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Author Topic: C-Dogs SDL  (Read 17740 times)

David Knight (OP)

  • Posts: 577
C-Dogs SDL
« on: August 18, 2014, 10:38:21 pm »
Here's C-Dogs SDL 0.5.6, a continuation of the original DOS game C-Dogs.

This is under active development and the current developers have added a host of new features, check out their website for more details:

http://cxong.github.io/cdogs-sdl/

Currently music doesn't work but I'm working on that.

Enjoy!
19/08 UPDATE
-enabled triple buffering, removed redundant video menu options, changed menu instructions
01/09 UPDATE
-MUSIC ENABLED
-gcw changes now merged with master branch at github, build instructions here:
https://github.com/cxong/cdogs-sdl/wiki/Developer-Getting-Started:-GCW-Zero
-source code removed from release, no longer required due to above changes
-polish

https://drive.google.com/file/d/0BwYi4RGX-HSaY1RXc1RSUWIzUUE/edit?usp=sharing

CongusBongus has added gcw0 support, latest version is here:
http://sourceforge.net/projects/c-dogs-sdl/files/cdogs-sdl.opk/download
« Last Edit: February 05, 2015, 11:10:21 pm by David Knight »

pcercuei

  • Posts: 1692
    • My devblog
Re: C-Dogs SDL
« Reply #1 on: August 18, 2014, 11:20:58 pm »
I have no idea what is this game, but it is fun :)

Could you recompile with SDL_HWSURFACE | SDL_TRIPLEBUF? It will look better and smoother (it tears a lot right now).
(note: SDL_TRIPLEBUF only exists in OpenDingux; so you should use #ifdef SDL_TRIPLEBUF and revert to SDL_DOUBLEBUF if it is not defined).
« Last Edit: August 18, 2014, 11:23:09 pm by pcercuei »

Gab1975

  • Posts: 1165
Re: C-Dogs SDL
« Reply #2 on: August 19, 2014, 07:23:32 am »
Thanks for porting... this game is very fun! :)
As pcercuei wrote, an "hardware framebuffer" is very advantageous... the "key/button" labels need to be renamed, some options are redundant and the "resolution change" causes the application crash. In any case, the game is already working rather well ! :)
« Last Edit: August 19, 2014, 07:28:42 am by Gab1975 »

Gab1975

  • Posts: 1165
Re: C-Dogs SDL
« Reply #3 on: August 19, 2014, 07:28:05 am »
I'm sorry... double post!

zear

  • * Moderator
  • Posts: 2381
Re: C-Dogs SDL
« Reply #4 on: August 19, 2014, 09:10:40 am »
@David Knight
See Software Porting Guidelines for more details on how to polish your port.

David Knight (OP)

  • Posts: 577
Re: C-Dogs SDL
« Reply #5 on: August 19, 2014, 11:41:54 am »
Can someone please test this for tearing, I've enabled SDL_TRIPLEBUF so it should be better.

I've also changed the menus to remove redundant options and changed the text at the bottom of the menu.

I've still to rename the key/button labels when redefining keys and fix music.

https://drive.google.com/file/d/0BwYi4RGX-HSaanlxeUpNck5xcms/edit?usp=sharing
« Last Edit: February 05, 2015, 11:09:42 pm by David Knight »

Gab1975

  • Posts: 1165
Re: C-Dogs SDL
« Reply #6 on: August 19, 2014, 01:24:49 pm »
Can someone please test this for tearing, I've enabled SDL_TRIPLEBUF so it should be better.

I tested the new opk... now, with the triple buffer enabled, the scrolling is smooth and the tearing is totally absent!

David Knight (OP)

  • Posts: 577
Re: C-Dogs SDL
« Reply #7 on: August 19, 2014, 06:45:17 pm »
Thanks, I am unable to test today. I have updated the opk.

congusbongus

  • Posts: 80
    • congusbongusgames
Re: C-Dogs SDL
« Reply #8 on: August 21, 2014, 02:32:53 pm »
Thanks for making this release! Good to see new players of the game.

I don't have a GCW0 myself and I usually don't test at 320x240 so there may be issues I'm not aware of. If anyone has any issues or suggestions for the game itself (and not strictly related to the port), feel free to check out the GitHub project: https://github.com/cxong/cdogs-sdl

David Knight (OP)

  • Posts: 577
Re: C-Dogs SDL
« Reply #9 on: September 01, 2014, 11:14:28 pm »
Phew! It's taken a week but I've fixed the music bug, music now plays fine.
In addition it is now running smoother and with no fewer crashes (sometimes crashes then lots of explosions occur).
Importantly and most exciting for me, the gcw changes are now merged with github, meaning gcw is now officially supported :D
Huge thanks to cong and carstene1ns who have been remarkably patient and helpful despite my lack of knowledge.

The updated opk is here:
https://drive.google.com/file/d/0BwYi4RGX-HSaY1RXc1RSUWIzUUE/edit?usp=sharing
« Last Edit: February 05, 2015, 11:09:53 pm by David Knight »

Gab1975

  • Posts: 1165
Re: C-Dogs SDL
« Reply #10 on: September 02, 2014, 07:54:45 am »
Thanks! The title and background musics work without problems! :)

congusbongus

  • Posts: 80
    • congusbongusgames
Re: C-Dogs SDL
« Reply #11 on: November 11, 2014, 10:36:35 am »
A new version (0.5.7) has been released; the download is hosted here: http://sourceforge.net/projects/c-dogs-sdl/files/cdogs-sdl.opk/download

Gab1975

  • Posts: 1165
Re: C-Dogs SDL
« Reply #12 on: November 11, 2014, 12:50:56 pm »
Thanks for the update! ;)

zear

  • * Moderator
  • Posts: 2381
Re: C-Dogs SDL
« Reply #13 on: November 11, 2014, 01:20:01 pm »
@congusbongus
A great release - seems to be a solid GCW Zero port.

What is the status of the data files license? I am unable to find this info anywhere. At this point we'd like to add the game to our official repository, but only software with clear license status can be hosted there.

congusbongus

  • Posts: 80
    • congusbongusgames
Re: C-Dogs SDL
« Reply #14 on: November 11, 2014, 10:37:27 pm »
What is the status of the data files license? I am unable to find this info anywhere. At this point we'd like to add the game to our official repository, but only software with clear license status can be hosted there.
Unfortunately the data is non-free; the original author only released the source as GPL, which means the data is "freeware". I've been trying to contact the author but I'm getting radio silence, I even found a linkedin profile which I'm almost certain is the same guy. I've also been slowly replacing the original data with free replacements but it's going to take a long time. It's high on the list as it's also stopping the game from being included in other official repos, libregamewiki etc.

I'll let you know once it's done.

zear

  • * Moderator
  • Posts: 2381
Re: C-Dogs SDL
« Reply #15 on: November 11, 2014, 11:40:51 pm »
Does the game work with verbatim data files taken from the DOS version? So that the user could provide his own data, while we only distribute the game binary?

But I'm happy to hear there is work towards replacing the datafiles :)

One more thing to remember is that level design is also copyrighted, so a free replacement would require brand new maps.

congusbongus

  • Posts: 80
    • congusbongusgames
Re: C-Dogs SDL
« Reply #16 on: November 14, 2014, 02:59:38 am »
Does the game work with verbatim data files taken from the DOS version? So that the user could provide his own data, while we only distribute the game binary?
Yes, and if someone wants to add build scripts that produce no-data packages that will be great! I'm not interested in it myself though because without data the game doesn't run, so I'd rather spend time on free replacements.

DPA09

  • Posts: 101
Re: C-Dogs SDL
« Reply #17 on: November 15, 2014, 07:17:36 pm »
Thanks for this - it's great fun.

congusbongus

  • Posts: 80
    • congusbongusgames
Re: C-Dogs SDL
« Reply #18 on: March 10, 2016, 02:22:11 pm »
Version 0.6.0 has been released, download here: https://github.com/cxong/cdogs-sdl/releases/download/0.6.0/cdogs-sdl.opk

This release includes LAN multiplayer, so for example you can run a server on a computer connected to the TV, and use the GCW-Zero as a controller ;D



The tileset and sounds have been replaced with free versions. Hopefully one day all the non-free assets can be replaced so this game can be added to the official repo.

David Knight (OP)

  • Posts: 577
Re: C-Dogs SDL
« Reply #19 on: March 10, 2016, 03:27:04 pm »
Thanks for the continued work on this fun game, one of my favourites on the system.

 

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