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XCOMUFO & Xenocide

Where Is The Code?


mamutas

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Hey,

 

I have been trying to get the source code to my machine and make it all compiled and working. :wacko: No luck so far.

 

I have downloaded the lates RK's engine code, but it does not compile and according to him this is not the latest version.

I have downloaded the code from SourceForge, but I am not quite sure is it possible to compile it or not. Is that possible to compile it? What compiler should I use?

 

I am looking for a code which I can review and use as an example. I was targeting the source code for released Xenocide (with all images and music), so I can check out how the things are done (I am kinda new for game programming. I have programmed a 2D game with DirectX and that is it. I would like to know the game architecture with OpenGL and 3d). Could anyone point me where can I get this code? And how should I compile it?

 

Here is what I have so far:

- Dev-CPP

- Visual C++ .NET

- PuTTY

- WinCVS 1.2

 

Let me know whether I would need anything else too.

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RK, I and others are shaking out some issues with getting the code he released to compile first in Windows and then in Linux and the Mac. At the moment there may need to be a need for patience. As soon as the Windows issues are taken care of, something will be posted.

 

As far as tools go, it looks like you have what you will need.

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I think i had released it on the first engine release with the old naming structure and for Borland Only Compilers.

 

Get it from here

 

Get a BCB6 copy.

Check under the compilers/bcb6 directory, open the gdsengine.bpg (i think it was its name)...

And open the xcomclone project from the project group...

There is the complete source of the demo.... (And some extra code that i never deleted, that now is part of the Xenocide Source, but it is unused in the demo)...

 

Greetings

Red Knight

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Thanks guys.

 

I have downloaded the code and I will try to run it (need to get BCB6 first).

 

Also, I have got the latest engine code RK has posted in some other thread. I am going try it as well.

 

Anyway, while you are so hardworking, I'd like to be helpful as well. Is there a code assignment I can work on? Let me know.

 

EDIT: Hmm, I guess BCB6 is not free, right?

Edited by mamutas
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You get it... i compiled the code yesterday after posting it, and found that GCC bypass a serious problem with the advAssert Macro Definition...

 

it says something like this

#define advAssert(x,y) Utility::QA::AssertionController::_advAssert (x,y)

but it should say

#define advAssert(x,y) Utility::QA::AdvanceAssertion::_advAssert (x,y)

I dont recall if it was AssertionController like in the example or AdvanceAssertion changed to something else, but i can assure that the macro is plain wrong...

 

The funny thing is that BCB6 told me it was wrong and after compiling with it, it works flawlessly. But in GCC it was still failing, if working with the debugger i get a Segmentation Fault in the program (and no output)... Can anyone try to put the following line after the creation of the object

 advAssert (false, "I hope i can read this...");

If you cant read it, the program is not executing properly...

 

Greetings

Red Knight

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Ah! That!

 

Also, in your previous post, do you refer to Xenocide alpha code or to your latest version of the engine?

The latest engine do not include the xenocide source (the graphics part) cause i didnt port it yet... It is in the old release.

 

Greetings

Red Knight

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FYI:

 

I am making progress, but very slowly. I have found the location of the problem, but now I need to find the fix for it.

 

I am doing that on Win32 and somebody else must do it for Linux and Mac after I will finish it. Any takers yet?

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