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Text File | 1994-05-13 | 4.7 KB | 88 lines | [TEXT/R*ch] |
-
- Conversion Instructions
-
- If you're sitting here reading this then you're probably someone
- with quite a bit of prior Xconq scenario writing behind you. Probably
- you've just gotten xc7.0 and you've managed to compile it and your
- fingers are itching to get your old favorite from xc5.5 up and running
- with the new interface. Well, not to spoil your fun, but it ain't
- that easy. First off, xc7.0 is a horse of a different color. You
- may have noticed from perusing the documentation that it has bags
- and bags of features that you always wanted in xc5.5. And that the
- syntax has changed drastically. And that the files and libraries
- have changed. And that... well, you get the idea.
-
- The conversion scripts provided will help to ease your transition
- from xc5.5 to xc7.0, but they won't save you from learning the new
- syntax or features. These scripts will NOT generate working games,
- but they will generate valid GDL syntax (for the most part :-).
- From there you can start tweaking.
-
- So let's get started -- Hint Number 1, use the info file... you
- will need the doc close at hand during this process and you can
- find a copy of this document contained in the Game Design manual in
- the section on converting from xc5.5.
-
- The first thing to consider is the naming of the files/modules.
- There are already some loose guidelines for naming xc7.0 game
- modules. Terrain or worlds tend to be in modules named t-something.g.
- These are roughly equivalent to xc5.5 .map files. Collections
- of units, such as the cities to populate world maps, are in
- files named u-something.g, where "something" generally identifies which
- map they go with in addition to a general identifier (e.g. 1942).
- Name generators are in files starting with ng-, but you probably
- don't know or care about these yet. And finally, if you are building
- a set of scenarios based on a core set of rules you should consider a
- naming scheme that will link them all together so that players can
- find them easily.
-
- Having said all that, let's get on to the conversion. The conversion
- scripts go somewhat blindly on the assumption that you've split
- everything up in the "standard" way. That is, assuming that you've
- got a super spiffy big scenario, that it comes in three parts: a
- period definition, a map and a scenario file. If not, if you've
- DARED to combine some of these files, then you may find yourself
- doing some text editing before running the conversion.
-
- Convert the map using map2g. You want to use the -o option and your
- new t-something name and the -b with a full pathname to the period
- file that has the terrain type definitions in it. This allows map2g
- to set the default base module and the get the appropriate character
- list for creating the map file. The generated map will be in world
- format, i.e. it will wrap from side to side. This is because that's
- how all the maps were in 5.5. Changing these over to area format is
- definitely non-trivial (at least for me :-).
-
- Next do a pass over the .scn file with scn2g. Again you should use
- -o to get the naming the way you want it. This should leave you with
- a very pretty set of units and a very rough hack at a set of victory
- conditions (i.e. scorekeepers). The scorekeepers will need to be
- completely reworked since the guy who wrote scn2g didn't understand
- how scorekeepers are supposed to be designed.
-
- Now the home stretch, convert the .per file with per2g. Keep an eye
- on the output. If it complains about Unkown keywords then you've
- probably used one of the more obscure features of Xconq 5.5. Don't
- panic because your obscurity will be preserved in the resulting game
- module. Now you have to edit the module and start sorting out the
- bits that per2g couldn't handle. Search for occurances of FIX. These
- are lines inserted by per2g to note places that need your attention.
- Per2g may have done nothing to the line except comment it out or it
- may have done a partial (or partially correct) conversion or it may
- have done a complete and valid conversion but wishes to call your
- attention to related forms that can be added.
-
- For this process you are going to need to have the documentation
- close at hand to make sure you get the syntax right. The best thing
- to do is read thru the Game Design section of the manual and then have
- the Reference Manual on hand while editing the module.
-
- Generally the place to start will be the make and maker lines from
- the from the old period definition. These are not converted at all
- by per2g (because the machinery has changed so radically in 7.0) and
- are essential to being able to start up the game. From there you
- can work your way through the rest of the file with frequent references
- to the manual and occasional test runs. Check out the debugging tips
- in the Game Design manual.
-
-