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Author Topic: Incursion (open source) play & development  (Read 79651 times)

chooseusername

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Re: Incursion (open source) play & development
« Reply #330 on: July 07, 2015, 03:13:33 pm »

At this time, it is perfectly possible to write modules.  And even to distribute them to people, to play in their copy of Incursion (as long as its the same version it was compiled with).

Problems that need to be overcome:
  • There is a nominal amount of hard-coded Hall of the Goblin King code in the game engine.  This needs to be removed, but is not a big deal.
  • At this time we cannot distribute a version of the game which allows module compilation. The original plan was to do so.  But it's not possible, because the script compiler contains GPL code, as the compiler compiler that was used to make it, is GPL and has a small "runtime" that is GPL licensed.  This means we cannot distribute binaries with this code in it, as the GPL does not allow it.  People who want to develop modules need to compile the source themselves.  This is the price we pay for using GPL code.
  • The Incursion engine as is, only has roguelike area generation.  You start in the top level, and you descend, and difficulty is scaled as you do.  A module defines areas, and pieces that will appear in the given area, but allows little control over how and where they are placed.

So, you can make a fantasy D20 module in a dungeon that goes down, where the difficulty scales as you do.  But you only get procedurally generated dungeons with mild coherence.  If you're looking to create a sculpted adventure, you're in the wrong place.  It is after all a roguelike engine, and the game it currently offers is a roguelike game.

It's an unfinished engine.  There's unused and unfinished support for quests, an overworld, multiple players, and more.. in general an open world fantasy D20 adventure.  But to make something more than HotGK it needs someone willing to program in both C++ and IncursionScript.  And to be honest, if the goal is to make an ASCII open world D20 fantasy roguelike, someone who was willing to do so would be hard pushed to find something better than Incursion.
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If you are providing a save file to reproduce an Incursion bug, please compress it and attach it to an issue on the bitbucket site.  I recommend 7zip for compression.

chooseusername

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Incursion (open source) 0.6.9Y19
« Reply #331 on: August 13, 2015, 11:21:35 pm »

An updated download is available on bitbucket: 0.6.9Y19.

Changes:
  • Issue 207: Incursion domain names finished transferring from Julian.
  • Issue 209: Make a standalone module compiler.  This is as done as it can be, and it is now possible to invoke the debug Incursion executable with the '-compile' argument to get it to build the default core module 'main.irc'.  '-compile <modulename.irc>' can be used instead to build other modules.
  • Issue 217: When Google Breakpad minidumping was first added, it was promptly removed when people started complaining that Error() would crash trying to do a minidump.  Now in release builds, which are the only ones with Breakpad support, the Error() function allows the user to choose to try and drop a minidump.
  • Issue 222: Spelling and grammar fixes.  Pull request from Carl Minden.
  • Issue 231: Help menu entries were present for content which was not present.  Reported by Vornag.
  • Issue 233: Cancelling crashed when fields were encountered with no associated effect. Reported by Vornag.
  • Issue 235: Typo in text displayed when attempting to climb.  Reported by Vornag.
  • Issue 236: Moving between levels crashes when an illusion stops as days pass and then the UI is refreshed but the 'between levels' coordinates of -1, -1 choke everything that consumes them.  Reported by Esran Zarnath.
  • Issue 239: Secondary skill kit bonuses should be one per item type, not one per each of item type held by player.  This is not ideal as there may be multiple different visual item types for instance, but at least it no longer exploitable by holding 20 viewing lenses.
  • Issue 240: Your best type of rope in your inventory should add a given bonus to climbing attempts.  However, the wrong value is looked up and all ropes give +2 bonus (which is less than any rope bonus).
  • Issue 243: Remove reference to Julian, and feedback on game design.  Reported by Dave Duckett.
  • Spelling fix: ressurrection/ressurection -> resurrection.
  • Documented script constants, noting which were unused.  These are used for dungeon creation, defining how gods interact with players, and more.
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Harlander

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Re: Incursion (open source) play & development
« Reply #332 on: August 14, 2015, 04:45:50 am »

[lAt this time we cannot distribute a version of the game which allows module compilation. The original plan was to do so.  But it's not possible, because the script compiler contains GPL code, as the compiler compiler that was used to make it, is GPL and has a small "runtime" that is GPL licensed.  This means we cannot distribute binaries with this code in it, as the GPL does not allow it.

If you're talking about GNU bison, its license specifically allows its output to be used in non-GPL "non-free" software.

In more general terms, you're allowed to distributed GPL software as binaries as long as the source code is also made available. (link)
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chooseusername

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Re: Incursion (open source) play & development
« Reply #333 on: August 14, 2015, 05:43:31 pm »

If you're talking about GNU bison, its license specifically allows its output to be used in non-GPL "non-free" software.

In more general terms, you're allowed to distributed GPL software as binaries as long as the source code is also made available. (link)
We are not using bison, rather accent.  And Incursion is intentionally not GPL, and wishes to avoid the GPL's problems, so.. we need to get rid of this tool and replace it with something that can be more freely used (in the practical sense, rather than the co-opted software freedom sense).
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mongrol

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Re: Incursion (open source) play & development
« Reply #334 on: August 14, 2015, 10:46:21 pm »

Sad to see Incursion is deliberately not choosing GPL. Can I ask why?
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chooseusername

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Re: Incursion (open source) play & development
« Reply #335 on: August 15, 2015, 04:40:27 am »

Sad to see Incursion is deliberately not choosing GPL. Can I ask why?
Why would we?  There's no advantage or appeal in it.
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ollobrains

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Re: Incursion (open source) play & development
« Reply #336 on: September 11, 2015, 05:38:08 am »

Interesting good to see it still making progress though
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Rude

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Re: Incursion (open source) play & development
« Reply #337 on: October 22, 2015, 01:53:54 pm »

What's a brazier do?
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Xeron

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Re: Incursion (open source) play & development
« Reply #338 on: January 26, 2016, 10:17:29 am »

Interest bump, how's the situation going, in regards to updates and such ?
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0x517A5D

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Re: Incursion (open source) play & development
« Reply #339 on: January 26, 2016, 03:27:42 pm »

Interest bump, how's the situation going, in regards to updates and such ?

https://bitbucket.org/rmtew/incursion-roguelike/commits/all

The last commits on the public repository were on 2015-11-29.  It was minor stuff, a couple of typos fixed and upgrade to Visual Studio 2015.

The last actual code changes were on 2015-09-16.  They were related to self-polymorph and talking creatures.  Also typos fixed: monsterous -> monstrous in a lot of places.

Doesn't look like much action in the last six months.  A bunch of typo-fixing, a change in the licensing, and build-related maintenance.

This is pretty much what chooseusername intended.  Maintenance, bugfixing, and code cleanup, not new features.
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Felius

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Re: Incursion (open source) play & development
« Reply #340 on: May 07, 2016, 01:36:12 pm »

Back in the mood for incursion, went to download the latest version:

Were the prebuilt dependencies removed? Couldn't find them in the download repository.
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teoleo

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Re: Incursion (open source) play & development
« Reply #341 on: June 02, 2016, 08:35:42 am »

ri dead?
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chooseusername

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Re: Incursion (open source) play & development
« Reply #342 on: July 22, 2016, 07:33:11 pm »

No idea what happened, some downloads were missing, as well as the dependencies.

I've reuploaded Y19 and the dependencies from the same date.  But to be honest, it's best to use the batch script to download them and build everything, as it should give better results.

But it's stable and no-one has reported any easy to fix bugs in a long time, so if that's your definition of dead, then it's deader than a dead thing that's really really dead.  If not, then it's alive and well.
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cherbert

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Re: Incursion (open source) play & development
« Reply #343 on: January 02, 2017, 02:48:23 pm »

I have only just discovered Incursion. Considering the source has been available for sometime now, I am sad nobody has yet to take up the mantel and resurrect this gem!

It's the perfect D&D roguelike!
« Last Edit: January 02, 2017, 02:52:07 pm by cherbert »
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Retropunch

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Re: Incursion (open source) play & development
« Reply #344 on: January 02, 2017, 04:14:14 pm »

I have only just discovered Incursion. Considering the source has been available for sometime now, I am sad nobody has yet to take up the mantel and resurrect this gem!

It's the perfect D&D roguelike!

It's unfortunately - from what I understand, the code base isn't the easiest to work with, and whilst chooseusername has done some excellent work to fix the bugs, I think any proper development would require a lot of determination.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.
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