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Reversing to Orion - project 1oom

I spent last couple of days trying to set up a build environment in MSYS2. It was a pain in the butt, so I thought I might as well post it here if there are some nondevs who still want to compile static builds on Win. (no x11 or allegro4 though)

1> First install and follow the first 6 steps on the MSYS2 website https://www.msys2.org/
2> Open C:\msys64\mingw32.exe
3> Setting up the environment and downloading packages; you can probably just highlight the whole code block below and copy/paste into mingw32 console and ENTER.
Code:
pacman -Sy mingw-w64-i686-toolchain mingw-w64-i686-SDL mingw-w64-i686-SDL_mixer mingw-w64-i686-libsamplerate mingw-w64-i686-SDL2 mingw-w64-i686-SDL2_mixer git autoconf automake make --noconfirm
mkdir -p ~/dev/readline && cd ~/dev/readline
wget http://repo.msys2.org/mingw/i686/mingw-w64-i686-readline-8.0.004-1-any.pkg.tar.xz
pacman -U mingw-w64-i686-readline-8.0.004-1-any.pkg.tar.xz --noconfirm

4>Now the environment is set up, so we can just download a fork we wish to compile, I'm going with ignatius here.
Code:
mkdir -p ~/dev/1oom-builds && cd ~/dev/1oom-builds/
git clone https://gitlab.com/ignatius_rbo/1oom.git 1oom_ignatius  && cd 1oom_ignatius
autoreconf -fi
mkdir -p build-native && cd build-native
sed -i 's/pkg_config --static-libs/pkg_config --static --libs/' ../configure
SDL1MIXER_LIBS="$(pkg-config --static --libs SDL_mixer) -lmad -mwindows" SDL2MIXER_LIBS="$(pkg-config --static --libs SDL2_mixer) -lmpg123 -lshlwapi -lFLAC -lopusfile -lopus -lssp -lvorbisfile -lvorbis -logg" ../configure --enable-static --disable-hwalleg4 --disable-hwx11
make -j4
5> Compiled exes are in the default location i.e. %path_to_1oom_fork%/build-native/src

That said, the newest Tapani commit has buggy mouse cursor on SDL1, not sure if it's because of buggy code or because of me using MSYS2 sdl and goofing up. The version before it works fine. So if you wanted a specific version, you'd just find the specific HASH of that version on the gitlab page (https://gitlab.com/Tapani_/1oom/-/commits/master/), cd into the directory of the fork and go
git checkout HASH
rm -rf build-native/* && cd build-native
and run the long configure command and make command


Attached Files
.zip   win32_ignatius_v1.0-187-gdcba2f3.zip (Size: 9.72 MB / Downloads: 22)
.zip   win32_kilgore_v1.0.zip (Size: 9.43 MB / Downloads: 12)
.zip   win32_rfs_81_v1.0-56-g9f68591.zip (Size: 9.48 MB / Downloads: 23)
.zip   win32_tapani_v1.0-195-g6e1fb63.zip (Size: 9.52 MB / Downloads: 19)
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Sorry to hear it was a pain - I'm glad you got through it successfully though! I've never tried compiling my own build of anything from source code, but I've been toying with the idea of trying to do so with 1oom, so though I won't be using the same tool (I've more or less given up on Windows outside of work) it's good to hear about your efforts and eventual success!
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It is unclear if this is more stable version of the game than the DOS version with the latest unofficial patch?
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The 1oom project is fairly stable from the last time I played it.  Quite a bit of UI improvements and bug fixes that aren't (or can't) be fixed in the DOS version.   The only downside I guess is that there's no one actively still developing it in case there are any outstanding bugs left.

But of course sometimes you just want to open good ol' DOSBOX and play the original for nostalgia...
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I started a game with 1oom from Tapani's repo and quickly noticed a bug, reproducible using undo save (attached) by clicking next turn. Main world's population goes from 49 to 100 in one turn, two turns after Klackon sent ground troops that reduced the pop to about 49.

Of course since this is C I could debug it myself too. But for actually playing the game I think this signals to use the DOS version unless I was running unstable settings.

1oom_classic_sdl1 -ruleset fixbugs -uiextra -skipintro -filt 0
Classic AI+


Attached Files
.zip   1oom-bug.zip (Size: 5.01 KB / Downloads: 1)
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(November 7th, 2019, 12:37)DaveV Wrote: Here's a definite bug: I cranked up my trade with a friendly AI from minimum to maximum the turn before I settled two new worlds. I didn't readjust my ECO slider, so several of my planets had some waste because of the lost trade income. I transported a bunch (35-40) of colonists to the new colonies, and was puzzled when the ECO slider text stayed at CLEAN when I adjusted it to buy some of the transported population back. The next turn, all the transported population had magically reappeared!

It looks like DaveV ran into the same bug earlier in this thread in 2019.

In my case, at turn N, I put most of production into building missile bases with eco going into waste accumulation. At turn N+1, AI ground troops arrive and reduce the pop to about 49. This is the situation in the save file. At turn N+2 (hit next turn), message informs that planet has reached max population.
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I played a game with 1oom. There's definitely some 1oom specific issues remaining. Attached is all auto saves to help fix these issues eventually. Overall, game felt easier than with 1.4m playing on impossible. AIs seemed less ahead in everything at least due to failing to colonize planets they had landing tech for.

major bugs:

- In year 2366 sakkra has dead and inferno colony techs but doesn't colonize tundra planet 3 parsecs away from their homeworld
- Meklar has radiated colony tech but doesn't colonize rad planets, instead trades that tech to player in year 2405 and player colonizes them

bugs:

- Missiles don't animate in battle only when player is giving orders to the ship they are homing in, instead they always animate
- Ship taking damage animation is ship exploding animation
- Ship destroyed has no explosion animation, just disappears like with black hole generator

potentially major bugs:

- Sakkra AI didn't send troops while orbiting player colony with fleet in early game in year 2372 like happens at least with 1.4m
- Meklar at war keeps big fleet at Psyco 3 parsecs away from three player key colonies and doesn't do anything with it for decades in year 2427

polish issues:

- Planet selection rectangle animates way too fast in normal galaxy view
- Ship movement animation at least in some battles is instantenously fast but firing animation seems too slow
- Battle music doesn't start from the beginning in battles (feature?)


Attached Files
.zip   1oom-game-bugs.zip (Size: 1.4 MB / Downloads: 0)
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I finally got around to trying this and I'm kind of blown away. It's amazing what a governor interface and smoother map scrolling does for the game.

I decided to try modding it, but I'm getting stuck early on. Has anyone been able to get the lbxview to work? It immediately exits without any error message, whether or not I follow the font advice in the docs.

edit: For anyone else trying this, apparently only the sdl1 version of lbxview works. Still no progress on lbxedit, we'll see.
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Very frustrating that there is no config setting in 1oom to remove the built-in cheats! It always bugs me when in the back of my mind I'm thinking "I could just cheat here and... reveal the galaxy, get free money, change player personalities".
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Just in case anyone's interested, I forked 1oom and released a version with a few bugfixes and (my bugbear) the built-in cheats disabled! I only bothered to build it for DOS(box): https://gitlab.com/jez9999/1oom/-/releases/v1.0-jez1
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