Warzone 2100 linux port? Interested?
- DarkStorm_Inc
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Warzone 2100 linux port? Interested?
Not sure if anyone here has played this under PS or windows.. but is anyone interested in a warzone2100 port over to linux? Source code is avaliable under GPL. Ive looked at the code briefly.. may be somewhat simple.. but im not into C.. most of my dev work is PHP or nwn scripting (close to C but not enough)
- DarkStorm_Inc
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nothing there but a windows exe.. no source yet and I dont know how long they will take to even get a working linux port ready..cato` wrote:http://developer.berlios.de/projects/warzone/
you can find the full source code here:
http://wzsource.directgames.net/
it only needs a linux port and we're done
http://wzsource.directgames.net/
it only needs a linux port and we're done
- DarkStorm_Inc
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Take a look here if you can help out:
http://www.realtimestrategies.net/forum ... owforum=20
A port is being worked on
http://www.realtimestrategies.net/forum ... owforum=20
A port is being worked on
--- checking for native Win32 platform... no
- DarkStorm_Inc
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Berlios
http://svn.berlios.de/viewcvs/warzone/b ... oid/linux/
Was briefly browsing the SVN repos - looks like the linux port is under way (last commit about 5 days ago)
Was briefly browsing the SVN repos - looks like the linux port is under way (last commit about 5 days ago)
Sure! I would be interrested. The game looks great and it looks like a game with many opportunities.
I wish every game developer were this nice, i specially miss a "Beasts and bumpkins" clone to linux.
I wish every game developer were this nice, i specially miss a "Beasts and bumpkins" clone to linux.
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- DarkStorm_Inc
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well the game is 6 years old.. so it shouldnt take long to get rid of the windows DX code.. they take too long.
And it was the publisher who finally relented and releashed the source, the developer would have done it in 01 if the publisher wasnt go cruel
As far as anyone helping.. gotta know C as the game was written entirely in C not C++
And it was the publisher who finally relented and releashed the source, the developer would have done it in 01 if the publisher wasnt go cruel
As far as anyone helping.. gotta know C as the game was written entirely in C not C++
Not much success here...
I had a look at the code and tried a "port" using winelib (I know that's not a real port, but I wanted to have something working to start from). The main menu works but nothing else (and I had to comment out all sound & movie-related code).
I'm not sure what the best approach is... I think I'll try to compile WZ2100 under Windows/MinGW first and remove step by step all Windows/Directx/QSound dependencies (using SDL/OpenGL instead) and then port to Linux.
Does anybody here have experience with Windows->Linux ports ?
I'm not sure what the best approach is... I think I'll try to compile WZ2100 under Windows/MinGW first and remove step by step all Windows/Directx/QSound dependencies (using SDL/OpenGL instead) and then port to Linux.
Does anybody here have experience with Windows->Linux ports ?
* Linux Port "Vapor Ware" Work Links as of today:
* BerliOS SVN Linux Trunk:
http://svn.berlios.de/viewcvs/warzone/b ... oid/linux/
* Non-SVN snap of Berlios Linux Trunk:
http://rodzilla.free.fr/wz2100/warzone2100.01.orig.tgz
* Member noid's package:
http://rodzilla.free.fr/wz2100/warzone2100.02.noid.tgz
* Member rodzilla's contributions:
http://rodzilla.free.fr/wz2100/warzone2 ... 64bits.tgz
http://rodzilla.free.fr/wz2100/warzone2100.04.sound.tgz
http://rodzilla.free.fr/wz2100/warzone2 ... adsave.tgz
* For Gigs of WZ mods, maps, Ski A.I.s, editors, utilities & tutorials go here:
http://wzlinkturret.1go.dk/
* Btw... Hi Lord Apoc aka DS inc.... & the rest of ya whom I donot know.
* "Vapor Ware" is incorrect on both platforms.
- toodles, Rman.
* BerliOS SVN Linux Trunk:
http://svn.berlios.de/viewcvs/warzone/b ... oid/linux/
* Non-SVN snap of Berlios Linux Trunk:
http://rodzilla.free.fr/wz2100/warzone2100.01.orig.tgz
* Member noid's package:
http://rodzilla.free.fr/wz2100/warzone2100.02.noid.tgz
* Member rodzilla's contributions:
http://rodzilla.free.fr/wz2100/warzone2 ... 64bits.tgz
http://rodzilla.free.fr/wz2100/warzone2100.04.sound.tgz
http://rodzilla.free.fr/wz2100/warzone2 ... adsave.tgz
* For Gigs of WZ mods, maps, Ski A.I.s, editors, utilities & tutorials go here:
http://wzlinkturret.1go.dk/
* Btw... Hi Lord Apoc aka DS inc.... & the rest of ya whom I donot know.
* "Vapor Ware" is incorrect on both platforms.
- toodles, Rman.
A Warzone 2100 Linux Port?
I loved that game...
Although I didnt't get the openal version to work, the sdl_mixer version worked and the single player campaign is playable (although the videos are not working so I have to remember what the objective was in that particular mission...). But as it seems it's only the software version...
But still I have to say, nice work
Although I didnt't get the openal version to work, the sdl_mixer version worked and the single player campaign is playable (although the videos are not working so I have to remember what the objective was in that particular mission...). But as it seems it's only the software version...
But still I have to say, nice work
Software version ?
Yes, Noid adapted the software renderer to SDL.
I'm working on an OpenGL renderer (should be playable but there are still gfx problems and the radar does not work) ; I'll post a preliminary version ASAP.
I'm working on an OpenGL renderer (should be playable but there are still gfx problems and the radar does not work) ; I'll post a preliminary version ASAP.
Why ALSA ?
ALSA is the driver for your sound card. Sure there is a good API, but is doesn't provide 3d sound mixing (or maybe it does ; didn't look at the API for a few years).
OpenAL should be OK for everyone : it's provided in all distributions and it works pretty well (and can use ALSA as a backend IIRC).
OpenAL should be OK for everyone : it's provided in all distributions and it works pretty well (and can use ALSA as a backend IIRC).
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TheBohemian
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Wow!
This port is cool!
Here some hints for all who want to compile the code:
The makefiles have a hardcoded path to /usr/lib/gcc/i386-redhat-linux/3.4.2
An easy workaround is to create the directory /usr/lib/gcc/i386-redhat-linux
and create a symlink named 3.4.2 which points to your real compiler (e.g. /usr/lib/gcc/i686-pc-linux-gnu/3.3.5).
From the first CD-ROM copy data1.hdr and data1.cab. Now emerge unshield (I used version 0.4)
Call unshield x data1.hdr and it will unpack a lot of stuff. Search for warzone.wdg and copy this in the game/src
directory.
Finally build the game with make GFX=opengl SND=openal (or sdl_mixer)
and run it from the src dir.
@rodzilla+noid: Great work!
Here some hints for all who want to compile the code:
The makefiles have a hardcoded path to /usr/lib/gcc/i386-redhat-linux/3.4.2
An easy workaround is to create the directory /usr/lib/gcc/i386-redhat-linux
and create a symlink named 3.4.2 which points to your real compiler (e.g. /usr/lib/gcc/i686-pc-linux-gnu/3.3.5).
From the first CD-ROM copy data1.hdr and data1.cab. Now emerge unshield (I used version 0.4)
Call unshield x data1.hdr and it will unpack a lot of stuff. Search for warzone.wdg and copy this in the game/src
directory.
Finally build the game with make GFX=opengl SND=openal (or sdl_mixer)
and run it from the src dir.
@rodzilla+noid: Great work!
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TheBohemian
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Download the stuff from above and try to compile it. This thing HAS an opengl renderer (it needs some fixes though).wishkah wrote:Just wanted to thank you guys for your work. I don't wanna, you knwo, "MORE MORE MORE", but an opengl renderer would be amazing
I wonder what is causing the problems with the sound. On my machine 2d/3d sounds are not played sometimes. The beeps in the main menu never work with sdl_mixer. Have put debug output all around it but could not find out what the problem is.
Hell, the guys from pumpkin are so funny. Wade through the code and find thousand of freaky comments like this one:
Code: Select all
// Need to check for whole building site, not just one tiles worth. PD,17/01/99
// How about a simple point in rect test - not a wacky loop test - John.
// Hmm, you seem to have introduced a dirty smelly GOTO along the way too - Alex.
// Anyone else care to comment?
// It may be dirty and smelly, but it stops you going through about a hundred other
// if's before the function quits, and if you care to check your K&R this is a perfectly valid
// use of a goto - go on someone else pitch in !! - John.
// K&R notwithstanding, aint no place for gotos in my code, hack-boy - Alex.
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SDL_Mixer...
The SDL_Mixer path is not finished (only worked on OpenAL in fact). Not sure why some sounds are not played, I'm still investigating the issue.
There's a new version : http://rodzilla.free.fr/wz2100/warzone2100.full.tgz
Everything in one file this time. I updated the SDL input stuff (now selecting/creating groups and selecting commanders is configurable which is good news for french keyboards owners).
There's a new version : http://rodzilla.free.fr/wz2100/warzone2100.full.tgz
Everything in one file this time. I updated the SDL input stuff (now selecting/creating groups and selecting commanders is configurable which is good news for french keyboards owners).
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Bletherskit
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- Joined: Tue Mar 29, 2005 5:40 am
Heya. I've started an OSX port, and have recruited a buddy of mine to help out (though he's the really knowlegable one. I'm just dabbling so far. His nick is boylizard, FYI). We're making progress, but I came over here looking for help on some of the issues we've been having, most notably is our absence of a dynamic makefile. Other than that, cheers! I'll post if we have any more questions.
~Bletherskit
~Bletherskit
"If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him...Attack him where he is unprepared, appear where you are not expected."
--Sun Tzu
--Sun Tzu
I installed from the original CD using cedega and I did the unshield stuff and the background-jpegs stuff. Still I can only play the campaign, multiplayer is disabled (I know network doesn't work, but playing against the computer should work, right?). What's wrong? I have the german version of the game. I didn't copy anything from CD2 (not needed during install).
if only I could fill my heart with love...
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TheBohemian
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- Joined: Tue Feb 17, 2004 10:18 pm
Yeah, the skirmish mode is inside the multiplayer menu. I think when you click on "multiplayer" another menu appeared that asked about LAN or skirmish play. Unfortunately this was all commented out.
However it may work if we reactivate it ... but I am not sure about this.
I'll try to dig into it.
btw: the discussion about the port is taking place in the realtimestrategies.net. If you are interested in wz development you may follow the threads there
However it may work if we reactivate it ... but I am not sure about this.
I'll try to dig into it.
btw: the discussion about the port is taking place in the realtimestrategies.net. If you are interested in wz development you may follow the threads there
GNU Classpath (http://www.classpath.org)
Bringing Java back to the community.
We are running more software than you think and support more platforms you can imagine!
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We are running more software than you think and support more platforms you can imagine!

