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Freeserf

Build status

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Play

Copy the data file(s) from the original game to the same directory as freeserf. Alternatively you can put the data file in ~/.local/share/freeserf. You may use data file(s) from DOS or Amiga game version.

  • DOS data file is called SPAE.PA, SPAD.PA, SPAF.PA or SPAU.PA, depending on the language of the game.
  • Amiga files gfxheader, gfxfast, gfxchip, gfxpics, sounds, music.

Keyboard gameplay controls:

  • 1, 2, 3, 4, 5: Activate one of the five buttons in the panel.
  • b: Toggle overlay showing possibilities for constructions.
  • TAB/SHIFT-TAB: Open next notification message; or return from last message.
  • +/-: Increase/decrease game speed.
  • 0: Reset game speed.
  • p: Pause game.
  • j: Switch player.

Other keyboard controls:

  • F10: Return to main menu to start a new game
  • s: Enable/disable sounds playback
  • m: Enable/disable music playback
  • CTRL+f: Switch fullscreen mode on/off.
  • CTRL+z: Save game in current directory.
  • [/]: Zoom -/+

Audio

To play back the sound track that is included in the original data files, SDL2_mixer has to be enabled at compile-time and a set of sound patches for SDL2_mixer has to be available at runtime. See the SDL2_mixer documentation for more information.

Save games

To load a save game file:

$ freeserf -l FILE

Freeserf will (try to) load save games from the original game, as well as saves from freeserf itself. The game is paused after loading so press p to start the game.

Run freeserf -h for more info on command line options.

Bugs

Please report bugs at https://github.com/freeserf/freeserf/issues.

Development

The main source repository for this project is at https://github.com/freeserf/freeserf. See the HACKING document in the source code root for information on how to compile and how to contribute.

freeserf's People

Contributors

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freeserf's Issues

cursor trail should not be visible

When the game is paused the cursor trail is drawn over all the UI rendering it unreadable.
When the game speed is low there is a visible cursor trail making the game seem laggy.

Expected behavior: cursor can only be seen once. The cursor will be overdrawn every time it moves.

Waves are not masked properly

The animated waves sprites are not masked to only appear on water. Should be masked with the same mask as the underlying water triangle.

Game objects not drawn at bottom of viewport

Sometimes the game objects seem to disappear from the bottom of the viewport (when dragging the viewport view upwards for example). Viewport should try to avoid things popping up.

unconnected construction sites get too much wood

Steps to reproduce:

  1. build a building
  2. connect it with paths to your castle
  3. immediately disconnect the building by removing the path so there is no route from castle to construction site. This has to be done before any resources are carried on any path to the construction site.

what I expect:
no resources should be at the construction site

what actually happens:
construction site has the maximum amount of wood a construction site can have (12?) so the building can immediately be built without any wood carried to the site.

Seems like you got an overflow somewhere.

Detailed test case:

  1. start a new game
  2. build your castle
  3. pause game
  4. build any building
  5. build a path from your building to the castle
  6. unpause the game for as short as you can
  7. delete the path you recently built
  8. unpause the game and wait for the bug happening

cursor movement delay / lag

when moving the mouse fast for a long time ( > 5 seconds) you can see a noticeable delay cursor movement after you stop moving the mouse.
As a side-effect scrolling (by moving the mouse while keeping mouse button 2 pressed) has a very big delay which makes it barely usable.

no territory check while castle building

you can build a castle in enemies' territory, usually followed by a segmentation fault.
steps to reproduce:

  1. build blue castle
  2. build red castle in blue's territory
  3. crash
    presumably second castle sometimes changes its owner and it doesn't crash, so result would be two castles for blue player.

World size

Make it possible to re-size the world or at least specify a new different world size prior to building the castle.

Thanks

Traffic jam

I have gotten a traffic jam that never resolves. I think I also got this in the original PC version.
Is it a bug or part of the gameplay? What can I do to solve it?

http://postimg.org/image/klypv92gd/
Settlers in the marked area never moves and the buildings to the right never gets constructed. A few hours have passed.

I have never run the game at a faster speed than normal.

Stonecutter missing some stone

Screenshot

It could be the case that it simply takes a long time for the stonecutter to "notice" this block when there's only one left. Needs verification.

SPAE.PA not in original folder

For owners of the GERMAN version it's called SPAD.PA instead.
French should be SPAF.PA, I guess.
Renaming & copying to \freeserf-master does the job.
Just saying.

fast building does not work in some cases after scrolling

Steps to reproduce:

  1. press down right mouse button
  2. move mouse so game scrolls
  3. release mouse button
  4. click (left mouse button) on something which was not visible before scrolling.
  5. click a second time on the same something (mouse button assigned to "fast building")

Expected behavior: first click should select a tile (? whatever element on the map.) second click trigger fast building "shortcuts", building a flag or opening a dialog to select the building you want to build.

Actual behavior: selection works, fast building does not work.

If I do another scroll I am able to use "fast building" buttons as expected.

Define and enforce serf state update model

A clear model of how the serf state changes work is needed. Currently some bugs are triggered when the game speed is set too high, because this is not done in a clear way. For this reason the first criterium could be: As long as the game speed is within some predefined range, the speed should not have any impact on how the game progresses only how fast it does so.

What is needed is some policy on when serf state changes can happen, and how/when the counter field can be updated.

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