Loshult Posted March 10, 2009 Report Share Posted March 10, 2009 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 Code has been updated for this.The Taharex.imageset in CeGUI.WidgetSet.Taharez have been replaced by the file located in the Xenocide resource folder.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. Link to comment Share on other sites More sharing options...
kafros Posted March 11, 2009 Report Share Posted March 11, 2009 (edited) 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 Edited March 11, 2009 by kafros Link to comment Share on other sites More sharing options...
Wizball Posted March 11, 2009 Report Share Posted March 11, 2009 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. Link to comment Share on other sites More sharing options...
Loshult Posted March 11, 2009 Author Report Share Posted March 11, 2009 (edited) 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 March 11, 2009 by Loshult Link to comment Share on other sites More sharing options...
Loshult Posted March 12, 2009 Author Report Share Posted March 12, 2009 (edited) I removed the bin folders and made the file smaller (95 MB). MD5: 4E95E9D19A64D39F85A24139CBA8915B ProjectXenocideTrunk.zip Edited March 12, 2009 by Loshult Link to comment Share on other sites More sharing options...
[dteviot] Posted March 16, 2009 Report Share Posted March 16, 2009 Apologies for the delay in replying. I've been pre-occupied with other things. And am still busy at the moment, I'm afraid. Link to comment Share on other sites More sharing options...
Loshult Posted March 17, 2009 Author Report Share Posted March 17, 2009 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. Link to comment Share on other sites More sharing options...
[Mad] Posted March 17, 2009 Report Share Posted March 17, 2009 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.projectxenocide.com/xenocide/xn...s/XNA3.0_branch Link to comment Share on other sites More sharing options...
Loshult Posted March 17, 2009 Author Report Share Posted March 17, 2009 Do I have access to the repository? If so I'll commit it later in the branch. Link to comment Share on other sites More sharing options...
[Mad] Posted March 17, 2009 Report Share Posted March 17, 2009 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 Link to comment Share on other sites More sharing options...
SupSuper Posted March 22, 2009 Report Share Posted March 22, 2009 (edited) 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 March 22, 2009 by SupSuper Link to comment Share on other sites More sharing options...
Loshult Posted March 23, 2009 Author Report Share Posted March 23, 2009 (edited) 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 March 23, 2009 by Loshult Link to comment Share on other sites More sharing options...
[Mad] Posted March 23, 2009 Report Share Posted March 23, 2009 He checked his changes into the XNA 3.0 branch. Link to comment Share on other sites More sharing options...
Loshult Posted March 24, 2009 Author Report Share Posted March 24, 2009 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.update.zip Link to comment Share on other sites More sharing options...
[Mad] Posted March 25, 2009 Report Share Posted March 25, 2009 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. Link to comment Share on other sites More sharing options...
Loshult Posted March 25, 2009 Author Report Share Posted March 25, 2009 (edited) Ok, here is a .patch made with svn instead. Edit:Strange, I uploaded the file and got ok. Lets try again...randomDamage.zip Edited March 25, 2009 by Loshult Link to comment Share on other sites More sharing options...
[Mad] Posted March 25, 2009 Report Share Posted March 25, 2009 Where? Link to comment Share on other sites More sharing options...
Loshult Posted March 26, 2009 Author Report Share Posted March 26, 2009 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.randomDamageWithUpdatedUnitTests.zip Link to comment Share on other sites More sharing options...
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