Author Topic: Incursion source release is here!  (Read 19830 times)

chooseusername

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Incursion source release is here!
« on: March 15, 2014, 09:25:27 PM »
See the Incursion news page.

Source code is available in bitbucket incursion-roguelike repo.

github repo deleted.
« Last Edit: March 24, 2014, 08:25:10 PM by chooseusername »

Krice

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Re: Pending Incursion source release
« Reply #1 on: March 15, 2014, 10:47:00 PM »
I guess it's interesting to see how bad it is. And is someone able to fix any of it.

Eben

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Re: Pending Incursion source release
« Reply #2 on: March 16, 2014, 01:29:43 AM »
looks like good news to me, hopefully we can see some good things come out of it

Zireael

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Re: Pending Incursion source release
« Reply #3 on: March 16, 2014, 02:04:30 PM »
EEEEK!

1) Am I dreaming or what?
2) It's happening!
3) Oh my god, he's even mentioned Veins of the Earth!

*promptly faints*

getter77

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Re: Pending Incursion source release
« Reply #4 on: March 16, 2014, 04:30:32 PM »
This is a good thing.  I would like to think this will get ultimately situated, considering what people have managed with Cataclysm 1(which was also considered to be very hacked together) after the fact.
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chooseusername

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Re: Pending Incursion source release
« Reply #5 on: March 16, 2014, 10:28:41 PM »
Some sources have been released.  I'll try and get them into a working form, and upload them to github at some later stage.

I wouldn't guarantee that it will ever work.  Note that Incursion contains a custom scripting language, and compiles it into C++ as I understand it.  It's a little more complicated than Cataclysm would have been.

chooseusername

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Re: Pending Incursion source release
« Reply #6 on: March 17, 2014, 03:12:37 AM »
Some sources have been released.  I'll try and get them into a working form, and upload them to github at some later stage.

I wouldn't guarantee that it will ever work.  Note that Incursion contains a custom scripting language, and compiles it into C++ as I understand it.  It's a little more complicated than Cataclysm would have been.
I've got it compiling and working, in a cobbled together form. Once I've ensured that the cobbled together form is correct, will check something into github.

In the meantime, here are the compilation instructions:
  • Get Incursion-0.6.9H3s.rar.  Extract the contents of the included folder in D:\incursion.
  • Get More-0.6.5B.rar. Extract the contents of the included folder in D:\incursion.
  • Add the rle.c/.h and lz.c/.h source files and header to the VC project.
  • Remove the step that regenerates yygram.cpp/yygram.h, as this requires the modified accent tool which is not yet provided by Julian.  Ensure you still have the pregenerated src/yygram.cpp and inc/yygram.h that came with the rar.
  • Add return types to all the function definitions to in yygram.cpp, as times have changed and these are now needed.
  • Get allegro-msvc9-4.2.3.zip and extract so bin and lib are under the d:\incursion\allegro directory.
  • Get from allegro site dx70_min.zip and extract.  Add lib and bin paths to project.
  • Build.  Fix the trivial other errors.
  • Copy D:\incursion\Glyphs.bmp (from the earlier More-0.6.5B.rar) to d:\incursion\NGlyphs.bmp
  • Make the directory d:\incursion\save (or it will crash when the directory is used)
  • Make the directory d:\incursion\log (or it will crash when the directory is used)
  • Copy the directory d:\incursion\mod from the 0.6.9I binary release. You can compile the lib\*.irh files by running your built incursion into a mod, but that mod will trip assertions and will seem to be faulty.
  • Run and you'll see something like the following.  You can debug it and it will find the files in the right place (under D:\incursion)

You can add the font bmp onto the executable with exedat, which is an allegro thing (accessed via a call to load_datafile('#')).  If you do this, it won't need to be placed in the given directory as NGlyphs.bmp.

Getting it working as well as the latest release bugs:
  • There is slight font character corruption.  Given we have Glyphs.bmp, and the code wants NGlyphs.bmp, I suspect there is a newer missing version of this file.  The updated bmp can be extracted from the 0.6.9I exe using the allegro grabber executable.
  • The module in the mod directory does not compile in a bug free fashion, and crashes.  The borrowed one from the official later release works..



Edit: This has been updated with minor changes according to what I've learnt.
« Last Edit: March 17, 2014, 07:35:25 AM by chooseusername »

Zireael

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Re: Pending Incursion source release
« Reply #7 on: March 17, 2014, 08:05:32 AM »
Great, wasn't expecting the sources so soon.

Can't wait to see the source on git.

TheCreator

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Re: Pending Incursion source release
« Reply #8 on: March 17, 2014, 04:18:34 PM »
200k lines of code, including scripts. I am impressed.
Fame (Untitled) - my game. Everything is a roguelike.

AgingMinotaur

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Re: Pending Incursion source release
« Reply #9 on: March 17, 2014, 11:13:54 PM »
That is wonderful news.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

CaptainKraft

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Re: Pending Incursion source release
« Reply #10 on: March 18, 2014, 12:34:49 AM »
Wow, you work fast! It's really cool to see a community like this.
Build a man a fire, and he'll be warm for a day.
Set a man on fire, and he'll be warm for the rest of his life.

chooseusername

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Re: Pending Incursion source release
« Reply #11 on: March 18, 2014, 01:24:20 AM »
Fast?  No, typically getting projects working that are somewhat old and use a toolkit like allegro or SDL, is quite easy.  The work required was the basic stuff.

Here's the github project: https://github.com/rmtew/incursion-roguelike

Note that there's no code there yet, adding the code is the most complicated part, if I want to contrive a version history.  And Julian might come up with other versions of the code to factor in yet.

Zireael

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Re: Pending Incursion source release
« Reply #12 on: March 18, 2014, 08:47:15 AM »
Must download the zip first chance I get.

I bet there's a lot of awesome goodness in those 200k lines of code.

TheCreator

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Re: Pending Incursion source release
« Reply #13 on: March 18, 2014, 09:55:26 AM »
I bet there's a lot of awesome goodness in those 200k lines of code.

A lot of mess, I'd say. Sure, there must be *something* buried deep inside, some great design work, but it would be probably impossible to read by anyone except the author of the code. Hell, it turned out to be impossible to read by the author himself (he called it "very tangled"). It's probably better to analyse the game, not the code, if you want to learn something.
Fame (Untitled) - my game. Everything is a roguelike.

chooseusername

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Re: Pending Incursion source release
« Reply #14 on: March 19, 2014, 03:20:06 AM »
Fast?  No, typically getting projects working that are somewhat old and use a toolkit like allegro or SDL, is quite easy.  The work required was the basic stuff.

Here's the github project: https://github.com/rmtew/incursion-roguelike

Note that there's no code there yet, adding the code is the most complicated part, if I want to contrive a version history.  And Julian might come up with other versions of the code to factor in yet.
I've checked in the source code.  Anyone who wants to compile it and is using Windows, may do so.  Instructions are provided in the README file.

Cheers.