Hi Iv,
This is awesome news, thank you for this work! I was trying to do something like that, even removed the mutliplayer pieces to simplify things, but still failed (I tried mingw though).
The SDL version is purely singleplayer at the moment, and I believe, it must be possible to compile it even with mingw: there is no pause(), signals and stuff like that. I just want to let you know that the SDL branch on github has problems with the DESTDIR environment variable, dont use it for building and you will be ok (The discussion of the issue on github
https://github.com/a-nikolaev/curseofwar/issues/22 ).
I don't mind to try to change the main code to make it more Windows friendly. Even though, for me, the main priority in development is SDL, then probably custom maps and campaings. But I can try to add winsockets code too..
If you wish to contribute more to the project, this is our contact information:
IRC: #curseofwar on irc.freenode.net
Mail:
curseofwar-dev@googlegroups.comJabber conference:
curseofwar-dev@conference.jabber.ruIt will be great if you can get involved, especially now, while the SDL version is still shaping up, and the code can be adapted for Windows.
About the Wesnoth tiles, it can be an interesting thing to use them, great point really. They may be a bit big, but probably fine for large screens? ) And in general, custom tilesets is a great thing for a game like this.
(Yeah, the link does no work.)
Btw, a new screenshot (SDL, not released yet):
http://i.imgur.com/YWaT8j4.png