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#1 Timil

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Posted 22 November 2002 - 05:18 PM

I was away for a single week.. and it seem that I lost a lot of what was said here.

So:
- Are we going to use UFO2000 code?
- Do we have a Geoscape code or not?

I'm lost... please help :blink:
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#2 gangsta

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Posted 22 November 2002 - 09:36 PM

Well we got Red Knight's geosource code. As for working with the UFO2000 people never got a reply back from my last suggestion so I guess not. :) I think we can implement that code ourself easy enough.
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#3 Timil

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Posted 23 November 2002 - 05:44 AM

Ufo2000 is a GPL code, so we can use it if we want :P
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Posted 23 November 2002 - 10:46 AM

Ufo2000 is a GPL code, so we can use it if we want :P

I was doing some research, Ufo200 was programmed in Allegro, and that library is really outdated right now and i think unsupported...

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#5 red knight

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Posted 23 November 2002 - 10:56 AM

That was me, forgot to log in...
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#6 gangsta

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Posted 23 November 2002 - 01:59 PM

Besides not making a tile based battlescape. things can be places anywhere on the 3d landscape. Also with the extra suggestions that have been made on the combat system like light intesnity it is best to do our own formula code wise..
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#7 War_Lord

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Posted 23 November 2002 - 02:13 PM

Just to set the record straight:

Allegro isn't exactly outdated, and in fact released a new version (4.1.5) on the 18th of November (just a few days ago). Allegro is by far one of the better collection of programming libraries for games anywhere, but I'm not necessarily suggesting it would be right for this project. I've been using Allegro for years, but I've never used it for 3D applications so I have no idea how it performs in this regard, so I'm not suggesting or condemning it's use, but I did want to set the record straight that I don't believe it's outdated or unsupported, and I have had nothing but great success using it in the past.

#8 gangsta

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Posted 23 November 2002 - 05:54 PM

Well the UFO2000 guy who came on this forum thought it was outdated too. :) so I don't know ;)
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#9 red knight

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Posted 24 November 2002 - 07:54 PM

Allegro isn't exactly outdated, and in fact released a new version (4.1.5) on the 18th of November (just a few days ago).  Allegro is by far one of the better collection of programming libraries for games anywhere, but I'm not necessarily suggesting it would be right for this project

I had heard the same thing... now i have found the web page and reading something about it to correct my mistake... :P
The most important think that i had read right now is that they will stop supporting old code and rewrite a lot of stuff... and couldnt found about HW acceleration and that kind of stuff... Found that they use DirectX as the underlying API in Windows but have a doubt if you can access directly more advance stuff like Pixel Shaders and Vertex Shaders...

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#10 red knight

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Posted 25 November 2002 - 11:48 AM

I had been reading and Allegro is not a choice for a 3d engine... And had found a really good piece of reflexions (and wisdom) of the first programmer of allegro that is quite good (not only technically)... After all Allegro API has survived several years....

http://alleg.sourcef...ns_thoughts.txt

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#11 Guest_stewart_*

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Posted 25 November 2002 - 01:06 PM

Well we got Red Knight's geosource code.  As for working with the UFO2000 people never got a reply back from my last suggestion so I guess not.  :)  I think we can implement that code ourself easy enough.

Do we have Red Knights permission to dump his source code on sourceforge now, or do we have to wait 'till he's graduated?

#12 red knight

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Posted 26 November 2002 - 09:20 AM

Well we got Red Knight's geosource code.  As for working with the UFO2000 people never got a reply back from my last suggestion so I guess not.  :)  I think we can implement that code ourself easy enough.

Do we have Red Knights permission to dump his source code on sourceforge now, or do we have to wait 'till he's graduated?

That source is not the graphics stuff is just a layout (completly incomplete :P ) of the most important things we should concentrate before starting to code a User Interface (Geoscape and Battlescape)....

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#13 Guest_stewart_*

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Posted 26 November 2002 - 12:25 PM

Okay, has anything been dumped to SF yet, I hope not! We'll need to discuss how to setup the source folder/directory structure.

#14 gangsta

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Posted 26 November 2002 - 01:51 PM

Suggested structure

Xenocide/ - main directory with .configure file and everything need to compile.

Xenocide/doc/ - documentation

Xenocide/src/ - source code directory

in the source code directory the other directories will basically be namespaces
that show up after the Xenocide namespace. like Geoscope, Battlescape. Things in the General name space can be put at this top level perhaps.. design decision here or go into the General directory.... perhaps it is best to put it in the general directory because I also like to include a directory called inline and one called template that also has directories for each namespace. I tend to move the definition of inline and template methods out of the main header file and instead have #include or #include