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File: town.jpg (669 KB, 1978x1241)
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Enemy Nations, the open source RTS+City builder with online multiplayer is in pre release for it's next major update.

Open Source version 3 brings cross-platform (64 Bit Windows+Linux+Mac), a new Stellaris-inspired edict system, improved ai, and lots of bug fixes.

https://youtu.be/Bgl7CNl3iAg

https://github.com/EnemyV/EnemyNationsRevival/releases/tag/untagged-37d3fcc3ef820819e92e
>>
Cool, I remember this game from when it became free about 20 years ago. I tried playing it back then because it looked really interesting, but kept running into all kinds of issues. Giving it another shot now, hopefully I’ll have better luck this time.
>>
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>>2453064
Awesome, let me know if you run into any issues.

The current pre-release is tested mostly on Windows, and it's the first release of SDL2, so there's likely still some issues- though it should be a lot better than the original.


The game starts by landing your rocket and picking your race. Each race has different stats, but all players share the same units and buildings. Ai's build different kinds of apartments and offices, but it's a minor detail.

Multi player is tested cross platform, but only 3 player and only in small games. We need to organize a big one! There's no real player limit, so that could get interesting.
>>
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The new version has info windows and edicts (pic related.

It adds in some late game tweaking, and exposes a plethora of information the original game kept hidden away.

It's open source, but until recently wasn't really compiling/released well. The devs working on it (me included) recently got the SDL2 version launched, which means no more Microsoft MFC frameworks.
>>
File: linemovement op.mp4 (3.54 MB, 854x524)
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Another big improvement in the latest version is line movement; shamelessly copied from games like Total Annihilation / Supreme Commander / BAR / Zero-K
>>
>>2453085
>>2453088
>>2453090
steam release pls?
>>
>>2453085
>While humans have no specific strengths, neither do they have any specific weaknesses. An all around solidly capable species.
Yawn.
>>
>>2453286
Oh, come on, it's a 30-year-old game.
>>
>>2453286
What would be human specific weaknesses or strengths? Internal divisions but high endurance or something?
>>
>>2453085
>Enemy Nations gives each race over 10 modifiers. These modifiers give
>each race an advantage (or disadvantage) in items as diverse as attack
>strength and population growth. The description for each race gives a
>general idea of each race’s strengths, but it is not comprehensive.
Couldn't all of these modifiers just be listed in the game?
>>
>>2453355
>What would be human specific weaknesses
Big titty elves
>>
>>2453355
>stamina, good shots, good engineering
>bad eideic memory (bad at producing researchers) due to a tradeoff evolutionary path, garbage reproductive rate from being hylic retards, social strivers, K-selected and robot fuckers
high unit value, brittle militarist civilization
>>
>>2453355
>>2453466
Since our opponents are fictional aliens, any human trait we consider average here on Earth could be the best or worst in the game compared to them.
>>
>>2453059
But what do you do in this game I don't get it
>>
>>2453059
Is this the guy working on it?
https://www.youtube.com/watch?v=hPtRtH5ZqQ0

>>2453493
Its described as Red Alert meets Sim City
But the map/planet has many different factions on it at the same time like a Civ game
became abandonware bc it didn't sell too well when Red Alert, AoE, Starcraft etc. came out at the same time and the publisher tried to fuck off without paying and the devs released the source code in response i think
>>
>>2453493
It kinda feels like a futuristic version of The Settlers to me.
>>
>>2453281
It's open source, you mongoloid.
>>
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>>2453281
Best I can do is itch enemy-nations

But maybe not!!

>>2453286
Hmmm i AGREE!
I task you with creating new descriptions for all of the races.

>>2453369
Absolutely! Great suggestion. I'll try to remember to add an issue on gh for it.
The race / civilization selection screen could absolutely use some looove
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>>2453493
Win condition is "kill all enemies"
But basically, you land your rocket then build your initial base - usually lumber, coal, iron, steel, and a farm. Maybe some houses + offices. Then, either rush a bunch of infantry and try to zerg your neighbor or start building up a real city with research centers, power plants, and more manufacturing to build a proper army. THEN go blast your neighbors.

Or turtle up like a slowroller turtle. If that's your thing...

>>2453500
One of them. There's something like 6 or 7 devs who worked on it over the years. And there's been multiple projects on github and the google git repo thing I forget what it's called.

>>2453524
Yeah, like settlers for sure. Or like a primitive anno.
>>
>>2453085
>Awesome, let me know if you run into any issues.
I tried starting the tutorial. According to the manual, I should see a screen like this, but it's missing.
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>>2453780
Ah, I never tried the tutorial. Thanks for letting me know! I'll have it fixed in the next update.
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I'll have an update out this weekend most likely. No big new features, but a few fixes.
>>
>>2453059
Is this like Rise of Nations?
Is the AI good?
>>
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>>2456285
>Is this like Rise of Nations?
Only a little bit, but not really. It's more like Red Alert with some Sim-city aspects, with online

>Is the AI good?
It was absolute TRASH. It's better now, but I'm still improving it. It never used to build bridges, does now. It used to have an upper limit on the size of the base it built, no more. It used to only target humans, now AI's will fight each other properly.

The AI does have plans and goals, and harder AIs can have more plans/goals at once.

The next big ai thing I need to fix is improve it's behaviour in water/island maps. It does build cruisers/destroyers and landing craft, and it even uses the landing craft a bit. But it doesn't organize as well as it could. It doesn't stage proper ocean invasions of massive armies, only small ones.
>>
fuck this, I've been hanging on for a couple hours now and still nothing
your bat can't find my vswhere for some reason and trying to do it manually has the build almost immediately stops because it can't find "mss/mssw.h" when trying to build enations.sln I'm running out of free time and google answers
call me when it's an actual release
>t. not a dev, barely know how to code but I do know a bit about github, VS etc and can usually get around stuff
also if you write in known issue that ccache location is hard coded atleast write said location in the same sentence or somewhere near
>>
The fonts look a little blurry to me. Could you make them a bit crisper? Looking at them feels like I need glasses.
>>
>>2456951 (me) some stuff I encountered just in case it might help you
the vswhere is where the bat file is searching and the vswhere sees VS with no issue listed
VS has kept pestering me about v143, v142 tools depending what I tried to do, even though I installed the desktop dev for c++ and I had to force v145 to make progress so maybe VS is partially at fault
>>
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>>2456951
>call me when it's an actual release
Sure thing. The current release is "prerelease" and there's definitely some issues. building with the old version. It's probably a VS version issue or something.
I'll let you know when the next version is out.

>also if you write in known issue that ccache location is hard coded atleast write said location in the same sentence or somewhere near
No ccache means the build is slower, but should still work. I didn't write that comment (was one of the previous devs) and frankly have been ignoring it... I'll update the comment

>call me when it's an actual release
https://github.com/EnemyV/EnemyNationsRevival/releases/tag/3.00.008

>>2456973
Yeah, absolutely. I suspect there's lots of bugs with rendering, as I replaced the Microsoft/DirectDraw with SDL2. Can you share a screenshot of which fonts are hard to read? Or is it all of them? Which os? Win/linux/mac?

>>2456974
I've updated the bat on the latest branch to (hopefully) support more vs versions
The latest code is on branch release3_00_009

But I cant test all the build versions easily. I'm using

That's on me for not merging it sooner.
>>
>>2457249
Mine look just like yours in the screenshots. They're all somewhat blurry, made even worse by heavy anti aliasing(?), but some parts are especially hard to read, like vehicle names in the vehicle window or the elapsed time in the corner.
>>
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>>2457358
K, I'll do a pass on all of the text for the next version. I know less about fonts/text rendering- but I guess it's a good time to learn! I do know there's different approaches, and the nerds on /g/ feel very strongly about the different text rendering systems. Maybe I'll get them to argue about it for me.

Oh, also, what resolution is your screen?

I just tried on my Windows and on my Mac, and I did notice the fonts look very blurry to me on mac. So that gives me something to work with.
>>
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>>2457358
>made even worse by heavy anti aliasing(?)
Do you have some kind of GPU level anti aliasing or anything like that enabled?

I see what you mean about the unit names 'Infantry' is hard to read here. Is the rest of the text in this screenshot OK to your eye?
>>
>>2457364
not him but that looks like complete ass

what is it with freetards and font rendering
>>
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>>2457365
Yeah fair, I know nothing about font rendering at all haha
Please educate me, how should I be doing it? If I'm going to re-write the original 1996 engine's font rendering I want to get it right.
>>
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>>2457368
That was original, this is current (SDL2 rendering rewrite). Ignore the red dot.

I'm also just noticing I never re-added the X on this dialogue.
>>
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I don't want to take credit for anybody else's work, so just so we're on the same page:

Most of the code was written in 1996 (art/code/mechanics). I did none of that.

The game was made to compile on modern systems by other devs (bobbias, never, marenz, and some others)

What I did was the SDL2 port. So, thank you for bringing the font issue up, because I probably should be the one to fix it!
>>
>>2457364
Everything looks kind of smeared or blurry. The letters v, w, and s almost look like parts of them are missing, and in "Time", the T and the dot over the i almost seem to blend together.
>>
>>2457363
>Oh, also, what resolution is your screen?
1920x1080
>>
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>>2457388
>>2457389
Thank you.
I started reading on font rendering, looks like I might have to do it differently on different platforms. But I'll make that part of the next update, along with other bugfixes.
>>
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I found a bug. The info boxes opened with Shift + right-click appear behind all the windows, when I assume they should always be displayed on top.
>>
>>2457399
That's the software renderer (old) not the SDL2.
It should have had SDL2 as default, I'm not sure why you got the software renderer.

You can change it in the main menu in settings->advanced

Either way, I'll look into it. Thanks for reporting.
>>
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>>2457389
>>2457388
>>2457365
>>2457364

I think I improved it a bit. Still not great. I added Hinting, increased the size of the build unit button text, and tweaked some colours (the colonists blue still needs to be lighter)
>>
>>2457402
Oh, sorry, I changed the renderer on purpose because I was annoyed by the shadows of units and buildings flickering or briefly getting darker whenever I moved the view around, and I wanted to check whether it also happened with the software renderer.
>>
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>>2457410
Fair! Thanks for letting me know. I had noticed that too, hadn't gotten around to fixing it. I'll include that in the text fix.
>>
>>2453090
this kind of line formation movement should be standard in all rts games. it'd be kind of gimping the game to not have it.
>>
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>>2457415
Agreed, and that's why it was one of the things I added in my SDL2 rewrite, even if it was "out of scope." I didn't care. It's critical.
>>
>>2453085
i dunno if your able to fix linux but theres no text even after installing SDL2-ttf. I might try the windows version in wine later
>>
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>>2457497
>>2457497
What distro? I can install it on a VM and reproduce the bug. I didn't have text when I first tested on mac or linux either, but I got it working. My guess is however I got it working on Ubuntu is going to be specific to their window manager or something.
>>
>>2457500
niche setup :c, void linux with a tiling window manager.
I think its usually not being able to find a font or something
>>
>>2457506
>niche setup :c, void linux with a tiling window manager.
What window manager? I'm willing to give it a try!
I'll try to install void on a vm now
>>
cool project, do you have a discord channel or something?
>>
>>2457508
bspwm, with the xfce4-panel and xfsettingsd
>>
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>>2457689
https://discord.gg/SZa9VGSb3

>>2457795
Reproduced. Thank you. If I can reproduce it, I can fix it. I'll have it fixed in the next update!
>>
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>>2457795
>>2458234
Root cause confirmed:
I didn't account for different distro's having different font folder paths. I hardcoded it to Debian defaults.
I'm sure I've made a lot of assumptions like this.. thank you for reporting it!
>>
>>2458240
heh, i was almost going to say these things are usually because the program couldn't find the fonts but I could've been completely wrong
thx anon
>>
>>2453085
Glup Shitto factions.
>>
>>2458430
which star wars book is that guy from?
>>
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>>2458430
Glad we all agree. I nominate you to make a plan to improve them! New descriptions? Art? Stats?

>>2458443
From that obscure book where they all only show up for 1 paragraph, of course!
>>
>>2453059
I have the OG version installed right now. Ill check out this remastered edition.
>>
>>2458690
>Glad we all agree. I nominate you to make a plan to improve them! New descriptions? Art? Stats?
Art direction, specifically. They all look like blobs of some kind, and some of them have contrasting vibes.
>Kartugan
>foresty background
>so these guys must be good with natural resources, right?
>actually, no, they're scientists for some reason
I won't pretend to be an artist, but I know what I like.
>>
>>2458697
>Art direction, specifically. They all look like blobs of some kind, and some of them have contrasting vibes.
Fair enough.
I'm not an artist, so that's not something I can fix. But if an artist ever joins the project I'll suggest this one one of the first things to improve.
I can do programming stuff, balancing, localization, etc
If somebody else makes new portraits, I can replace the existing ones.

>>2458694
Nice. Do you play the OG version often?
I'd be very interested in your balancing suggestions/ideas.
>>
>>2458703
It's understandable if art isn't your thing, but I'd look to something like Masters of Orion for better inspiration. Each faction should be distinct from any other.
>>
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>>2458705
MOO2 is a true classic. Masterpiece even.
Enemy Nations (1996) is a unique curiosity that explored production changes in RTS games before Anno was even considered (2002). It's interesting for its flavour, feel, and ambition.

But, since I'm greedy, I want both. I plan to modernize Enemy Nations, finish it based on the original direction (lots of interesting ideas referenced in the code, like planes and rockets, but espionage and expanded diplomacy too). Basically, I want to bring some Stellaris mechanics into the RTS/City Builder that is Enemy Nations.

I want all the civilizations/races/factions more unique as well. They all have very minor bonuses/negatives, but they're like +-10% for the most part, and uninteresting. Eventually, they should be more exaggerated, and unique buildings+units- basically like Civilization.

And my dream is I attract an artist who can give it a much needed facelift.
>>
Didn't anticipate the concept of a fixer-upper being applied to long abandoned vidya
>>
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>>2460334
>Didn't anticipate the concept of a fixer-upper being applied to long abandoned vidya
That's an interesting way to put it. And yah, accurate.

New build up
https://github.com/EnemyV/EnemyNationsRevival/releases/tag/3.00.012

Improves font rendering on linux+mac, fixes a startup file location issue, and some other minor tweaks/fixes
>>
>>2461514
It's a pretty good release, but the Shift+right click info box is still broken. It only appears for a split second and then disappears. If I Alt+Tab out and back in, it becomes visible.
>>
A friend of mine has a problem with the audio on W10, he says it's like continuously accelerated, making it impossible to play with it.
Is anyone else having that problem?
>>
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>>2461881
I'll take another look. I didn't have issues on my system (Windows11, 1440p) maybe it's related to resolution or os or something. What are you running it on?

>>2463015
I'll look into it. I haven't tested audio on many systems, but first guess is it's something to do with a different system audio config. Do you know if they have integrated audio, or a sound card, or anything fancy?

Thank you for the bug reports! Super helpful! I'll release another version this weekend with fixes.
>>
>>2463808
>What are you running it on?
mac
>>
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The green text is unreadable here.
>>
>>2463808
>I'll look into it. I haven't tested audio on many systems, but first guess is it's something to do with a different system audio config. Do you know if they have integrated audio, or a sound card, or anything fancy?
It's a normal integrated audio card, nothing fancy.
>>
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>>2463858
How's (pic)? Better?

>>2463996
I'll do some more testing, maybe if I just mess around with my audio settings I can reproduce it.
>>
>>2464287
the dark green text should go edge to edge there's a big gap there
>>
>>2464287
now it's a little too big
>>
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Could the smoke be made non-clickable? Sometimes it makes it difficult to click on units or buildings behind it because it opens the building info window.
>>
>>2463808
>>2464287
Hey, >>2463015 >>2463996 here.
I asked my friend to record the sounds from his game so you can have something to compare for tests and debugging:
https://files.catbox.moe/9lg5mn.m4a
>>
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This reminds me of the game Starpeace. Sounds like a high concept.
>>
>>2453059
Oh shit would love to play this game again.
I still remember someone got their daughter to voice some of the announcements.
>you are out of gas!
Stupid oil.
>>
>>2466033
I can't put into words how much I hate that creepy little girl voice.
>>
Do I need to install Visual studios 2022 to get this working?



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