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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sat Dec 28, 2002 5:32 am    Post subject: Just to prove that I'm still doing work [quote]

Over the past few days I've been doing a lot of work on the engine for The ARC Legacy remake, and I've finally got it up to a showoffable state. You still can't do anything but make a character whom I have dubbed "Placeholder Pete" walk around in a crowd of a bunch of his identical twins :)

http://indie-rpg.net/xmark/crap/testme.zip

It runs fine on my comp but I just need to know if anyone runs into any major bugs before I continue.

It's my goal to get the walking and scripting engines (or at least the framework for them) done by January 8th, when I'm leaving for the Katimavik thingy. At that point I'll be open-sourcing it, and directing stuff during whatever computer time I can get on the single computer shared by all 12 of us Katimavikkers :) I'm not sure how much of an active role I can play in this and other RPG projects during my seven months away but I'll be putting in as much as possible.

Anyway, some technical notes on this demo:
It's made in DJGPP using the Allegro and DUMB libraries, for anyone interested in messing around with the source code.

The interesting thing is that the player represented on the screen follows the same rules as the other people walking around, except that it is controlled by the keyboard and the camera follows it. I coded it so it will be easy for a scripted sequence to make the camera track any of the objects other than the player just by changing one variable. (as a side note, if you set the "walk around randomly" flag for the player entity, then you'll start randomly walking around whenever you're not controlling it yourself. There might be a use for that in the game, heh)

You can edit soundsys.ini to set sound quality options for the music. The song is the overworld theme I made for one of the old GDR Distortion compos... or was it an RPGDX compo? I forget. whatever.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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darkpagan
Wandering Minstrel


Joined: 01 Jun 2002
Posts: 138
Location: Ireland

PostPosted: Sat Dec 28, 2002 3:29 pm    Post subject: [quote]

I like the music and its nice to see some walking animations. Keep up the good work.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sat Dec 28, 2002 8:51 pm    Post subject: [quote]

holy. crap. I was just fiddling around with the editor and decided to do some stress testing on the engine and I found that I can have about 250 people walking around on the map before getting any noticeable slowdown!

heh, I guess you can look forward to some really well-populated towns in the game when it's done!
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sat Dec 28, 2002 11:34 pm    Post subject: [quote]

Raargh! Warning, don't run that EXE on WinXP as it totally messes up your desktop until you restart your PC. You might want to try compiling a Win32 EXE (using MingW for example), which will be much smaller anyway as it doesn't need to contain the whole library. If this is a problem, I can help with that.

It looked good though, the engine that is. Not the placeholding graphics. :-) The walking anim looked very funny though, but I assume you know about that.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sun Dec 29, 2002 5:08 am    Post subject: [quote]

Heh, that was my main concern; windows compatibility.

so if I make it a windows program, would it require a massive restructuring of the code or just a few variables here and there? I don't really understand the parts of the allegro documentation where it talks about different platforms stuff.

Also, I'm quite confused by the text on the MingW page. It doesn't seem to give any straight answers. Is it a compiler or what? I need someone to tell me "download THIS file and do THIS to make C++ programs" :)

EDIT:
okay, I downloaded the latest MingW package, and apparently there's an API somewhere in it but I can't find it, heh. Most of the binaries seem to be command line things. Which program am I supposed to run?

EDIT:
whoa. I have no idea what I'm talking about, although I think I have isolated where my confusion is mainly coming from... I thought an API was something like Rhide that gives you little windows to write code in and does all the complicated compiling and linking stuff for you when you press ctrl+F9. Where can I find one of those thingies for MingW?

EDIT:
IDE! That's what those dang things are called. Anyway, I re-downloaded Allegro and installed it, following the steps in the documentation for compiling Allegro with Dev-c++/MingW. The first time was a disaster; I downloaded the most recent version of MingW, which doesn't work with Allegro's MAKE thing, so I had to delete MingW, Dev-C++, and the DirectX stuff and reinstall it all over again, using the older versions. And now it's working perfectly!

Well... at least the compiler is working perfectly. As it turns out, Dev-C++ 4.0 is a buggy piece of crap that crashes if you look at it wrong. The obvious answer would be to upgrade to the latest Dev-C++ version but the problem is that Dev-C++, MingW, and the DirectX stuff was all installed in the same directory, and I'm not sure which stuff to overwrite over which other stuff, or if the newer version of Dev-C++ is just as bad as 4.0.................AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRGH! I just want to make a freakin' windows program!

EDIT:

crap. It seems that the DUMB library won't make itself with MingW. You know what? screw it. I'm just gonna go back to good ol' DJGPP. I only have until January 8 to work on this and I don't want to waste half the time figuring out how to A) get Allegro, DUMB, and MingW working properly on my comp and B) Port the existing engine over to Windows.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake_yoink
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PostPosted: Sun Dec 29, 2002 8:59 pm    Post subject: [quote]

I can probably port it to MSVC++ for you....I'm looking through the source code right now.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sun Dec 29, 2002 10:35 pm    Post subject: [quote]

About the MingW stuff, though it may be already too late. The latest MingW distribution has decided to rename make.exe to mingw32-make.exe. The latest stable Allegro (4.0.3) doesn't really know about this yet. What you have to do to get Allegro 4.0.3 working with MingW 2.0 is just make sure mingw32-make.exe is renamed or copied to a file called make.exe.

With MingW, no IDE comes with it. If you want something cool try EditPlus (http://www.editplus.com/), though this program isn't free. EditPlus works for all your programming needs.

Using Allegro, you probably don't need to chance anything of your engine to make it work on different OSses. The only real problems could be when porting to Unix based systems, because filenames are suddenly case sensitive and slashes are the other way around (Allegro offers a function to fix those).

But you're sounding tired of it already and you seem fine with DJGPP, so you can leave the porting to Windows to others if you want. :-)
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Fooolking
Xmark's Caged Bitch


Joined: 16 Dec 2002
Posts: 79
Location: Toronto, Ontario. Canada

PostPosted: Sun Dec 29, 2002 10:37 pm    Post subject: Mhmm [quote]

I can port it to OBLAON ++ Version 7 and calibrate the port 560ho to 80 degrees. All I need are some Dilythium crystals and an E-canlfom engine. But, I can't push it any more captain or it will blow!

(Don't mind me, I just kinda felt left out.)
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Dec 30, 2002 1:04 am    Post subject: [quote]

Mandrake_yoink wrote:
I can probably port it to MSVC++ for you....I'm looking through the source code right now.


well, I don't have MSVC++ so that wouldn't really be useful :)

actually, I'm going to keep trying at the windows port today. I realized that I'm halfway there already, all I have to do is find out how to compile the DUMB library and how to make Dev-C++ point to the right libraries on compile. Just out of curiosity, is it possible to make Rhide use MingW to compile with?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Dec 30, 2002 1:10 am    Post subject: [quote]

what i meant was, port it and compile it for you. So you wouldn't need MSVC++. But I just remembered that I'm not sure if DUMB'll compile on MSVC. I'll have to check. One of the reasone why JGMOD can be good sometimes.

I haven't gotten MinGW to compile DUMB either. You might want to ask whitedoor, he has gotten it working with MinGW.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Dec 30, 2002 1:11 am    Post subject: [quote]

shit. that wasn't bjorn in the last post, it was me, mandrake.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Dec 30, 2002 1:45 am    Post subject: [quote]

well, the thing is that I'm still working on the engine, so I'd have to keep on sending you the code as I change it. You could do it after I'm gone though.

Anyway, I know how to compile Allegro programs with Dev-C++/MingW now, but I'm running into a very strange problem when I try to compile ARC (without the music code). It seems that MingW doesn't like map.cpp and brings up all these errors (mostly undefined references to stuff from fstream):

Code:

map.o(.text+0xe5b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe73):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe8b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xea3):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xf70):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xfa6):map.cpp: more undefined references to `istream::read(char *, int)' follow
map.o(.text+0x1090):map.cpp: undefined reference to `fstreambase::close(void)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x1a):map.cpp: undefined reference to `endl(ostream &)'

map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x27):map.cpp: undefined reference to `cerr'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x2c):map.cpp: undefined reference to `ostream::operator<<(char const *)'
map.o(.text$read__7istreamPUci+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$read__7istreamPvi+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$__8ifstreamiPCcii+0x98):map.cpp: undefined reference to `fstreambase::fstreambase(int, char const *, int, int)'
map.o(.text$_$_11fstreambase+0x60):map.cpp: undefined reference to `filebuf::~filebuf(void)'

gcc.exe xmarkin.o gfx.o levels.o map.o mapent.o player.o arc.o  -o "The ARC Legacy Gold.exe" -L"C:/DEV-CPP/lib" -mwindows "C:/Dev-Cpp/lib/liballeg.a" -I"C:/DEV-CPP/include" 

map.o(.text+0xe5b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe73):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe8b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xea3):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xf70):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xfa6):map.cpp: more undefined references to `istream::read(char *, int)' follow
map.o(.text+0x1090):map.cpp: undefined reference to `fstreambase::close(void)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x1a):map.cpp: undefined reference to `endl(ostream &)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x27):map.cpp: undefined reference to `cerr'

map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x2c):map.cpp: undefined reference to `ostream::operator<<(char const *)'
map.o(.text$read__7istreamPUci+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$read__7istreamPvi+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$__8ifstreamiPCcii+0x98):map.cpp: undefined reference to `fstreambase::fstreambase(int, char const *, int, int)'
map.o(.text$_$_11fstreambase+0x60):map.cpp: undefined reference to `filebuf::~filebuf(void)'

gcc.exe xmarkin.o gfx.o levels.o map.o mapent.o player.o arc.o  -o "The ARC Legacy Gold.exe" -L"C:/DEV-CPP/lib" -mwindows "C:/Dev-Cpp/lib/liballeg.a" -I"C:/DEV-CPP/include" 

map.o(.text+0xe5b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe73):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe8b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xea3):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xf70):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xfa6):map.cpp: more undefined references to `istream::read(char *, int)' follow
map.o(.text+0x1090):map.cpp: undefined reference to `fstreambase::close(void)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x1a):map.cpp: undefined reference to `endl(ostream &)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x27):map.cpp: undefined reference to `cerr'

map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x2c):map.cpp: undefined reference to `ostream::operator<<(char const *)'
map.o(.text$read__7istreamPUci+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$read__7istreamPvi+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$__8ifstreamiPCcii+0x98):map.cpp: undefined reference to `fstreambase::fstreambase(int, char const *, int, int)'
map.o(.text$_$_11fstreambase+0x60):map.cpp: undefined reference to `filebuf::~filebuf(void)'

gcc.exe xmarkin.o gfx.o levels.o map.o mapent.o player.o arc.o  -o "The ARC Legacy Gold.exe" -L"C:/DEV-CPP/lib" -mwindows "C:/Dev-Cpp/lib/liballeg.a" -I"C:/DEV-CPP/include" 

map.o(.text+0xe5b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe73):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xe8b):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xea3):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xf70):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text+0xfa6):map.cpp: more undefined references to `istream::read(char *, int)' follow
map.o(.text+0x1090):map.cpp: undefined reference to `fstreambase::close(void)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x1a):map.cpp: undefined reference to `endl(ostream &)'
map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x27):map.cpp: undefined reference to `cerr'

map.o(.text$_S_oom_malloc__t23__malloc_alloc_template1i0Ui+0x2c):map.cpp: undefined reference to `ostream::operator<<(char const *)'
map.o(.text$read__7istreamPUci+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$read__7istreamPvi+0x19):map.cpp: undefined reference to `istream::read(char *, int)'
map.o(.text$__8ifstreamiPCcii+0x98):map.cpp: undefined reference to `fstreambase::fstreambase(int, char const *, int, int)'
map.o(.text$_$_11fstreambase+0x60):map.cpp: undefined reference to `filebuf::~filebuf(void)'

Execution terminated


Am I supposed to use a different library for file input in MingW or something?

EDIT: Okay, I've narrowed down the problem. It's compiling perfectly, but for some reason the linker is what's having problems with fstream. What's up with that?
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Dec 30, 2002 8:06 am    Post subject: [quote]

hehehe, I just realized that I'm pretty much like the black knight from Monty Python's Holy Grail, still trying to keep fighting when my limbs have been hacked off. This time it's final: back to DJGPP for me. We'll call it a draw :)
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Mon Dec 30, 2002 8:31 pm    Post subject: [quote]

You're arms off!
No it isn't, it's just a fleshwound.

You're indeed brave tonight, but the fight is mine.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Mon Dec 30, 2002 9:08 pm    Post subject: [quote]

Wrong wrong wrong

You fight with the strength of many men sir knight
I am Arthur, King of the Britons
I seek the finest and the bravest knights in the land to join me in my court at Camelot.
You have proved yourself worthy! Will you join me?
....You make me sad. So be it. Come, Patsy.
None shall pass!
What?
None shall pass.
I have no quarell with you, good sir knight, but I must cross this bridge.
Then you shall die.
I command you - as king of the Britons to stand aside!
I move... for no man.
So be it!
HAIIYA! (fighting fighting)
(Cuts arm off)
Now stand aside, worthy adversary.
Tis but a scratch.
A scratch? Your arm's off!
No it isn't.
Well what's that then?
I've had worse.
You lie!
Come on, ya panzy!
(cuts other arm off)
Victory is mine. (Oh thank me lord, for in thy mercy...)
Come on then!
What?
Have at you!
You are indeed brave sir knight, but the fight is mine.
Oh, had enough eh?
Look, you stupid bastard you've got no arms left
Yes I have!
...Look!
Just a fleshwound.
Look, stop that!
Chicken! Chickennnn!
Look, I'll have your leg! Right!
(cuts leg off)
Right, I'll do you for that!
You'll what?
Come 'ere!
What are you gonna do, bleed on me?
I'm invincible!
...you're a looney.
The black knights always triumph!
I'll have your other one!
(cuts other leg off)
...all right - we'll call it a draw. Hey! Where are you going? Running away? Come back here! I'll bite your legs off!

::EDIT::
I'm not quite so sure on those last lines, but hey, that's pretty good for memory, eh?
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