Posts

Showing posts from July, 2007

First steps

Image
At the beginning I have started to rewrite the basics blocks of the game such as logging system, filesystem management, Library (.slf files) management, Image (Surface) management. The easiest one was the loging management. Log manager uses 3 level of verbosity: full, normal, critical. Critical level is used only for errors logging. Normal level is used for logging the same information as critical level + warnings and some usefull information. When full level is used, everything is logged. File management was rewritten. boost::filesystem is used for multiplatform file handling. Image management is done via clanlib. Image (surface) is represented by Texture class. So far ".stci" and ".pcx" image loading is working. And also bitmap Fonts are working. On the screenshot you can see some text rendered in ja2 with clanlib engine. The next task is to design classes for game management (game loops, game screens, ...), new image loading support (".pcx", ".png...

Intro

Month ago I was searching some info about ja2 on linux/unix. As first I've found wiki . There I've found ja2 1.13 mod... So I started searching something about it and found ja2 1.13 mod site (I think the site is down/inactive at the moment) ... ja2 1.13 mod (ja2v113) is running only on windows... So I installed wine on my FreeBSD box and started to play it. ja2v113 has new and interesting features (like new weapons, better AI, ...). I've played it for 2 days and then found on the ja2v113 forum that sources are open with some license that forbids comercial use... I was interesting if there are some attempts to port it to unix/linux... Stracciatella is one that runs on linux/unix... Also ja2v113 is being ported to linux... So I was hoping I could help port it to FreeBSD too... But then I saw the sources... The game is mostly written in C some parts are written in C++ with C-like style. But the whole code doesn't look nice( global variables, global structures, the...