What will be same between GLSMAC and original game?
Models, images, movies, texts, lore, factions, game rules (such as tech trees, types of armor/weapons etc), UI
Awesome work! One thing for sure I watch your project with great interest ;belalGood idea :)
You should also consider sharing r/alphacentauri to reach more people for feedback
Nice attempt.OpenSMACX is about decompilation from what I see, so it's different thing. There's also OpenSMAC but it's certainly less ambitious and is unfinished for some reason.
Is this first in the history or someone else tried it before? How about OpenSMACX?
Practical question - are you going to rewrite all the code there or borrow it from original?100% written from scratch, only SMAC assets like textures and sounds are loaded in runtime (hence it requires existing SMAC installation, basically a drop-in terranx.exe replacement).
To my knowledge, nobody has cracked / reverse engineered the proprietary 3rd party voxel format that the SMAC 3d models use. Someone got as far as making a tool that could texture map those models, but that's about it. The company that made the voxel renderer is defunct, I think. Do you have some special insight / knack for this problem? As otherwise, recreating all the 3d models from scratch in a more modern, known format, would seem to be the saner course.It seems to be already reverse engineered - https://alphacentauri2.info/wiki/Caviar , I haven't tried it yet tho.
To my knowledge, nobody has cracked / reverse engineered the proprietary 3rd party voxel format that the SMAC 3d models use. Someone got as far as making a tool that could texture map those models, but that's about it. The company that made the voxel renderer is defunct, I think. Do you have some special insight / knack for this problem? As otherwise, recreating all the 3d models from scratch in a more modern, known format, would seem to be the saner course.It seems to be already reverse engineered - https://alphacentauri2.info/wiki/Caviar , I haven't tried it yet tho.
Oh wait, so those are voxel models? Converting them to vertexes and polygons will be fun challlenge then :)
And yes, good job decoding it ;b;
About dynamic music - it will be hard or impossible to copy exact algorithm, but sounds are there and I can improvise.
Not really sure the music is dynamic.If you go afk then after a while music stops playing. Then as soon as you move mouse - it continues. It also seem to depend on your situation (i.e. if you are at war or not). So it's at least a bit dynamic (but made from predefined pieces).
-Design note: GIFs. .PCX is a pain to work with and .FLCs are impossible. Do it all with .GIFs and modders will beat a path to your door.
-Also, a little leaderhead animation would then be feasible.
I wonder if it's feasible for a single person to complete such project in a reasonable timeframe, hopefully more than disassembling and recreating the original code 1:1 in C++ ;)Simultaneous turns is something that was in original SMAC, so of course they will be implemented :)
Anyway, impressive speed of progress, only smooth tile edges left to make land look almost like the original.
You should be able to lift some code from "thinker" mod like AI, or map generation, hope you guys are in contact.
Please consider for v1.0 an option for simultaneous turns in multiplayer like in Freeciv, turn times close to singleplayer makes all sillyness involved worth it.
> Maybe even better than last civ games.Oh, I meant graphical fidelity like resolution of textures, lighting complexity, some cool visual effects, etc. Not art style of course ;lol
What do you mean, it always looked better than any civ game ;)