Warfare Incorporated now Open Source Hostile Takeover


I'll probably take a look at it after the gamescom. :)
I have good memories of this game on my TX.

While I'm waiting my plane at the airport, I'll try to clone the git to take a look. But free Wifi is not very fast, so not sure I'll succeed to clone it...

*EDIT* Nope, airport wifi is not fast enough, it will have to wait...
 
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awesome find! I remember playing this over bluetooth network with my brother a lot on our zodiacs. sort of like c&c made for stylus control. i wonder if it is possible to play a network game with zodiac and pandora?
 
Its Mono stuff so Ptitseb is the one who can handle this!
I don't think that's quite right. It appears the data tools are C#, but the executable (ie, the game) seems to be C++/Objective-C, requiring X-Code and a Mac. I could be wrong
 
I played the Game within PalmOS 4.1

I know, that they may be newer versions for Palm OS >= 5, but if PalmOS 4.1 got the most recent version, I doubt, that C# was used...
 
I'm not so expert on this, but i fear porting this game will be an hard work.

As i read from the readme an SDL port is started but not finished, the Windows code is not mantained too, only Mac/iphone have a updated codebase

Extracted from readme here

Game history and notes
----------------------

Originally this game was started in 2001 and targeted Palm based and
PocketPC based handheld devices. The main development environment was
Windows. The game was developed and run on Windows, which allowed for
fast iteration, and ports were simultaneously written and maintained
for Palm and PocketPC.

Code in the "game" directory is cross-platform. Platform
specific code is in subdirectories. The platform code for the original
Palm and Windows CE based Pocket PC devices is currently not part of this
release. It was removed because these platforms are long gone, and
putting time and effort into maintaining them would not be a good use
of time. If there is interest in these platforms, we can release this code
(email Scott and Darrin). The first Palm and PocketPC releases were made in
2003.

Later in 2007 the iPhone hit the scene and the iOS version was started.
The iOS platform specific code evolved while coding on a Mac using OS X.
The Windows platform code wasn't being maintained during this period, so it
is a bit out of sync with the game side. Since the iOS device dev environment
and simulator is reasonably good, there was also no effort put into an OS X
specific platform layer (for running on Macs). The first iOS release was made
in 2008.

Fast forward to 2012/13. An SDL layer (Simple Direct Media Layer, see
libsdl.org) was started, but not (yet) completed. The idea with the SDL
version is to use it as the platform layer for potentially all platforms.
Rather than having N platform specific layers, have SDL address the bulk
platform requirements, and then have smaller platform specific code as
necessary. As of 6/2014 this hasn't been finished but this is the direction
to go in for the future. In other words, when an Android version is created,
the SDL layer should be completed first rather than creating an Android layer.
Once this is done, the iOS version can be moved to the SDL version as well (and,
Windows and Mac versions can be created easily).
..

Code:
Platform specific code directories
----------------------------------

palm (removed)
ce (removed)
iphone (working. should of been named "ios")
sdl (not too far from working. Expected to be future king).
win (not working. Left for reference.)

There are more details about the sdl port to discuss in a more direct way
through email. Please contact Scott and Darrin.
 
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Shazbot. (RIP RW)

Which is easier? Porting this (rewriting from existing code using existing art files) or building a WINE type interpreter layer for iOS apps to install and run on?

It's silly that they never ported this to Android - I'd have paid for it again. (Have/had Tapwave Zodiac licensed version).
 
I have started working on it. I'm progressing quite slowly, but progressing. Compile is not finished though. Many makefile adaptaption and .h modification to do...

*EDIT* Now, I am to the point were I have to write a missing file (game/sdl/hosthelpers.cpp), based on the header and the mac counterpart (written in ObjC++). That may take some time...
 
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So I finaly added a hosthelpers.cpp file, full of log("Not Implemented yet") to continue compiling.

And compilation is over.

But the linking fail, with like 3 or 4 missing functions (one of them is main  :unsure: ). I have to investigate. I can publish the diff & files here if anyone is interested...
 
So I finaly added a hosthelpers.cpp file, full of log("Not Implemented yet") to continue compiling.

And compilation is over.

But the linking fail, with like 3 or 4 missing functions (one of them is main  :unsure: ). I have to investigate. I can publish the diff & files here if anyone is interested...
Any luck/updates?
 
Nope. I have been quite busy lately. I didn't forget this, but need time and quiet (for that and a few other projects on hold too). I hope I can work on that (and the projects) soon...
 
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Excellent RTS. The touch screen interface is very well executed and should be a terrific experience on the Pandora. Hope you can make it work. Looks like a challenge.. 
 
Yeah! :)

hostiletakeover1.png

hostiletakeover2.png

hostiletakeover3.png
 
How's speed?
Speed is good, not too fast, not too slow.
Graphics don't scale on menus but in game it use all the screen surface.


Sound is working.


But


No keyboard input at all. Just mouse/touchscreen (but that is working fine)


Networks functions doesn't seems to work.
 
Speed is good, not too fast, not too slow.

Graphics don't scale on menus but in game it use all the screen surface.
Sound is working.


But


No keyboard input at all. Just mouse/touchscreen (but that is working fine)


Networks functions doesn't seems to work.
Awesome! Seems like a fully functional port then :) No keyboard input is not a problem for this game, as long as the touchscreen works.  

Can' t wait to play it on the Pandora. 
 
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