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Xna 3.0 And Visual Studio Express 2008


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#1 Loshult

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Posted 10 March 2009 - 02:19 PM

Hi everyone!

I've checked out the code and since I don't have access to VSE C# 2005 nor XNA 1.0 I upgraded the code to XNA 3.0 and VSE C# 2008. I have a working version of the code with some modifications/changes that at least for the short time I've tried it didn't cause any exceptions. I can check it in if I get permissions but the best thing is probably to start a branch for this until it is deceided formally to upgrade.

Major things I've done:
  • Created a new Xenocide project and imported all files to the new project. I'm not sure that all properties on all files got correct though but it seems like the compiled program at least finds all files.
  • Upgraded the Strings.resx files so that the code is autogenerated. This also meant that I hade to add a new XenocideResourceManager class to handle the possible variable strings. Code has been updated for this.
  • The Taharex.imageset in CeGUI.WidgetSet.Taharez have been replaced by the file located in the Xenocide resource folder. I could not get it to take correct file in any other way I tried.
  • Saving and loading games is not working anymore since the StorageDevice.BeginShowStorageDeviceGuide function does not exist anymore in XNA 3.0 (it has been moved to another class, but the replacing class needed a bit more code than I currently have the knowledge about how to incorporate)

Since I havn't tried the latest installer I don't know if anything else has been changed when I updated and I think that some of you might have it easier than me to detect any other errors.

So please comment and discuss, especially on how I can provide the code to all of you.

#2 kafros

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Posted 11 March 2009 - 03:54 AM

This seems interesting, good job! :)

Code-wise I think the only people that can help you are dteviot (the man behind most of the XNA branch) and wizball, who is a new member of this community.

Concerning the branching, you could talk to Mad who possibly could add it for you, after we check that nothing is broken :).

Take care,
kafros


edit: It seems that Wizball is replying right now :D

Edited by kafros, 11 March 2009 - 03:55 AM.


#3 Wizball

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Posted 11 March 2009 - 03:55 AM

Excellent Loshult, You beat me to it, if the solution isn't too big zipped you could please email the project to me. :) or get some free web space and give us a link to dowload from. :)

#4 Loshult

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Posted 11 March 2009 - 05:03 AM

I've uploaded the zip-ed trunk folder to RapidShare. The size of the file is 140 MB. Download it from the following link:

ProjectXenocideTrunk.zip

MD5: 380ADE3818225AD7752A150849830A74

Maximum number of downloads is 10 but I guess that 2-5 is all that i needed.

Edited by Loshult, 11 March 2009 - 05:04 AM.


#5 Loshult

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Posted 12 March 2009 - 01:45 AM

I removed the bin folders and made the file smaller (95 MB).

MD5: 4E95E9D19A64D39F85A24139CBA8915B

ProjectXenocideTrunk.zip

Edited by Loshult, 12 March 2009 - 01:45 AM.


#6 dteviot

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Posted 16 March 2009 - 03:00 PM

Apologies for the delay in replying. I've been pre-occupied with other things. And am still busy at the moment, I'm afraid.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#7 Loshult

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Posted 17 March 2009 - 01:42 AM

So, have anyone tried it out yet? Anyway, I have to replace my HDD today due to some failing clusters and will have to reinstall every program again. I'm expecting to be without VSE C# and XNA for a few days now.

#8 Mad

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Posted 17 March 2009 - 03:41 AM

So, have anyone tried it out yet? Anyway, I have to replace my HDD today due to some failing clusters and will have to reinstall every program again. I'm expecting to be without VSE C# and XNA for a few days now.

Haven't tried it out, I guess for now Wizball will be your best bet. Anyway, I created a branch in the svn for it: http://svn.projectxe...s/XNA3.0_branch
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#9 Loshult

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Posted 17 March 2009 - 04:23 AM

Do I have access to the repository? If so I'll commit it later in the branch.

#10 Mad

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Posted 17 March 2009 - 05:45 AM

Do I have access to the repository? If so I'll commit it later in the branch.

Only read access. Let me know (PM!) if you have something you would like to commit, I'll check it in for you
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#11 SupSuper

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Posted 22 March 2009 - 05:14 PM

I cleared up the remaining issues for you:
  • Changed StorageDevice.BeginShowStorageDeviceGuide to Guide.BeginShowStorageDeviceSelector and StorageDevice.EndShowStorageDeviceGuide to Guide.EndShowStorageDeviceSelector.
  • Changed LoadGraphicsContent to LoadContent and UnloadGraphicsContent to UnloadContent.
  • Excluded textures from project (they're automatically processed by the models now).
  • Removed Xenocide.GraphicsDevice (now obsolete).
Everything seems to work, so great job! :)

Edited by SupSuper, 22 March 2009 - 05:14 PM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#12 Loshult

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Posted 23 March 2009 - 01:17 AM

Nice!

I'm not that familiar with XNA yet so I have some things to learn. I'll take a look on the TODO list and start implementing some things. I hope we can get some more progress on this project!

Have you checked in the code on the branch?

Edited by Loshult, 23 March 2009 - 01:19 AM.


#13 Mad

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Posted 23 March 2009 - 01:47 AM

He checked his changes into the XNA 3.0 branch.
Keep smiling while dying

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And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#14 Loshult

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Posted 24 March 2009 - 01:49 PM

So I've started to work in the branch and I'm posting my changes here until I get access to the Active Programming space.

Things that have been done so far:
- I've added the TODO list from the XNA 0.5 thread in Active Programming to the TODO list in docs\
- Beutified DamageInfo.cs (renamed a few fields to better show what is member fields and what is arguments to constructors)
- Added random damage to DamageInflicted in Armor.cs. Damage is now in the range 1-2*damage.

Things that needs to be updated after this:
- Unit test has to verify the random damage. I'll try to do this later this week.

I've added a zip-file to this post with changed files since I'm not authorized to commit changes.

Attached Files



#15 Mad

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Posted 25 March 2009 - 02:52 AM

Please try to make a svn patch next time.
I think it would be best if dteviot of SupSuper checked this in. did you apply for a membership in PRG? If not, you should send dteviot a PM.
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#16 Loshult

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Posted 25 March 2009 - 04:19 AM

Ok, here is a .patch made with svn instead.

Edit:
Strange, I uploaded the file and got ok. Lets try again...

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Edited by Loshult, 25 March 2009 - 07:27 AM.


#17 Mad

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Posted 25 March 2009 - 06:57 AM

Where? ^_^
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#18 Loshult

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Posted 26 March 2009 - 02:54 PM

I have reworked the unit test so that they no longer fails with random damage. I've attached the patch to this post.

Next thing I'll like to do is to add damage from wounds. I have tried to understand the code and come to the following conclusions. I would be glad if someone with better code structure knowledge than me could comment on them before I continue.

- I need to add fatal wounds to the Combatant class.
- I need to create fatal wounds when the combatant is injured/hit.
- I need to create a function in the Combatant class that decreases the health of the combatant if it has fatal wounds.
- I need to create a function in the Battle class that iterates through all combatants in a specific team and calls the above function.
- I need to call the function in the Battle class from the OnExitState function in the OrderCombatantScreenState class.

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