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License: GNU General Public License v2.0
An unofficial project making from scratch to create an editable Anno 1602 world.
License: GNU General Public License v2.0
After the world has been rotated, buildings cannot be added to the islands.
Not a real issue, just for discussion.
I wrote a grammar that accepts all COD/GAD/INC files in the KE version, plus an interpreter that converts haeuser.cod
and figuren.cod
into python (json-like) objects. It could be interesting to you for debugging, or if you ever want to go down the rabbithole of rewriting your COD parser.
Link: https://github.com/mbugert/anno1602-script-parser
After zooming back and forth the mouse picker has an x,y offset. This is still the case after going back to the main menu and starting a new game.
If the building width is not the same as the building height, the rotated building will be shown incorrectly.
Affects the following buildings:
Id: 303, size: (1, 3) Stadttor
Id: 801, size: (6, 4) Kathedrale
Id: 803, size: (2, 1) Kapelle
Id: 805, size: (4, 3) Kirche
Id: 807, size: (2, 3) Wirtshaus
Id: 809, size: (4, 3) Marktplatz
Id: 813, size: (4, 3) Badehaus
Id: 823, size: (4, 3) Marktplatz_kaputt ?
Id: 831, size: (5, 7) Schloss
Id: 853, size: (1, 3) Bogen ?
Id: 2101, size: (2, 3) Kontor1
Id: 2103, size: (2, 3) Kontor2
Id: 2105, size: (2, 3) Kontor3
Id: 2107, size: (2, 3) Kontor4
Id: 2121, size: (2, 3) Kontor1_kaputt
Id: 2122, size: (2, 3) Kontor2_kaputt ?
Id: 2123, size: (2, 3) Kontor3_kaputt ?
Id: 2124, size: (2, 3) Kontor4_kaputt ?
Id: 2221, size: (2, 3) Piratenkontor
Id: 2401, size: (1, 2) Erzmine
Id: 2403, size: (1, 2) Erzmine_tief
Id: 2405, size: (1, 2) Goldmine
Id: 2407, size: (1, 2) Steinbruch
Hi!
Would you mind explaining a little bit about your map format? Did you fully specify it yet? If so, it might be easily possible to write a converter that reads the original ISLAND5 chunks and creates your format.
Thanks for your efforts so far! Looks pretty amazing!
Trying to build and run the current instancing
branch (b3fdef5) and getting this error message on startup:
[22:59:14] MDCII: MdciiException occurred:
[Message]: [TileAtlas::LoadAtlasImages()] Image failed to load at path: resources/atlas/sgfx/0.png
[File]: /home/armin/dev/MDCII/src/map/TileAtlas.cpp
[Line]: 99
I've seen that you wrote a little tool for the creation of the atlas files. However, i have no idea how to start it. Could you provide some infos what is needed as prerequisites and how to start this?
I tried to build the project on latest Manjaro.
But when I execute
conan install conanfile.txt -s build_type=Debug --build missing
It gives this error:
xorg/system: ERROR: while executing system_requirements(): System requirements: 'libxvmc, xtrans' are missing but can't install because tools.system.package_manager:mode is 'check'.Please update packages manually or set 'tools.system.package_manager:mode' to 'install' in the [conf] section of the profile, or in the command line using '-c tools.system.package_manager:mode=install'
ERROR: Error in system requirements
Render animations. This should be implemented at an early stage.
Hi!
It seems that recently you removed conan from the project. I don't quite understand what you mean by
Compiling MDCII
I prefer vcpkg. You can install it as described here.
Now the Requirements have to be installed.
I'm not familiar with vcpkg. Could you give any hints on using this and how to build MDCII?
Further i'm getting errors that glew could not be found on ubuntu 22.04
Did you change anything in CMake files?
A current ImGui version is now used. The input API has already changed since ImGui 1.87, which made MDCII keyboard and mouse events broken now. The mouse and keyboard events need to be refactored.
When i build, i get the following errors:
$ make
Scanning dependencies of target MDCII_TEST
[ 2%] Building CXX object tests/CMakeFiles/MDCII_TEST.dir/Tests.cpp.o
Scanning dependencies of target MDCII
/home/armin/dev/MDCII/tests/Tests.cpp:19:10: fatal error: gtest/gtest.h: No such file or directory
19 | #include <gtest/gtest.h>
| ^~~~~~~~~~~~~~~
Hi!
I just checked your latest commit (aa3dc6c) and seen something strange in positioning. See for yourself:
Are you using any specific cmake features that are not there in 3.16? Ubuntu 20.04 comes with 3.16.
Water related buildings and farms are not rendered correctly. The rotation must be deactivated for the farms selection. With the water related buildings, it must be ensured that these can only be built on the coast.
The MapTile object was originally very small and could be copied without any problems. This has changed in the meantime. It may be that the class becomes even larger. Therefore, pointers should be used.
So far only GFX graphics are used. Add MGFX and SGFX.
I suggest using semantic versioning for this project.
There is a wide range of tools out there in this regard.
I suggest using tsemantic-release](https://github.com/semantic-release/semantic-release)
If you like I can setup a PR for that.
The only thing that you need to change is the commit message like Conventional Commits.
semantic-release is highly adaptable and can generate changelogs, builds, (pre)releases, all kinds of artifacts,...
it is integrated into GH actions easily.
What do you think?
Changing the world size from e.g. 50x35 to 100x70 makes it impossible to rotate the world.
In similar games, large maps can be created with e.g. 512x512 or 256x256 tiles. This can mean a single city or a single island. For this, some kind of culling has to be implemented, since the frame rate is already very poor for medium-sized maps.
I propose putting a clangformat file in the repository. My IDE wants to format the source differently than yours. Making changes this way is nearly impossible.
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