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, 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!
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
Monday, May 3, 2010
Script Frenzy and Perl
Starting yesterday night, I decided to go through all the files in the project and figure out what ever it is that they are for. In the server/utils folder is a bunch of perl scripts I did not write. I am not even sure we need some of them in that folder. I have decided to learn perl so I can figure out what they are used for. I know there are some that need to be used every time you add arches. I feel that running a server is an ordeal in itself, just figuring out how to use the software is not as easy as I hoped it would be.
Friday, March 19, 2010
Shell script - almost got it.
Since I am going to the libre planet conference tommarow and Sunday, I will try to either finish it there (since I have a laptop now) Or when I get back. I do not really have memorized how the sed command works though.
Saturday, November 21, 2009
Shell Scripts part 2
I'm still somewhat confused as to how all the autoscripts work. It is better than having to write an install program from scratch. I hate to think of what is involved in making binary packages for a distro, but since we do not have a release yet, I do not think we need to worry about it. I have found that binary distro packages are not that great anyway, because only the old version is packaged up, and not the latest version that you invariably need if you want to play a multi-player game with other people. Often, you all need the same version.
I am also still no expert on shell scripts although I have learned some things. In all honesty, I would rather be writing quests/dialog or creating artwork than trying to figure out all the arcane meanings of funny script terms. Once I know how it works, I do not mind creating scripts, it is the learning part I detest. In fact, that is a big part of what I spent November on rather than just working on the shell script. I have been writing a novel about a guy who starts a free software project.
Thursday, November 12, 2009
Shell Scripts
I would not be surprised though if I never figure it out or if it is 100 years before the shell script gets written. It just seems like something that is too complex for any mortal being to do. Ironically, neither of the other team members are capable of doing it even though both of them made a living in computers and programming. Shell scripters are probably pretty rare and value able.
Saturday, October 31, 2009
Learning Gnu Autotools
Friday, February 22, 2008
Shell Hell
Mostly I struggled with the other aspects of the project, learning how to properly use the source forge website was an undertaking in itself. First I needed to learn CVS version control. Then I had to learn other things like website uploading, html etc. I made foolish errors like thinking I need a fancier website than I actually did, using Drupal rather than plain html or html with css. I just found ways to make things hard on myself, trying to do everything myself.
Even though the lead developer seemed to be enjoying himself writing C code, the shell script was something he “didn't want to learn.” Now, I've heard stories of people trying to contribute to a project, but if you don't want to learn something like that, it is not tolerated. I now know the reason for that. You can't get away with “just writing the code” or thinking that you can somehow avoid learning things that you don't think are interesting at first glance, even though they are needed to get the project done. Sometimes things don't seem like very much fun to begin with, but that is because we go about them all wrong, not because they are inherently uninteresting. It took me a while to find a C programming book I could actually read and understand.