Wograld is a free-software, 2d, multi-player online roleplaying game based currently on the crossfire engine. Development is, unfortunately, done by developers, supernatural entities that seem to posses software users and force them to hack away writing software code for hours on end.
Wednesday, December 28, 2011
Java User Interface Development Woes
Crossfire has had several revisions since Wograld split off from it. Wograld has also had several revisions since that time, so it would consist of changing the things that are different so it works with wograld. One thing, is I don't have a metaserver. I would find it difficult to justify having a metaserver when no one wants to play a buggy pre-alpha with missing artwork and most of the awful crossfire gameplay (I mean there is a reason that usually I never see more than four players logged onto crossfire right?)
I don't think the game is even really ready for alpha yet with the amount of user interface work that needs to be done.
I've considered trying to recruit project team members again, but until its really playable, that just seems like a dead end. After all, no matter how good of an artist you are, programmers do not want to work on your game until you show them the code compiling and running with a nice user interface. I hate how programers make artists feel like they are less important. If programmers cared more about artists and what they want maybe we would not still be having these stupid debates about intellectual property and artists would be making money on free culture works all over the place. Sorry, I've been getting into a rant, but its the end of the year and I hoped that the Java User Interface would be done by now.
Sunday, July 17, 2011
Uploaded some Wall posters.
Wednesday, July 6, 2011
Top Ten reasons not to play Wograld right now
10. Its only been tested on Linux... trying it on the windows system like enough said.
9. You have to follow the admin install directions, if you are the sort of person who is reading this and doing it anyway, even though I said not to , you are not a person who follows directions, so you are not going to do well with getting it set up so it works.
8. Missing artwork. There is only one character class and race that shows artwork in game, otherwise you will be playing an invisible character.
7. Same poor game play as crossfire, only with some missing artwork, so you won't even know what killed you half the time. If you want crossfire, just go play it, but why would you considering how awful it really is.
6. No permanent server set up, how fun is it really going to be playing with yourself...
5. You have to play as root or it won't save your character, or you have to change the permissions on some folders.
4. Did I mention the bad game play, lets go into detail, one hit killed as a newbie sorcerer with a swinging door. Should sorcerers really be that frail? No freaking way!
3.Level system, and experience loss when you die, you lose stats too, so you can get worse than a newb fast.
2. You don't have to die to lose stats and experience, fighting certain monsters will also do this.
1. Ta Da, the number one reason not to play Wograld right now... The user interface is really bad. You won't be able to figure it out. It is ugly, has buttons that do nothing, and no way to know what macros you have easily.
Wednesday, June 29, 2011
Iso Crossfire
I always hated the fact that it feels like I am working on iso-crossfire, and not the Wograld project that I really want. This game has my new graphics, and a new, yet lousy, user interface. Yet I can't help feeling like I am only playing crossfire in 45 degree isometric. That is because none of the game mechanics have changed including ones I hate, such a experience loss, dying from getting hit with a normal swinging wooden door, stat loss diseases everywhere, and a combat system that seem to consist of run into things and watch them die. At least they die relatively quickly compared to some boring games, so you get a chance to go through the exciting loot.
Well, horror of horrors, my wonderful lead developer actually likes that something like iso-crossfire exists. So before we fix any of the glaring game mechanic problems, take out the extra races from the start area and add a male/female of each of orc, human elf and undead, we have to trudge through and actually fork our own project into a useless, unremarkable, not in demand game. After all, if I really wanted to play crossfire, I would just play it, and not this abomination, halfway between crossfire and Wograld with missing graphics.
I'm not quite sure what is the point of useless sourceforge projects and dead branches. Frankly, I think it is a waste of disk space. After all, given a choice between Wograld and iso-crossfire, I would gladly chose Wograld. In fact, for years thinking about how I would actually have to play test some of my changes using the horrid Crossfire kept me from working more on Wograld.
Developers arn't easy to come by though, so if he wants to waste some time forking the project so what. I wonder if that is what will happen to most game projects eventually, there will be the number of game projects >= the number of game developers on the project with all the forks.
Happy forking and fork you!
Wednesday, May 25, 2011
Fixxed the Segfaults... BUT
Anyway, enough with the stupid puns. The user interface for the map editor still sucks dangling donkey parts. You still can't click on things in the pick maps and expect them to show up in the object window of the map-editor. The co-ordinates are all off. Furthermore, all the items in the pick-maps do not display properly. I tried messing with them again a couple days ago.
Instead of fixing the user interface however, my wonderful lead programmer decides to add a bunch of stuff that is in the wrong perspective and the wrong size, into the cvs arch folder. These new arches are from other crossfire forks. I told him he does not need to do that. When I saw what he was starting to do, I got horrified. Except he doesn't use the cvs add command. Now his folder is littered up with a bunch of ? marks in front of the new arches. He really should not have done that. Only one more day until my other programmer comes back from vacation. Then we really won't get any work done because she will be too busy obsessing on cleaning and telling our lead programmer what a lousy job he does wiping the floor and taking out the trash.
I started working on my web comic again and making new 45 degree 64x64 and 64x128 tile objects that we can hopefully add once lead programmer stops trying to add stupid arches and fixes the map editor bugs.
I recently read about something called "programmer art". Apparently programmer art is when programmers do quick and dirty artwork to make demos of some software project. It looks really bad like they can't draw. In most cases, they probably can't, but it is more of a case they don't care how bad it looks. Our project suffers from the opposite problem. I feel like we have a lot of artist code. Code that is just in there to show off the awesomeness of our artwork. It seems like no one on this project really wants to work on the code, and would rather be doing art. You can't play a computer game without the code, however.
Thursday, May 5, 2011
Who's Fault? Segfault
Well, actually, if you want to see, just download the server with the map editor, wogedit from today's date or a bit earlier and see what I am complaining about her on the blog. If we could have fixed the tiles to begin with, we would not have this problem. I don't know why fixing it in the map editor became so hard. It just did.
I am not sure if the any of the segfaults are directly related to the major display user-interface problem that I described. Actually, one of them is not. If you left click in a box on the top of the editor. When you are over a tile, there is a top part of the editor that displays what is on the tile you clicked. (of course it maps the wrong tile) Then it segfaults on you. That is not nice. But it is what we are stuck with until we can figure out how to fix the code bugs. No one else wants to look at our buggy code, so we are stuck fixing it ourselves. I had thought that open source meant you could get better programmers to do you dirty work like fix major bugs, but I guess that is not how it works. Maybe my essay about keyboard monkeys seems a little naive now.
Wednesday, April 13, 2011
Athena Widget Internet Hunt
While doing a total re-write using gtk or something would probably be a good idea. I have never used gtk, so I would have no idea where to start, while the wogedit map-editor, is already part way writen. It just needs some tweaking to display tiles properly. So many games do not have map editors even when they should, that I feel a poorly written editor with a bad user interface is much better than none at all.
So, anyway, I spent all of yesterday searching the internet for clues as to where the example problems for the Standard Volume Four, X11 book could be found. I already managed to get a pdf edition (uploaded by the publisher) of the book here. http://www.archive.org/details/xtoolkitintrinsic04nyemiss
The more into the book I read, the more I wanted the example problems already coded for me so I would not have to waste hours of time typing them in wrong. That is actually what took the whole day. I asked on Freenode, the xorg chat channel. Someone commented that they hoped that the code examples were lost along with all interest in that ancient version of ancient X11 widgets.
Unfortunately, it is too late for that, I have an X11 Athena Widget obsession, and I managed to find the example code right here. http://examples.oreilly.com/9781565920132/
Be sure to download xtprog4.tar.Z for the Athena Widget book examples. You can unpack it using the regular tar command.
Admittedly, I wonder sometimes what the Goddess Athena thinks of having her name tacked to an obsolete X11 Widget set.
Saturday, April 2, 2011
Fixxed CFLAGS with a script
I changed CFLAGS = to CFLAGS = -g using a couple shell scripts and a sed naming file. I sent these scripts to everyone who has been active on the wograld project. I thought about posting the scripts here. I suppose I could, but if newbies mess up with them, they could end up deleting the files on the list they created instead of changing one thing about the file, like if they don't have cflagsname in the proper folder.
Maybe I should post them up along with the directions I had. Newbies, you have been warned. These files can also be used to fork projects, but it is suggested you test them before messing up all your files.
Okay, since I guess you have been duly warned now, here are the files. Author is not responsible for use, misuse or abuse of the following. Use at your own risk.
find -name Makefile -type f -print | sed "s#^.#$(pwd)#" > maout.txt
(have mklist.sh mkdebug.sh and cflagsname in the server(or client) subfolder, then type sh ./mklist.sh maout.txt)
cflagsname
# sed comment - This script changes CFLAGS = to CFLAGS = -g
s/^CFLAGS =/CFLAGS = -g/g
mkdebug.sh
#!/bin/sh
file=$1
echo $file
sfile='ug2'
echo $sfile
#!/bin/sh
more $file | sed -f cflagsname > $sfile
more $sfile > $file
touch $sfile
exit 0;
mklist.sh
#!/bin/sh
bfile='ug5'
gfile='ug7'
wc $1 | awk '{print $1}' > $bfile;
count=$(more $bfile);
echo hello newbies;
while [ $count -gt 0 ]
do
echo hi, I got here;
wc $1 | awk '{print $1}' > $bfile;
count=$(more $bfile);
echo $count;
count=`expr $count - 1`
#a="$a-1";
head -n 1 $1 > $bfile;
b=$(more $bfile);
echo $b;
echo $count;
tail -n $count $1 >> $gfile;
sh mkdebug.sh $b;
rm $1;
#rename $gfile $1 $gfile;
#baddwords7 is the proper file
mv $gfile $1;
touch $gfile;
done
Sunday, March 13, 2011
Adventures in CFLAGS
Wednesday, March 9, 2011
Bug hunting, the continuing story of gdb
I ran some x11 tutorials in gdb. They work great, and gdb gives me the line number when I introduce bugs (I quickly found a way to add a segmentation fault bug to the x11 tutorial) . So it seems I am stuck looking at flags in the makefiles. For some reason, the flag FFLAGS, a flag that is supposed to be for the fortran compiler is where my -g flag is showing up. I thought it would give me the c flags instead, but it does not seem to be doing that. I wonder why the makefiles include it. I know this project still has strange bits of code I have not looked at yet, but as far as I know, it does not use any fortran. I don't even think I have this F77 compiler installed on my machine. I don't know anyone who uses fortran for anything nowadays.
So, I am reading up on autoconf, automake, and make in hopes that I can solve this mystery before I die of old age.
Saturday, February 26, 2011
Artwork commit and gdb
Also I have been trying to learn gdb. For those who are unfamiliar gdb is the Gnu Debugger. I got tired of waiting for my knight in shining armor, my prince charming (well actually my evil wizard) to debug the code. So there are two major map editor bugs (possibly more) are still there to be found and fixed. They are
1. segmentation fault crash when you move a scroll bar
2. some of the tiles do not show up correctly, they appear to be blocked out by other tiles although this works perfectly in the client.
As always new contributors are welcomed.
Wednesday, February 2, 2011
sourceforge CVS issues
1. the prior project I forked it from, crossfire, is hosted there.
2. The other major free (as in beer) free (as in freedom) software project hosting service http://savannah.gnu.org/ had recently had a major outage, with people losing a days work or something. I don't remember all the details since it was years ago anyway.
And I chose CVS, because at the time, subversion was just coming out, so CVS had a lot more books and such written about it. People were just making the switch to subversion at the time, with most projects still on the CVS. Back then, I'm not sure if GIT was used, or even existed. If it did, it did not have a lot of free project hosting.
Now it looks like my reluctant project team might have to learn a whole new version control system.
Basically this means that it will be some time before you can go download and test out the project. In the mean time, we we continue to make more artwork and try to hunt down the bugs, dealing with the version control when it comes back up or we find out more information. Worse comes to worse we can already re-upload it without all the crappy version history. (meaning goodbye empty folders and misnamed files)
Monday, January 31, 2011
Crowns
Here is one of the crowns I made yesterday. I really enjoy making pixel art even though it does not always come out as the way I would like. 64x64 is not a lot of room to work with, so I try to make the best of it.
Originally crossfire had several crowns. When I forked the project, the new tiles are 64x64 instead of 32x32. I still have not tested it in game to see how it would look.
Monday, January 24, 2011
Art Tiles = Project Motivation
Our lead programmer says that seeing the new tiles gives him motivation to sit down and find the bugs.
I went back to an old message forum to read my ancient post about recruiting Wograld developers. No one there was interested. Not only that, but someone commented that only insane masochist programmers would want to work on the project. That is the wrong idea. After all, masochism is one of the nine stupidities. So it seems that all over our developers already have the qualities nessessary to complete the fool quests in Wograld.
1) Indescretion. - this blog is prof of that.
2) Lust - I'm lusting after Wograld, I want it so bad.
3) Foolhardiness - Well, if this project kills me, my only hope is some other foolhardy adventurers follow in my footsteps.
4) Paranoia - lead programmer though someone was entering his house, but it is just the furnace.
5) Masochism - Wograld developers have already been labeled as Masochistic. Why else would we spend so much time on it.
6) Vengence - this is revenge for all those times that rpgs like Ultima Online and World of Warcraft did not live up to my standards.
7)Thievery - We copied the code from crossfire, not exactly thievery,
8) Humilation - We have humilated ourselves over and over trying to promote this pre-alpha project.
9) Skepticism - hmm, I don't believe in C programers, oh wait...
Sunday, January 23, 2011
Squashed Bugs or Sqaushed Egos?
He has been stuck for a long time on the editor bug.
The editor crashes when you use it and try to scroll down. Also, some of the tiles do not appear like they should, instead they blank out the other tiles when they try to appear on the screen. Instead of having my describe it to you, you should actually just download the latest cvs release, as well as the old crossfire maps, and test it out to see what I mean.
I would like to put the bug out there for others to solve, but I worry it will hurt his poor ego. I'm sure he does not want to read this blog where I talk about him and his problems with self esteem.