Windemere Source
Would anyone be interested in my releasing the Windemere source code, or should I let it die peacefully?
I don't think releasing the source code could hurt anything... but I don't think it would be likely that anyone would pick up after it, either.
Edit: So I'd say go for it.
Edit: So I'd say go for it.
January 1st 2006, 01:07 AM
toa
OOH! OOH! I'm interested!
Not saying I'll do anything with it, but I'd love to see it.
Not saying I'll do anything with it, but I'd love to see it.
Yeah, would be interesting On some screenshots I saw you were working on it in Dev-C++ so at least I don't have to work away all the compiler-differences to even compile it in the first place
I still think it has way too much potential to waste. Ya, let's see what it does in the community
So windmere will never be finished?
Not by Merlin, apparently.
Can't say I'm surprised.
Can't say I'm surprised.
January 1st 2006, 10:05 PM
Ric
We both got sidetracked by commercial venters. But he did enough that if someone put together a simple editor there would be enough that the community could sort of evolve it to something big.
Doesn't surprise me either. I wish I knew about C++ to make use of the source of the project myself.
I downloaded this, but halfway during compiling it errors because I don't have some of the libraries.
Could someone give links to the devpacks here (for Dev-C++ 5)?
Could someone give links to the devpacks here (for Dev-C++ 5)?
Hmm...
Some libraries are included with the project, I saw that. But where can I get those other libs (source)?
Some libraries are included with the project, I saw that. But where can I get those other libs (source)?
Probably so. You can find anything with Google.
I'm not even sure what it is I'm supposed to be finding mind you.
I know he wasn't. I'm no idiot. I wantr to compile it too though, so I want to know what files to get.
So read the SOURCE_RELEASE_README.txt file included with the package. It's really not that difficult to do; you extract the archive, double click on the icon for the aforementioned text file, and then words come up on the screen. Now this is the part where you read the words. You will find what you need to know after reading.
Yeah. It's my disposition that if you can't figure out how to download and compile a library, then you shouldn't be playing with Windemere.
And I'm not sure why you're trying to. It doesn't do anything. Besides, after 1.08, my plans are to merge the two engines together. That way, since I know no one will make a freescrolling editor for me, I can get it done quicker. I'll make sure and get rid of the PAK file nonsense though.
And I'm not sure why you're trying to. It doesn't do anything. Besides, after 1.08, my plans are to merge the two engines together. That way, since I know no one will make a freescrolling editor for me, I can get it done quicker. I'll make sure and get rid of the PAK file nonsense though.
It's not that I'm unable. It's that the file wasn't there. I have it now, but I had to redownload the source to get it.
I downloaded and installed every Devpack I'd need for this. And still it gives errors like 'freetype file not found'. Same with OpenGL and OpenAL...
Where do I copy these libraries' sources to to make the thing work? They are 'registered' in Dev-C++...
Where do I copy these libraries' sources to to make the thing work? They are 'registered' in Dev-C++...
I'm not sure what your problem is with freetype, other than to tell you to build from source.
OpenAL I downloaded off AL CVS. You'll have to write a makefile to compile it, but all works dandy afterwards.
OpenAL I downloaded off AL CVS. You'll have to write a makefile to compile it, but all works dandy afterwards.
With the release of 1.08, I can't say I'm sad Windemere isn't going to be released.
It's definatly cool what has been done with Dink 1.08, but there is simply no comparing that with Windemere.
Windemere is the core of a game that can take any practical graphic or audio image and use it in a game any way you'd want to. Tiles any size you want, from 50*50 (like dink) up to large area maps (like 2000*2000), alpha support for transparent and translucent effects, plus all the cool things dink has like all the sp_ controls. Doesn't that sound good? Yet even if it were compiled, it would still just be at the beginning, not ready to play, nothing modded to play, even if it was beta today it may take a year to make a mod as developed as some dink mods.
Enjoy 1.08, but just for its incredible potential, please.... someone just get Windemere to an alpha release point so it will get a life of it's own...
I really like Merlins' plan to merge the code (and I know he has the skill). What we'll probably see is versions of the Dink engine still able to run Dmods, but huge new abilities added, like freescrolling and .png graphics.
Windemere is the core of a game that can take any practical graphic or audio image and use it in a game any way you'd want to. Tiles any size you want, from 50*50 (like dink) up to large area maps (like 2000*2000), alpha support for transparent and translucent effects, plus all the cool things dink has like all the sp_ controls. Doesn't that sound good? Yet even if it were compiled, it would still just be at the beginning, not ready to play, nothing modded to play, even if it was beta today it may take a year to make a mod as developed as some dink mods.
Enjoy 1.08, but just for its incredible potential, please.... someone just get Windemere to an alpha release point so it will get a life of it's own...
I really like Merlins' plan to merge the code (and I know he has the skill). What we'll probably see is versions of the Dink engine still able to run Dmods, but huge new abilities added, like freescrolling and .png graphics.
January 11th 2006, 03:49 AM
John Hagen
I've been waiting for windmere, even though i've been absent from the dink scene for (3 years now? lol) Chris knows i suck at programming, but if i didn't i'd love to see this evolve into something great. Face it, dink sucks. It's old, not just that but it's limited. Take a look at true opensource projects, which were designed from the ground up as being opensource. I like to be able to edit files manually with a text editor. Also i'm curious, who uses linux? I've been using it extensively for 4 or so years now. (until my last backup hd broke, now i'm stuck with wintendo) we need a linux port...
[dreams of the day when he can apt-get dink]
[dreams of the day when he can apt-get dink]
It's not that I think it's comparible. But the features Merlin said Windemere would have that interested me, have been implented in 1.08. I know Windemere has lotsa more, but I don't really need that fancy stuff. I think Dink amost has been perfectionized with 1.08: it's still limited, and it's almost bugless (well, for a casual modder anyway). And the fact that Dink is so limited makes it interesting, I think. If I want to make a state of the art game, I'll mod Morrowind or something. But I'm modding Dink, because it's more fun.
January 11th 2006, 09:43 AM
John Hagen
lol well morrowind isn't opensource. Since I haven't been around for a while, i don't know what features you mean. But from what I believed, windmere was to be the sequel to the dink engine. I'm saying the engines old... There's only so far you can go with an engine. All the dmods look pretty much the same, though i am impressed with some of the newer ones, like pilgrim's quest. (is that new? lol) I think anytime you have an engine which increases support you'll find a medium with greater potential. And with a fanbase like dink, you'll have dev support. Of course my thought on the matter, Christiaan, is that you simply have a crappy computer, right?
Lol. I was actually replying to Ric, but I really think the charm of Dink as it is now shouldn't be messed with too much. 24bit color is cool, as is windowed mode and advanced scripting. I don't want 3D, multiplayer, 1024x860 resolutions (although 800x600 might be nice ) and so forth. As for all D-Mods looking the same way: not true. You mentioned Pilgrim's Quest, and look forward to my D-Mod Scenia. It's pretty far along and looks nothing like Dink. And I don't have a crappy computer! (2,6 Ghz, 1GB RAM)
January 11th 2006, 11:45 AM
John Hagen
Oh, you're making a dmod? i just hope you don't decide to make custom graphics like in glandor. *jab* *jab*
Seriously though, i look forward to breaking it.
Seriously though, i look forward to breaking it.
I believe it's nigh unplayable, according to what i've read though. I whole-heartedly agree with a linux port. Dink being what it is SHOULD use gpl-ed *nix tools anywho. Linux is t3h r0xx0rz
What happened to that SDL port? It'd be cool if that would get finished. Multi-platform yeah!
i always had slow performance with sdl for some reason. *thinks* aalib dink anyone? lol.
I'm guessing people would like to hear a good reason. I don't really care, but 'course people could think it a bit selfish to just not release it while you can make a lot of people happy with it.
read this, it pretty much explains the problems encountered. Ignore the nastiness.
http://www.dinknetwork.com/forum.cgi?MID=39775
http://www.dinknetwork.com/forum.cgi?MID=39775
If you read the Dink v 1.08 RC2 discussions:
I'm going to compliment you, Tal: you are awesome. I'm not actively working on Dink 1.08 or DFArc2 anymore, but I'd like to say that I know how it feels to have someone beta test something as a programmer, and it's much nicer than doing it yourself.
I will probably request your assistance in the future when I start work on an SDL port (I run linux and I'm sick of not being able to play Dink.) I'll integrate Windemere and Dink together, which I really should've done a while ago, and it will become v. 1.09 if Dan and Seth agree. That's why I am anticipating this release, even if I don't plan to use it. It's nice to have a bug-free (or, since that's impossible, as few bugs as possible) foundation to work from.
So, thanks again.
And thanks to everybody that contributed, if you haven't been thanked already.
I'm going to compliment you, Tal: you are awesome. I'm not actively working on Dink 1.08 or DFArc2 anymore, but I'd like to say that I know how it feels to have someone beta test something as a programmer, and it's much nicer than doing it yourself.
I will probably request your assistance in the future when I start work on an SDL port (I run linux and I'm sick of not being able to play Dink.) I'll integrate Windemere and Dink together, which I really should've done a while ago, and it will become v. 1.09 if Dan and Seth agree. That's why I am anticipating this release, even if I don't plan to use it. It's nice to have a bug-free (or, since that's impossible, as few bugs as possible) foundation to work from.
So, thanks again.
And thanks to everybody that contributed, if you haven't been thanked already.