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- SCO SCCS ID: @(#) README 12.1 95/05/09
-
- This is the source directory for XCONQ, a multi-player strategy game.
- The code herein includes interfaces for curses, X V10R4, and X V11R2.
-
- (Note to sites with earlier release - this release is INCOMPATIBLE.
- If you wish to have both, name one or the other differently!)
-
- 1. Look at config.h and edit as desired. The most important item is
- the system you're using. There are also some noncritical options, which
- need be changed only for special needs. Config.h does *not* specify whether
- curses or X will be used - that is decided at link time.
-
- 2. Edit the makefile's definitions for library and other directories,
- as appropriate for local customs.
-
- 3. Select the versions that you want to build by editing the VERSIONS macro
- in the makefile. "cconq" is curses only (should work on almost anything),
- "xconq" and "x11conq" are X10 and X11 programs, respectively. Check the
- makefile to make sure that the correct libraries are being linked. Also,
- some systems may have the X include files in strange places - if compilation
- fails, check the interface file source code (X10.c, and so forth).
-
- 4. Do "make all" to build the versions selected.
-
- 5. Do extra things needed by some of the versions:
-
- 5a. The curses version needs no special setup.
-
- 5b. X10 fonts *.onx are binary and need to be uudecoded; do "make X10fonts".
- Decide what to do about the fonts. If your X can load from an absolute
- pathname, then make sure they're in the xconq library directory. They can
- also live in the default X font directory - xconq will always look in both
- places for a font. Finally, it may be possible to use the X defaults to
- specify a path somewhere - look at the file "Xdefaults" for an example.
- In any case, the fonts must be present on the *server* machine, since the
- X library just passes the fonts' pathnames on to the server. xconq will
- still function without these fonts, but the display is almost impossible
- to comprehend.
-
- 5c. X11 fonts *.bdf are text and need to be compiled; do "make X11fonts",
- which will produce fonts *.snf. These can be handled much as for the X10
- fonts - put in library directory, standard X font directory, or someplace
- mentioned in your .Xdefaults.
-
- 6. If you set things to run in the current dir, just say "cconq" or "xconq"
- (or whatever) and play. If you want the executables in standard places,
- use "make install" (this action may need modification, depending on which
- interfaces are in use). There is also a "make rinstall" for remote
- installation, which may be desirable in some workstation environments;
- study the makefile for more details.
-
- 7. The man pages just tell how to start up the programs; xconq.doc has
- complete details on every aspect of play. A lot of behavior can be figured
- out by experimentation and by using the extensive online help ('?' should
- always provide something).
-
- 8. If installed in a public place, announce availability. The library
- file "xconq.news" provides a convenient place to put in any notes about
- changes, new maps/scenarios, and so forth.
-
- 9. If you get bored with the standard game, look at "custom.doc", which
- tells how to build your own historical periods, maps, and scenarios.
- Many have already been defined; all are in the library directory.
-
- If you have any maps created by version 1.0, they can be converted to
- an approximate equivalent using the program "hexify". This program is
- not made by default; "make hexify" should create it. Hexify takes an old
- map on standard input and writes a new one to standard output. The new
- map is somewhat different, and may need some hand-editing.
-
- The program has been tested on HP9000/300 running HP-UX and BSD, Suns, and
- Vaxen running BSD 4.3 and Ultrix, and probably other systems as well.
- Moving to other graphics environments should not be too difficult, since
- all the user interface goes through about 50 abstract functions. (Suntools,
- Macintosh, and Atari ST would be good candidates.) Non-Un*x should be
- straightforward also, since there are only a handful of Un*x system calls,
- and none of those are absolutely required. Please contact me about any
- portability problems.
-
- Finally, to repeat what is all over the files, you may copy, redistribute,
- modify, or even mangle the code, as long as the copyright notices are
- retained, and you don't try to sell it. Common decency dictates that
- you identify your changes before passing the sources on. Also I would
- enjoy seeing any improvements/fixes/suggestions, and will try to incorporate
- them in future versions of XCONQ.
-
- stan shebs
- shebs@cs.utah.edu
- shebs@utah-cs.uucp
-
-
- VERSION 5 CHANGES
-
- This version is quite different from version 1 (versions 2-4 were interim
- only, never released). Best approach is to treat this as a new program,
- and not assume that things will be the same as previously. I can only list
- the most sweeping changes here:
-
- * merger of units and cities into one kind of object.
- * maps based on hexes instead of squares.
- * new types of orders for patrolling and following.
- * smarter machine players.
- * postfix interpreter for period descriptions.
- * many more parameters in a period.
- * period-definable terrain types.
- * generalized and flexible map file format.
- * online editing of maps and scenarios.
- * rearranged display, including a status window for units.
- * survey mode for players while another player is moving.
- * "chess clock" for timing games.
- * interactive game setup.
- * better attempts to handle unusual X implementations.
- * interfaces for X10, X11, and curses.
-
- There are a host of smaller changes as well, for instance input of unit
- type (as for production) is case-sensitive now. Many commands have been
- assigned to different characters, or have different (hopefully more logical)
- behavior.
-
- Also, I want to thank the many XCONQ players around the net who have sent
- in literally hundreds of suggestions, fixes, and improvements. The manual
- includes more detailed acknowledgments.
-