType or UnitDesign (not sure of the name) , which is basically a class that has a class name , type and a list of components. I think this will be quite simple. Ben |
From: Ben K. <ben...@it...> - 2003-02-11 05:05:05
|
3 parts to this monthly update note these will be fairly quick as I should be coding... - Development Notes - Monthly Project update - Current Work update Development notes When completeing or commiting a section of code can the person post it to the newsgroup with the keyword [Complete] or [Commit] in the subject . When we get up and running and mails become to frequent we will change it to major updates / Commits and I will send full updates once a month. Project update. Next one due 11 March 2003. Our objective is to have 1 turn up and running in 3 months ( though it may take 6) after that we can worry about making things look better and adding features. To do this we need Current Phase - Be able to do the first turn. Code review [IN PROGRESS] - focusing on UI structure and events. Old UI moved to the new UI [IN PROGRESS] Do new system view [NOT STARTED] Update UI to show system view [NOT STARTED] Update UI to allows Fleets to move ( eg movement orders) [NOT STARTED] Get Items done [COMPLETED] Get Technology done [COMPLETED] Get technology add [IN PROGRESS] Type in basic items [IN PROGRESS] Get Groups done [COMPLETED] Get Units done [IN PROGRESS] Get Ships done [NOT STARTED] Get some basic Units done. [NOT STARTED] Basic Empire Creation [COMPLETED] Get a dummy empire and map hard coded [NOT STARTED] Orders [ COMPLETED] Get movement orders done [IN PROGRESS] After this is done it will look aweful but dont be discouraged we will move onto improving things Next Phase - Enhance features Code review Production Enhanced turn generation ( eg when does production happend , when does movemen happen) combat engine Text based combat results Enhanced Units Improve UI appearance a bit ( there still we be a long way to go) - planets , Nebula , Buttons etc . Characters [IN PROGRESS] Radar and Stealth Sound Work Update UI - layout ( Ben Kloosterman ) - [COMPLETE] layout has been completed . Some work on colour and materials will be done later . I am now improveing the UI design and looking at events . Core - Units ( Ben Kloosterman) - [IN PROGRESS] More Documentation up but no code. UI - map generation (Scott Wagner ) -[IN PROGRESS] Some work done on Progress for for the generation done. UI - get new UI happening (Steve) - [IN PROGRESS] Steve has started on that and will also work with me on the UI event system. Core & UI - Battle Engine (Richard Haake )- [IN PROGRESS] Characters [Martin] [IN PROGRESS} Update technology and convert to XML- (Mathieu) - [COMPLETED] Improve the tech tree - [IN PROGRESS} Brad is progressing on this and almost has a first cut. Tasks up for grab - first in first served. UI Star and planet select display - Need overhauls Work on groups & units Work on ship / unit builder Type in data for initial items. Get started on Colonies Drag and drop List control for fleets , productions queues etc - Must handle 2 lists and icons. Change namespace layout - ( goodone for someone new). For the less enthusiastic these are available but I would prefer it if you could work on the above tasks - Build an ingame messenging system - Work on the battle engine ( Only if you are a DirectX expert) - Work on the Diplomacy system - Develop Message UI control - must be transparent. Ben |
From: Ben K. <ben...@it...> - 2003-02-10 16:16:18
|
Hi Mathieu, I have just uploaded some doco on units and groups. Outcomes of technology will basically be items - you can see the item code has a required techs which is a techlist[]. Certain items may modify colony units etc but that is for later phases. Im against techs directly affecting things ( though we may do it ) as it would greatly complicate the code. I think at this stage Research will be done basedon researh points gained from research units - later on we can enhace this. Great scientist chracters will also have a low chance per turn of getting a tech . I havnt played space empires IV actually you got a spare copy ? Ben > -----Original Message----- > From: Mathieu ROGER [mailto:fg...@us...] > Sent: Monday, 10 February 2003 11:50 PM > To: bkl...@us... > Subject: outcome of a tech > > > Hi Ben, what is the "outcome" of a technology? By looking the > code, I found that there are - units, in fact "be able to build > a unit" - > training package : i.e., "be able to train in a certain way a unit" any > other thing ? I also saw that there are different ways to acquire a > technology: -by researching -by usage for example the > force is aqcquired by number of pratiquant and temples, "like praying in > POPULOUS". By the way, do you know SPACE EMPIRE 4 > ? best regards mathieu > > |
From: Ben K. <ben...@it...> - 2003-02-09 07:56:31
|
Steve , Have just given this some more thought. We really need the screen switches to go as quick as possible. 1. The 3 Map modes. We have 3 Map modes so we need to set 3 user controls somewhere. Now I thought it best that we generate the Controls once and store them as static or a singleton. after all they dont take up too much memory and then just regen the bitmap when we need it . The one exception is we should prob discard the Bitmap of the previous map when we are changing maps. SetMapToDiplomacy() SetMapToMilitary() SetMapToEconomic() And the Map needs to have the following. CentreMapAt(X,Y) panMap( int X,int Y) ZoomMap () SelectUnitOnMap( System ) SelectUnitOnMap (Fleet) SelectUnitOnMap (MineField ?) - Maybe map based items should implement an interface eg IMapItem so we just have one method here SelectUnitOnMap(IUIItem) IUIItem would have different methods depending on the map - eg GetPoliticalBitmap() etc . UI_Events would hook the events generated by the different screens main map , universe map etc . And call appropriate parties forming a sort of push event. 2. Selection Panel Similar to the above - we only really need 1 control for each type eg Planet , ship , unit etc we can store these as a static. Since the implemntations are different there is not much point havi 3. Detail Panel as per selection Panel. Any comments ? Ben > -----Original Message----- > From: steve Brailsford [mailto:sbr...@ch...] > Sent: Saturday, 8 February 2003 3:06 AM > To: ben...@it... > Subject: Re: Interested in strategy Games want to learn C# ? > > > Yes, I did. I was wondering about the event architecture, > but that can wait till we get the other worked out. > > On Sat, 8 Feb 2003 00:07:29 +0800 > "Ben Kloosterman" <ben...@it...> wrote: > >Did you get the info I posed to the news list ? Try to > >follow it and when > >you get stuck drop me an email . > > > >Ben > > > >> -----Original Message----- > >> From: steve Brailsford [mailto:sbr...@ch...] > >> Sent: Friday, 7 February 2003 11:44 PM > >> To: ben...@it... > >> Subject: Re: Interested in strategy Games want to learn > >>C# ? > >> > >> > >> Yes, I'd love to have as much detail as you can give me. > >> > >> On Fri, 7 Feb 2003 23:30:07 +0800 > >> "Ben Kloosterman" <ben...@it...> wrote: > >> >With the task have a think about the event > >>architecture > >> >as well - the > >> >original was already becoming messy with only a few > >> >screens. If you want > >> >more info email me direct for a quick response. > >> > > >> >Ben > >> > > >> > > >> > >> > >> > > > > > > > |
From: Ben K. <ben...@it...> - 2003-02-09 03:32:50
|
I preffer WinCVS and Cygwin but if anyone is using Putty - here are some instructions. Ben By: danap_n_mt Steve and Ben, I use Putty to access CVS via ssh. It is kind of a pain, but it does work. 1. Bring up putty and login via ssh in the host place cosmos2.sourceforge.net. 2. Open Connection. 3. In windows a pop will appear, MS-DOS console asking for a username and a window for the Putty security alert for a trusted key from sourceforge. Select yes. Type in your complete sourceforge user name, when asked for password provide that also. 4. CVS is pretty much accessed through normal means, but you will need to export CVS_RSH and CVSROOT variables, you can script this later. For now just ent er: $ CVS_RSH=ssh $ export CVS_RSH $ CVSROOT=username@cvs1:/cvsroot/cosmos2 $ export To check out files you normal procedure. Helpful to know what you want if don't want to get everything. $ cvs -z3 checkout directoryname This will place all the files into your home directory. Remember we are still in the ssh mode in a console window. Now you have all the files. You probably a couple choices now. I use Putty's scp to download the files. I have a path to the Putty directory so I open another MS-Dos console window. Download: (recursively from the given directory to your current directory where you executed the command. Yes that is period at the end.) pscp -r use...@co...:directoryname . Upload: (recursively from given directory to your home directory. I recommend trying these with a directory with just couple files first. Test.) pscp -r directoryname use...@co...: Putty has a readme file that details how to use most of pscp program I think. I have some screenshots of some of this stuff and provide them if anyone is interested. Putty is not very friendly if you have Cygwin or WinCVS another one working. I have both of these, but I'm kind of old fashion I don't mind command line entries. dana. ______________________________________________________________________ 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/monitor.php?forum_id=244297 |
From: Ben K. <ben...@it...> - 2003-02-08 14:11:06
|
I haven't finished the UI hooks yet , but you can use the UI_Events class for the moment , you have seen the old way of doing events what do you think the new way should be. The bigest issues are - Lots of interrelated events - Bi directional events eg clicking on the universe map will change the starmap and scrolling / zooming the main map will change the selection box in the universe map. This creates problems with intialization and early events. - When setting up events between 2 objects at any one time only one object exits. I think it may be best to try to put these events through an intermediate class so I have setup UI_Events. What do you think ? Not yet considered - When objects are selected this needs to be shown on the map or detail control ( for systems) . - When objects are targeted the path and the object needs to be shown on the map. - lots of options to change the main map display eg Nebula ( Mainly because they look good) , mines , scanners ets all user adjustable. Ben > -----Original Message----- > From: steve Brailsford [mailto:sbr...@ch...] > Sent: Saturday, 8 February 2003 3:06 AM > To: ben...@it... > Subject: Re: Interested in strategy Games want to learn C# ? > > > Yes, I did. I was wondering about the event architecture, > but that can wait till we get the other worked out. > > On Sat, 8 Feb 2003 00:07:29 +0800 > "Ben Kloosterman" <ben...@it...> wrote: > >Did you get the info I posed to the news list ? Try to > >follow it and when > >you get stuck drop me an email . > > > >Ben > > > >> -----Original Message----- > >> From: steve Brailsford [mailto:sbr...@ch...] > >> Sent: Friday, 7 February 2003 11:44 PM > >> To: ben...@it... > >> Subject: Re: Interested in strategy Games want to learn > >>C# ? > >> > >> > >> Yes, I'd love to have as much detail as you can give me. > >> > >> On Fri, 7 Feb 2003 23:30:07 +0800 > >> "Ben Kloosterman" <ben...@it...> wrote: > >> >With the task have a think about the event > >>architecture > >> >as well - the > >> >original was already becoming messy with only a few > >> >screens. If you want > >> >more info email me direct for a quick response. > >> > > >> >Ben > >> > > >> > > >> > >> > >> > > > > > > > |
From: Ben K. <ben...@it...> - 2003-02-07 15:24:03
|
re - request to improve tech tree. OK you got it . Some notes on planned tech changes Originally I borrowed the tech from a game called CT3000. Which had 40 techs and a "level" rating . I now think it is better to do Civ style techs with no levels and keep a Mark for each tech. Items still have the tech they need but the level becomes redundant. Most items also have a Mark rating . What are Marks ? Marks are improvents to the current tech and are relevant only to techs that provide equipment - getting new marks is as hard as getting a tech . A good example may be balistics tech . Mark 0 = Muskets , Mark 1= Rifles , Mark 2 = Semi Automatics Rifles , Mark 3 = Assualt Rifles and MArk 4 = Machines Guns . In the Game each Mark level will reduce , the size , weight and power consumption and increase the effect by 1.2 ( though we may reduce or increase this during play testing). Power , Weight and size Effect ( Damage , output etc) Mark 0 1.0 1.0 Mark 1 0.83 1.2 Mark 2 0.69 1.44 Mark 3 0.58 1.73 Mark 4 0.48 2.08 Mark 5 0.40 2.49 Mark 6 (Max) 0.33 2.98 Brad , with the lovely email address above is doing up a tree . Which we will go over later , but you can get started on the infrastructure. Note have a look at the Xml stuff in ItemType - there may be a bit in-common , if so move it to the Framework. Ben > -----Original Message----- > From: Mathieu ROGER [mailto:fg...@us...] > Sent: Friday, 7 February 2003 9:46 PM > To: bkl...@us... > Subject: want to grab a task > > > I have just set up the whole thing : install MsVS and cvs access. I have > download the codeI choose the following task (if it is unassigned) > : - improve tech tree I suggest the following approach > : all tech tree is "stored" in XML and loaded at the beggining of game > instead of "storing" the different technologies into C# code as constant > string the advantadge is to be able to customize the tech > tree Best regards > > |
From: Ben K. <ben...@it...> - 2003-02-07 13:24:36
|
re Changing the map task. Current state of Play... At the moment you can Generate a map ( takes a while but use medium / medium) - then keep hitting refresh in the middle menu, the map will appear in the bottom window (StarMap) . Then you can click the galaxy map and the area selected will appear on the main map (MainStarMap) . Desired state of play The above UI is not the real UI - the first screen is just a screen which tests lots of things. What would be good if this functionality is available in the new UI. Note I will do the final UI methods over the next 2 days , but you can start on the usercontrol. Problems with the current MainStarmap UserControl. - The names do not match the document. - The original idea where you could zoom into a solar system will be replaced by fixed systems. (Flexible systems can work but are too confusing. ) Hence the navigation Panel will not be needed . I suggest scrolling to move the map and depressing the right mouse and dragging up and down zooms in an out. This is a better and easier to use than the current Navigation panel system. The galaxy map (StarMap) will have the same functionality. - The window needs to appear in the Galaxy map. - Its uggly , but we will fix this later. Suggested approach As per the UI document there will be 3 different main maps so set up a new userControl ( maybe abstract ? ) which provides the scrolling functionality and displays the map . The 3 Maps military , political and economic will all use this scrolling functionality but display different things. ( An alternative may be to have 1 map and 3 different methods on drawing the systems - I leave this up to you . ) Replace the existing main map user Control in the old user interface. Put the new control and the StarMap control in the new userinterface with the right names. re Change the main map to fit the UI document ( eg it becomes a background Panel). Remove the navigation bar and get it to free scroll the background. Then try to make it pretier - Note the UI design document that there will be 3 types of maps. Ben > -----Original Message----- > From: SourceForge.net [mailto:no...@so...] > Sent: Friday, 7 February 2003 8:47 PM > To: no...@so... > Subject: [cosmos2 - Developers] New task > > > > Read and respond to this message at: > https://sourceforge.net/forum/message.php?msg_id=1869008 > By: fsteveb > > I don't really understand what the task means exactly. Can you > describe what > you want a little more? > > ______________________________________________________________________ > 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/monitor.php?forum_id=244297 > > |
From: Chris G. <cmg...@ho...> - 2003-02-05 17:05:11
|
All, If you're looking for the C# sdk (which should include a free = compiler), documentation, technical articles and some sample code, you can find it = at: http://msdn.microsoft.com/net/=20 Good luck, Chris Graver -----Original Message----- From: cos...@li... [mailto:cos...@li...]=20 Sent: Wednesday, February 05, 2003 8:56 AM To: cos...@li... Subject: [Cosmos2-code] Direction Saket ,=20 At this stage you can use the Sharp C# environment - They are a sourceforge project as well. Look through the C# listings - if you search there you can prob find a compiler as well ( search sharp or = Momo) . A bit of a hassle setting it up etc . The bigest loss will be the help = files describing all the framework methods.=20 =20 |
From: Ben K. <ben...@it...> - 2003-02-05 15:10:06
|
There is one for Visual Studio which uses the sourcesafe hooks called Igloo ( I think) , but I heard it was buggy because sourcesafe works very differently. WinCvs seems to work but is not that convenient. Ben > -----Original Message----- > From: cos...@li... > [mailto:cos...@li...]On Behalf Of Malek Aït > Ouaret > Sent: Wednesday, 5 February 2003 11:00 PM > To: cos...@li... > Subject: Re: [Cosmos2-code] Direction > > > I think I'll work with MSVS.NET, but I'm going to take an eye on the CVS > hook. > > > > Saket , > > > > At this stage you can use the Sharp C# environment - They are a > sourceforge > > project as well. Look through the C# listings - if you search there you > can > > prob find a compiler as well ( search sharp or Momo) . A bit of a hassle > > setting it up etc . The bigest loss will be the help files > describing all > > the framework methods. > > > > I dont think the project files are compatible so you will need to create > > your own - not too hard as they are text files. I ask you not > to to upload > > these to the CVS repositry - I cleaned a lot of crap of their today ( > mainly > > mine) . So a bit of extra work. One good thing , the Sharp IDE has a CVS > > hook in which Studio does not have ( well a working one anyway). > > > > > > Ben > > > > PS: When you get it working throw up a cheat sheet. > > > > > > > Hi Ben, sorry for the trouble but it will be some time > before i can get > a > > > hold of Visual Studio 7. I just wanted to know if there is any > > alternative > for this. thanks and keep in touch. bye, Saket > > > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > Cosmos2-code mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-code > > |
From: <mal...@la...> - 2003-02-05 14:59:49
|
I think I'll work with MSVS.NET, but I'm going to take an eye on the CVS hook. > Saket , > > At this stage you can use the Sharp C# environment - They are a sourceforge > project as well. Look through the C# listings - if you search there you can > prob find a compiler as well ( search sharp or Momo) . A bit of a hassle > setting it up etc . The bigest loss will be the help files describing all > the framework methods. > > I dont think the project files are compatible so you will need to create > your own - not too hard as they are text files. I ask you not to to upload > these to the CVS repositry - I cleaned a lot of crap of their today ( mainly > mine) . So a bit of extra work. One good thing , the Sharp IDE has a CVS > hook in which Studio does not have ( well a working one anyway). > > > Ben > > PS: When you get it working throw up a cheat sheet. > > > > Hi Ben, sorry for the trouble but it will be some time before i can get a > > hold of Visual Studio 7. I just wanted to know if there is any > alternative > for this. thanks and keep in touch. bye, Saket > |
From: Ben K. <ben...@it...> - 2003-02-05 14:56:13
|
Saket , At this stage you can use the Sharp C# environment - They are a sourceforge project as well. Look through the C# listings - if you search there you can prob find a compiler as well ( search sharp or Momo) . A bit of a hassle setting it up etc . The bigest loss will be the help files describing all the framework methods. I dont think the project files are compatible so you will need to create your own - not too hard as they are text files. I ask you not to to upload these to the CVS repositry - I cleaned a lot of crap of their today ( mainly mine) . So a bit of extra work. One good thing , the Sharp IDE has a CVS hook in which Studio does not have ( well a working one anyway). Ben PS: When you get it working throw up a cheat sheet. > Hi Ben, sorry for the trouble but it will be some time before i can get a > hold of Visual Studio 7. I just wanted to know if there is any alternative > for this. thanks and keep in touch. bye, Saket |
From: s s g <ss...@re...> - 2003-02-05 13:59:11
|
Hi Ben, sorry for the trouble but it will be some time before i can get a hold of Visual Studio 7. I just wanted to know if there is any alternative for this. thanks and keep in touch. bye, Saket On Sat, 01 Feb 2003 Ben Kloosterman wrote : >Ok everyone , > >The wheels are slowly beginning to turn. > >Next week or the week after I will begin recruiting people from a >few games >and C# / managed DirectX developer lists but I would like a few >things >sorted out and some people >working before increasing the numbers. > >Ok the plan for everyone - The list is not as daunting as it >looks :-) >Make sure you use Visual Studio 7 ( .NET /2002) >If you are not familiar with C# do the forms Tutorial . Its >pretty easy. >Get yourself setup with CSV and download the source. Use Cygwin >and winCvs. >If you get stuck ask . This step is a real pain. I will post a >cheat sheet >tommorow. >Checkout the CosmosII module. >Get the project Building >Run it - notice the mainscreen is just set up to test various >screens. If >you build some new functionality add it to the menus as I have >done. >The real UI will start from the Menu - I will refine this over >the next >week. >Check the rest of the code pay attention to > Resource Manager - All resources go through here and >specifically through >2 methods. > SystemFramework - There are logging / tracing classes here. >The Framework >also has a class that reads the XML config file and hence can be >used to >easily add new options. Place utilities here. > xdeploy make file - Used to copy objects to the runtime >directories. You >can launch any program here you want. > Data Directory used to store Meshes , Textures etc and other >Data. > XML - The game stores data as XML . Have a look at the >Equipment related >classes. Core/Equipemnt/ItemType and EquipmentUserControl . This >userControl >is used to build equipment data - and will not be user accessable >. This is >stored in XML files as lists. > Custom Controls - Used for decent looking new controls we >used. Also if we >have a control that makes sounds etc >Jump in start coding and ask questions its the quickes way to >learn. > >When you Commit new code make sure it has decent trace checks , >has XML help >set and is reasonably complete. The code at the moment has a lot >of >functionality but it needs to be improved and cleaned up . > >Ok Tasks for the moment - Note nearly all of these are small to >give a good >introduction. After they are finished you will have a better idea >of what >needs to be done. > >UI - layout + Core - Units( Ben Kloosterman ) >Get the main screen layed out then move onto Units > >UI - map generation (Scott Wagner ) >Getting 2D map generations happening ( Leave the 3D one there as >an option) >, you can put an option in Application Configuration whether to >use 2D. I >also would like some different generation options square , galaxy >etc) >UI - main map (Steve Brailsford ) >Change the main map to fit the UI document ( eg it becomes a >background >Panel). Remove the navigation bar and get it to free scroll the >background. >Then try to make it pretier - Note the UI design document that >there will >be 3 types of maps. > >Core & UI - Battle Engine (Richard Haake ) > >Though he is too bit busy at the moment , he is doing this for >his own >project and we hope to share. >Core - Characters - (Martin Kloosterman) > >Unasigned . >Saket >Matthieu Rodger >Mike Dodge > >Tasks up for grab - first in first served. >- UI system display control - This needs an urgent overhall >- UI Star and planet select display - Need overhauls >- Work on groups & units >- Work on ship / unit builder >- Improve the tech tree >- Type in data for initial items. >- Get started on Colonies > >For the less enthusiastic these are available but I would prefer >it if you >could work on the above tasks >- Build an ingame messenging system >- Work on the battle engine ( Only if you are a DirectX expert) >- Work on the Diplomacy system > >Ben > >PS: I am not an autocrat - just want to get things going - once >everyone >knows a bit more we can decide what needs to be done but it is >pretty hard >unless you have worked with the code. > > > > >------------------------------------------------------- >This SF.NET email is sponsored by: >SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 >See! >http://www.vasoftware.com >_______________________________________________ >Cosmos2-code mailing list >Cos...@li... >https://lists.sourceforge.net/lists/listinfo/cosmos2-code |
From: Ben K. <ben...@it...> - 2003-02-02 08:59:54
|
Ok here is the CVS setup cheat sheet , I have also posted the files to the list ( under files not Doco so we dont loose the pictures). |
From: Fazlazen <faz...@st...> - 2003-02-01 19:41:00
|
I have downloaded the project using CVS, and gotten it to build successfully. I will start going through everything to get familiar with the existing classes in SystemFramework and the Resource Manager and start working on the map generation. - Scott ----- Original Message ----- From: "Ben Kloosterman" <ben...@it...> To: <cos...@li...> Sent: Saturday, February 01, 2003 11:34 AM Subject: [Cosmos2-code] Direction > Ok everyone , > > The wheels are slowly beginning to turn. > > Next week or the week after I will begin recruiting people from a few games > and C# / managed DirectX developer lists but I would like a few things > sorted out and some people > working before increasing the numbers. > > Ok the plan for everyone - The list is not as daunting as it looks :-) > Make sure you use Visual Studio 7 ( .NET /2002) > If you are not familiar with C# do the forms Tutorial . Its pretty easy. > Get yourself setup with CSV and download the source. Use Cygwin and winCvs. > If you get stuck ask . This step is a real pain. I will post a cheat sheet > tommorow. > Checkout the CosmosII module. > Get the project Building > Run it - notice the mainscreen is just set up to test various screens. If > you build some new functionality add it to the menus as I have done. > The real UI will start from the Menu - I will refine this over the next > week. > Check the rest of the code pay attention to > Resource Manager - All resources go through here and specifically through > 2 methods. > SystemFramework - There are logging / tracing classes here. The Framework > also has a class that reads the XML config file and hence can be used to > easily add new options. Place utilities here. > xdeploy make file - Used to copy objects to the runtime directories. You > can launch any program here you want. > Data Directory used to store Meshes , Textures etc and other Data. > XML - The game stores data as XML . Have a look at the Equipment related > classes. Core/Equipemnt/ItemType and EquipmentUserControl . This userControl > is used to build equipment data - and will not be user accessable . This is > stored in XML files as lists. > Custom Controls - Used for decent looking new controls we used. Also if we > have a control that makes sounds etc > Jump in start coding and ask questions its the quickes way to learn. > > When you Commit new code make sure it has decent trace checks , has XML help > set and is reasonably complete. The code at the moment has a lot of > functionality but it needs to be improved and cleaned up . > > Ok Tasks for the moment - Note nearly all of these are small to give a good > introduction. After they are finished you will have a better idea of what > needs to be done. > > UI - layout + Core - Units( Ben Kloosterman ) > Get the main screen layed out then move onto Units > > UI - map generation (Scott Wagner ) > Getting 2D map generations happening ( Leave the 3D one there as an option) > , you can put an option in Application Configuration whether to use 2D. I > also would like some different generation options square , galaxy etc) > UI - main map (Steve Brailsford ) > Change the main map to fit the UI document ( eg it becomes a background > Panel). Remove the navigation bar and get it to free scroll the background. > Then try to make it pretier - Note the UI design document that there will > be 3 types of maps. > > Core & UI - Battle Engine (Richard Haake ) > > Though he is too bit busy at the moment , he is doing this for his own > project and we hope to share. > Core - Characters - (Martin Kloosterman) > > Unasigned . > Saket > Matthieu Rodger > Mike Dodge > > Tasks up for grab - first in first served. > - UI system display control - This needs an urgent overhall > - UI Star and planet select display - Need overhauls > - Work on groups & units > - Work on ship / unit builder > - Improve the tech tree > - Type in data for initial items. > - Get started on Colonies > > For the less enthusiastic these are available but I would prefer it if you > could work on the above tasks > - Build an ingame messenging system > - Work on the battle engine ( Only if you are a DirectX expert) > - Work on the Diplomacy system > > Ben > > PS: I am not an autocrat - just want to get things going - once everyone > knows a bit more we can decide what needs to be done but it is pretty hard > unless you have worked with the code. > > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > Cosmos2-code mailing list > Cos...@li... > https://lists.sourceforge.net/lists/listinfo/cosmos2-code > |
From: s s g <ss...@re...> - 2003-02-01 16:50:10
|
hey, thanks for all the stuff. i'm going thru it all and getting the hang of it. will mail u soon, thanks, saket On Fri, 31 Jan 2003 Ben Kloosterman wrote : >Ok are some UI guidelines doco - I will also post it to the web >site. Some >of these screens are already done but need to be cleaned up , >renamed etc. > > |
From: Ben K. <ben...@it...> - 2003-02-01 16:35:32
|
Ok everyone , The wheels are slowly beginning to turn. Next week or the week after I will begin recruiting people from a few games and C# / managed DirectX developer lists but I would like a few things sorted out and some people working before increasing the numbers. Ok the plan for everyone - The list is not as daunting as it looks :-) Make sure you use Visual Studio 7 ( .NET /2002) If you are not familiar with C# do the forms Tutorial . Its pretty easy. Get yourself setup with CSV and download the source. Use Cygwin and winCvs. If you get stuck ask . This step is a real pain. I will post a cheat sheet tommorow. Checkout the CosmosII module. Get the project Building Run it - notice the mainscreen is just set up to test various screens. If you build some new functionality add it to the menus as I have done. The real UI will start from the Menu - I will refine this over the next week. Check the rest of the code pay attention to Resource Manager - All resources go through here and specifically through 2 methods. SystemFramework - There are logging / tracing classes here. The Framework also has a class that reads the XML config file and hence can be used to easily add new options. Place utilities here. xdeploy make file - Used to copy objects to the runtime directories. You can launch any program here you want. Data Directory used to store Meshes , Textures etc and other Data. XML - The game stores data as XML . Have a look at the Equipment related classes. Core/Equipemnt/ItemType and EquipmentUserControl . This userControl is used to build equipment data - and will not be user accessable . This is stored in XML files as lists. Custom Controls - Used for decent looking new controls we used. Also if we have a control that makes sounds etc Jump in start coding and ask questions its the quickes way to learn. When you Commit new code make sure it has decent trace checks , has XML help set and is reasonably complete. The code at the moment has a lot of functionality but it needs to be improved and cleaned up . Ok Tasks for the moment - Note nearly all of these are small to give a good introduction. After they are finished you will have a better idea of what needs to be done. UI - layout + Core - Units( Ben Kloosterman ) Get the main screen layed out then move onto Units UI - map generation (Scott Wagner ) Getting 2D map generations happening ( Leave the 3D one there as an option) , you can put an option in Application Configuration whether to use 2D. I also would like some different generation options square , galaxy etc) UI - main map (Steve Brailsford ) Change the main map to fit the UI document ( eg it becomes a background Panel). Remove the navigation bar and get it to free scroll the background. Then try to make it pretier - Note the UI design document that there will be 3 types of maps. Core & UI - Battle Engine (Richard Haake ) Though he is too bit busy at the moment , he is doing this for his own project and we hope to share. Core - Characters - (Martin Kloosterman) Unasigned . Saket Matthieu Rodger Mike Dodge Tasks up for grab - first in first served. - UI system display control - This needs an urgent overhall - UI Star and planet select display - Need overhauls - Work on groups & units - Work on ship / unit builder - Improve the tech tree - Type in data for initial items. - Get started on Colonies For the less enthusiastic these are available but I would prefer it if you could work on the above tasks - Build an ingame messenging system - Work on the battle engine ( Only if you are a DirectX expert) - Work on the Diplomacy system Ben PS: I am not an autocrat - just want to get things going - once everyone knows a bit more we can decide what needs to be done but it is pretty hard unless you have worked with the code. |
From: Ben K. <ben...@it...> - 2003-02-01 15:10:21
|
Steve Brailsford posted some stuff to the forums about getting the build and CSV setup which may be of interest I will post a cheat sheet tommorow or monday Ben |
From: Ben K. <ben...@it...> - 2003-01-31 06:35:35
|
Ok are some UI guidelines doco - I will also post it to the web site. Some of these screens are already done but need to be cleaned up , renamed etc. |
From: Ben K. <ben...@it...> - 2003-01-31 01:57:29
|
The core of Cosmos2 is based on Stars you can get the Demo here http://www.crisium.com/stars/demo.htm Note it is very old but the gameplay is still good ( though a bit tedious) , multiplayer can get very tense. Not much from a UI point of view but functional. Ben |
From: Ben K. <ben...@it...> - 2003-01-30 09:30:59
|
Ok here is a start on the Documentation side. I will start a seperate thread on the code group to discuss some UI details. Ben |
From: Ben K. <ben...@it...> - 2003-01-29 05:07:22
|
> -----Original Message----- > From: Fazlazen [mailto:faz...@st...] > Sent: Wednesday, 29 January 2003 12:43 AM > To: ben...@it... > Subject: Re: C#/C++ Developers wanted for space strategy game > > > Ben, > > Sounds great to me. You can email me directly at > faz...@st... if you would prefer. Also, feel free to > add me to > any of your IM clients: > > AIM: dingchavez42 > MSN: din...@ho... > Yahoo: dingchavez42 I use MSN and I will add you , but the Timezones will get us. Im in Shanghai. > > I'm currently enrolled in another project on Sourceforge as > well (which > is going nowhere -- we've been in the "I'll have some rough design docs > ready [this weekend|tomorrow]" for 2 weeks now). Yes I wanted to avoid this , it better one person does the initial design and redesigns are done frequently and together.The core functionality has been decide this way though there is not much abstratction. Priority 1 is to get the code on the board the phrase I like to use are "ideas are worthless". I also think a lot of OO design is worthless , they over-do the design of the simple components and when the complex stuff needs to be done it just gets put in haphazardly and hidden in the diagrams a program details. > As I work > full-time I will > not have an ungodly number of hours to dedicate to this task, but I don't > mind at all. As far as UI goes, I'm fine with doing that ... I create > client-side applications for salespeople and accountants during > the day, so > GUIs are fine with me. Sounds good , I don't expect 40 hours a week but I would like regular work not 10 lines 1 week then nothing for a month. > I have *no* skill in doing anything with graphics, so > anything that you > want with graphics inlaid are going to take 100% of the artists time to > generate the artwork for. Yep thats what they are there for at the moment we are working on the UI layout , then we will move onto pictures of aliens etc. I want to get a rough UI so forms will be a little close to the final. > > I'll check out everything that's in CVS already if I get a > chance on my > lunch break, otherwise I'll take a look at things from home tonight. FYI, > I'm in the Eastern US timezone, and work from around 9am to 7pm Monday > through Friday. Ok let me know when you need help. A good place to start may be to get a 2D map generations happening ( Leave the 3D one there as an option) , you can put an option in Application Configuration whether to use 2D. I also would like some different generation options ( eg like this http://www.crisium.com/sn/screens/screens_galaxies-f.htm ) Dont touch the system generation code it is a bit hairy , just where the systems are placed on the SpaceMap. You can add the option to the Generate form and add it to the System Config Xml file. re CVS make sure when you check out you dont make the files readonly. Ben PS: Would prefer alldiscussions happen on the dev newsgroup from now on. > > - Scott > > ----- Original Message ----- > From: "Ben Kloosterman" <ben...@it...> > To: "Scott Wagner" <faz...@us...>; > <bkl...@us...> > Sent: Tuesday, January 28, 2003 6:46 AM > Subject: RE: C#/C++ Developers wanted for space strategy game > > > > Fantastic Im most in need of dedicated prgramers - no insult as I > understand > > but most I have found are flakes :-) > > > > If your friends want to chipin a bit thats fine as well. A few comments > > what are you like at UI's ? a LOT of game code is UI and unfortunatly I > have > > found most programers dont want to do UI ( even simple forms!!) . I sort > of > > prefer when you do some code you do some screens to go with it as that > > avoids a LOT of issues later. The current plan is to be able to play 1 > turn > > in 3-6 months and then do enhancements , I dont like big design and then > > coding phases ( ok for simple business apps :-) but games are too > complex ). > > > > Though in the early stages the project has > > > > 1 Documenter / Administrator / Game Designer > > 3 Web Designers - Not used in the game but a great web is usefull from a > > recruiting point of view. Im also using it to document the game. > > 2 Dedicate Coders ( Me and you :-) ) > > 3 Flakey programers ( I cant do anything this month as I have an > assignment > > , I only want to do AI's etc..) > > 2 UI designers / Artist > > > > I have still to heavily recruit coders though - it is in my todo list to > > trawl some news groups , but I realy want to get the UI bedded > down first. > > You can access the code from the CVS repositry its all there - there is > > quite a bit already though nowhere near enough to run a turn. Also the > doco > > is available but I have been a bit slack with it so it is a bit scarse. > > > > PS I will add you to the coder newsgroup , It would be best to > communicate > > through this. > > > > Ben > > > > > > > > > -----Original Message----- > > > From: Scott Wagner [mailto:faz...@us...] > > > Sent: None > > > To: bkl...@us... > > > Subject: RE: C#/C++ Developers wanted for space strategy game > > > > > > > > > Cc: <faz...@us...> Message-Id: > > > <E18...@sc...> > > > Date: Mon, 27 Jan 2003 21:34:35 -0800 > > > X-RCPT-TO: <ben...@it...> > > > Status: U > > > X-UIDL: 324639504 > > > > > > > > > Hello, I have been doing C# programming for a few months now > > > professionally, and have been contemplating working on a 4X game > > > with some of my friends for some time. Unfortunately, I can't > > > get a good commitment out of them, so I'm looking to join in on > > > your 5X game, as I feel I would be a good resource as a C# > > > programmer. If you are interested in my services on your > > > project, please feel free to email me. My Sourceforge.NET ID is > > > Fazlazen. - Scott Wagner > > > > > > > > > > > > > |