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Re: [empire-deluxe] free clone of Empire Deluxe written in java just released

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  • Christopher Marshall
    Say you unzipped the directory in c: terry, so you have c: terry gempire-0.1 You set the classpath by typing this into a DOS shell: set
    Message 1 of 8 , Aug 20 2:07 PM
      Say you unzipped the directory in c:\terry, so you
      have c:\terry\gempire-0.1

      You set the classpath by typing this into a DOS shell:

      set CLASSPATH=c:\terry\gempire-0.1

      Don't forget to then compile by doing:

      cd \terry\gempire-0.1\GEMpire
      javac *.java

      Then run the map editor by doing:

      cd ..
      java GEMpire.MapEditor

      Let me know what happens. Also, which version of the
      jdk are you using? If you don't know, type

      java -version

      Chris Marshall

      --- terry <terry@...> wrote:
      > I'm interested!
      > It doesn't work for me, I think because I don't
      > know how to set the class
      > path you describe for windows 2000; if anybody knows
      > please email the
      > answer. I get the following error: ' Exception in
      > thread "main"
      > java.lang.noclassdeffounderror: gempire/mapeditor'.
      >
      >
      >
      >
      > ----- Original Message -----
      > From: <christopherlmarshall@...>
      > To: <empire-deluxe@yahoogroups.com>
      > Sent: Monday, August 20, 2001 9:58 AM
      > Subject: [empire-deluxe] free clone of Empire Deluxe
      > written in java just
      > released
      >
      >
      > > I have just released GEMpire (Generic Empire for
      > the Masses) version
      > > 0.1. The home page is
      > http://gempire.sourceforge.net and the project
      > > page is at
      > http://sourceforge.net/projects/gempire. It is
      > ready for
      > > playtesting. It should run on any platform that
      > java runs on.
      > >
      > > I need help playtesting it. I would love to start
      > a game and sign
      > > players up. Anyone interested?
      > >
      > > Back in 1998, I started writing a (mostly) clone
      > of Empire Deluxe
      > > (same piece types, mostly the same rules, main
      > difference is hex map
      > > instead of square map) in java with some
      > enhancements on my own.
      > > First of all, I went the server/client route,
      > instead of peer-to-peer
      > > networking or play-by-mail, which has a number of
      > advantages. The game
      > > referee runs an Empire server on a computer
      > constantly connected to
      > > the internet. The players use Empire clients to
      > connect to the server
      > > to make their moves, as they have time. This
      > should vastly simplify
      > > the logistics of multiplayer games versus running
      > play-by-email games.
      > >
      > > The default turn logic I have implemented is much
      > more flexible than
      > > Empire Deluxe's. It lets the first player who
      > logs in control the
      > > board until they log off or end their turn.
      > Control then passes to
      > > the player that logged in earliest that is still
      > logged in. You could
      > > log in, move some pieces, log out, log back in,
      > move some more pieces,
      > > then end your turn. The server implements a new
      > turn once all players
      > > have ended their turns. One of the many features
      > on my list to add is
      > > a configurable turn cycle that implements a new
      > turn every 24 hours
      > > (say) even if one or more players haven't ended
      > their turns. This has
      > > obvious importance when running tournaments.
      > >
      > > It would be easy to disable the board control
      > mechanism, to allow a
      > > real-time style of play where all players could
      > move pieces
      > > simultaneously (up to their movement limits within
      > the given turn, of
      > > course).
      > >
      > > The main reason I wrote GEMpire is that I think
      > the gameplay of Empire
      > > Deluxe admits of many very interesting variations
      > and I wanted to be
      > > able to explore those variations. So I had to
      > have source code that
      > > was designed with such experimentation in mind. I
      > have made it very
      > > easy to change piece properties with a simple
      > configuration file. I
      > > never hard code things like subs being invisible
      > to troop transports,
      > > for example. I wrote the code to allow any piece
      > to be
      > > visible/invisible to any other piece, then wrote
      > the piece
      > > configuration file to make subs invisible to most
      > other pieces.
      > >
      > > Chris Marshall
      > >
      > >
      > >
      > >
      > >
      > > Your use of Yahoo! Groups is subject to
      > http://docs.yahoo.com/info/terms/
      > >
      > >
      > >
      >
      >
      >
      >
      > Your use of Yahoo! Groups is subject to
      > http://docs.yahoo.com/info/terms/
      >
      >


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    • christopherlmarshall@yahoo.com
      My map files are straight ascii. They couldn t be simpler. I predict you will have no problems deciphering them. Just use the map editor to create a blank
      Message 2 of 8 , Aug 20 2:20 PM
        My map files are straight ascii. They couldn't be simpler. I predict
        you will have no problems deciphering them. Just use the map editor
        to create a blank map, put some terrain down, then write it to a file,
        then open the file in a text editor.

        You can look at the the following method in the file Map.java:
        public void write(Writer out, int player)

        Actually, why don't I just include it here?

        Here it is.

        Chris Marshall


        public void write(Writer out, int player){
        int i,j;
        Vector v_pieces= new Vector(100,100);
        PrintWriter bout= new PrintWriter(out);

        // Write number of rows and columns.
        bout.println(numRows);
        bout.println(numCols);

        // Write terrain value for all rows and columns
        Piece p;
        for (i=0; i<numRows; i++){
        for (j=0; j<numCols; j++){
        // Write terrain value.
        if (j<numCols-1)
        bout.print(grid[i][j].getTerrain(player)+",");
        else
        bout.println(grid[i][j].getTerrain(player));

        if (grid[i][j].isExploredBy(player))
        if
        (grid[i][j].isVisibleTo(player)||hasFixedPiece(i,j)){
        // Copy any pieces.
        if ((p=getPieceAt(i,j))!=null)
        v_pieces.addElement(p);
        }
        }
        }

        // Write list of pieces attached to Map, keep track of players
        with pieces on map.
        boolean playersOnMap[]= new boolean[Piece.numPossiblePlayers()];
        for (i=0; i<playersOnMap.length-1; i++)
        playersOnMap[i]= false;
        bout.println(v_pieces.size());
        for (i=0; i<v_pieces.size(); i++){
        p= (Piece)v_pieces.elementAt(i);
        p.write(bout,player);
        int owner= p.getOwner();
        if (owner!=-1){
        playersOnMap[owner]= true;
        }
        }

        // don't write exploration patterns if this map is being written
        for a specific player to see.
        if (player==0){
        // Count number of players with at least one piece on the map
        and write to file.
        int numPlayers= 0;
        for (i=0; i<playersOnMap.length; i++)
        if (playersOnMap[i]) numPlayers++;
        bout.println(numPlayers);

        // Write the exploration pattern for each player to file.
        for (i=0; i<playersOnMap.length; i++){
        if (playersOnMap[i])
        writeExploredPatternForPlayer(bout,i);
        }
        }
        else bout.println("0");

        bout.println();
        bout.flush();
        }
      • adastra1960@hotmail.com
        I did not see any attribution to Walter Bright, Mark Baldwin, or Bob Rakowsky. Doesn t your game violate their copyrights? Arne ... project ... peer ... game
        Message 3 of 8 , Aug 20 4:06 PM
          I did not see any attribution to Walter Bright, Mark Baldwin, or Bob
          Rakowsky. Doesn't your game violate their copyrights?

          Arne

          --- In empire-deluxe@y..., christopherlmarshall@y... wrote:
          > I have just released GEMpire (Generic Empire for the Masses) version
          > 0.1. The home page is http://gempire.sourceforge.net and the
          project
          > page is at http://sourceforge.net/projects/gempire. It is ready for
          > playtesting. It should run on any platform that java runs on.
          >
          > I need help playtesting it. I would love to start a game and sign
          > players up. Anyone interested?
          >
          > Back in 1998, I started writing a (mostly) clone of Empire Deluxe
          > (same piece types, mostly the same rules, main difference is hex map
          > instead of square map) in java with some enhancements on my own.
          > First of all, I went the server/client route, instead of peer-to-
          peer
          > networking or play-by-mail, which has a number of advantages. The
          game
          > referee runs an Empire server on a computer constantly connected to
          > the internet. The players use Empire clients to connect to the
          server
          > to make their moves, as they have time. This should vastly simplify
          > the logistics of multiplayer games versus running play-by-email
          games.
          >
          > The default turn logic I have implemented is much more flexible than
          > Empire Deluxe's. It lets the first player who logs in control the
          > board until they log off or end their turn. Control then passes to
          > the player that logged in earliest that is still logged in. You
          could
          > log in, move some pieces, log out, log back in, move some more
          pieces,
          > then end your turn. The server implements a new turn once all
          players
          > have ended their turns. One of the many features on my list to add
          is
          > a configurable turn cycle that implements a new turn every 24 hours
          > (say) even if one or more players haven't ended their turns. This
          has
          > obvious importance when running tournaments.
          >
          > It would be easy to disable the board control mechanism, to allow a
          > real-time style of play where all players could move pieces
          > simultaneously (up to their movement limits within the given turn,
          of
          > course).
          >
          > The main reason I wrote GEMpire is that I think the gameplay of
          Empire
          > Deluxe admits of many very interesting variations and I wanted to be
          > able to explore those variations. So I had to have source code that
          > was designed with such experimentation in mind. I have made it very
          > easy to change piece properties with a simple configuration file. I
          > never hard code things like subs being invisible to troop
          transports,
          > for example. I wrote the code to allow any piece to be
          > visible/invisible to any other piece, then wrote the piece
          > configuration file to make subs invisible to most other pieces.
          >
          > Chris Marshall
        • Christopher Marshall
          How do you figure? You mean by mentioning the name Empire Deluxe or by implementing a similar game? The game is not an exact copy of the rules. For
          Message 4 of 8 , Aug 20 4:14 PM
            How do you figure? You mean by mentioning the name
            "Empire Deluxe" or by implementing a similar game?

            The game is not an exact copy of the rules. For
            example, I use a hex map instead of a square grid.
            Also, all of the art work is my own.

            I would certainly have no problem adding the
            attributions if that is what you are complaining
            about. Is it?

            Chris Marshall

            --- adastra1960@... wrote:
            > I did not see any attribution to Walter Bright, Mark
            > Baldwin, or Bob
            > Rakowsky. Doesn't your game violate their
            > copyrights?
            >
            > Arne
            >
            > --- In empire-deluxe@y..., christopherlmarshall@y...
            > wrote:
            > > I have just released GEMpire (Generic Empire for
            > the Masses) version
            > > 0.1. The home page is
            > http://gempire.sourceforge.net and the
            > project
            > > page is at
            > http://sourceforge.net/projects/gempire. It is
            > ready for
            > > playtesting. It should run on any platform that
            > java runs on.
            > >
            > > I need help playtesting it. I would love to start
            > a game and sign
            > > players up. Anyone interested?
            > >
            > > Back in 1998, I started writing a (mostly) clone
            > of Empire Deluxe
            > > (same piece types, mostly the same rules, main
            > difference is hex map
            > > instead of square map) in java with some
            > enhancements on my own.
            > > First of all, I went the server/client route,
            > instead of peer-to-
            > peer
            > > networking or play-by-mail, which has a number of
            > advantages. The
            > game
            > > referee runs an Empire server on a computer
            > constantly connected to
            > > the internet. The players use Empire clients to
            > connect to the
            > server
            > > to make their moves, as they have time. This
            > should vastly simplify
            > > the logistics of multiplayer games versus running
            > play-by-email
            > games.
            > >
            > > The default turn logic I have implemented is much
            > more flexible than
            > > Empire Deluxe's. It lets the first player who
            > logs in control the
            > > board until they log off or end their turn.
            > Control then passes to
            > > the player that logged in earliest that is still
            > logged in. You
            > could
            > > log in, move some pieces, log out, log back in,
            > move some more
            > pieces,
            > > then end your turn. The server implements a new
            > turn once all
            > players
            > > have ended their turns. One of the many features
            > on my list to add
            > is
            > > a configurable turn cycle that implements a new
            > turn every 24 hours
            > > (say) even if one or more players haven't ended
            > their turns. This
            > has
            > > obvious importance when running tournaments.
            > >
            > > It would be easy to disable the board control
            > mechanism, to allow a
            > > real-time style of play where all players could
            > move pieces
            > > simultaneously (up to their movement limits within
            > the given turn,
            > of
            > > course).
            > >
            > > The main reason I wrote GEMpire is that I think
            > the gameplay of
            > Empire
            > > Deluxe admits of many very interesting variations
            > and I wanted to be
            > > able to explore those variations. So I had to
            > have source code that
            > > was designed with such experimentation in mind. I
            > have made it very
            > > easy to change piece properties with a simple
            > configuration file. I
            > > never hard code things like subs being invisible
            > to troop
            > transports,
            > > for example. I wrote the code to allow any piece
            > to be
            > > visible/invisible to any other piece, then wrote
            > the piece
            > > configuration file to make subs invisible to most
            > other pieces.
            > >
            > > Chris Marshall
            >
            >
            >
            >
            > Your use of Yahoo! Groups is subject to
            > http://docs.yahoo.com/info/terms/
            >
            >


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