Hi all, I would like to contribute to this great project and start with fixing some small bugs (like e.g. the starting credits bug). I'm not sure, what is the best way to do that. Is it still creating and sending a patch like mentioned in the "Getting the source code" page? Also I wonder, if the code of the new alpha versions is commited, since the newest commit is of April 2021. Would it be possible to commit the newest version?
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Hye i just committed most of the changes I made. I just setup a friend in visual studio 2019 (took about 2 hours to get the environment to build because I couldn't remember the SDL2 build configuration steps). I am happy to help you get setup with your own full compil and am also happy for you to work off the latest code base and send through commits that I can review. What's on the page was written years ago by someone else. I'd probably just test your changes build and make sense then can commit to master.
I'm keen to get a new release out (last one was dec 2016) given the movie is here! I can't remember how we did the full install build as I was doing it with another now inactive dev Richie.
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For future development I would suggest to use feature branches, so the changes can be managed separately and integrating new features is then just merging them to master (but i don't know if Sourceforge support for branches is comfortable).
Building a new release is a really good idea! Maybe I can build the linux packages (probably with flatpack). Regarding the windows packages: do you think Richie can help out here once again?
Are there more features you want to integrate into the release?
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Richie did a SDL2 feature branch, so feel free to do that. I'm doing my new dev just on my personal branch but did merge some of the changes in. Having a branch for the alpha or multiple for different features could be an idea though.
I'll email Richie at some point around building the installers, for now I'm just compiling an alpha bindary here: https://sourceforge.net/projects/dunelegacy/files/dunelegacy/0.96.5alpha/
ON your patches - sorry I think there was a guide on how to execute them, but I can't see, can you create a feature branch with your fixes? I can test them at my end.
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On the features - I wanted to get a campaign AI working nicely with easy to hard settings. I'd prefer to do it off my quntbot AI, but for now I've brought in a CampaignAI Richie was working on. It's easy but doesn't quite play as expected, e.g. it builds lots of troopers.
Some other things to fix would be make the worms move slower (they currently faster than base game) along with carryalls to reduce the imbalance of repairing.
The unit pathing algorithm would be nice to fix as well to allow for higher max units without having an o(n^2) issue but that's probably a decent amount of work.
Last edit: Stefan van der Wel 2021-11-09
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from @richieq - will check it out this weekend and maybe do an early release of 0.96.5
The Windows Installer is build with NSIS (see https://en.wikipedia.org/wiki/Nullsoft_Scriptable_Install_System ) which
uses dunelegacy.nsi as its input. There is also buildcrosswin32.sh which
automates the build and packaging of the Windows version from Linux.
This is how I generated the last versions.
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Currently I can't submit my feature branches because I have no permissions on the project. It would be nice, if you can add me as a developer.
Applying patches is also easy on command line, you can just use
git apply PatchFile.patch
which will incorporate the patch to your codebase. Maybe Visual Studio has also a convenient possibility for this.
If you like the work model with feature branches, I would suggest to use that model always and create a branch along with a bug or feature description, where all the thematic discussion could take place.
I will have a look on the SDL2 branch from Richie. Maybe we can complete this, currently I wonder what is its intention, as the code from master already uses SDL2.
Another urgent issue I noticed is problems with rendering, especially on slow computers (but not only on these). It seems that frames are sometimes not in correct order which leads to flickering effects. I think bug-93 is deals with that issue. I will try to find the cause, but currently this is a very strange thing.
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Finally I got the cross compiler and the NSIS tool to work. I built an installer (s. attachment) package still with SDL 2.05 and SDL mixer 2.0.1, SDL ttf 2.0.15. I didn't test it so far.
After updating the libraries and fixing some more issues it would be worthy to switch to 0.97.0 in my opinion. This version number is also already in the changelog. What do you think about this?
Finally I got the cross compiler and the NSIS tool to work. I built an
installer (s. attachment) package still with SDL 2.05 and SDL mixer 2.0.1,
SDL ttf 2.0.15. I didn't test it so far.
After updating the libraries and fixing some more issues it would be
worthy to switch to 0.97.0 in my opinion. This version number is also
already in the changelog. What do you think about this?
I created a branch called build-v0.97.0 with sdl libraries and game version number updated. Would you like to review?
Do you know how to compare branches in Sourceforge, is it possible at all?
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should be a way other than merge requests. not sure. Thanks @tboegner and sorry I've been pretty slack. Will spend some time on it Tuesday night. Let's get some installers out for 0.97 soon!
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Definitely on the graphic glitch, I can see you've committed it to the branch already. On the repair changes - it looks quite sizeable so I might just play test a little bit. I'm going to get a friend to playtest the latest 0.97.0 branch as he had the flicker issue on windows. Thanks! :-)
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Status update: Windows Installer, Debian-amd64 and arm (Rapberry Pi OS) packages can be built. I would suggest to drop Linux 32-Bit support as well as rpms. Maybe a flatpak-package will follow. Still unsolved: MacOs package.
I merged my first small fixes to the branch build-v0.97.0. Also there is a fix for https://sourceforge.net/p/dunelegacy/bugs/101/ on the corresponding branch bug-101-crash-pickup-repaired-unit. I would like to merge this and the flicker workaround also to 0.97.0.
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Branch render-driver-selection has been merged to build-v0.97.0.
Branch bug-101-crash-pickup-repaired-unit had a serious problem with building refineries and repair yards. Fixed now and testing.
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I think, the problem is missing entry for the new class in Visual Studio
project defintion. I tried to add it to DuneLegacy.vcxproj manually, but
could not test due to lack of VS. Could you update the branch and test
again? Thanks.
I think, the problem is missing entry for the new class in Visual Studio
project defintion. I tried to add it to DuneLegacy.vcxproj manually, but
could not test due to lack of VS. Could you update the branch and test
again? Thanks.
Hi all, I would like to contribute to this great project and start with fixing some small bugs (like e.g. the starting credits bug). I'm not sure, what is the best way to do that. Is it still creating and sending a patch like mentioned in the "Getting the source code" page? Also I wonder, if the code of the new alpha versions is commited, since the newest commit is of April 2021. Would it be possible to commit the newest version?
Hye i just committed most of the changes I made. I just setup a friend in visual studio 2019 (took about 2 hours to get the environment to build because I couldn't remember the SDL2 build configuration steps). I am happy to help you get setup with your own full compil and am also happy for you to work off the latest code base and send through commits that I can review. What's on the page was written years ago by someone else. I'd probably just test your changes build and make sense then can commit to master.
I'm keen to get a new release out (last one was dec 2016) given the movie is here! I can't remember how we did the full install build as I was doing it with another now inactive dev Richie.
Hi Stefan,
i am working under Ubuntu 21.10 and use Eclipse as C++ IDE. After installing the required SDL-dev packages the project is compilable with the shell scripts that are checked in - very nice.
For two bugs I already uploaded patches, maybe you can review them:
https://sourceforge.net/p/dunelegacy/bugs/104/
https://sourceforge.net/p/dunelegacy/bugs/88/
For future development I would suggest to use feature branches, so the changes can be managed separately and integrating new features is then just merging them to master (but i don't know if Sourceforge support for branches is comfortable).
Building a new release is a really good idea! Maybe I can build the linux packages (probably with flatpack). Regarding the windows packages: do you think Richie can help out here once again?
Are there more features you want to integrate into the release?
Richie did a SDL2 feature branch, so feel free to do that. I'm doing my new dev just on my personal branch but did merge some of the changes in. Having a branch for the alpha or multiple for different features could be an idea though.
I'll email Richie at some point around building the installers, for now I'm just compiling an alpha bindary here: https://sourceforge.net/projects/dunelegacy/files/dunelegacy/0.96.5alpha/
ON your patches - sorry I think there was a guide on how to execute them, but I can't see, can you create a feature branch with your fixes? I can test them at my end.
On the features - I wanted to get a campaign AI working nicely with easy to hard settings. I'd prefer to do it off my quntbot AI, but for now I've brought in a CampaignAI Richie was working on. It's easy but doesn't quite play as expected, e.g. it builds lots of troopers.
Some other things to fix would be make the worms move slower (they currently faster than base game) along with carryalls to reduce the imbalance of repairing.
The unit pathing algorithm would be nice to fix as well to allow for higher max units without having an o(n^2) issue but that's probably a decent amount of work.
Last edit: Stefan van der Wel 2021-11-09
from @richieq - will check it out this weekend and maybe do an early release of 0.96.5
The Windows Installer is build with NSIS (see
https://en.wikipedia.org/wiki/Nullsoft_Scriptable_Install_System ) which
uses dunelegacy.nsi as its input. There is also buildcrosswin32.sh which
automates the build and packaging of the Windows version from Linux.
This is how I generated the last versions.
Currently I can't submit my feature branches because I have no permissions on the project. It would be nice, if you can add me as a developer.
Applying patches is also easy on command line, you can just use
which will incorporate the patch to your codebase. Maybe Visual Studio has also a convenient possibility for this.
If you like the work model with feature branches, I would suggest to use that model always and create a branch along with a bug or feature description, where all the thematic discussion could take place.
I will have a look on the SDL2 branch from Richie. Maybe we can complete this, currently I wonder what is its intention, as the code from master already uses SDL2.
Another urgent issue I noticed is problems with rendering, especially on slow computers (but not only on these). It seems that frames are sometimes not in correct order which leads to flickering effects. I think bug-93 is deals with that issue. I will try to find the cause, but currently this is a very strange thing.
ok cool will test it out this weekend, and will add you as a developer now :)
sdl2 has been incorporated, he had a branch for it up until it was released
i've emailed richie about building the installers also
Finally I got the cross compiler and the NSIS tool to work. I built an installer (s. attachment) package still with SDL 2.05 and SDL mixer 2.0.1, SDL ttf 2.0.15. I didn't test it so far.
After updating the libraries and fixing some more issues it would be worthy to switch to 0.97.0 in my opinion. This version number is also already in the changelog. What do you think about this?
yeah sounds good
On Mon, 15 Nov 2021 at 22:24, "Timo Bögner" tboegner@users.sourceforge.net
wrote:
I created a branch called
build-v0.97.0
with sdl libraries and game version number updated. Would you like to review?Do you know how to compare branches in Sourceforge, is it possible at all?
should be a way other than merge requests. not sure. Thanks @tboegner and sorry I've been pretty slack. Will spend some time on it Tuesday night. Let's get some installers out for 0.97 soon!
I just commited a workaround fix for the flickering problem. Should be sufficient for 0.97, for details see https://sourceforge.net/p/dunelegacy/bugs/93/
Sorry I’ve been down with a fever (not covid) for a week.
On Tue, 23 Nov 2021 at 03:46, "Timo Bögner" tboegner@users.sourceforge.net
wrote:
Thanks @tboegner Reviewed code & play tested your 0.97.0 branch and seems fine. Added a couple of small commits. Nice work.
Thank you. Do you agree to also merge the two other branches (flicker workaround, carryall crash fix) to 0.97.0?
Definitely on the graphic glitch, I can see you've committed it to the branch already. On the repair changes - it looks quite sizeable so I might just play test a little bit. I'm going to get a friend to playtest the latest 0.97.0 branch as he had the flicker issue on windows. Thanks! :-)
Status update: Windows Installer, Debian-amd64 and arm (Rapberry Pi OS) packages can be built. I would suggest to drop Linux 32-Bit support as well as rpms. Maybe a flatpak-package will follow. Still unsolved: MacOs package.
I merged my first small fixes to the branch
build-v0.97.0
. Also there is a fix for https://sourceforge.net/p/dunelegacy/bugs/101/ on the corresponding branchbug-101-crash-pickup-repaired-unit
. I would like to merge this and the flicker workaround also to 0.97.0.Branch
render-driver-selection
has been merged tobuild-v0.97.0
.Branch
bug-101-crash-pickup-repaired-unit
had a serious problem with building refineries and repair yards. Fixed now and testing.Hi,
I think, the problem is missing entry for the new class in Visual Studio
project defintion. I tried to add it to DuneLegacy.vcxproj manually, but
could not test due to lack of VS. Could you update the branch and test
again? Thanks.
Am 12.12.21 um 05:00 schrieb Stefan van der Wel:
Yeah all good I figured it out
On Mon, 13 Dec 2021 at 05:12, "Timo Bögner" tboegner@users.sourceforge.net
wrote: