2xwargus: Warcraft 2 Engine Re-implementation


All righty, heres another minor update:

http://host-a.net/Adventus/2xWargus_PB1.2.zip

Changelog Public Beta 1.2:
- No longer saves anything to NAND.... i mean it this time. :)
- Added Command Selector for keymap 0 (Vol +/-, A and Y).
- Made cursor movement independant of fps (via Delta time). Should fix fast menu movement, slow game movement, etc. Unfortunately if you encounter some major slowdown (occurs occasionally) it may jump around a bit.
- Adjusted default commandline arguments. Too fast for some.
- Fixed Some UI elements (Added Mana... Removed XP)
- Recompiled. Smaller filesize, maybe a little bit smoother.
- Added Gmenu icon. Thanks Gruso.

QUOTE
dunno if the log is somewhat useful. regards
Thanks, unfortunately its not of much use, very generic error. Unless you can reproduce the error?
QUOTE
-the screen scroll is too fast, it gets a little anoying trying to get to the exact spot you want
Fixed in above release.
QUOTE
-when yo play the game and exit, a mouse arrow get stuck on the left upper corner on many of the other aplications i launched after warcraft
Hmmm, probably something to do with SDL, ill look into it.

Cheers,
 
I just realised that you'd answered my question the other day at the same time I made another post, so I totally missed your reply! Thanks for the effort posting that up. Even though I'm not up on every bit of jargon, I got the overall gist and enjoyed reading it.

Thanks also for the latest update, I'm still on the first version so I'll jump on it this afternoon. :)
 
so great!!!

awesome port :)
only flaws are that the touchsceen it's not very accurate (the best one i saw is the one used in Exult) and i prefer to use the pad atm even on a f200 and of course the lacks of audio support

it looks great and it's already an impressive app for any rts fan with a gp2x :D
 
It works. :)
But I have heavy savegame-corruption. The first Mission (human) I could save but the 2. don't wanted to be save, I always land back onto GMenu2X during save. Hm, I was able to use a PC Savegame but this doesn't solve the problem. SOmetimes saves working, sometimes not, strange.
Maybe, there is an bug into the campaigns to, in the first Human Mission you have to build only 4 Farms and one barrack but the game doesn't end untill you destroy all enemies onto the map. At the PC Wargus, the campaign ended when you've finished the last building.

Oh, a minor glitch is in the Mission briefings, the Objectives don't fit into the windows (yes, I have the german Version of WC2):



"Umlauts" are working, nice. :)
 
Like fusion_power mentioned in the previous page:

I'm also having problems with saving... it often results in either a corrupted save file or crashes the game while saving. :(

I also noticed that the campaign objectives aren't that strict... in Human Campaign #2, just killing all the enemies would complete the mission, even though the objective was to rescue and escort back the prisoners.

And indeed, some of the text don't fit their windows (i.e. Objectives in Mission Briefings & Game Menu). Same goes for the button text for the Expansion campaign in the Main Menu... "Human Expansion Level" and "Orc Expansion Level" are too long for the buttons.

The HalfSample script also doesn't take account the new images added in the Expansion set. :p

BTW, nice work on the command buttons for keymap 0. Thanks. :)
 
Manjuu said:
I'm also having problems with saving... it often results in either a corrupted save file or crashes the game while saving. :(

I also noticed that the campaign objectives aren't that strict... in Human Campaign #2, just killing all the enemies would complete the mission, even though the objective was to rescue and escort back the prisoners.
Good, I'm not the only one with these problems. :) Saves work onto the PC but there is also this Campaign issue, I couldn't finish the 2. human mission until I've killed all ememies. But the mission objective (rescuring the Archers and bring them into the circle) had no effect. Seems to be a general issue of the Wargus but I can't imagine the dev's haven't noticed this yet.

Manjuu said:
The HalfSample script also doesn't take account the new images added in the Expansion set. :p
I haven't tried the Exp. missions yet but maybe a additional script only for these graphics could be made?


Oh, how can I set a Unit-group on my GP2X? I mean the number-keys plus the CTRL Button Function to group units to 1, 2, 3....etc....

EDIT: I've noticed some missing screen elements in the GP2X release compared to the PC Version, like the small status bars under the workers when they cut wood, or the very useful Material costs display at the bottom right of the screen which indicates what you need for each construction.
The Pseudo-transparent "one pixel-none pixel chessboard pattern" shadows of Buildings are also missing, I know this isn't possible with reducing the original images to 50%, maybe the Shadows can be redrawn or so. It's not real transparence so it shouldn't cost processor power.
here is a pic of what I mean:


EDIT2: Wow, if you want to serious play this Game onto a F100 you will find out that it is actually impossible. The Reaction can't be quick enough to handle big fights and quick map-position switchings. (Am I the only one wo PLAY this game? :lol: )
EDIT3: Don't use PC Savegames! They include the preferences of the System and change the GP2X game settings so I ended up with a changed Config onto my GP2X with a res of 1024x768! :lol:
EDIT4: I have the slightly feeling that the AI is cheating! -_-
 
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And the Testing Continues. These Save-Problems drive me crazy. I hope there will be a solution soon. ^^"
Another Bug: Restarting a Scenario doesn't work, after you save it. Instead of restarting, the Programm only loads the last Savegame of the Scenario/Campaign.
 
Firstover: good work at porting this, it always have been a classic for me. :D

I was amazed to see it working quite good in its first version even.

Some thoughts about:

The AI acting speed should be lowered. That should give the player a compensation for the lack of quick inputs for F100 users. Micromanagment is next to impossible but the general strategy should be doable. In a lot of missions the AI is like a sitting duck and should be eventually overcome.

I really hope that the render speed could be improved later on. I have a few thoughts about but i'm going to inspect the sources first.

A low detail mode might be added if the former is not possible, where the landscape is reduced to simple terrain gfx.

My wishlist follows... :)

The script which downscales unit-graphics might be improved and could support better alpha keying.

Some replacement graphics for some of the cursor / ui graphics could be done. The magnifying glass looks pixelated :eek:

Music support through timidiy :D (though i fear the engine doesnt support this currently... )

Another possible idea would be to drastically change input style. The current selected unit could be made as a group leader and could be controlled via pad while the rest of the group follows and acts depending upon. This is quite advanced and needs some major thought about it so its just a sketch.
 
Manjuu said:
Like fusion_power mentioned in the previous page:

I'm also having problems with saving... it often results in either a corrupted save file or crashes the game while saving. :(
same here

the stranges thing is that the first save is doing the correct way

if you save the game in the middle of the 2nd mission, on the very first save file, it also do it the correct way

but if you save on start of the third mission, on a new save file or on the first one, the game always crashes

same on the fourth

i noted the bug on the second mission, but you dont even have to kill everyone, when you start fighting the last orc troop, then the mission ends
 
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StarG said:
The AI acting speed should be lowered. That should give the player a compensation for the lack of quick inputs for F100 users. Micromanagment is next to impossible but the general strategy should be doable. In a lot of missions the AI is like a sitting duck and should be eventually overcome.
Very good Idea. :) The speed of the Game should be stay fast but the AI should react slower. Current speed Setting slows down everything: the AI and you, not good. ^^" I have to say that a Handheld is not the best Platform for real time strategy games. Well I also have trouble on PC with WC2, to long ago that I've played it. I'm going nuts at the Scenario "Channel", the AI is so incerdible fast in building, when I have built my first Oil-Ship with blood, sweat and tears, the AI already has a whole Bunch of big Battleships, many Oil Plattforms and Flying-Machines to ruin my day. I can't produce ressources nearly fast enough to have a chance against the AI. IF someone has managed these Map onto the GP2X, let me know. :)

I have a savegame of Mission 4 that I can load, but not save and not restart so I think I can start again with the Campaign.
 
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Wow, you guys have been getting rabid....
QUOTE
The script which downscales unit-graphics might be improved and could support better alpha keying.
This is a problem with imagemajick (and other image programs in general), not the script. I have tried many different cmd arguments.... none of which seem to be able to maintain the png colour key. Paintshop Pro XI Photo was the only program i have which was able to maintain the same exact pallete using a script....

You can filter the graphics if you like, but i prefer simply downsampling, you don't have to worry about filtering around the edges (mixing transparent and opaque pixels), etc.... much quicker to execute aswell. Just change the cmd arguments to your liking.

QUOTE
only flaws are that the touchsceen it's not very accurate (the best one i saw is the one used in Exult) and i prefer to use the pad atm even on a f200
Senor_Quack just sent me an updated SDL which fixes the erratic touchscreen input, may also help in the cpu usage department. Will be fixed in next release.

QUOTE
I'm also having problems with saving... it often results in either a corrupted save file or crashes the game while saving.
I suspect this is something to do with the gzip compression on the savegames, i may remove it in the next release..... this is top priority for now.

QUOTE
I really hope that the render speed could be improved later on. I have a few thoughts about but i'm going to inspect the sources first.
Oh yeah, i really should have uploaded that by now. XD.

QUOTE
Music support through timidiy (though i fear the engine doesnt support this currently... )
The music outputted by the wargus extractor is in either mod (for music) or wav (for sounds) format, timidity is only for midi. As i said unless the cpu usage suddenly falls or someone wants to write a mod & wav mixer that runs on the 940 (which might end up being a complete waste of time since i think the bandwidth is the bottleneck).... its unlikely.

As for the UI elements that dont exactly line up etc, you can easily change them yourselves. Just dig around in the lua scripts and you'll probably find what your looking for. Fixing these things are low priority for me at the moment.

I'll look into the AI, it's possible that there is a setting in the lua scripts for this exact thing.
 
Adventus said:
Wow, you guys have been getting rabid....
When I test Software, I REALLY test Software! :D

Adventus said:
As for the UI elements that dont exactly line up etc, you can easily change them yourselves. Just dig around in the lua scripts and you'll probably find what your looking for. Fixing these things are low priority for me at the moment.
Ah, Thanx for the Tip! :) There are just a gazillion scripts and I have no real coding skills but I try to find the relevant points.

Oh, you as coder of this port, how far did you came in the Game onto the GP2X? Any tricks to beat the tough and fast AI?

Last Question for now: support Wargus other Languages? I mean the GUI in german, my german WC2 Version give the translated mission briefings etc. but the UI is still english.
 
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QUOTE
Oh, you as coder of this port, how far did you came in the Game onto the GP2X? Any tricks to beat the tough and fast AI?
Coder actually play the game he's developing.... Baahhhhh, where's the fun in that. I haven't got past about the 3rd campaign level for both races. :). However i can beat most the single player maps, the AI just rushes to air attack every time.

Maybe the ability to pause and issue commands would be a good idea.

Anyway, Since i'll being going back to uni soon, i thought i would release the very small update:

Binary: http://host-a.net/Adventus/2xWargus_PB1.3.zip
Source: http://host-a.net/Adventus/2xWargus_PB1.3%20Src.zip


As you can see i've also uploaded the full source tree (libs, includes, etc) for anyone who wants to hunt down some of the bugs (or wants a precompiled lua v5.12). All thats really changed is i've stripped the binary and compiled with Senor_Quack's modified SDL.

Also i've discovered, though not fixed, the circumstances that cause it to fail to save. It seems to only occur when you haven't built any buildings beyond what comes with the map.... so make sure you build something before saving. Might work with units aswell, haven't tested.


For now, I have tired of Wargus (If you look at the source you'll understand why.... and Star Ocean on PocketSNES is sweet), so if any one wants to release some modifications.... be my guest. Especially in the UI lua department, it doesnt require much coding know how. I'm gonna focus on getting Zdoom working.

Cheers,
 
Enjoying playing this, this is an awesome port! I am tempted to take a crack at the saving bug and adding fog of war, we shall see, we shall see...
 
Adventus said:
Coder actually play the game he's developing.... Baahhhhh, where's the fun in that. I haven't got past about the 3rd campaign level for both races. :). However i can beat most the single player maps, the AI just rushes to air attack every time.
Interesting. :) I even have trouble with single Player maps onto the PC (I had one win in this mysterious Dragon-Isle map hurray! :D ) But during searching the "lua" scripts for the settings of my GUI/onscreen-wishes (no success of course ^^"" ) I've found the Cheat options ;) Nice but useless onto the GP2X without Keyboard (playing without any fog of War is not that bad)
I've also found s hint in a log file, that the mmuhack.o is missing. I've just copied it into the game directory, maybe it does something, maybe not. But with many Units onto the Map the game stutters heavily so or so.

I will test the new release. Your suggestion because of the Savegame-bug could be true. Maybe this also is the reason why Scenario-Restart is sometimes not working etc. I hope this port will be continued in development.

EDIT: tried to build something and then save, still ends in crash+corrupt savefile. Maybe my Savegame is already messed up:
http://rapidshare.com/files/129631338/game2.sav.gz.html

by the way, what is actualy the changelog of this new Wargus Version? ^_^
 
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Senor Quack said:
adding fog of war
correcty if im wrong, but i think that fog of war is already there

but if someone can fix the saving issue, thats gonna be great :D

im not using this because i get tired of always playing the same levels :(
 
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touchscreen doen't work un my F200 FW 4.1.1. Maybe it's the same problem that Fcalc had. ( set keymap to 2 or 3, then touch and nothing happends)
Everything else, works perfect.
 
Senor Quack said:
Enjoying playing this, this is an awesome port! I am tempted to take a crack at the saving bug and adding fog of war, we shall see, we shall see...
For the fog of war, this is what Adventus previously said:
QUOTE

You can make it transparent if you like. Goto "scripts/stratagus.lua" and change "SetFogOfWarOpacity" to 128. However, It does incur a nasty performance hit.


It does impact performance, and there is a visual glitch in the rendering of the fog of war.


laharl said:
touchscreen doen't work un my F200 FW 4.1.1. Maybe it's the same problem that Fcalc had. ( set keymap to 2 or 3, then touch and nothing happends)
Everything else, works perfect.
Do you use notaz's touchscreen hack? If not, you would need to load it first before the touchscreen will work in FW 4.0.2 or 4.1.x.

Almost all homebrew touchscreen apps will need this as they were programmed using the touchscreen coordinates in FW 4.0.0 (the coordinates got screwed up in the later firmwares).
 
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I hope this port will be continued by someone. Great Game but it should be more optimized for the GP2X and the Savegame-Issues should be solved. The mentioned onscreen infos like Building costs or Unit status-bars could be included and the Performance baybe increased.
...And somehow the cheats could be accessed onto the GP2X port. :D
 
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