Does anyone know has KQ (Josh Bolduc) disappeared again? I couldn't find the website.
Pete
According to a recent post on the KQ site (about two months ago), the project is dead... this time for good. He expressed his desire to abandon game development in favor of more social activities -- I'm paraphrasing in the extreme, but you get the point.
KQ... One of the best RPG's I've played...
I will never forgot Sensar and the incredible rage!
KQ FOREVER!!!
It is a pretty unsociable hobby, even at the feeble level I do it at. Definitely a single person's thing! Still it's a shame that he is not carrying on with KQ, as it seemed to be well on the way to being finished, last I saw. Sirocco, do you know if the site is still up? Since it's GPL, it would be good to preserve the KQ code in case anyone ever wants to take it up.
Pete
Yeah, KQ was a great game..
I haven't played it as of late, but a while back I loved playing it. It was on my list of best non-multiplayer games for my old comp.
It is a pretty unsociable hobby
Programming isn't entirely a solitary hobby
During the summer, I must admit that I did not program often because I didn't talk to people who inspired me.. or encouraged me much.. During school people in class are amazed with some of my games I make in my spare time.. it gave me a bit of a social aspect to programming.. because my racing game got spread throughout the entire computer class.. my teacher even said that people in his other periods/classes were playing it.. God only knows how everyone heard of it, but it was a conversation piece for quite awhile People sitting around me would give me ideas and such.. so, it is sort of a social hobby under certain circumstances.
It is a pretty unsociable hobby
if it wasn't for programming, why would you be here?? without this, I would have to go back to talking to the stupid people at school.. frightening!
JaTeR
Programming isn't entirely a solitary hobby
Tell that to the people that try and recruit others for group projects
Interesting story there, Derezo. It occurs to me I can't name a single game by you; I'm going to have to skip by your website when I get home and check out your skillz.
Personally I was never a huge KQ fan, mostly because it was unfinished, and I got kind of bored with it after I crossed that one bridge with the boss on it (is it me or is the difficulty really steep?) You still have to give JB props for getting as far as he did though; RPG's ain't easy. I wonder how much further along it's gotten since last I played it .....
NOOOOOOOOOOOOOOOOOOOO, please say it isn't so... please. I lowed KQ
I'm going to have to skip by your website when I get home and check out your skillz.
.. my progs aren't that great.. I think the only reason they became popular at school was because most students think making a game drawn entirely out of circles in turing is kewl
The one that impressed everyone was my racing game.. but, uhh, the version on my site is a little bit different.. it's inbetween updates, and there's a big bad bug in the way the npc's move...
Mind you, my upcoming update to ID is going to be a major one. It's a little far away, but it's looking a lot better already. The graphics are much improved and "cleaner". I've got some nice music that my artist (heh, my artist.. MY artist.. gwahaha.. ) made with Techno Ejay too..
but, this thread isn't about me!
KQ's difficulty was a little .. strange.. sometimes..
Often it was too hard, but sometimes it was way too easy. I can't remember which enemy it was, but it was somewhere near a collusium.. and it gave quite a bit of exp, and was super easy.. It was almost like leveling on Island Closest to Hell in FF8 with Quistis and the Aura spell.. Or at least, that's what it reminded me of..
It's kinda funny ... at high level (pro) coding is so far from a loner activity that it's impressive -- there are maybe 50 people in a modern video game team! Granted, many are non-coders (artists, muscians, etc), but still, it's a very team thing, I get the impression ...
but at this level, it's completely loner. And the people who do tend to try to start a group ... it usually fails horribly ... due to inconsistencies in vision, due to vast differences in skill, due to lack of anything but coders ... whatever. It's so hard to start a good group up.
Still, that seems hardly a reason to give it up ... really disappointing to see someone drop what must have been 50+ hours of work, just like that ...
Hey, seeing as how there are so many who really liked the project, and the project was gpl (?) we could try to take up where he left off ... if anyone could get a hold of the author or at least a recent copy of the source? It would definitely be a viable thing to focus a team around ... what do people think?
Depends on what state the project was in. I've gone through the source before and I'm not sure I'd do it the same way (no scripting?!?). Plus it would only really be feasible for those of us not already busy with our own things, which means I'm out . Still, if a bunch of you could document the source, and organize it to your liking, then how hard can it be? The engine is more or less finished, really. Maybe someone can get his original plans for plot and such from him and you'd have a very healthy start ....
PS: I imagine I could help with graphics, mainly since the visual demands of the game are pretty low
I know nothing ... I need to see the source before I start doing or agreeing to do anything!
The latest KQ (afaik) I found here: [url http://www.mts.net/~jdb/index.html]
I could probably find some space to host it somewhere, but let's wait until Labour-day weekend (when is that?) to give JB a last chance to change his mind.
For Chris's information it does now use Lua scripting; jb claims the engine is done, just content needs adding.
It would be good to see KQ maintained, I could certainly volunteer to look after it if people wanted me to.
Pete
ps. for me, programming is unsociable; none of my pals program for fun and my mrs sometimes refers to herself as a computer widow - she's not into it at all.
Labor Day weekend (this year) is
8-30-02 thru 9-2-02
Chances are he canceled his hosting account and his ISP will remove his account on the 1st or the 3rd (since 1st is Sunday and the 2nd is Labor Day in the US)
Sure, let's keep the file on our computers, and, come labor day weekend, start a yahoo group or something devoted to working on it. If it's as far as he indicates on that page, it shouldn't be too hard, and should be definitely worth it, to finish the project for him ...
OK, I downloaded it. You need JGMOD, Lua and (of course ) allegro.
I had to write makefile, then it compiled first time.
The game looks really good, the source code is a bit in places but it does work well.
Pete
Where's the latest? I want to try it too ....
23: I put a link to the page above. I know you've got Lua, you just need jgmod to build it. I think jb used rhide, so if you have something else you'll need to create a makefile - basically just compile and link all the .c files, that's it.
Pete
I just downloaded the game on Thu and I like it.
It crashed on me a few times, I had to change the code. What state of completion is it in (without giving away too much)?
The author said the engine is done, but the game content isn't. I'd guess realistically that the engine is functional and in the debug stages, and the game content needs to be finished.
Then again, I don't know what the original author would say. He's kinda dissappeared though, so that doesn't really matter.
Can anyone post a MinGW makefile? I installed JGMOD fine, compiled no sweat (I had to move the Lua and JGMOD headers into KQ's directory) but when it links it says all the Lua functions called in intrface.c are undefined. I'm linking it just like I'm linking JGMOD and Allegro (which give no problems). It's the same lib file I link in my other projects. That was in Dev-C++, so I tried my own makefile (which I admit I'm not to good with yet) and got the same error. Any ideas, because I'm stumped ...
Uhh, ahem, is anyone else concerned about the AMAZING number of globals in the code for this thing? (I don't know much about procedural c; this can't be the norm though?)
This is the typical makefile I use normally.
LIBS = -lalld -ljgmod -llua
CFLAGS = -Wall -g
OBJS = combat.o draw.o effects.o enemyc.o entity.o eqpmenu.o eskill.o heroc.o hskill.o itemmenu.o intrface.o kq.o magic.o masmenu.o menu.o res.o selector.o setup.o sgame.o shopmenu.o
main.exe: $(OBJS)
gcc -o main.exe $(OBJS) $(LIBS)
%.o: %.c
gcc -c $(CFLAGS) $< -o $@
Yes, I know it's in debug mode. I needed to knock out a bug or 2.
When you make up a library (this applies to Allegro, JGMOD & Lua, all 3 libs used) you need to but the .a file in your compiler's lib directory, and the .h file in the include directory. Allegro's "make install" does this for you, I did it manually with Lua (which I only got to play KQ!).
the link doesn't work
All three libraries are in the lib directory. Weird, huh?
phate: The link doesn't work because he was taking it down over the long weekend. Time's up, you're SOL. Unless someone wants to upload it ....
If anyone want it, it's here!
If anyone wants to do development, please let me know and I'll add you to the list.
Pete
I'm still open for graphics. It's mostly just tiles and stills of monsters, right?
Still can't compile it I'll try EL's makefile ....
I just finished it! The ending took me by surprise. It is a shame to leave it unfinished like that. I'd be interested to see the design doc for finishing it, whether Josh had one or whether Peter is drawing one up.
Man... It's a shame that he just gave up like that. I REALLY like KQ. If I were a better coder I'dve cracked it open myself and finished it. But alas. I just figured out how to do a tile engine. WEll if anyone decides to continue working on this PLEASE drop me a line. I'd be very interested in helping in any way that I could.
Troy: Check the allegro.cc main news page -- click the link to get to the sourceforge project devoted to finishing it!
I compiled it (see my post in the news page thread). I can't get past the bridge boss though, because the game crashes at the end of the tidal wave attack. Not sure why; maybe I'll try compiling it as a C onstead of C++ this time Also crashes when I try to buy weapons; anyone else getting this?
[EDIT: Compiled in C this time; still crashes ... ]
I got the executable, and works perfectly. But the version I got doesn't use LUA (?). By the way, I cannot download it through CVS shrug. I will download the package, check if it is the same I have, and then we could clean the code a bit together until thw author decides to wake up.
Maybe it's just my character (I'm using the green chick). EL, who did you use?
And it's still too hard. I shouldn't have to go to the inn after every fight!
RB: some of the files on CVS were uploaded without the 'binary' attribute; fixed now if you download a clean copy.
23: You should find out more about Bagpuss if only because it's one of the few images on the WWW you haven't attached a beard to
Here are the things I thought should be done:
1. Bug fixes - I haven't got as far as you guys so it hasn't crashed on me yet, anyway this should be priority
2. Content - there are some tantalising hints in the release notes as to what jb intended the ending to be. Unfortunately he rm'd his whole website so there's nothing there, just a cached copy of the second-to-last message I found on google. I'll post that up, too.
3. Maintenance - the code needs a good tidy up. Using switch instead of multiple ifs and a few pointers here and there would make it better. One particular thing is the text bubble function (for conversations), which is heavily used. ATM it takes one argument per line of text. It should be straightforward to make it take on long string and do line-breaks/pagination automatically.
I have got other stuff as well, so I can't do this all myself. If people are keen then I'll set up a forum on the site , and add people to the developer list (only needed if you want to use CVS). Otherwise, you can email me with patches/gfx.
Pete
So, where exactly can I get a compiled version... since I don't have Lua or JGMod, or whatever else I need to compile it? Why isn't an executable included with the source download? I'd really like to try this game out.
When the enemy on the bridge uses the Flash Flood attack, sometimes you get an error by trying to draw a null sprite (don't know why). After tracking this down, I put an if (cframes[dude][ff]) around the draw_sprite in combat.c so it skips it if it's null. I got a similar error later when Demnar uses Maul of the Titans. I couldn't track this one down, but it stopped occurring.
I used Sarina, and unfortunately the way to beat the tough enemies is to hang around killing easy ones until you're stronger With the one on the bridge you might need to work out what magic works best, or make sure yo've got the best equipment you can buy. Later on you need to hang around killing enemies to get lots of money.
I might join the project, although I need to learn to use CVS! How are you organising the project now??
Ultio: You might as well get JGMOD and Lua, as they aren't too big and they're easy to compile. Also, KQ will be updated soon (hopefully).
Ultio: I just uploaded what there was. I haven't had time yet to do anything else!
Please do get JGMOD and Lua!
Pete
Using MSCV, everything is hard to compile
I used Sarina, and unfortunately the way to beat the tough enemies is to hang around killing easy ones until you're stronger
Yeah, that's what I did. I didn't even go for the Rod of Cancellation until I was level 5. It should still be easier for so early in the game. At least it's easy to level up
I'll try editing combat.c when I get home; thanks. EDIT: still crashes with the Flash Flood
So, how is the project going to be organised now?
You should probably get any docs Josh has written and write up a design quickly.
I need to learn to use CVS!
If his docs are on paper, maybe he can mail them to me or something and I'll type them up and upload them (I say "me" because Josh and me both live in Winnipeg, so I guess I'm closest )
I added a forum to the site - go on and be the first to post there! If we get some docs in electronic format I can upload them. And if you get a SF id I will make you a developer, too.
Pete
go on and be the first to post there!
Can do!
I don't know how much this CVS crap or whatever will benefit me. Shall I learn some way to upload graphics to SF or something?
I think I'll take a crack at drawing some enemies to replace the current ones this weekend as a break. I'll post my results or something.
(Apologies to TH, to whom I said I'd take a crack at a SM logo and may be ticked to see me neglect that in favor of this But I can't spare the time. Improving on KQ's fugly enemy graphics is 5 minutes work, though
Sorry
)
i went through some of the code and tried to understand it, but its a little messy. some of the variable names are a little unwaranted while the rest are to short to understand their purpose. it seems a little to thrown together to be understood by anyone except for the creator. this will be hard to modify.
it seems a little to thrown together to be understood by anyone except for the creator.
Games with only one coder tend to be like that I intensively studied KQ's source a couple of years ago, and I had to write many notes to figure out what it all did. Maybe I'll do the same here, and figure out why it keeps crashing on me in some spots
(I managed to kill the bridge boss before it used the Flash Flood
Yay me). If we clean it up (am I the only coder on Earth that puts spaces between numbers and operators!?!) and comment it, it shouldn't be hard. Has anyone taken this task? Ripping apart other people's code is a small hobby of mine
So, where exactly can I get a compiled version... since I don't have Lua or JGMod, or whatever else I need to compile it? Why isn't an executable included with the source download? I'd really like to try this game out.
Has anyone posted a .exe yet?
I will post (only) binaries in a temporary geocities page today. I will try to get MinGW working as well, but first I must compile JGMod for it. Maybe Peter will upload them into SF later. However, he is right: get JGMod and LUA
Here's a Windows binary I just made:
[url http://www.leverton.cc/misc/kq.zip]
It requires alleg41.dll - which you should be able to get from the Allegro sourceforge site.
You'll also need the source package - just place the executable in the base directory.
I also like to put spaces between numbers and operators..
By the way.. you shouldn't have bearded bagpuss. That's almost in bad taste for us who grew up watching him.
you shouldn't have bearded bagpuss. That's almost in bad taste for us who grew up watching him.
PH dared me Too many British people on these forums, dammit
Was the show any good?
Matthew: DLL's on Sourceforge only go up to 4.0.2 The 4.1.* ones all seem to be source, no DLL's ...
EDIT Good news; found the DLL. Bad news; still crashes when I buy weapons That's it; I'm trolling through the source when I get a chance ...
I uploaded the binaries here. The Window one was made with MinGW. I found some bugs in the code, but still haven't fix them. Let's see how the CVS is managed, and then we will be able to work on it a bit.
If people are serious about continuing it ...
One guy should be the project leader, and make the final decision on things (after group discussion).
Get a complete documentation of what the story is now. I would possibly contribute to the project, but I've never played the whole thing through. It'd be nice if there was a doc that spoiled the entire process.
Once that's written, something needs to be written that tells how the story ends. (I assume it doesn't end right now.) Perhaps the original author could be contacted on this.
Graphics are easily updated, and not much coordination need here.
Before major source rewrites, someone should revamp the code in a way that's easily maintainable on Windows and Linux / gcc and MSVC.
Once the code is organized, then people can start on bug fixes, enhancements. CVS will be required, and people must learn to checkout the code, make their changes "quickly", and put them back in.
I nominate Peter Hull for leader.
Yes, the story needs to be finished. I'm going to keep playing to find out what story is in there and propose a final one (if no one else does). I guess I can document the story, but not until I finish it. Let's see if someone else wants to do it first ...
The second-last point is important. Plus the bugs need to be worked out and stuff. Maybe we can finish the engine while we're working out the final plot.
Anyway, let's find a leader first and he can order us around. I'm the only one to post on the SourceForge forums yet. Zaphos! Troy! You in?
I can help with the story as well. Oh, I also posted something on the forums Anyway, let's hear first what our leader asks for
My opinion: clean the code up first, without modifying it (that can be done easily with CVS, but the developers must be assigned write access). Meanwhile, the plot can be finished. I suggest eight people playing each with one character, trying to guess what are his/her desire. This way we could setup a plot with a good relationship between the different characters.
grin I take Casandra. I am in love with her Remembers me when I roleplayed a valkirie, and had to marry a mage to get his magic book puke Last time I played a girl
Heh, I encountered "Maul of the Titans" and it crashed the program, same as it did for Eric Love above. All the attacks that cause crashes for me are in eskill.c; not sure if that's where the errors can be traced too. Still got to figure out weapons; I've been using the same weakass pigsticker since the game started. Maybe I can just up its power next time I recompile It'll be the first butter knife in history to do 9999
How much do the stories differ among characters? I assume choice of character has more impact on gameplay than actual plot, no?
Well, I guess the stories are quite similar. But we can turn some elements (in example, some wants it for power, others to learn from it). We can in some point make the player face those characters that have an "opposite" feeling for it.
folks,
I've been on holiday... I will reply properly later!!
Pete
Whew. I was beginning to think this thing was dead I was gonna ask where the heck everyone was last night. Okay. I feel better now.
wow, KQ must be a good game if people are so interested (even 23).
It's at least as good as earlier Final Fantasies; at least, it has the potential to be. I think it's in everyone's best interests (including mine ) if the engine is finished, cleaned up, and documented so others can see how to make an RPG, which seems to be the Holy Grail genre for hobby programmers
Besides, I'm only on graphics, which are pitifully simple considering what's in there. I'm still interested in the engine too, though I assume I'll take an entirely different, C++ approach when the time comes.
Besides, it'd be a shame for this game to get so far along and be abandoned
PS: Can we please fix the bugs first? I'd at least like to play it before I start work on it
(this isn't my proper reply but I've been out to the pub so I'm under the affluence of incohol bzbzbzbz)
I'll be happy to coordininate this as Matthew says, but be prepared for me not having much time as there's something else I really want to work on.
Sirocco: please could you update your site to point to http://kqlives.sourceforge.net/ I will also add a link back to yours; http://members.allegro.cc/fenixblade, is it?
23: Can you possible save it just before it crashes and email me the save-file. I'll try and debug it. A case of buggy sprite data making the game impossible to finish? Where's MattSmith
I have one more thing to say on the subject of Bagpuss:
JOHNNY CANUCK: HANDS OFF OUR SAGGY OLD CLOTH CAT
That's all.
(is it possible be OT on an off-topic ordeal?)
Bye for now
Pete
Johnny Canuck? Izzat me? Only two more days ... or do you want me to switch early?
To answer your question: no Unless there's some "save the game this instant" button I don't know about. I can reproduce the crashes easily though; if I go to a weapon shop and select "Buy", it's a crash. Some other attacks crash every time, like Maul of the Titans, or Flash Flood, or Zemmel Rod (not the slow spell; the lightning spell). One thing I think these all have in common is that in eskill.c, they all call draw_hugesprite(); not sure if that's where the problem lies. I also (rarely) get a crash with some normal stuff, like a Cure spell.
Wow.... For some odd reason my heart skipped. Could it be because someone(Chris) asked me to help.
I'm here to help in any which way needed. I haven't heard from my character designer in a while so I'll help as long as you need me.
This is going to be cool.
I've added RB's binaries to the site and I also added 23, RB and phate to the developers list
Pete
To make things easier, let's use the same Allegro conventions (explained in docs/txt/hack.txt). Basically, tabulations of 8 spaces, alignment of 3 spaces, and a few more things.
Tomorrow I have an interview, so beginning at the weeked I will start commiting the new "formated" code. And about the weapon shop bug, yes, it is indeed there. I guess it has something to do with the weapon list format, but anyway, that is the first bug to fix
(Edited: we must write down a paper on how to code the towns and NPCs and everything else with Lua... the way it is handled right now is almost as strict as having them hard coded).
Sure. I'm adding to the site anyway. Use fenixblade.com, it's a lot easier since it always points to the right site
ReyBrujo: Sounds good; shall we wait for you to reformat the code, then worry about bugs, then go from there? If we have the rules for coding conventions (good idea, btw) maybe we could split up the work. Not that there's much, mind you ... okay, nevermind
Rules for coding, both source and Lua, is a great idea. It's not the style I personally use but I'll happily conform. Now that something is actually happening, I feel like taking a crack at graphics again ....
KQ for-evah!
It is not my convention neither (I use 4 spaces tabulations, and convert all '\t' into 4 whites), but I guess those '\t' will shrink the package size.
ReyBrujo: Sounds good; shall we wait for you to reformat the code, then worry about bugs, then go from there?
Hmm... ok. I think next Sunday everything will be commited. So, the REAL development will start next Monday. Of course, if you find a bug, you can format the whole source file yourself, and commit it.
I feel like taking a crack at graphics again ....
We will be needing some of them to finish the game
Well, duh I'm going to try and replace some of the current mosters (and in the process, figure out how to adjust the palette. I don't see it in the datafiles). Later on, I'll just make new ones as the need arises. Probably not a priority for a while though ...
So, can I download an executable yet? I'm still waiting to play this game. I want to see what it's all about.
Executables have been uploaded at Sourceforge (and my temporary page). Matthew also uploaded Windows binaries. They have an obvious bug (if you try to buy a weapon, the game shuts down). But other than that (and that you cannot defeat a boss ), you should be able to try it
So, can I download an executable yet?
Not a flawless one. I've compiled it myself and I've tried the ones RB and Matthew have uploaded, and all crash in the same places If you still want to try, see Matthew's link to the binary way above (you'll need the sources though, since it's got all the scripts and graphics).
Thanks. I've finally been able to play it. I like how all the shops crash That makes things very difficult.
I've only played for a little bit, but the double spiders keep killing me. Really hard. Any weaker enemies that I can level up on?
btw - I've only been using Ayla as a character.
Just kill goblins there. And after each fight, go to the Inn before trying again (yeah, the game is not so well balanced )
Most NPCs should be moved from static arrays to LUA scripts as well. That will make things easier to check.
I keep getting those spider guys. There are two of them. I can either 1 - heal myself, then die. Or 2 - kill one of them, and then die. I don't know if they're called goblins or not. Ah well. I'll give it a better shot tomorrow.
I hope you guys really do a good job on finishing it up and stuff. That will be totally sweet. (everytime I say totally sweet I think of ninjas. heh. stupid ultimate power website)
I can buy items and magic, but not weapons and armor. Anyway, yeah. Fight (on the world map; not the first dungeon), sleep, repeat until you're at least Level 5, then get a coin from somone in town so you can use the teleporter up north and start on your quest.
I've been using Sarina ....
EDIT: What is this; Beat 23yrold3yrold Day?!?!
EDIT: What is this; Beat 23yrold3yrold Day?!?!
Well, it is not my fault your fingers are getting old
Casandra RULES!
Oh, I like the "anime faces" game kind. It looks like... hmm... Shining Force, of SEGA Genesis/Megadrive? Maybe animating them a bit (closing eyes, talking, etc), we can let them appear when the character has a dialog...
I was walking around on the world map for so long. No invisible monsters from another dimension decided to pop up and attack me! Heh.
So, is the story really all about finding a staff? I feel like too many RPGs are like this. Staff == gone. You == Find it. And then the 'prophet', who doesn't trust the guy who's putting you on the mission. Gah! [rant]Pretty soon that dude will be your dad and you must kill him. Then you'll find your long lost sister, and the 8 crystals will align and the 99999 year will come around and the 15 knights will crom riding across the land.[/rant]
Seems a little... typical, that's all. Sorry I just couldn't help myself.
Yes, that is the problem. Too many similar stories. But how about if the heroes are REALLY trying hard to get it? If you lose too much time around, and one of the other heroes get it first? When you arrive to where it is hidden, it is not there anymore? And so you must find which one of the seven others got it... each of them left for a different city. And if you lose too much time as well, the final boss will beat him/her to death, and you must go and face it alone, while if you find him/her in time, you can control both characters in the final stage... would that be interesting enough for you?
Actually, it would be cooler if the whole point of the story didn't involve looking for a stick. Even if it's supposed to be like that, it's okay, I guess. Is the whole story fleshed out? I mean, how much of the story is there?
I can't really argue against the story, since I don't know the whole bit of it - but it seems a little cliche and attached to what most rpgs are attached to. Maybe it's trying to be very much like a classic rpg, I could know less.
I've just always been against the starting off like this: "here's your quest - you are heroes - go do your thang." Lunar SSC did a good job at making this NOT happen, but then it became like all other rpgs with the corny and kind of silly love story parts. sigh
Anyways, when will the badguy actually win and do what he set out to do even when you've played 50 hours countering his every move? Some rpg should let the bad guy win, sometime. This is what I'm really waiting to see: Finish the end boss, but too bad! World goes boom anyways (in a really cool fashion, of course).
grin Of course, but that was the original idea, and I think we should at least keep it. We can make it bigger (in example, the staff was a faked item, and develop a new story from there), or build from there, with interaction of the other heroes (like I said above), or not. That will have to be planned throughtly ponder how I hate the thro... words! Any idea is welcomed, though!
Now, going to sleep (1:19 AM here). Bye!
Maybe the main character you choose will have to end up fighting some of the main characters? shrug I don't know.
Just don't make the staff all powerful and mighty. Do some kind of twist where the staff is inconsequential or something and there's a whole HUMONGUOUSLY bigger plot behind the whole thing.
Anyways, sleep sounds just about right for myself as well.
Ta-ta. I'll keep checking back and throwing insanly improbably stories at you.
Alya is my girl!
She rocks! Anyway... How is it exactlly do I go about joining the cause?
I finally played it after downloading the binary from the site; I had to turn off the music to play. The music was really jumpy and erratic and movement was too, so I turned off the music and it played fine.
I've played KQ since 0.7x to 0.81, and finished 2 times...
This new version I can buy weapons/armor/magic/itens ok, but the bridge boss, when attacking with the wave, crashes the game
I'm playing with Sensar and Sarina (the legendary team! unbeatable!!).
After the first dungeon, you can choose 2 main players to fight with you (in the inn and in item shop).
Before the bridge, you can save the mayor of Rende, in a small forest between the montains.
If anyone needs to know the history I can tell, I can remember one thing or two.
Anyone solved the problem with the big wave and other specials?
Bye!!! ^__^
PS: In the small forest, after the 4 enemys in the same battle, going donwn, you can see a path in right. Press action to fight with a enemy in this path to go right...
What I have done so far:
Created a fix.bat (like Allegro), added MinGW, MSVC and DJGPP makefiles (Linux one is there, but not tested), makefile.cfg and makefile.all. Ability to create dependencies.
Moved the makefiles into a ./mkfiles directory.
Moved source files into ./src, and headers into ./include
Created ./obj/djgpp, ./obj/mingw, ./obj/msvc and ./obj/linux directories
Indented a couple of files.
Replaced one-letter-length identifiers with better ones (when I could find what they were supposed to do )
Added some comments with ideas/modifications. All of them use C style, two spaces and the RB identifier (it is a good idea to know who did what).
Modified some of the files to compile with strict warnings.
Shrinked headers by static'ing functions that were used only in one source file. Most of these modifications are explained in #if 0-#endif paragraphs, so everyone can check them out. Those #if-#endif blocks will be deleted ASAP, but after letting everyone know what they did.
Also, took out allegro.h and other system headers when not needed in headers, to clear dependencies.
Everyone choose a two letter identifier (anything works, better if uppercase). When adding a comment or any type, begin with your identifier.
When you find a [potential] bug and cannot fix it, comment near it with the "FIXME: what happens" words (so it is easier for everyone to find it too).
When you find some process is not complete (either you could not continue, or found a piece of code), and MUST be completed, comment near it with the "TODO: what to do" string (again, easier for everyone to locate it).
When something is complete, but you think there can be a better way to do it, use the "IDEA: my idea".
In example, I start my TODO comments as "/* RB TODO: ... */". We must discuss modifications in forums/mailing list, but it is a good idea to add the reason in the source files (if you say "line 530 of file.c should be changed", you have the risk that someone else modifies the file and line 530 becomes line 910).
The MSVC version was compiled with hacked LUA and JGMOD libraries (since there are not "official" releases). I can send them to anyone wishing to compile KQ with MSVC, but the JGMOD is not working very well (the combat song is not played, just "mumbled" :/)
Though the MinGW makefile "supports" static link, I will delete that section, mostly because LUA and JGMOD cannot be statically linked (am I right?).
I would like having the data/, scripts/ and setup.cfg (plus anything else I might be missing) into the bin/ directory, which then can be compressed as a "ready to use" package. PH, can you setup a mailing list at sourceforge? Maybe Matthew wouldn't like having a heavy discussion about it here...
The "struct" must be set up now that we are just rearranging the format. Once developing, it might become impossible to do so. Oh, and maybe it would be a good idea to create modules (GUI, COMBAT, etc) into the src/ directory (src/gui, src/combat, etc). Any suggestion?
Everyone working on the project knows how to handle CVS? Anyway, I will upload this package into my temporary page before commiting. The struct has been drastically modified, so maybe you would like testing it.
Everyone choose a two letter identifier
How about 2 number? (23) CB otherwise ....
I guess going through the source is definitely on my to-do list this weekend (whataminute; I'm on graphics ... ah what the heck). And no, I don't know how to use CVS
23 is perfect You using windows? Then try here. Download the stable version, install, and try it out. Hmm... do that, then create an empty directory or folder, enter there, click with the right button, and the context menu will have a few more options. Choose CVS update, and a small input form will appear. Fill it with:
Protocol: Internet (Unix Pserver)
Server: cvs.kqlives.sourceforge.net
Repository: /cvsroot/kqlives
Module: KQ
Then, just wait until everything is downloaded.
Hmmm....
What is CVS?
If you need another programer, I can enter in the team too ^__^
23: Cool your Mega Man!
OK I'll be 'PH'
I will do the mailing list, too.
I can also test Linux builds.
With regard to bugs, I got MinGW to crash with flash-flood, but Linux doesn't crash. Buying weapons has never crashed for me... Weird, isn't it?
Pete
PH: for the bug, see here
With Sensar you can buy, but with Sarina no! But it's solved ^__^
And the flash flood bug too!
dudaskank: I added you to the project list! (See project news )
The flashflood bug only seems to have an effect if youre in a party of 2 - when you're alone it doesn't crash.
RB: are you going to upload that new code? Go for it
Pete
I uploaded a new version of the source here for the ones that don't have CVS. Just uncompress it, type fix and your system (sorry, *nix support is very small, since I don't have it still), then make, and you should move the executable into the original KQ package.
Ok, I will commit everything now...
(Edited: no write access ?)
I think my TortoiseCVS is a little different than yours:
http://www.geocities.com/chrisrbarry/tortoisecvs.GIF
The protocol you suggest doesn't exist, and what do I put for user name? Does it matter?
protocol is probably pserver, server would be 'cvs.kqlives.sf.net', directory == '/cvsroot/kqlives', username == 'anonymous', or your SF acount name., and 'module' should be whatever kq is named in cvs.. (like in allegro's cvs its called 'allegro'...)
NOTE: pserver -> Password Server...
Yes, Thomas has stated it quite well. Tell us if you could not set it up. I just hope Pete has worked something on the mailing list... Matthew doesn't like a thread to reach 100 replies
The mailing list is up; I subscribed to it already. And I beat KQ! Well, as beat as I can get it
I'll give this CVS thing another shot ....
EDIT: okay, it worked with my username, but not anonymous. I thought it would need my password or something and I didn't know where to put it (also didn't know it was smart enough to ask ). It's downloading now. Neat; I feel smart.
I hate downloading this whole thing on dialup; I assume next time I try this, it just downloads modified files?
EDIT2: Problem near the end ...
cvs95 checkout: Empty password used - try 'cvs login' with a real password C KQ/data/allstat.mon cvs95 checkout: move away KQ/data/allstat.mon; it is in the way C KQ/data/cvswrappers C KQ/data/kqsnd.dat cvs95 checkout: move away KQ/data/cvswrappers; it is in the way cvs95 checkout: move away KQ/data/kqsnd.dat; it is in the way C KQ/data/mpcx.dat cvs95 checkout: move away KQ/data/mpcx.dat; it is in the way
Hmmm ... now what? I seems to be complaining I didn't give a password, bur I did (after it asked for it) ....
Am I the only one not able to get the sell list from the weapons guy Shielt? (crashes everytime)
That bug's been fixed. Not sure who's got the non-buggy .exe's uploaded.
Thanks for the bump too; I still need that help. I think CVS stands for Chris is Very Stupid
I have 0.44 installed, and downloaded 1.0 but didn't like it. Hmm... 1.0.2 maybe is lacking something
Tried doing the same again? But anonymous must be the password (I access to it as anonymous as well).
when i'm logged with cvs, wich module should i download ( cvs -z3 -p:pserver:anonymous@cvs.kqlives.sourceforge.net:/cvsroot/kqlives co modulename ) ?
when i'm logged with cvs, wich module should i download
KQ
I'm downloading it. thanx RB
I tried anonymous as user name; same error I got above. What does "move away *; it is in the way" mean, anyway?
it means just that. A file on your disk is in the way of a file on the CVS server.
But I created a new folder exclusively for downloading KQ via CVS. There was nothing in there. Apparently no one else got this so I'll assume it's not a screwup on the SourceForge site or something. Maybe I'll just delete the folder and try again ....
And is there any particular reason all the files I download are covered in a translucent green square?
I have not a clue... thats all weird.
Well, I tried again as anonymous and for some reason it accepted it this time and for some reason it didn't ask me for a password this time and for some reason it worked this time Now if I can compile it ....
EDIT: Well, fix mingw works, but make doesn't. Do I need to set some path or something?
And everything is still translucent green
In general: if you want read-only access, use pserver and anonymous/no password. If you want read-write, use SSH and your real username/password. Sourceforge doesn't like pserver for write access because it sends passwords in clear. If you checked something out RO and you want to make it RW, you can manually edit all the Root files (in the CVS directories) from :pserver:anonymous@kqlives.sourceforge.net:/cvshome/kqlives to :ext:yourusername@kqlives.sourceforge.net:/cvshome/kqlives (and maybe something in TortoiseCVS to ensure that it's using the SSH protocol, sorry I've never used that prog)
Can you be more specific on why make doesn't work?
Green square - I assume you mean in an explorer window? I think this is TortoiseCVS saying that the file is OK (in sync with the repository) If you modified it, it goes amber or red if there's a conflict (or something like that)
Have you read cederqvist yet? ([url http://www.cvshome.org/])
Pete
c:\kq>fix mingw
Configuring the package for Windows/MingW32
Done!
c:\kq>make
c:\mingw\bin\make.exe: *** No rule to make target 'd:/compiler/djgpp/lib/../include/sys version.h' needed by 'obj/mingw/combat.o'. Stop.
huh
whet happen here ?
d: ? djgpp ?
what have i been doing wrong ??
Can you be more specific on why make doesn't work?
See my post on the mailing list. And thanks for the explanation of the green squares; I'll check out that link later
I got everything to compile all fine and dandy. But how does one go about editing a map...
There's this strange glitch/bug/thingy that no one seems to have pointed out yet. When you beat the dark imp... if you leave and come back.. He's back. And you can't do anything about it. So if you went back to the last town and rested in the inn. And you go down there... you're just stuck.
c:\kq>fix mingw
Configuring the package for Windows/MingW32
Done!
c:\kq>make
c:\mingw\bin\make.exe: *** No rule to make target 'd:/compiler/djgpp/lib/../include/sys version.h' needed by 'obj/mingw/combat.o'. Stop.
That was my mistake, thanks Matthew pointed that out. You MUST do a "make veryclean" before trying to compile the package. The dependencies were built on my system, so that d:/compiler/djgpp/include/sys/version.h is a dependency for MY KQ version Do a "make veryclean", and try again. You can recreate the dependencies by doing a "make depend", but it is broken for anything other than DJGPP :/ I will try to fix that ASAP.
thx RB
i've just compiled it.
I've had 2 error but solve them (it was about dependancies ,intrface.o and lua
EDIT 1 : hum bug when i use my saves from version (kqlives in depot) 0.91 : io can't enter in any town ??
Troy D : i noticed that and i need to get back to talk to the prophet since i haven't done it at beginning .
Does someone know how to made modification i could made to scripts used in game?
Troy & LoHoL: fixed it on CVS (see here)
Don't know about saved games, I don't think we've touched that bit
Pete
Peter : 'bout saves games that's fixed too. the problem was there were no *.lob in /scripts only *.lua
EDIT : ok just try it and that's worked. there still is the lua bug with compiling of intrface.c
in makefile.(i forgot extension:))
d:\compiler\mingw\blablabla
why not MINGDIR\etc ?
oh and i assume you've modified tha cave1.lua . could you tell what modifications have you done cause i'have done some try and none of them worked