zulooaaa.blogg.se

Ultratron source code
Ultratron source code





ultratron source code
  1. #ULTRATRON SOURCE CODE HOW TO#
  2. #ULTRATRON SOURCE CODE MODS#
  3. #ULTRATRON SOURCE CODE CODE#
  4. #ULTRATRON SOURCE CODE LICENSE#

Unfortunately, the ResourceConverter does not appear to have an implementation for ‘texture’ classes, which is what you’d need to convert the more interesting XML files such as “sprites.xml”. I’m guessing you need this to convert all the XMLs into resources that can then be loaded by the Loader class. ResourceConverter: This seems to convert a. Unfortunately, it requires the resources of the game (gfx, music, …) which is as of yet a slight problem… This is probably what you need to run to get the game to run. : appears to load resources and boot up the actual game once those are loaded. Not really interesting, unless I’m missing something.

#ULTRATRON SOURCE CODE CODE#

Looks like someone was writing random code here to test or do temporary actions on XML files. I’m guessing .* is something used for the core DRM stuff which might explain why it’s not in the source packages. Luckily, the classes in .* do not seem to be used anywhere, so removing/commenting them out gets rid of those annoying error messages in your IDE. There’s some errors in .* – Looks like there’s some code missing (.*). I might say odd things, and I’m not too experienced with the way the RotT sourcecode is structured and deals with datafiles, but some of what I’m about to write may be of interest to people who are just looking through the sources for a few seconds.Ĭom. My apologies if it appears as if I’m just rambling on in the following bit of text.

ultratron source code

Yay… Let’s dive into this thing… See if we can get things to compile… *Breaks out the NetBeans* And finally the Steam version has been patched to v1.80.11. I got another 2000 keys from Steam, just as we were about to run out.

#ULTRATRON SOURCE CODE HOW TO#

However, it’s quite an advanced sort of subject, and I shall expound upon exactly how to do this in a forthcoming blog post.

#ULTRATRON SOURCE CODE MODS#

The one area where I will help out is making mods for the game. I have it on good authority from Markus that it’s not quite as horrible as the Minecraft code but I suspect it’s not far off. In fact it’s all been growing for 10 years and the subject of constant bodging, retrofitting, and general breaking and poor design. Other than that: I now apologise in advance for the extremely crappy code and terrible inaccurate or nonexistent commenting! It just grew that way. If you’re asking me much about how it works in the first place I suspect you shouldn’t be bothering to look at the source anyway.Īnyone who emails the support email address about the source code will be ignored, after being hung by the foreskin until sorry. This is very important: I have almost no time to actually support this source code and your many complicated questions about how it works. Said bright spark might also produce an Ant build.xml file. Some bright spark might cunningly put the lot up on github or sourceforge or whatever – go ahead. You may also absolutely not use the name “Revenge of the Titans”, “Puppygames”, or “Shaven Puppy Ltd” when redistributing any derivative works without our express permission, as that’d again be stepping on our trademarks. wav files which are licensed under the creative commons license, we’ve included links to every one of them in the docs. Although some of the sound in the game comes from the incredibly awesome project, the oggs and jars are still ours if you want the original. What you absolutely may not do is redistribute our assets – that’s the graphics and sounds and music – without our express permission, which if I don’t know you quite well, you are unlikely to get.

#ULTRATRON SOURCE CODE LICENSE#

Make your own RTS or Tower Defence game, pinch any bits of code you like from within (in which case the license header is probably in a grey area but… I don’t care much), or maybe make some mods for Revenge of the Titans itself. Now read this carefully: you can do what you want with the contents of that zip, provided you leave the license header alone that’s at the top of each file and respect its meaning (and the licenses of the various libraries).

  • A libs folder containing the Java dependencies for the project.
  • A docs folder containing some licenses and a readme.
  • The whole project was codenamed Ultraworm.
  • A src folder containing all the Java and XML source code.
  • ultratron source code

    Finally as promised, you can take a look at the source code to Revenge of the Titans here.







    Ultratron source code