Recent content by Puppeteer

  1. Puppeteer

    CIA3: Civ Intelligence Agency III

    Yeah, the interface is a bit weird. It uses a browser for the interface, and that's what the link is to. It's not to the Internet. The part with the box with the link monitors the save files and makes the web pages for the browser.
  2. Puppeteer

    Poll: C7 system requirements

    Me veering a bit off-topic here: Yeah, I'm hearing nothing good about Win11. I'm usually an early adopter, but none of my hardware will run it, and it's not even the TPM 2.0 that's my issue as I have mostly business-class hardware. I was a semi-defender of Vista and Win8.0 when they were new...
  3. Puppeteer

    Which features do we want for "Carthage"?

    You write that as if it's not well within two weeks of now. But that is a commentary of time perception, not of release cadence.
  4. Puppeteer

    "civilization game toolkit (in java)"

    Hadn't seen it. It's GPL which would be incompatible with C7's MIT license. Per the thread it just reads BIC/X/Q data and maybe started on a mini map. We're way beyond what is claimed there. The BIC data is simple compared to the save game data, and a mini map would just be terrain and fog of...
  5. Puppeteer

    [Art] Community Art for "Carthage" Milestone

    No. Putting graphics on screen is being done at a much higher level in C7 than in Civ3. In fact we're having to bend over backwards to import Civ3 graphics because the language we're using has no libraries to decode it; our language came out after .pcx and .flc became obsolete. Using modern...
  6. Puppeteer

    [Dev] Visual Studio 2019 Impressions

    It's in the C7.sln file which Godot created in the first place. So it goes and looks at all the .csproj files referenced in the .sln.
  7. Puppeteer

    Poll: C7 system requirements

    The game engine Godot supports Android and iOS (with some limitations like GLES2 instead of 3), but I have zero idea how you can play a Civ3-like game on mobile. We'd have to design a completely new touch UI, and I don't think any of us devs are UI people.
  8. Puppeteer

    [Dev] 0.1 "Babylon" Release Planning

    We don't have map gen code, so that makes sense. The "new game" last I looked just loaded a "default save" file, but since map gen is not mod-specific (possibly except map sizes) I guess we could probably get away with loading a default save if the mod has no included map. Nutty idea: Short of...
  9. Puppeteer

    [Dev] 0.1 "Babylon" Release Planning

    I'm reasonably confident that the Babylon Aztec release is already a universal Mac app with both native Intel and M1 code bundled together. If not, I am sure Godot Mono can do it with the latest versions. I recall reading and typing about it, but I'm too lazy to go refresh myself before...
  10. Puppeteer

    [Dev] 0.1 "Babylon" Progress Thread

    I'd prefer my GitHub user name JimOfLeisure , but both works, too.
  11. Puppeteer

    [Dev] 0.1 "Babylon" Release Planning

    That will be interesting and, I suspect, split. Clearly (to me) there is a strong camp that wants a drop-in Civ3 clone with limits and bugs removed, and another camp wants a new Civ game evolved from Civ 3 in ways that Civs IV-V1 haven't. I think we're already largely on a 64-bit-only path by...
  12. Puppeteer

    There are 2 hard problems in comp. science: cache invalidation, naming things, and off-by-one errors

    Not that I have any legal claim to that name, but I'd be fine with C7 using it. OTDA3 was a less-than-halfhearted parallel effort inspired by your original "let's make our own Civ 3" post a ways back. It's a dead project with no future.
  13. Puppeteer

    [dev] Architecture Thread

    In my personal vision of how things should be, the AI, local player, and remote players all use the same interface to make things–such as fight–happen. For a proper game UI, then–depending on settings–the fight has to wait for the animation, but perhaps this could be accomplished by a messaging...
  14. Puppeteer

    [Dev] Visual Studio 2019 Impressions

    Pretty sure that's when they went from some former version of the .csproj file format to the "sdk format" Godot uses today. I saw that happen during the infancy of C7. (Ok, I guess it's not a different format per se, but when the sdk is specified, a LOT of the other stuff disappears from the...
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