Monthly report

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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PaxMondo
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Monthly report

Post by PaxMondo »

Steve?
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pzgndr
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RE: Monthly report

Post by pzgndr »

Hopefully Steve is having more success with Delphi 10 Berlin than I had with C++Builder. Trying to convert Empires in Arms from CodeGear C++Builder 2007 with AnsiString to Berlin 10 with UnicodeString and other updates was beyond my humble abilities. I got deep enough into it to decide it wasn't worth it and got back to what was working for me, but wasted a few months doing so. Curious to see his next report update, again hopefully with some good news.
Bill Macon
Empires in Arms Developer
Shannon V. OKeets
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RE: Monthly report

Post by Shannon V. OKeets »

ORIGINAL: pzgndr

Hopefully Steve is having more success with Delphi 10 Berlin than I had with C++Builder. Trying to convert Empires in Arms from CodeGear C++Builder 2007 with AnsiString to Berlin 10 with UnicodeString and other updates was beyond my humble abilities. I got deep enough into it to decide it wasn't worth it and got back to what was working for me, but wasted a few months doing so. Curious to see his next report update, again hopefully with some good news.
I ignored most of the warning about string conversions. That was back in 2015 when I converted to Delphi XE8. Some of them required fixing, but there were also a lot of warnings about the compiler/linker making some 'automatic' conversion assumptions. The dozen of so that still appear every time I do a full build don't seem to matter to how the program executes.
Steve

Perfection is an elusive goal.
pzgndr
Posts: 3791
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: Monthly report

Post by pzgndr »

Good to hear!
Bill Macon
Empires in Arms Developer
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Monthly report

Post by Shannon V. OKeets »

ORIGINAL: pzgndr

Good to hear!
The 2 main problems I had to overcome (MWIF now compiles and builds under Delphi 10.3) were:

1 - DPI (dots per inch) is set to Monitor2 - which MWIF doesn't need. Setting DPI to 'none' works the same way as Delphi XE8 does. When the value is Monitor2, all the text shown on the screen is too large. That makes virtually everything about the game unusable.

2 - vcl.SetSizeConstraints now fails if the sole parameter passed to it when it is created is nil. That's because the parameter is used (as FControl) and a nil value generates a fatal Access Violation. I now have the MWIF code pass a TWinControl value based on Owner. If you want more details about this, let me know.
Steve

Perfection is an elusive goal.
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