GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC

nj666

Warlord
Joined
Oct 28, 2017
Messages
202
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Hi all, I just started an effort to recreate/remaster SMAC (Sid Meier's Alpha Centauri) to let it run on modern systems, and especially to have working, stable, reliable multiplayer. It's still at very early stage, but feel free to subscribe, review, discuss and maybe even participate. I estimate a playable version to come in a month or so.
The idea is to use existing resources and game logic of SMAC (to preserve the feel) while having a modern, multi-threaded, bug-free game client. Once this step is done I will move further and add modding support, better graphics, various online services and more.
Code repository is located at https://github.com/afwbkbc/glsmac , it contains more details, discord link and also some ubuntu-compatible binaries if somebody is too lazy to compile.
It will be nice to have consistent feedback while development goes, to make sure I do everything right :)

p.s. I also tried to register on alphacentauri2.info but registration confirmation e-mail never comes (tried multiple emails), apparently something is broken there. If somebody here also have account on alphacentauri2.info - could you please contact their admin and tell that registration e-mails are not being sent? Maybe they aren't even aware. Thanks.
 
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It's the email broken - I have to approve signups manually, so if you didn't show botsign or sign up since this morning, go check - you're probably in. What username?
Oh, yep, I'm in now, cool. Still, a bit confusing to new users, they may never know they're accepted and some won't even try logging in anymore.
 

Approximate roadmap:

Versions 0.x: replicating original SMAC gameplay as closely as possible (but without bugs)​

  • 0.1: fundamental engine functions, such as: rendering, UI, netcode, sound system
  • 0.2: basic map functions, such as: tiles, mapgen, creating/saving/loading games, map rendering
  • 0.3: basic multiplayer: ability to host and join games, lobby, save/load games with same players. multiplayer support will be maintained during further steps from now on
  • 0.4: game processing, such as: game turns, units, buildings, technologies, building of bases, terraforming, basic combat, victory by conquest
  • 0.5: all remaining SMAC units, buildings, terraformings, tech, etc
  • 0.6: all remaining victory types
  • 0.7: AI (computer opponents, cities automation, units automation, etc) and diplomacy
  • 0.8: alien lifeforms, ecology
  • 0.9: all remaining in-game UI, including game settings
  • 0.10: non-crucial things like movies, interludes
  • 0.11: final polishing and bugfixing

Versions 1.x: fixing bugs, adding optional small features that weren't present in original SMAC but won't change it's gameplay drastically. See 'GLSMAC 1.x features' section on discord​

Versions 2.x: adding all kinds of features, as long as they are worth the time. See 'GLSMAC 2.x features' section on discord​

 
woah woah woah.. yes we gotta share this one around and gather some support. Was gonna tag Buster and Darsnan but who am I kidding of course they're already here haha. ;)

@nj666 you sir are a legend! You're creating something that so many fans have dreamed of. Hell just a few weeks ago I was answering someone saying "we need a open source SMAC remake!" on a SMAC article The_J posted that I was sharing around social media heh. Now do you prefer to work alone and just want testers or are you open to other coders coming in and helping with bits? (many fan projects fall into one or the other so I need to make sure I don't say the wrong thing when sharing around).

Not sure if it'll be any help but I'm aware of 2 previous attempts (now inactive) at a opensource SMAC project (Buster & Darsnan can say if I've missed any others). There may be some stuff in these that might save you some time but I'm not sure. They were both located at:
https://github.com/b-casey/OpenSMACX
https://alphacentauri2.info/index.php?topic=21226.0

https://github.com/dominx/opensmac
https://alphacentauri2.info/index.php?topic=14235.0
.
 
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woah woah woah.. yes we gotta share this one around and gather some support. Was gonna tag Buster and Darsnan but who am I kidding of course they're already here haha. ;)

@nj666 you sir are a legend! You're creating something that so many fans have dreamed of. Hell just a few weeks ago I was answering someone saying "we need a open source SMAC remake!" on a SMAC article The_J posted that I was sharing around social media heh. Now do you prefer to work alone and just want testers or are you open to other coders coming in and helping with bits? (many fan projects fall into one or the other so I need to make sure I don't say the wrong thing when sharing around).

Not sure if it'll be any help but I'm aware of 2 previous attempts (now inactive) at a opensource SMAC project (Buster & Darsnan can say if I've missed any others). There may be some stuff these that might save you some time but I'm not sure. The were located here:
https://github.com/b-casey/OpenSMACX
https://alphacentauri2.info/index.php?topic=21226.0

https://github.com/dominx/opensmac
https://alphacentauri2.info/index.php?topic=14235.0
.
Hehe thanks, I'll do my best :)
I'll definetely need a lot of testers, coders too but on later stages where work can be parallelized better. There will be certain code guidelines that need to be followed, I'll put them on discord when I have time .
Things that may save me some time are mostly formats of exotic SMAC assets, such as CVR, I already found ac2 page about it. OpenSMACX looks interesting, useful if there's something not on ac2 wiki yet.
Generally there is no such goal as "100% copying of every formula", it's about overall feel, so some things can be improvised (or read from SMAC .txt files, such as factions). OpenSMAC looks interesting, but I don't think scripting languages are good for making high quality games. For small games and simple things - maybe. Also in GLSMAC approach will be like "going forward slowly and carefully instead of rushing into game logic etc", I'm not in big hurry anyway, but I think in few months there will be playable version (multiplayer will come before single player because AI will take more time). So right now like 98% of code goes into 'under the hood' stuff like rendering and UI, and maybe 2% into developing main menu using those. That way it will be always possible to develop code further and add new features without making code cumbersome and unmaintainable (it's the fate of projects where there's a hurry to 'results').
 
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Sounds good mate. I'll warn in advance then that you're most requested feature from the fanbase is probably going to be breaking the 7 player limit haha. ;)

Oh and I'm slowly working my way through creating a big Civ HD video series touring each game (plus spin offs) along with their scenarios, mods and fan remakes. I actually filmed most of the SMAC episode a while back but it probably won't be released for another 6-12months while I work my way through all the Civ2 & ToT stuff. So I'll be sure to add an extra bit to the video about your project.
 
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Made some progress with maps :) Rivers and water coming soon.
 

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Added some water, it looks a bit different from SMAC but hopefully not too bad. Replicating exact SMAC water algorithm is too much effort, I'll focus on other things first.
Not the final version of water, it will be improved further, but for now I'll be focusing on reaching some playable state.
 

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Added some light and shadows, starts to look better :)
 

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Not sure yet, but can do dynamic day-night cycle later aswell :)
 

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Fixed 'half-submerged tiles' problem. Still working on coasts, this isn't final look :)
 

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