Port Requests


Hi i renembered the OpenRedAlert Project.
http://www.openra.net/download/

We have an very buggy old Version from 2011 on the Repo.

Now Command&Conquer Red Alert is Freeware and the OpenRedAlert Version there is very Rescent.

I have a Request for an PND with OpenRedAlert and the Command&Conquer RedAlert Files inside.

Tried it to compile here but Codeblocks solved it not here. :)
 
OpenRA needs shaders, so it will not work with current version of glshim.
It's on my todo, among other things, but need some refactor on glshim to get a passthru for GLES2. I plan to work on that on day (but as always, someone else can to try to make it work before me)
 
Well I was also having trouble getting it to load pages. I'm not sure what version it is either.
 
Hi all :)

I don't quite remember whether this have been already mentioned here, but....

Is that the Dungeon Keeper engine we were looking for ?

More details over there.

Cheers, Magic Sam
 
@Magic Sam oldunreal is just a patch for improving unreal, but the faq mentions that the developer had been given access to the full sourcecode. maybe someone could ask him for a contact at epic? pretty sure he won't be able to give us his source, but there is a chance he could connect us with people who can.

Done :) I've just sent an e-mail to the Oldunreal team. Let's hope this will lead to something great !

Cheers, Magic Sam
 
Hi all :)

I don't quite remember whether this have been already mentioned here, but....

Is that the Dungeon Keeper engine we were looking for ?

More details over there.

Cheers, Magic Sam

I think that's not the entire game engine. Not sure if he's done rewriting all of the code yet, but if he hasn't, then he's using the original executable as a DLL according to this: http://keeper.lubiki.pl/html/dk_keeperfx.php
 
Hi all :)

I got a reply from the person behind the Oldunreal project, and it doesn't look too good :(

I'll see if I can copy / paste some parts of that e-mail on the boards...

EDIT: here are some bits from the e-mail:

Here is the bad news, I am not allowed to do anything with the sources, except "maintaining the code" - for whatever that means.

The UEngine1 code contains some closed source from other companies which they bought back then, there must be somewhere in the Epic forums a topic about it why they didn't
release the sources for already unlike they did for UE4. It would be a hell a lot of work for them to sort it really out to avoid legal issues

There is no one anymore I could ask myself, so can't give you a contact either, sorry.

However, now the good news, I made already a Linux ARM port, and it's working stable as server already and my new XOpenGL renderer also supports GL ES 2.0 Version 3.0. Troublesome seems to me the specs of your box though, 512MB is quite low, the 1GHz (+ overclock support) ARM Cortex A8 is not very strong either. Currently I am working with a Pandaboard

And with this box I am able to host a small server with a max of 6 players, standard gametypes. If trying to run a massive mod like Monsterhunt it slows down directly. I have to see if I can strip down XOpenGL to ES2.0 at first, then I can see how fast it really is as a client and I didn't find the time so far to really test that but I honestly see little chances it will run sufficiently on a machine like the pandora, despite the fact that 227 contains many performance improvements compared to original 226 or 436 Engine versions. I admit, I am no specialist for this CPU, so there is surely some space for optimizations yet, but without being able to share the code...

I also sent a similar e-mail to Ryan C. Gordon (icculus).

EDIT: all hope is not lost though, according to this article.

Cheers, Magic Sam
 
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@Magic Sam Hey that is actually awesome news! At least he's taking a look into his own ARM port for us, that's more then I had hoped for. Maybe connecting him with ptitSeb/Notaz would be an idea, so they could come up with a way of doing some optimizations without him having to do something illegal? Like some sort of an NDA like agreement or just sharing little parts of the code? How about sending him a couple of links to some videos of the pandora running Serious Sam and Halflife? Just to show what is actually possible with our little magic box. Could convince him to look into it further. Have you told him about the pyra?
 
@xnopasaranx : I already told him about @ptitSeb and mentioned the fact that our community would be glad to give some feedback, plus we had some very talented developers onboard (like @notaz ) who could help him optimizing his ARM port:

Currently the Panda is down, but once I got it running again, I'll make a beta package for you folks to test with but I can't really tell a timespan for that at the moment.

Unfortunately, he's been very clear about not being able to do anything with the code, thus I strongly doubt an NDA or even sharing only little bits of code to be possible...

Finally, I also told him about the Pyra :)

This Pyra looks very interesting though, I'm looking for a good replacement for the Panda for some time now, since ARM evolved quite some since I bought it, but dev boards are either very expensive or really bad supported.

Cheers, Magic Sam
 
very cool! Maybe we can get him a pyra once it's shipping and get an exclusive port :)
I am looking forward to seeing what he'll come up with, no hurry whatsoever. This is exciting!
Thanks for contacting the dude.
 
@xnopasaranx : I have just sent him a link to all the videos @ingoreis has made :)

And I have also edited one of the quotes about the XOpenGL renderer, the author meant "OpenGL ES 2.0 Version 3.0".

By the way, do you guys know which version of OpenGL ES 2.0 we're using ?

Cheers, Magic Sam
 
We don't have GLES 3.0 (or 3.1) on the Pandora, and we'll not have it on Pyra either with the Omap5.

For an Unreal (1 or Tournament) renderer, GLES 1.1 should be enough ayway.
 
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Hi all :)

I got a reply from Icculus yesterday. I'll check with him whether I can copy / paste some parts of his e-mail on the boards.

Cheers, Magic Sam
 
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