The Zod Engine needs your help!

Discussions, requests and appeals to lay open the Z source code

Moderator: Brad

Monochrome
Grunt
Grunt
Posts: 1
Joined: 2012-01-26, 02:41
Are you a spam bot?: No

The Zod Engine needs your help!

Post by Monochrome » 2012-01-27, 14:37

Folks, as some of you may know, the Zod Engine ceased development a while ago, because Freaknigh couldn't find the time to complete it. However this doesn't mean we should leave the project as it is! Zod Engine is our best chance at finally having a free, open source Z clone that can be played by everyone in every system. The good news is, all there is left to do is to iron out some bugs and create a more pratical user interface. To make sure it's wortwhile, however, we need your support. Even if you don't have programming skills, please show us that you are interested in seeing this project come to a happy conclusion. Join us at the Zod Engine forums and leave a message at this thread. If we manage to round up a good amount of people I just might be able to convince a programmer friend of mine to finish this for us. If, on the other hand, you're a programmer, this is your time to shine! Freaknigh already offered his support and advice to anyone interested to take on development.
guyverthree
Psycho
Psycho
Posts: 4
Joined: 2015-09-05, 01:09
Are you a spam bot?: No

Re: The Zod Engine needs your help!

Post by guyverthree » 2015-09-11, 17:41

I am looking at compiling the open source version from Freaknigh.

So far i have gotten most of the library's that i think I need and have build environments for Linux and Windows.

If anyone has any hints or tips they wish to dispense I would love to hear them.
User avatar
Rutz
Grunt
Grunt
Posts: 1
Joined: 2015-12-05, 01:05
Are you a spam bot?: No
Location: UK

Re: The Zod Engine needs your help!

Post by Rutz » 2015-12-05, 13:36

Yo!

So we've got some decent source code, thanks to FreakNigh.
And lots of assets, thanks to the other contributors. :)

I had a look in through some of the forum threads, I was looking for a thread on how to take the source and compile a version.

I'm not familiar with SDL references, I'm more of a C# .Net Web Forms developer.
So it would be really helpful if someone could take 10min just to knock up a "How to".

Something that explained some of the following (for dummies)

Get your self some kind of C++ complier or IDE
Get the source code from sourceForge
Install the SDL external references
Load files into complier
Compile
Run exe

I'm not really interested in ending up with multiple versions of the same game, but I wanted to have a bit of a fiddle. maybe even see if I could contribute.
I'm not here to take control of the Z-engine project, I'm just very curious as I use to play this franchise.
I just need a leg up on getting the project compiling on my machine.

Rutz
bilbo
Grunt
Grunt
Posts: 2
Joined: 2017-05-04, 16:34
Are you a spam bot?: No

Re: The Zod Engine needs your help!

Post by bilbo » 2017-06-02, 01:06

Is anyone still interested in finishing the Zod Engine? It could be such an awesome game if just a few things were ironed out...
garruz666
Laser
Laser
Posts: 32
Joined: 2009-09-06, 19:12
Are you a spam bot?: No

Re: The Zod Engine needs your help!

Post by garruz666 » 2017-10-30, 19:34

Hi! I didnt read this forum for a long long time, but now I am back. I am interested, and here you have a few ideas I had.

1- As i remember you could play the original game and the expansion, 20 + 15 maps I think. There were also an option where you can load a multiplayer game called from 001 to 099. Some of them were the same, so there were a lot of spam, but there were some maps you could play vs the PC. Someone could organize all this spam and only use the playable maps and remane them from 001 till 0xx.

2- Some people, including me, did some maps using a map-editor. In my case I did 3 maps, where PC had some advantage vs human (more units). Well, someone could collect all of them and rename thoose maps acording to the idea 1 i wrote. So now we would have more maps to play

I am not an expert with C++ or whatever you use to do this game, so I cant join the project in a deep way. But I want to colaborate with this great great game, maybe the best game all times :D
Zinc
Grunt
Grunt
Posts: 1
Joined: 2017-12-31, 17:52
Are you a spam bot?: No

Re: The Zod Engine needs your help!

Post by Zinc » 2017-12-31, 17:57

Hello, does the open source code have any kind of api? I was interested in looking into the AI code which handles bots. Cheers
User avatar
FreakNigh
General
General
Posts: 256
Joined: 2009-12-23, 22:41
Are you a spam bot?: No
Location: Philadelphia, USA
Contact:

Re: The Zod Engine needs your help!

Post by FreakNigh » 2018-01-13, 22:22

The bot code is all in zbot.cpp. It is just a derived class of zclient.cpp which handles most of the connectivity etc by itself. You'll see the code in zbot.cpp / zbot_events.cpp almost entirely pertains to just ai logic.

All bots actually connect to the server in the same way a player does. To the server a bot is pretty much just another player. There should be an update today that let's the bot use guns with heatmaps. What were you thinking to add to the bot?
Image Image
DaMarkov
Lieutenant
Lieutenant
Posts: 71
Joined: 2018-12-20, 16:17
Are you a spam bot?: No
Contact:

Re: The Zod Engine needs your help!

Post by DaMarkov » 2018-12-20, 17:10

bilbo wrote:
2017-06-02, 01:06
Is anyone still interested in finishing the Zod Engine? It could be such an awesome game if just a few things were ironed out...
I am interested in "finishing" the engine. Do you have a list of bugs / things that need to be improved?
BallWin
Commander
Commander
Posts: 226
Joined: 2006-10-24, 02:24
Location: Russia
Contact:

Re: The Zod Engine needs your help!

Post by BallWin » 2018-12-31, 17:14

DaMarkov wrote:
2018-12-20, 17:10
bilbo wrote:
2017-06-02, 01:06
Is anyone still interested in finishing the Zod Engine? It could be such an awesome game if just a few things were ironed out...
I am interested in "finishing" the engine. Do you have a list of bugs / things that need to be improved?
Mr. FreakNigh has done a great job. The engine is programmed using STL and wxwidgets. Far from me. I recently loaded the engine into QtCreator and built the engine for Ubuntu 18.04.1. The game starts and runs. Map Editor could not be started. Marked - error in selecting and moving objects. The object is selected successfully, but does not move anywhere. Re-selection is not possible. Improvements - need to adjust AI.

Happy new year people Z :cheers:
DaMarkov
Lieutenant
Lieutenant
Posts: 71
Joined: 2018-12-20, 16:17
Are you a spam bot?: No
Contact:

Re: The Zod Engine needs your help!

Post by DaMarkov » 2018-12-31, 22:43

I agree FreakNigh's code is quite easy to follow. I have so far ported the engine to SDL2 (mainly in order to run it in a window I create using Win API) and added a user interface around it.
I am currently working on a lobby server for online multiplayer, which is working but not really stable at the moment.
I think the map editor has to be rewritten or at least the user interface, but that has a low priority.
By adjusting the AI do you mean make the AI more difficult? FreakNigh has changed the AI code around November of 2017. Until now I have used the AI code of 2011 - 2016 which I find ... well ... not difficult but definitely challenging.
Are there any adjustments necessary with regards to the gameplay or the balancing of the units?
BallWin
Commander
Commander
Posts: 226
Joined: 2006-10-24, 02:24
Location: Russia
Contact:

Re: The Zod Engine needs your help!

Post by BallWin » 2019-01-02, 12:18

DaMarkov wrote:
2018-12-31, 22:43
I am currently working on a lobby server for online multiplayer, which is working but not really stable at the moment.
I'm only interested in single player, sorry. 8)
DaMarkov wrote:
2018-12-31, 22:43
I think the map editor has to be rewritten or at least the user interface, but that has a low priority.
I completely agree with you.
DaMarkov wrote:
2018-12-31, 22:43
By adjusting the AI do you mean make the AI more difficult? FreakNigh has changed the AI code around November of 2017. Until now I have used the AI code of 2011 - 2016 which I find ... well ... not difficult but definitely challenging.
Are there any adjustments necessary with regards to the gameplay or the balancing of the units?
AI should be as close to the original as possible. At the moment, AI has significant differences. To see it enough to run the original game.
DaMarkov
Lieutenant
Lieutenant
Posts: 71
Joined: 2018-12-20, 16:17
Are you a spam bot?: No
Contact:

Re: The Zod Engine needs your help!

Post by DaMarkov » 2019-01-02, 19:06

BallWin wrote:
2019-01-02, 12:18
DaMarkov wrote:
2018-12-31, 22:43
I am currently working on a lobby server for online multiplayer, which is working but not really stable at the moment.
I'm only interested in single player, sorry. 8)
The single player mode is currently running fine. But, since I am using the ZOD engine, there are some difference between the original maps and the "ZOD maps" because the converter from the DOS file format to ZOD map format is nowhere near perfect.
BallWin wrote:
2019-01-02, 12:18
DaMarkov wrote:
2018-12-31, 22:43
By adjusting the AI do you mean make the AI more difficult? FreakNigh has changed the AI code around November of 2017. Until now I have used the AI code of 2011 - 2016 which I find ... well ... not difficult but definitely challenging.
Are there any adjustments necessary with regards to the gameplay or the balancing of the units?
AI should be as close to the original as possible. At the moment, AI has significant differences. To see it enough to run the original game.
I agree but reverse engineering the original AI will be almost impossible to do. So I think it would be good to have a bunch of videos of the original AI, compare it to the ZOD engine's AI and then change the ZOD engine until it more or less behaves the same as the original AI. It will never be perfect, but it should be close enough. Furthermore, we would need to change the map format since in the DOS file format the starting commands of all AI units are stored. Theses commands were not converted and the ZOD map format needs to be extended to be able to store the commands. Converting the commands should be easy, I have a working converter which is almost as good as the one freaknigh used.
Do you think the user should have the option to choose against which AI he wants to play? Or should I build some kind of difficulty for the AI?
DaMarkov
Lieutenant
Lieutenant
Posts: 71
Joined: 2018-12-20, 16:17
Are you a spam bot?: No
Contact:

Re: The Zod Engine needs your help!

Post by DaMarkov » 2019-01-03, 18:55

BallWin wrote:
2019-01-02, 12:18
AI should be as close to the original as possible. At the moment, AI has significant differences. To see it enough to run the original game.
Last night I kept thinking about your statement. I would like some clarification. Do you mean the enemy's AI or the low level "unit AI"?
In my previous response I assumed that you were referring to the enemy's AI. I you are, however, referring to the AI of every unit then I completely agree with your statement. There is a very significant difference between the original and the ZOD implementation.
APC
Corporal
Corporal
Posts: 45
Joined: 2008-11-07, 16:18
Location: SLOVAKIA

Re: The Zod Engine needs your help!

Post by APC » 2019-01-07, 17:42

I discovered Zod Engine few days ago. It runs for me on Win10 and Win7, both the game and the map editor.
I like the AI, only protection of fort is bit neglected. When fort sectors are close and AI spreads heavy units to conquer distant sectors when his fort is under serious threat.
I don't need to have AI as close as possible to the original one from Bitmap Brothers DOS version. Your idea of choice the AI (by choice of an AI file) is interesting, but could make game more difficult tu set up for newcomers.
DaMarkov
Lieutenant
Lieutenant
Posts: 71
Joined: 2018-12-20, 16:17
Are you a spam bot?: No
Contact:

Re: The Zod Engine needs your help!

Post by DaMarkov » 2019-01-07, 22:32

APC wrote:
2019-01-07, 17:42
I don't need to have AI as close as possible to the original one from Bitmap Brothers DOS version. Your idea of choice the AI (by choice of an AI file) is interesting, but could make game more difficult tu set up for newcomers.
My idea would be to put the difficulty somewhere in the options menu. Something like Difficulty: Easy / Medium / Hard.
Or have the game start on easy difficulty and after finishing the first 20 levels the other options become available.
Post Reply