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From: Benoit B. <ben...@go...> - 2011-03-04 15:34:36
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Hi, Did you download also the original game resources (graphic files, sounds, game data)? Once you've done it, copy all files from the original game "DATA" directory to the Freesynd "Data" directory. PS : If you want to have time to read the error message, don't run the game by clicking on it but open a DOS console and run the game from it. It won't close when the game stops and you will see the message. benblan |
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From: Alvaro P. <sha...@ho...> - 2011-03-04 03:49:11
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Hi, I downloaded freesynd-0.4-win32 and I tried to run freesynd.exe but it is not working. it appears a DOS screen for a second and then nothing. |
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From: Joost P. <jo...@7f...> - 2010-09-30 11:21:50
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Hi, Just a heads up: as of this revision it seems the links on the news page no longer work (it just displays the html code for them). Cheers, Joost ch...@us... wrote: > Revision: 221 > http://freesynd.svn.sourceforge.net/freesynd/?rev=221&view=rev > Author: chamel > Date: 2010-09-30 11:06:09 +0000 (Thu, 30 Sep 2010) > > Log Message: > ----------- > website files update > > Modified Paths: > -------------- > trunk/www/dev.php > trunk/www/include/common.php > > Modified: trunk/www/dev.php > =================================================================== > --- trunk/www/dev.php 2010-09-30 10:43:21 UTC (rev 220) > +++ trunk/www/dev.php 2010-09-30 11:06:09 UTC (rev 221) > @@ -6,6 +6,8 @@ > <ul> > <?php > //NOTE: symbol <'> must be escaped <\'> > + //function roadmapItem($id, $content) - id of bug/feature + short description > + //function roadmapItemNoid($content) - description only > roadmapItem('3005294','Debriefing information is not displayed after ending the mission'); > roadmapItem('3031032','Rewrite animation generation procedures'); > roadmapItem('3036610','Rewrite map drawing'); > > Modified: trunk/www/include/common.php > =================================================================== > --- trunk/www/include/common.php 2010-09-30 10:43:21 UTC (rev 220) > +++ trunk/www/include/common.php 2010-09-30 11:06:09 UTC (rev 221) > @@ -49,7 +49,7 @@ > function newsItem($title, $content, $submitter, $date) > { > echo '<h3>' . htmlentities($title) . "</h3>\n"; > - echo '<p>' . implode("</p>\n<p>", explode("\n\n", $content)) > + echo '<p>' . htmlentities(implode("</p>\n<p>", explode("\n\n", $content))) > . "</p>\n"; > echo '<div class="rght_algn"><b> -- ' . htmlentities($submitter) > . '</b><br />' . htmlentities($date) . "</div>\n\n"; > @@ -59,10 +59,16 @@ > { > echo '<li><a href="http://sourceforge.net/support/tracker.php?aid=' > . $id . '" target="_blank">'. $id . '</a> ' > - . implode("</p>\n<p>", explode("\n\n", $content)) > + . htmlentities(implode("</p>\n<p>", explode("\n\n", $content))) > . "</li>\n"; > } > > +function roadmapItemNoid($content) > +{ > + echo '<li>' . htmlentities(implode("</p>\n<p>", explode("\n\n", $content))) > + . "</li>\n"; > +} > + > function printStartTime() > { > $now = getdate(); > > > This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. > > ------------------------------------------------------------------------------ > Start uncovering the many advantages of virtual appliances > and start using them to simplify application deployment and > accelerate your shift to cloud computing. > http://p.sf.net/sfu/novell-sfdev2dev > _______________________________________________ > freesynd-cvs mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/freesynd-cvs |
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From: andy <pro...@gm...> - 2010-09-28 08:27:05
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hi have just joind the list and want to help develop freesynd. I am an embedded c & asm developer by trade and in my spare time i am writitng a developer suite for AROS would love to get involved with this project |
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From: Emperor <jaa...@gm...> - 2009-06-24 00:01:10
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Dear Sir/Madam, Since a while there has not been any new post about the project. How is proces going? How can I support you? Marketing? Developement programmes licence? Money? Please tell me. Good luck with the Freesynd project! kind regards, Jaap |
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From: Tomasz L. <li...@gm...> - 2008-10-13 10:17:49
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Hi, I don't think someone will be able to explain you how the code works. It is poorly commented, but names of classes and methods may give you a hint about their function. The development has stopped quite long ago, so I don't think anyone remembers anything about the code. Creating c# version is, in my opinion, not a good idea. This way you have very little chances of pushing the project forward. Still, it's your choice. You could start by analysing the code and writing Doxygen documentation tags for it. Even if you will only write some comments and not a single line of code, it is still valuable contribution that will surely help in further development. To become a developer, contact one of the current developers directly. They may also give you a hint about what is required to do. Their emails are listed on "About" page of Freesynd website. Good luck, Tomasz Lis 2008/10/13 <bo...@ge...> > Me 2 ...C&C-series is also among my favorites along with Dungeon Keeper 2. > > I wanted to contribute to this project to, but there are tree problems. > - game development has basically halted. > - There are no design documents, its a bit messy to work with. > - I don't have much c/c++ experience, but I'm a damn good C# developer & > software designer. > > This leads to three options for me > - I jump off the project (don't want to do that) > - Make a C# version with design documents. > - Make the C/C++ design documents. > > > > > Hi all, > > > > I just found out your project and I was wondering whether I can > > contribute to your work. Syndicate had been my favourite game for years, > > roughly until I saw the C&C series and it is my main motivation for > > willing to join you in this work. > > If you think my contribution is welcome, please let me know what I could > > do (and maybe some hints or references). Unfortunately I have no > > experience in decompiling, reverse engineering and game programming but > > I do have some experience in programming C and C++. I also have no > > problems in learning new things, so don't be afraid to ask me something > > which is not just programming. Obviously I'll do that in my spare time, > > which is, unfortunately not so much. > > > > Greetings > > > > Lorenzo > > > |
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From: <bo...@ge...> - 2008-10-13 06:16:51
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Me 2 ...C&C-series is also among my favorites along with Dungeon Keeper 2. I wanted to contribute to this project to, but there are tree problems. - game development has basically halted. - There are no design documents, its a bit messy to work with. - I don't have much c/c++ experience, but I'm a damn good C# developer & software designer. This leads to three options for me - I jump off the project (don't want to do that) - Make a C# version with design documents. - Make the C/C++ design documents. > Hi all, > > I just found out your project and I was wondering whether I can > contribute to your work. Syndicate had been my favourite game for years, > roughly until I saw the C&C series and it is my main motivation for > willing to join you in this work. > If you think my contribution is welcome, please let me know what I could > do (and maybe some hints or references). Unfortunately I have no > experience in decompiling, reverse engineering and game programming but > I do have some experience in programming C and C++. I also have no > problems in learning new things, so don't be afraid to ask me something > which is not just programming. Obviously I'll do that in my spare time, > which is, unfortunately not so much. > > Greetings > > Lorenzo > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the > world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > freesynd-cvs mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/freesynd-cvs > |
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From: Dominique L. <dom...@le...> - 2007-06-04 19:05:52
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Hi, As I'm starting to prepare Packages for openSUSE, I also started to worry about FSH conformity. The datadir should be in another location so I just introduced very basic ./configure to freesynd. Better start early than late, no? Find attached a patch against the latest CVS; it introduces all these changes. Would be nice if it would be considered to be included. Best regards, Dominique |
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From: Paul C. <pau...@fn...> - 2007-05-20 15:16:50
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Hello. I have updated the game section of the document that comment the reverse ingenering of the data files. I think that we can see a kind of scenario after the sfx structure. It seems to be a single linked list of behaviour (8 bytes each). Every thing at http://icculus.org/libsyndicate/ Thanks ! Bye. |
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From: Paul C. <pau...@fn...> - 2007-04-28 13:21:10
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Hi I have found some new structure for the GAME**.DAT files. You will find the detail at http://icculus.org/libsyndicate/libsyndicate.html |
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From: Laurent D. <lau...@ya...> - 2007-04-26 21:49:13
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Hello, Here is a patch that fix some little memleaks found with valgrind. Thanks for freesynd ;) Bye! -- |
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From: Davor O. <do...@ma...> - 2007-04-25 12:44:41
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Hi folks,
Here's just one patch:
* Control key now influences mouse clicks on agents in gameplay menu.
(When control is pressed, a click adds/removes agent from selection.
The same what would happen if you pressed Ctrl + KEY_1 to KEY_4).
* When group button or 0 or backquote (left from key 1) is pressed, all
agents are selected. (This is not new, but I added backquote to mean
the same as 0 or group button).
When control is pressed along, it inverts the selection. (This is new).
So,
3 - selects agent 3
` - selects all agents (or key 0, or click on group button)
`,ctrl+` - unselects all agents
1,ctrl+3 - selects agents 1 and 3
ctrl+` - (when done after 1,ctrl+3, selects agents 2 and 4)
* Reduce the number of times show(false) is called, by using boolean change,
like it was done in some other existing functions.
* Supported KP_ENTER as menu enter key, alongside of KEY_RETURN.
Cya,
-doc
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From: Davor O. <do...@ma...> - 2007-04-23 20:02:23
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Hi folks, Attached is a patch for a few files that improves honoring of game screen size #defines and the scrolling over the map. I've tested the patch in 640x480 and 1024x768 dimensions, works great. The only issue is that fliPlayer is playing movies in predefined size (starting from upper/left top), so during movie sequences part of the screen is empty (black). I suppose flis wouldn't look good resized, so the simple solution would be to locate the fli player in the center of the screen. I might submit that as the next patch. -doc |
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From: Davor O. <do...@ma...> - 2007-04-23 18:01:05
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Hi folks, Attached is a patch for gameplaymenu.cpp that enables numeric selection of agents. Key 0 cycles between all agents and current selection. Keys 1 - 4 select individual agents. If control key is pressed, then agents are added/removed from current selection. This does not seem to interfere with the pathway display which is also bound to the control key. -doc |
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From: Tomasz L. <li...@gm...> - 2007-03-03 00:57:45
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Wow! Great piece of work. Nice HTML version! In your previous packages, you've included PDF version of libsyndicate. Please don't stop including this version. Many people (me too) don't have and don't know how to use latex. Regards, Tomasz Lis |
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From: Paul C. <pau...@fn...> - 2007-03-02 22:04:04
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I purpose an update of informations available for GAME*.DAT files at : http://paul.chavent.free.fr/libsyndicate/doc/file_format/libsyndicate.html I have made a package for reading data files : http://paul.chavent.free.fr/libsyndicate/libsyndicate.tar.bz2 |
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From: Grahame W. <gr...@re...> - 2007-02-24 16:13:17
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I noticed that there hasn't been any checkins to CVS for a while but there has been to SVN, does this mean that you have switched over to SVN for all development now? Grahame |
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From: Paul C. <pau...@fn...> - 2007-01-28 21:16:48
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I copy paste the structure i use for the GAMExx.DAT file format. It's not yet complete but if it can help somebody. My sources are at http://paul.chavent.free.fr/fichiers/syndicate/ in the tar.bz2 archive. struct GameStruct { uint8_t _header[8]; uint16_t _offsets[128][128]; // '_offset + 32774' gives the offset in this file of the first object of this tile. if zero no object // This struct size is 92. // The first height pedestrians seems to be our agents. // But why is it used for ? struct Pedestrian { uint16_t _offset_prev; // '_offset + 32774' gives the offset in this file of the previous object uint16_t _offset_next; // '_offset + 32774' gives the offset in this file of the next object (usualy weapon) uint8_t _tile_sub_x; uint8_t _tile_x; uint8_t _tile_sub_y; uint8_t _tile_y; uint8_t _tile_sub_z; uint8_t _tile_z; uint8_t _unkn10; // always to 4 ? this bit may be connected with minimap in bottom left uint8_t _unkn11; // this bit is connected with control uint8_t _unkn12[2]; uint16_t _static_index_anim; // the index of the static sprite (even if the vehicle move) (HFRA-0.ANI) uint16_t _static_index_frame; // the index of the static sprite (even if the vehicle move) (HFRA-0.ANI) uint16_t _dynamic_index_anim; // the index of the animation (when the vehicle burn for example) (HSTA-0.ANI) uint8_t _nb_amos; uint8_t _unkn21[3]; //0x01 ped; 0x02 vehicle; 0x04 weapon; 0x05 object; allow to display a target, a pickup, and for minimap uint8_t _type; // uint8_t _sub_type; uint8_t _unkn26[45]; // IPA levels: white bar level,set level,exhaused level and forced level uint32_t _adrenalevels; uint32_t _intelilevels; uint32_t _perceplevels; uint8_t _unkn83[7]; } _pedestrians[256]; // This struct size is 42. struct Vehicle { uint16_t _offset_prev; // '_offset + 32774' gives the offset in this file of the previous object uint16_t _offset_next; // '_offset + 32774' gives the offset in this file of the next object uint8_t _tile_sub_x; uint8_t _tile_x; uint8_t _tile_sub_y; uint8_t _tile_y; uint8_t _tile_sub_z; uint8_t _tile_z; uint8_t _unkn10; // always to 4 ? uint8_t _unkn11; // this bit is connected with control ? uint8_t _unkn12[2]; uint16_t _static_index_anim; // the index of the static sprite (even if the vehicle move) (HFRA-0.ANI) uint16_t _static_index_frame; // the index of the static sprite (even if the vehicle move) (HFRA-0.ANI) uint16_t _dynamic_index_anim; // the index of the animation (when the vehicle burn for example) (HSTA-0.ANI) uint8_t _nb_amos; uint8_t _unkn21[3]; // 0x01 ped; 0x02 vehicle; 0x04 weapon; 0x05 object; allow to display a target, a pickup, and for minimap uint8_t _type; // uint8_t _sub_type; uint8_t _unkn26[16]; } _vehicles[64]; // This struct size is 30. struct Object { uint16_t _offset_prev; // '_offset + 32774' gives the offset in this file of the previous object uint16_t _offset_next; // '_offset + 32774' gives the offset in this file of the next object uint8_t _tile_sub_x; uint8_t _tile_x; uint8_t _tile_sub_y; uint8_t _tile_y; uint8_t _tile_sub_z; uint8_t _tile_z; uint8_t _unkn10; // always to 4 ? uint8_t _unkn11; // this bit is connected with control ? uint8_t _unkn12[2]; uint16_t _static_index_anim; // the index of the static sprite (even if the vehicle move) (HFRA-0.ANI) uint16_t _static_index_frame; // the index of the static sprite (even if the vehicle move) (HFRA-0.ANI) uint16_t _dynamic_index_anim; // the index of the animation (when the vehicle burn for example) (HSTA-0.ANI) uint8_t _nb_amos; uint8_t _unkn21[3]; //0x01 ped; 0x02 vehicle; 0x04 weapon; 0x05 object; allow to display a target, a pickup, and for minimap uint8_t _type; // 0x0C door; 0x12 open window; 0x13 close window; 0x16 tree uint8_t _sub_type; uint8_t _orientation; // 40 EW / 80 NS uint8_t _unkn27[3]; // always 0 ? } _objects[400]; // This struct size is 36. struct Weapon { uint16_t _offset_prev; // '_offset + 32774' gives the offset in this file of the previous object (usualy the owner ?) uint16_t _offset_next; // '_offset + 32774' gives the offset in this file of the next object uint8_t _tile_sub_x; uint8_t _tile_x; uint8_t _tile_sub_y; uint8_t _tile_y; uint8_t _tile_sub_z; uint8_t _tile_z; uint8_t _unkn10; uint8_t _unkn11; uint8_t _unkn12[2]; uint16_t _static_index_anim; uint16_t _static_index_frame; uint16_t _dynamic_index_anim; uint8_t _nb_amos; uint8_t _unkn21[3]; //0x01 ped; 0x02 vehicle; 0x04 weapon; 0x05 object; allow to display a target, a pickup, and for minimap uint8_t _type; //0x01 persuadertron; 0x02 pistol; 0x03 gauss gun; 0x04 shotgun; 0x05 uzi; 0x06 minigun; 0x07 laser; 0x08 flamer; 0x09 long range; 0x0A scanner; 0x0B medikit; 0x0C time bomb; 0x0D access card; 0x0E invalid; 0x0F invalid; 0x10 invalid; 0x11 energy shield; uint8_t _sub_type; uint8_t _unkn26[10]; } _weapons[725]; struct Unkn07 { uint8_t _unkn[12]; } _unkn07; struct Unkn08 { uint8_t _unkn[8]; } _unkn08[2048]; struct Unkn09 { uint8_t _unkn[437]; } _unkn09; struct Mapinfos { uint8_t _unkn10[11]; uint8_t _map[2]; uint8_t _minx[2]; uint8_t _miny[2]; uint8_t _maxx[2]; uint8_t _maxy[2]; uint8_t _zero[4]; uint8_t _objective[2]; uint8_t _objective_data[2]; uint8_t _unkn11[14*9 - 11 - 14]; } _mapinfos; // Agents table? struct Unkn11 { uint8_t _unkn[15]; } _unkn11[129]; }; |
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From: Tomasz L. <li...@gm...> - 2007-01-07 22:35:58
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I don't know how advanced is Your work on the Sound Manager, so please forgive me if I'm writing about things that are already done. As you probably know, Syndicate is using an early version of Miles Sound System library to play sound. The library contains nice functions to play VOC files, and to play MIDI files with different instrument banks. The Miles Sound System 2.0 source code is now avaible as Open Source on John Miles site here: http://www.thegleam.com/ke5fx/ The source code may be quite useful in making the music and sound to play in the same way it was in original game. ps. AI works on first release! Great work! |
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From: Paul C. <pau...@fn...> - 2006-12-30 22:55:56
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I think that COL01.DAT represent the type of map tiles. Ther are 256 uint8. One for each tile. Each uint8 is the type of the tile. Ther is a graphical representation at : http://paul.chavent.free.fr/fichiers/syndicate/Page.html I have also updated the output of HREQ01.DAT with the "good" colors. |
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From: Paul C. <pau...@fn...> - 2006-12-26 19:27:04
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Hello people. Ther is an info in HFNT that freesynd seems to ignore : it is the vertical margin. In HFNT.DAT there is offset, width/heigth, and the last byte is the margin. The COL.DAT seems to be used for "colisions/elevation information/minimap". Sorry if thes informations are redundant, but i haven't found them anywhere. CU ! |
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From: Tomasz L. <li...@gm...> - 2006-12-18 21:14:08
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Hi, Thanks for information. I thought all fonts are in DAT/TAB files. Your whitebook looks very promising. Keep a good work. Regards, Tomasz Lis |
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From: Paul C. <pau...@fn...> - 2006-12-18 20:07:46
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Hello Tomasz. Here (http://paul.chavent.free.fr/fichiers/syndicate/hreq.png) is a dump=20 of the HREQ.DAT file. It contain the caracters that are displayed in the=20 gameplay screen. I still have some trouble with the palette... Moreover, if think i know what COL01.DAT is used for. This is a kind of=20 lut or mask that indicate if the tiles of a map are walkable etc... I'am writing a library that could be used for any project which would=20 like to access syndicate data files (editor, games etc). I'am doing this=20 because i think that the freesynd project is too dependant of the=20 datafiles format, the code is very difficult to read and the maintenance=20 will be very difficult for new members of the project. And i'am writing a kind of whitebook of the syndicate datafile format. You can have an overview of the actual state of the work here : http://paul.chavent.free.fr/fichiers/syndicate/ Tomasz Lis a =E9crit : > Hi Paul, >=20 > My name is Tomasz Lis. I'm not a Freesynd programmer, but I know most o= f > things that are reworked in Syndicate. >=20 > It looks like no one knows what is the HREQ.DAT for (because noone repl= ied > you). Neither do I. It seems to have 64 bytes per line, 4 bytes per ent= ry - > and this is all I can say. >=20 > Anyway we'll need to rework all files, so it would be helpful to know w= hat > this one do. >=20 > Please inform me about your progress, so I could update information I h= ave > on my site (syndicate.lubie.org). >=20 > _______________________________________________ >=20 >> freesynd-user mailing list >> fre...@li... >> https://lists.sourceforge.net/lists/listinfo/freesynd-user >> >=20 |
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From: Tomasz L. <li...@gm...> - 2006-12-17 17:54:02
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Hi Paul, My name is Tomasz Lis. I'm not a Freesynd programmer, but I know most of things that are reworked in Syndicate. It looks like no one knows what is the HREQ.DAT for (because noone replied you). Neither do I. It seems to have 64 bytes per line, 4 bytes per entry - and this is all I can say. Anyway we'll need to rework all files, so it would be helpful to know what this one do. Please inform me about your progress, so I could update information I have on my site (syndicate.lubie.org). _______________________________________________ > freesynd-user mailing list > fre...@li... > https://lists.sourceforge.net/lists/listinfo/freesynd-user > |
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From: Paul C. <pau...@fn...> - 2006-12-17 09:39:04
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Hello people. My name is Paul, I'am french (live in Toulouse), and i have 26. Sometime i'am on the irc channel as valefor. I was intrested in joining your effort for a free remake of syndicate. I have read the freesynd code for somme weeks now. I have a question about the HREQ.DAT. Your code seems don't use it. Is it because you don't know what is it or what else. If there are some work do do on this i think i can make it. So please tell me if i can help you. A bientot. Paul. |