Home » MODDING HQ 1.13 » v1.13 General Development Talk » C#-XNA port anyone?
C#-XNA port anyone?[message #206211] Tue, 13 January 2009 01:52 Go to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
Location: Germany
I'm right now working on creating a C#-XNA port of Jagged Alliance 2.
I'm still in the first stages (right now working on the gamescreen and window UI systems (will enable fully movable and resizable windows etc). I'm also planning to make the game resolution indepentent using these systems.

Just wanted to see how interesting such a project is for the community, although I'll probably do it for myself even if not, for fun an educational purposes.
AS already mentioned the new engine will be based on XNA, largely avoiding its content pipeline thought to keep the game modable, and using IrrKlang for sound (enabling ogg and any other sound sources). Cutscenes will probably be played with simple DirectShow filters.
Usage of XNA will of course enable the use of shaders (for those of your unfamiliar with the technical stuff, no this doesn't mean it's using a 3d engine, shaders work in 2d just as well).
Color replacement on characters, postscreen shaders etc are all possible then.

Of course there is still an immense load of work to do, but a final project would be a very nice (even if not platform independent) platform for further development of new features and should bring JA2 into the 21st century.

Any comments, offers of help or whatever else (except MS bashing please, do that in the offtopic) are welcome. =)

Edit: Communication with the C developers would be helpful too of course since I'll base the port on the currect trunc version of 1.13 and any features which are incomplete and still in development might raise some questions about how or why certain stuff has been done. =)

[Updated on: Tue, 13 January 2009 01:57] by Moderator

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Re: C#-XNA port anyone?[message #206262] Tue, 13 January 2009 21:42 Go to previous messageGo to next message
casper1987vd is currently offline casper1987vd

 
Messages:12
Registered:October 2008
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nice idea, but c# is based on managed code.
c# uses the .net framework, which alraeady cant be platform independent.
i really like the concept, but all the developments are done in cpp?

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Re: C#-XNA port anyone?[message #206277] Wed, 14 January 2009 00:26 Go to previous messageGo to next message
zilpin is currently offline zilpin

 
Messages:63
Registered:October 2007
Or better yet, Java!
*ducks*


Seriously, C# would be a re-write, not a port, and would gain very little since it is not platform independent (whatever MS might tell you). Although Mono is an impressive achievement, you learn quickly that writing .NET code for Windows & Mono is just as cumbersome as writing C++ code for MS Windows & X Window System.

Everything in JA2 is very tightly knit. Changes to UI impact the AI engine, &vv. The original game was 99% hard-coded, and it still shows.
You would find yourself writing 3/4 of the code from scratch, with the old code being useless for any algorithm recycling. The rest would just be useful for reference on plot script and AI behaviour, but still nothing you could copy over.


That said, if you want to do it, do it.
The code is available, and if anybody wants to use it as a reference to re-write JA2 in C#, or VB, or Java, or Ruby, or Haskell, or APL, they can.

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Corporal
Re: C#-XNA port anyone?[message #206279] Wed, 14 January 2009 00:38 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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I am also a C# coder and worked a little bit with XNA. So for me that project sounds very interesting.

@Keldor: Do you have already something I can look at Smile

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Sergeant Major

Re: C#-XNA port anyone?[message #206295] Wed, 14 January 2009 06:36 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
Location: Germany
@RoWa21, the work is still in the early stages. Let me complete the basic UI functions so I can create a few sample screens, then I can make the code available for you to look at. Right now there's just the basic interfaces for sound, input and graphics going on. I just began this project as a sideproject from something else two weeks ago or so. Smile If you're interested in keeping in touch nevertheless, tell me and I'll give you my ICQ number or email address. What's your experience and background in .NET development btw?

To the others.. it's true that XNA is platform dependent as long as nobody ports it (why the mono people stopped the Mono.XNA project I don't know). C# and .NET (or rather CLI) however are everything but platform dependent. CLI and C# are open standards and Mono is by now capable of running any program up to .NET 2.0 and is preinstalled with at least every Ubuntu version.

Also it is still a port. There is a platform port and a language port. I'm doing a language port, while the platform remains Windows for now.
Saying development in C# is just as cumbersome as C++ is a very strange argument. C# and the entire development platform built around it are made for Rapid Development, C++ is very low end and digs very deep into things that are a lot easier to do in C# because of the vast .NET Libraries.

Also, while I am using XNA for now, because it is simply so far the best and easiest Graphics and Input library for Windows in C#, absolutely nobody will stop anyone from rewriting the necessary classes in on more platform independednt basis. I'm using XNA for now because porting to platform independence takes time and I want this thing to get done first before I target any other platforms.
The majority of the code will be totally low-level-engine independent and simply work with the interfaces and use simple C#, mostly even standard .NET 2.0 level, so it will be fully platform independent on that level. Rewriting microsofts Game class and creating a graphics handling like in their application model is easy enough, just takes some time and someone who knows enough about OpenGL to use it with Mono. THe sound library IrrKlang is .NET capable but fully platform independent and runs on any OS, so theres no need whatsoever to port anything there. Porting input is not necessary since a C# port of the platform indepenent OIS-library is already in the works for Axiom and from what I know basically already running and stable. I'm not going to use it because for my purposes right now XNA will do. So all that would need to be ported is graphics and the XNA application framework (which is already done to a large degree by mono and could be completed by anyone who wants to do it).

I myself simply am not targetting anything but Windows, Ja2 is directX only right now as well anyway. What I want now is port the code to a language who's IDEs support rapid development and easy test driven development and bring the entire low-level engine to the next level, support shader use etc. and basically bring the entire code over to the object oriented standard of today.
Also I might add the possibility for plugins which will make the entire game even more modable and easier to expand.
So yes I'm targetting Windows only with XNA, but saying that the decision to use .NET will make it platform dependent is simply wrong. Final changes to make it platform independent should take a dedicated team of 2-3 people not more than a few weeks once the code is complete and one might even get some changes in to make it run on the X-Box in the end if anyone would want that (would require rewrites to use the content pipeline and a rewrite of the sound-engine part. Also not that much work).

And that I'll have to rewrite everything is simply not true. I will rewrite a lot to turn the C-style pseudo object orientation into a real one, but the basic ideas will be usable 1:1, there's no need to change the basic design or the algorithms. Most of the high-level code will probably be reused by me 1:1 unless I immediately find room for improvement, but there is no need to do any major redesign.

Oh and.. if .NET is such a crappy idea.. then what is this
Quote:
DeFrog

* converting the C code to VC .NET

doing in the credits?

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Re: C#-XNA port anyone?[message #206297] Wed, 14 January 2009 06:46 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Just having a resolution independent interface gets my vote Very Happy

Can't stand the current setup as its very annoying. If you are going to do all this work, is it possible to upgrade the game to run in 32bpp with full AA capabilities and full/partial transparency? That would be so useful for making good looking graphics Smile

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Lieutenant

Re: C#-XNA port anyone?[message #206298] Wed, 14 January 2009 06:56 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
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I'm going to use XNA for graphics just as I said. That means full shader use and full Direct3D9 features. This includes of course 32bit graphics with transparency, but also includes the use of post-screen shaders or any shader effects you can think of that work with textured surfaces. (XNA's 2D sprite graphics are nothing but simply 3d surfaces which all have the same depths basically and without 3d camera use, so it is basically Direct3D, no DirectDraw or something, so of course access to the full programmable pipeline is there).
I am working right now on the basic UI system and I will make sure that in the end the system is flexible enough to adjust its contents to different resolutions and it will also allow to move windows like the dialogue window or stuff like that. Even Drag&Drop between two merc's inventories or crap like that will be easily possible with that. Semi-Transparent windows, postscreen bloom (although I don't know how good that would look with the current sprite quality), dynamic color replacement, rain-shader, stuff like that.. no problem basically. Just needs to be written, the capability will be there of course. That's why I'm doing this in the first place. I want code in a language that supports rapid development, I want a clean object oriented design so new coders can enhance and expand the code without digging through ugly macro-filled decade-old C and I want to bring sound and graphics to DirectX9 standards.

Edit: To let the game basically run on any resolution and even change the resolution at runtime is easy and basically already works now. The challenge is to have the content re-arrange itself depending on the resolution in the end. But that is easy enough as long as 800x600 is kept as a minimum resolution (640x480 will go, I'm not even sure Vista and upcoming Windows7 even still support that resolution anymore) to have enough room. And of course widescreen support will be done.
A basic scaling up of the entire UI while showing a larger section of the tactical map on a screen is VERY easy. But I'd like the game to really use the space it has available, like in the sector inventory or something. And I want that to work dynamically.
But in the end that shouldn't be too easy, I just have to write the necessary UI-classes. I hope to achieve a UI that is as easy and flexible to program as Windows.Forms are in a standard windows application.
Imagine your laptop screen with REAL taskbar and REAL movable and minimizable browser windows Wink

But don't get too enthusiastic, this will require a lot of time to finish. I basically have to write the game again in another language and even though I don't need to redesign most of it, I still need to write and test it Wink And I'm not talking just a few weeks Wink But I think the end result will be worth it nevertheless =)

[Updated on: Wed, 14 January 2009 07:05] by Moderator

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Re: C#-XNA port anyone?[message #206301] Wed, 14 January 2009 10:20 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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It is worth mate Wink

Just wondering how the sprites will be handled and whether there will be a way to make sprite handling easier?

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Lieutenant

Re: C#-XNA port anyone?[message #206304] Wed, 14 January 2009 10:54 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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@keldor: I am a c# coder for about 7 years so reading / writing C# code shouldn't be a problem Smile

I also have some experience with managed directx 9 and xna and maja 7.

So you use Visual Studio 2008 and XNA 2.0, .NET Framework 3.5 to develop?

If you have something I can look at, contact me: wannebox@gmx.at

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Sergeant Major

Re: C#-XNA port anyone?[message #206331] Wed, 14 January 2009 18:29 Go to previous messageGo to next message
Realist

 
Messages:28
Registered:September 2005
Location: Duesseldorf, Germany
I'm quite interested in this project as well.

Are your specifications fixed or still up to debate?

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Re: C#-XNA port anyone?[message #206346] Wed, 14 January 2009 19:50 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
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I'm using Visual Studio 2008 Team Suite (academic license), XNA 3.0 and the .NET Framework 3.5, yes. Developing under Vista.

About the specifications... I'm doing this in a somewhat constinuous integration way. Meaning I don't design first, then implement, I rather implement one feature after another as the need arrises and once I'm out of the low level stuff I'm going to also use a more Test Driven approch (haven't found a nice way to do TDD for a game's core engine functions yet, simply very hard to automize anything here, but the XNA framework and IrrKlank engine pretty much offer completely done solutions already anyway).
The rest is pretty much totally open yet. I just have larger goals like make this game in a more advance language with more advanced OO design and make the graphics flexible and modern enough to be able to increase it's qualities a lot.

About sprite handling.. I'm going to support standard image files and it will use alpha blending instead of color keys mostly (although key colors are still going to be supportd of course).
I won't use the content pipeline for any content since that would contradict the current trend to make the game totally independend and ignorant of its concent and instead load everything at runtime. That's about all the final design decisions so far. Everything else is still open for debate Smile


PS: Do you guys have ICQ or something? Would be easier for communication than email if you're really interested.

[Updated on: Wed, 14 January 2009 20:03] by Moderator

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Re: C#-XNA port anyone?[message #206348] Wed, 14 January 2009 20:39 Go to previous messageGo to next message
casper1987vd is currently offline casper1987vd

 
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good luck with the project, things like this are big and can take over one year,
im making my second game in java with couple other students and it takes a long time
to reach goals like you intepreted.
Good luck!

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Re: C#-XNA port anyone?[message #206349] Wed, 14 January 2009 20:51 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
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casper1987vd
good luck with the project, things like this are big and can take over one year,
im making my second game in java with couple other students and it takes a long time
to reach goals like you intepreted.
Good luck!


I'm certainly aware of it. I'm a computer science student myself, and I'm working on another MOD-Project which is in its forth year now or so, although I don't do much coding for that one, rather more organisation, mission scripting and other stuff.

I suspect this to take about 1-3 years depending on how university and private life develop and on any help of course. I hope it can be done in about 12-18 months. if so I could use it as a finished project to show around when applying for jobs Wink But it's a fun project anyway. It's always fun to work on a game that you really loved playing Smile

[Updated on: Wed, 14 January 2009 20:52] by Moderator

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Re: C#-XNA port anyone?[message #206438] Thu, 15 January 2009 23:03 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Registered:February 2006
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At the very least , thanks for trying to improve our beloved game :bow: , if you succeed we will make you :king: , all shall be forced to bow before you :thumbsup: .
By the way , forget studies and real life and crack on with this project :taskmaster:

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Captain

Re: C#-XNA port anyone?[message #206441] Thu, 15 January 2009 23:55 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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@KeldornKatarn

Quote:
About the specifications... I'm doing this in a somewhat constinuous integration way. Meaning I don't design first, then implement, I rather implement one feature after another as the need arrises
You better be careful here.

Quote:
I am working right now on the basic UI system and I will make sure that in the end the system is flexible enough to adjust its contents to different resolutions and it will also allow to move windows like the dialogue window or stuff like that. Even Drag&Drop between two merc's inventories or crap like that will be easily possible with that.
Been there, done that (but with OpenGL). UI stuff is easy. You have to look at the tile engine, because if that is not working you basically have no game. Look at renderworld.cpp, the function RenderTiles alone has over 800 lines. Porting it can/will be a real pain in the ass.

Then, 2D rendering is different from 3D rendering. I haven't try XNA myself and don't know how it abstracts 2D and 3D rendering (or just rendering). Can you just write plain Direct 3D code? In JA 2 there are calls to blit functions all over the place. I don't know if there is an equivalent in XNA. If there is, you could end up with code that looks like today's code, just with a simpler/nicer setup and in another language. If there is no equivalent, you would have to change and reorder a lot of code and not just low-level engine code.

Then there is the content problem. With simple paletted, 256 color images the final result in XNA will look exactly the same as it dos now. You cannot magically improve it with Direct3D. So, you (or someone else) would have to exchange existing images with better ones. Interface images should be very easy to replace, but tile images can be problematic, because there are quite a lot of them. Then, the STI format is NOT just an image format, it is a multi-image format and it also contains so-called Application Data. So just converting them to PNGs or MNGs won't be enough (but don't let this be your problem).

I would recommend you to look over the whole project and identify the main working areas and develop, at least, a basic plan how to port them. You don't want to end with a half ported project because a part doesn't fit into your new structure.

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Master Sergeant
Re: C#-XNA port anyone?[message #206444] Fri, 16 January 2009 00:17 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
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Let me worry about how to port the software development part.
About the images.. STI will go. Using cryptic files is bad for modability and I can story everything in there differently. Also.. yes it is true that I can't improve the tile color count by rendering the differently. In the end artists will be needed. But right now even if there were artists, there is no 32bit tile-engine around. I'll provide one so someone can improve the tiles.
Then again I wouldn't say that one cannot improve the looks by different rendering at all. You'll be surprised what texture filtering, antialiasing and shaders can do.

Also let me worry about when to program which part. I cannot work on the tile engine without having a basic gaming platform in place and that is not the case yet. Let me worry about the designing and development process. =)

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Re: C#-XNA port anyone?[message #206450] Fri, 16 January 2009 01:30 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Oh, i have no problem letting you worry about it.

Quote:
Then again I wouldn't say that one cannot improve the looks by different rendering at all. You'll be surprised what texture filtering, antialiasing and shaders can do.
No i won't.

I'm just saying that you should have a concept how to port stuff. Of course you cannot work on the tile engine when the basic platform isn't set up, but you should know how to do it when the time to do it eventually comes.

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Master Sergeant
Re: C#-XNA port anyone?[message #206938] Thu, 22 January 2009 18:24 Go to previous messageGo to next message
casper1987vd is currently offline casper1987vd

 
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How is it going with the project?
How many programmers are working on it yet?

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Re: C#-XNA port anyone?[message #206952] Thu, 22 January 2009 21:23 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
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Finished unit testing for a revised version of the Game State Management XNA Sample.
Got two splash screens implemented.. I'll implement a video screen and the main menu next.
Then I'll implement the window GUI system and then I'll probably start looking at the tile engine, but maybe I'll implement the basic interface of the game first.

Right now I'm doing this single.

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Re: C#-XNA port anyone?[message #206976] Fri, 23 January 2009 06:01 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Location: Australia :D
Good to hear the update.

With the GUI is there a way to make the interface an HTML setup for positioning and image/button usage? That would make GUI editing very simple indeed as well as giving the gfx artists the ability to move the coordinates of items and buttons on the GUI Smile

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Re: C#-XNA port anyone?[message #206993] Fri, 23 January 2009 10:56 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
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I plan to make the layout of the different windows configurable yet. But via XML, not HTML.
However this will only make it possible to modify the location of elements and their appearance. You cannot add new elements this way since in order for new elements to do anything they must be handled in the code. But I think that's obvious.
The final GUI should be modifyiable in XML yes, and I also plan to make themes for the windows possible. Let me get the menu stuff finished here, then I'll start working on the GUI and I'll possibly show a few screens around then.
For a preview, I'm in contact with this fella and my GUI will be based on his work:
http://forums.sagamedev.com/topic.aspx?topicid=347
http://www.myvideo.co.za/video/dynamic-themes

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Re: C#-XNA port anyone?[message #206998] Fri, 23 January 2009 11:04 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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I was only using HTML as an example (as I know the basics of that). XML will do me fine Smile

I like what you can do with that GUI, gives me plenty of ideas to get started on. Once I have finished my current GUI for the game I'll be happy to make one for this Very Happy

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Lieutenant

Re: C#-XNA port anyone?[message #207014] Fri, 23 January 2009 15:45 Go to previous messageGo to next message
casper1987vd is currently offline casper1987vd

 
Messages:12
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That is awesome Keldor.
Maybe someone can make a repo on the svn server too for this project?
I bet there must be at least a couple of programmers who wants to join him? Razz

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Re: C#-XNA port anyone?[message #207037] Sat, 24 January 2009 00:31 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
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I have my own SVN server which I'm working on configuring to allow other people at least read-only access for now. But I need some info from a buddy of mine who configured it to do that.
But in principle I don't need a new repository. THe project already got one.

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Re: C#-XNA port anyone?[message #207121] Sun, 25 January 2009 01:35 Go to previous messageGo to next message
casper1987vd is currently offline casper1987vd

 
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Great, I've been using svn for over 5 years.
You can give them access (r or rw)

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Re: C#-XNA port anyone?[message #207123] Sun, 25 January 2009 01:38 Go to previous messageGo to next message
casper1987vd is currently offline casper1987vd

 
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Registered:October 2008
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Great, I've been using svn for over 5 years.
You can give them access (r or rw) by using authz and passwd.
I use this one atm:
[groups]
bis_case2 = Casper, Remy, Stefan
bis_case3 = Casper, Stefan
ebus_case2 = Bas, Casper, Jeffrey, Stefan
spa = Casper

[/]
admin = rw
Casper = rw
* =

[BIS:/]
Casper = rw
admin = rw

[EBUS:/]
#Casper = rw
#admin = rw
@ebus_case2 = rw

Note that you can't set subfolders on accessmodifier, you need to make a seperated repo for that, when using svn turtoise.

Are you using apache?
If so, you need to enable the mod for it + i would recommend ssl too.

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Re: C#-XNA port anyone?[message #207657] Sat, 31 January 2009 16:16 Go to previous messageGo to next message
KeldorKatarn is currently offline KeldorKatarn

 
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Be patient. I need feedback from my buddy first. I don't know how he configured it, but the server doesn't use the authz and passwd files.

Until I hear form him I cannot give anyone access.

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Re: C#-XNA port anyone?[message #212061] Fri, 03 April 2009 19:50 Go to previous messageGo to next message
snyper is currently offline snyper
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Registered:July 2008
I'm also very interested in this. I am familiar with C#, DirectX, and some XNA. However, I was trying to do the same thing and was in the design phase when I realized that if I ported JA2 to C#/XNA then why wouldn't I do it in 3D? I would like to see the effect that the actual equipment models have in-game... i.e. a ghille suit that actually shows in game and not just the UI.

3D is the way to go if we update this game. Possibly a 3D isometric type engine. My current research is dealing with skinned meshes in XNA. XNA 2.0 did not have a library to allow for skinned meshes and there is a third party lib that makes it easier if you're using XNA 3.0.

My current status on this: waiting for more free time (due to real life), working out a design for 3d animation, and terrain with day/night cycles and model collisions. I'm using an old version of 3ds max to create models, however, I am NOT a modeler/animator so this takes a lot of time.

I do have a basic terrain mesh (loaded from a bitmap heightmap) with a day/night shader and a simple dwarf model with 4 animations all in C#/XNA 3.0.

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Civilian
Re: C#-XNA port anyone?[message #212065] Fri, 03 April 2009 20:33 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
I think we should make it into a virtual reality game and give away free helmets and gloves.


Anyone?

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Sergeant 1st Class
Re: C#-XNA port anyone?[message #224321] Tue, 30 June 2009 09:22 Go to previous messageGo to next message
JoeKing is currently offline JoeKing
Messages:1
Registered:June 2009
Location: Austria, near Vienna
@ KeldorKatarn : If you are willing to, you could also use the services offered by : http://www.assembla.com
If you want to give it a try, a free space is ready to go in under 1 minute and configured in about another 5 minutes.

The free services package includes 200 Mb of online space and free packages like svn (subversion, git, mercurial), ticketing and bug tracking, a wiki, message board, file and image hosting, user and permission management and a lot more.
If you contact the support team of assembla.com and can verify to them that you are working on an open source project, they may as well just raise the online space for your free package to 500 Mb.
If 500 Mb still wouldn't be enough, then the pricing of the "pro" packages are not that expensive either.

I think it's great package, especially if one (like me) doesn't want to bother setting up svn, trac, wiki, etc and just use them instead.

I don't work for or am in any way affiliated to assembla.com, I just want to point out an opportunity here. Smile

This JA2 1.13 C# Project cought my attention and I'll keep following its process for sure.
Good luck with it !

As this is my first post here, let me quickly say hello to the community.
I may be new here, but I've been following JA2 1.13's process for ages already.

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Civilian
Re: C#-XNA port anyone?[message #224377] Tue, 30 June 2009 14:29 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Welcome to JoeKing.

This project is extremely interesting and if somethings comes out of it it will be a major breakthru indeed. Keep us posted Keldor.

[insert SMP shameless plug]

@all coders lurking - we need your feedback and ideas on Stable Modding Plaform project. Check my sig for more info.

[/end SMP shameless plug]

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Captain
Re: C#-XNA port anyone?[message #304148] Tue, 01 May 2012 22:33 Go to previous message
KeldorKatarn is currently offline KeldorKatarn

 
Messages:37
Registered:May 2006
Location: Germany
Since I so shamelessly abandoned this thread back in the day I guess I should now tell you guys what project kept me from making any headway with this. it was around this time that I became Lead Developer and Co-Producer of the Wing Commander Saga project. Some of your guys might have heard about us, we released this March: http://www.wcsaga.com

Back then I had to decide which project to focus on, and both simply were not possible. Sorry for that. I am now working professionally in the business and I share your pain about the latest Jagged Alliance mess but I cannot really do anything about it at this point but appologize for the sudden drop off the radar back then and I hope some of you can at least enjoy the fruits of the project that I chose over this one.

Keep up the good work with JA 1.13!

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