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Shock Trooper
Member # 10488
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written Friday, October 19 2007 18:07
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I thought it would be good to consolidate the list of suggestions proposed in this topic. I will edit this list as more ideas are proposed. You can post suggestions either here or in the other topic. CM = Me (Celtic Minstrel) ADoS = The Almighty Doer of Stuff
[*]Probably Bad Ideas Note: These are listed as "bad" either because they are mine and I think they're bad, because someone else on the board disagreed with them, or because they conflict with what I feel is a better idea.
[*]Already Implemented (links to the threads discussing them; all were implemented by Stareye unless attributed otherwise)
[ Sunday, May 11, 2008 09:43: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Post Navel Trauma ^_^
Member # 67
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written Saturday, October 20 2007 05:47
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quote:Already there. -------------------- Barcoorah: I even did it to a big dorset ram. New Mac BoE Posts: 1798 | Registered: Thursday, October 4 2001 07:00 |
Shock Trooper
Member # 10488
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written Thursday, November 8 2007 16:51
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I think that files with an exs extension should be opened in the BoE scenario editor when double-clicked, and also under drag and drop. Currently the editor just ignores these things at launch. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 11730
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written Friday, November 9 2007 19:01
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I wonder though, would it be possible for a native Linux port to be created? I think that would be great to see for the game! -------------------- Open Blades of Exile Cross 32-bit Project Know any Win16=>Win32 porting resources? Let me know! Posts: 29 | Registered: Friday, November 9 2007 08:00 |
Shock Trooper
Member # 10488
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written Saturday, November 10 2007 06:30
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Exile III was ported to Linux, so it may be possible. In the meantime, it runs well enough under WINE. [ Saturday, November 10, 2007 06:30: Message edited by: Celtic Minstrel ] Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 11730
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written Saturday, November 10 2007 09:17
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The game itself still says it is shareware, while it is really CPL?/GPL? and it needs to be fixed to lessen confusion. Also, maybe if the sources were ported to use SDL and wxWidgets, we could get three birds in one stone? wxWidgets supports native UIs for Mac OS X, Linux, and Windows. SDL is a graphics, audio, and input library that works natively on Windows, Linux, and Mac OS X. I doubt we will need this, but for the sake of showing it, there is OpenAL, which is a cross-platform audio layer which has the ability to use "3D sounds" (EAX, etc.) [ Sunday, November 11, 2007 04:24: Message edited by: King InuYasha ] -------------------- Open Blades of Exile Cross 32-bit Project Know any Win16=>Win32 porting resources? Let me know! Posts: 29 | Registered: Friday, November 9 2007 08:00 |
Apprentice
Member # 9013
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written Tuesday, November 13 2007 14:04
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Porting it all to wxWidgets would be the best way to go, I guess. I'd be a bit weary of using both SDL and OpenAL though. I'm not speaking as a programmer here, so I could have the wrong idea, but use of both for sound (in one way or another) caused enormous problems for Vega Strike, with sound mixing not working and stuff. Posts: 43 | Registered: Tuesday, June 19 2007 07:00 |
Apprentice
Member # 11730
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written Tuesday, November 13 2007 14:26
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quote:Well, I don't think this particular game would have any benefit from OpenAL. I just put that out there as information. I think SDL would still be needed for some of the custom output, unless you were to use wxUniversal (if it is possible to make wxUniversal use those bitmaps). But the problem with wxUniversal is that it looks ugly on all platforms. wxNative (which is what I call the standard toolkit) is better because it integrates with GTK, Aqua, and Win32 + native theming. For those people who use KDE, GTK will look like KDE apps when running under the KDE DE in certain distros (Fedora, SUSE, Mandriva, etc.) but not in others by default (Debian, Ubuntu, etc.) -------------------- Open Blades of Exile Cross 32-bit Project Know any Win16=>Win32 porting resources? Let me know! Posts: 29 | Registered: Friday, November 9 2007 08:00 |
Shock Trooper
Member # 10488
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written Tuesday, November 13 2007 19:58
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Well, I decided to add it to the list in my first post. But I don't think OS integration is a priority here - the game uses a custom dialog engine, so the only titlebars will be OS dependent. (The game window and the map window titlebars). Although I've noticed that on Windows the dialogs also have titlebars. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 11730
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written Thursday, November 15 2007 14:09
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quote:Well, the wx stuff would let you get the native Mac OS X UI you want, and the SDL library is important because of the the custom interfaces used in the game. Obviously you cannot use wx for the dialog engine, so SDL would be the logical choice there. This kind of port would make having a separate Mac and Windows codebase pointless since one codebase can build for all the targets. Essentially you modernized the Win32 code, while also providing native Mac OS X support and gaining Linux support. It seems like I am reiterating, but I am stressing what I would consider very important to the road on getting the game fully working on OS X and Windows as well as Linux. Plus, having one codebase would definitely be easier to manage than having two or three separate ones, eh? Here is a link to a page on combining SDL with wxWidgets. [ Thursday, November 15, 2007 14:20: Message edited by: King InuYasha ] -------------------- Open Blades of Exile Cross 32-bit Project Know any Win16=>Win32 porting resources? Let me know! Posts: 29 | Registered: Friday, November 9 2007 08:00 |
Apprentice
Member # 9367
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written Friday, December 7 2007 13:48
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Just for verification, could someone post the site with these changes up on this forum, (So I know which version of OBoE has them) -------------------- I came, I saw, I conquered Posts: 31 | Registered: Tuesday, July 17 2007 07:00 |
Shock Trooper
Member # 10488
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written Friday, December 7 2007 19:32
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The "Already Implemented" list is the yet-to-be-released version of OBoE. It is available in the darcs repository here, but it's probably not a good idea to design scenarios for it yet as the scenario format is apparently in a state of "being rewritten" (even though development seems to have stopped). Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Shock Trooper
Member # 10488
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written Wednesday, December 12 2007 09:03
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Added bug from this topic. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 12472
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written Wednesday, December 12 2007 11:09
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The length of this list makes me wonder.... WHEN/IF all of this is going to be implemented ?! Posts: 7 | Registered: Tuesday, December 11 2007 08:00 |
Shock Trooper
Member # 10488
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written Wednesday, December 12 2007 11:31
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Well, Stareye was working on it at one point, and then disappeared. If I had time and could get it to compile and run, I might try to do some of it. (It currently compiles, but when I run it nothing happens.) In particular I was hoping to Carbonize the character editor. That will only help if you use a Mac - I will absolutely not do anything for the Windows version. Khoth carbonized the Mac version, and Ormus ported from Win16 to Win32, but they've disappeared too. Perhaps I'll look at it over the holidays... Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 12472
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written Friday, December 14 2007 15:37
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So you're current maintainer of this treasure? I was hoping that Spiderweb Software is interested in opensource version of it's best game ever... Now I see that chances are slim. Posts: 7 | Registered: Tuesday, December 11 2007 08:00 |
...b10010b...
Member # 869
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written Friday, December 14 2007 18:00
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quote:Eee hee hee, no. Quite the opposite. SW released the source for us to play with because SW isn't interested in maintaining it any more, and hasn't been for some time. SW isn't a charity, after all. If improvements are going to be made, it's up to us to make them. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Off With Their Heads
Member # 4045
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written Friday, December 14 2007 18:01
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BoE is now open-source. I think CM was just saying that the people who were working on it don't appear to be working on it anymore. EDIT: Thuryl is a minute faster than I. [ Friday, December 14, 2007 18:01: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Shock Trooper
Member # 10488
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written Friday, December 14 2007 19:16
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quote:No... no, I wouldn't call myself "maintainer" of the project. If anyone could have been considered "maintainer", it would have been Stareye, but he's been gone from the BoE board for quite some time. I do, however, have some coding experience, and since my exams are now over I think I would like to try working on some stuff. Carbonizing the character editor, in particular. On the other hand, I may just play through my Avernum games now that I have both the time and the full versions. :D (Incidentally, does anyone know why it would compile, run, and then quit without doing anything? It exited with status 5, whatever that means...) Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 12472
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written Saturday, December 15 2007 10:52
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Your contribution will be much appreciated. :) :) :) :) :) :) Posts: 7 | Registered: Tuesday, December 11 2007 08:00 |
Post Navel Trauma ^_^
Member # 67
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written Sunday, December 16 2007 13:37
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Although I'm not currently actively doing anything with BoE, I'll probably have spurts of interest in it in the future, and in the meantime if you have patches to offer I'll probably accept them into the version I'm hosting. -------------------- Barcoorah: I even did it to a big dorset ram. New Mac BoE Posts: 1798 | Registered: Thursday, October 4 2001 07:00 |
Shock Trooper
Member # 10488
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written Monday, December 17 2007 07:02
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quote:Thanks, but actually my contribution won't really help you much since I use a Mac and you use Windows. I'm not quite sure who would port the Windows character editor – maybe Ormus or Ishad Nha? Only, Ormus has vanished. :/ P.S. Way too many emoticons. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 11730
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written Monday, December 17 2007 11:10
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If Ormus has vanished, doesn't that mean that the Win32 version he made is going to get stuck as CPL? That would mean that someone else would have to re-port the whole game to Win32 to get it under GPLv2 licensing. -------------------- Open Blades of Exile Cross 32-bit Project Know any Win16=>Win32 porting resources? Let me know! Posts: 29 | Registered: Friday, November 9 2007 08:00 |
Shock Trooper
Member # 10488
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written Monday, December 17 2007 11:30
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I just sent him a private message about this. If he hasn't been checking the forum recently, then hopefully he has opted to be notified by email upon recieving a PM. Really all we can do about this is wait, I think. Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Apprentice
Member # 11730
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written Friday, December 21 2007 17:23
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quote:The question now is, how long should we wait before we assume we need to redo the porting process to relicense it? Should we really wait? It has been quite a while since it was announced the change to GPLv2, and BoE/win32 is stagnant since then. Perhaps it should just be redone. [ Friday, December 21, 2007 17:26: Message edited by: King InuYasha ] -------------------- Open Blades of Exile Cross 32-bit Project Know any Win16=>Win32 porting resources? Let me know! Posts: 29 | Registered: Friday, November 9 2007 08:00 |