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Big Update#7

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remileonard wants to merge 1027 commits intofabiensanglard:masterfrom
remileonard:master
Open

Big Update#7
remileonard wants to merge 1027 commits intofabiensanglard:masterfrom
remileonard:master

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@remileonard
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Build System

  • Added a new top-level CMakeLists.txt to define the project, set C++ standards, and configure dependencies (SDL2, SDL2_mixer_ext, imgui, OpenGL). Subdirectories for all major components are now included for unified builds.
  • Introduced CMakePresets.json with presets for Windows (Visual Studio), Linux (GCC), and Linux (Clang), enabling easy cross-platform configuration and builds via CMake (i've been able to build the game on macos mojave, but i've got a black screen :( )
  • Usage of vcpkg for build dependencies.

Documentation

  • update existing documentation with the new information discoverd during the developpement
  • add technical documentation

Game play

  • GameFlow implementation, full conversation support including voice, load and save games (compatible with original dos version), weapon catalog, ledger, kill board.
  • New flight model with original flight dynamics data
  • Mission scripts, some mission are completable, very basic AI for the moment.
  • Virtual cockpit with HUD, radar screen and weapon screen
  • In game music with adlib emulation
  • A full debugger UI, with ingame map full details, gamestat, mission script execution, and data exploration.

File Format

  • GOG cdrom image support, just add SC.dat in the same directory as the game exe.
  • Tactical operation support
  • Model geometry for pacific strike, need to figure out what is the compression algorithm for the texture and the maps. (use a PB+ header)

and a lot more :)

@fabiensanglard
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I tried to transfer the repo but remileonard/libRealSpace already exists.

What I can do, it upload on last CL that says, the source of truth is now remileonard/libRealSpace, then archive my repo. Then you don't have to send Pull Requests, you are the source.

- Removed redundant scene processing for area transitions in SCMission::update.
- Consolidated scene execution logic for entering and leaving areas.
- Updated actor destruction handling to trigger scene events when an actor is destroyed.
- Modified followAlly method to check for actor destruction status instead of plane status.
- Enhanced ifTargetInSameArea method to handle null plane cases.
- Adjusted SCProg execution to set current command instead of executing flyToWaypoint directly.
- Introduced a new mission script file `mission_misn14B.txt` detailing mission parameters, including area, spots, messages, and programming logic for various actors.
- Updated `DebugGameFlow.cpp` to improve rendering of scene information, ensuring null checks for scene options and enhancing sprite and background image handling.
- Modified `SCGameFlow.cpp` to ensure proper initialization of scenes and zones, adding checks for scene availability before creating new instances.
- Enhanced `SCProg.cpp` to refine target checks, ensuring that the player actor is treated distinctly in comparison operations.
- Adjusted `SCStrike.cpp` to correctly log mission success based on game flow registers, ensuring accurate tracking of mission outcomes.
…ed output

feat(SCPlane, SCJdynPlane): update position handling to include 3D coordinates
fix(Config): correct include case sensitivity for SimpleIni
feat(Vector2D): add subtraction operator for vector calculations
…itchLadder function for improved HUD rendering
…lity for non-Apple platforms

refactor(SCCockpit): rename RenderTextTags to RenderHUD and streamline rendering logic
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2 participants