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Other Projects => Curses => Topic started by: SlatersQuest on December 23, 2013, 08:10:55 pm

Title: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on December 23, 2013, 08:10:55 pm
Version 2.2 of the Terra Vitae Mod is uploaded! Get it here (Mac) (https://dffd.bay12games.com/file.php?id=8634)!

Version 2.1 for Windows (needs update) here (https://www.mediafire.com/file/c8pilbst8i79zlp/Terravitae_2.3_for_Windows.zip/file)!






The Terra Vitae mod is a mod for LCS that allows the LCS to exist simultaneously alongside a similar group for which the mod is named, each fighting for related but not identical causes and against similar villains in a world that has a superhero theme as well as a revolutionary theme. Terra Vitae itself is a biodiversity conservation movement, adding a nature-protecting theme to the mod as well. The final major theme of this mod focuses on the already existing reality-altering powers of the C+ and L+ extremes of the laws (for instance, animals can talk at L+ animal rights even in the existing version).

When finished, this mod should have quite a lot of new content, including new sites, new laws, new factions, new skills, and new weapons, as well as a new, alternative way to win the game (and several new ways to lose), all interconnected and linked with each-other. All comments, and suggestions, and other input is welcome. The list of features that I intend to include here is expansive, but if an idea is given to me and it fits and I can do it, then I'd be happy to include it.

I'm going to be using the following color code for various elements in the game, based on how difficult or how easy they will be to code:
Black and boldface - features already implemented!
Blue - features which should be fairly easy and are high priority
Purple - features which will be harder to implement
Red - features for which I will need help or other advice of some kind

Features

New Skills
Magic - allows access to magic as a weapon, and determines proficiency with it.
Powers - enables super-powers as a weapon, and determines proficiency with it.
Battlesuit - determines proficiency with super-powered battlesuits.

New Laws
Biodiversity Protection - how much the law protects biodiversity and perserves outside of cities.
Religious Freedom - the extent to which citizens are free to choose non-traditional religious beliefs.
Superhuman Affairs - the extent to which mutants and people with superhuman affinities are protected or exploited by society.
Amerindian Affairs - the extent to which the indigenous peoples of the New World are treated by the law.
Sexual Freedom - The extent to which you can legally have sex with people.

New Views
Biodiversity, Religion, Superhumans, Amerindians - each of the new laws has a corresponding new view.
Terra Vitae - the view that the public has toward Terra Vitae (works similar to the public's perception of the LCS and CCS, but for TV).
Sexual Freedom - modifies the corresponding law. Affected by site actions at the strip club, and at the non-upscale apartments.
Patriotism - modifies the flag burning law (it was Free Speech). Affected by site actions at the military base, and at non-upscale apartments.
Political Reform - modifies the election law. Affected by site actions at the Mafia Don's mansion.
Food - (slightly) modifies Animal Rights. Affected by site actions at the Food Coop and Juice Bar.
Athletics - represents the ability of people to engage in athletic activity and opposed by conservatives who think it's overly sexual. Modifies Women's Rights. Is affected by actions at the Juice Bar, Public Park, and by the new Athletics Activity.

Other changes to laws and views
View on Genetics affects Superhuman Affairs laws. Previously, it didn't modify anything.
Views on Justices currently don't affect anything.


New Weapons and Armors
Magic - a powerful new weapon that can be used if you are unarmed and have the Magic skill (replacing Martial Arts/Hand to Hand if you have said skill).
Powers - a powerful new weapon that can be used if you are unarmed and have the Powers skill (replacing Martial Arts/Hand to Hand if you have said skill).
Armored Battlesuit - a piece of armor that functions as a powerful weapon itself if you are otherwise unarmed.
Costume - a superhero or supercriminal costume. Looks snazzy, and makes you more persuasive, if you are Super!

New Creature Types
Amerindian Citizen - a regular citizen of an Amerindian tribe. Skills vary a lot depending on Amerindian Affair laws. Always liberal. Their names change with Amerindian laws.
Amerindian Policeman - a police officer of the Amerindian tribe. Much like any other cop, but moderate instead of conservative. Their names change with Amerindian laws.
Amerindian Shaman - a priest of an Amerindian tribe. Powers vary a lot depending on Amerindian Affair and Religious Freedom laws. Always liberal. Their names change with Amerindian laws.
Best Man - the best man at a wedding. Appears in church and in church sieges. Wears an expensive suit and may have seduction skill. Conservative.
Bride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Graduate Student - like a college student, but older and more specialized.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Mafia Don - a boss of the Mafia. Usually but not always conservative.
Mafia Goon - an enforcer for the Mafia. Usually but not always conservative
Mafia Hitman - a particularly dangerous enforcer for the Mafia. Usually but not always conservative.
Mafia Lady - a fairly competent Mafiosa with seduction and usually combat skills as well. Usually but not always conservative.
Maid of Honor - the maid of honor at a wedding. Appears in church and in church sieges. Wears an expensive suit and may have seduction skill. Conservative.
Power Armor Soldier - A soldier who wears Powered Armor. Happens if either laws on Superhumans or Nuclear Power get to C+. Conservative (but can be Liberal or Moderate once the NEC is exposed)
Professional Assassin - High-skill, contracted assassins working for the Mafia, the CIA, and other factions. Lots of Juice, excellent skills, varied alignments.
Terra Vitae Agent - a professional agent of Terra Vitae, comparable to the CIA's agents but usually liberal or moderate.
Terra Vitae Founder - the founder of Terra Vitae. This person works similarly to the LCS and CCS founders.
Terra Vitae Student - a college student member of Terra Vitae, slightly better-skilled and more likely combat-capable than regular college students.
Super Criminal - a costumed criminal usually with super powers. Alignment varies greatly depending on laws.
Super Hero - a costumed crime fighter with or without super powers but usually with excellent stats. Alignment varies greatly depending on laws.
Super Minion - a low-ranking minion of an evil organization, often with super powers. Always conservative.
Super Villain - the evil leader of a secret, conspiratorial organization. Always conservative. Will need to be defeated in order to achieve alternate victory condition.

New Locations
Amerindian Reservation - located on the outskirts of town, populated by Amerindians and their shamans. Issues affected are Indian Affairs.
City Church - located downtown. Site actions here affect opinions on Religious Freedom.
City Plaza - located downtown. Good place to find Super Heroes. Site issues are Superhuman Affairs.
Mafia Don's Mansion - located in the industrial district. Home of the Mafia. Issues affected are Campaign Reform and Police Corruption.
Supervillain Lair - initially hidden, located on the outskirts of town, possibly more than one of them in different places a la CCS safehouses. Site actions are Superhuman Affairs. You need to clear these to attain the alternate victory condition.
Terra Vitae house - located on the outskirts of town, house of the TV founder. Can be used as a safehouse of the LCS. Frequent target of the CCS, CIA, and corporations. Site issues are Biodiversity and Religious Freedom.
Terra Vitae office - located in the University district (city TBA), place to encounter Terra Vitae members. Can be used as a safehouse of the LCS. Frequent target of the CCS, CIA, and corporations. Site issues are Biodiversity and possibly Privacy.
Wilderness - not located in any city. Can be used as a safehouse of the LCS. Frequent target of the CCS, supervillains, and corporations depending on laws. Site issue is biodiversity.

New Factions
The following factions are capable of laying sieges:
Assassins - Professional assassins. Cannot be offended, but can be hired by the CIA or the Mafia or Supervillains.
Conservative Church - similar to the hicks, but led by priests. They are provoked by site actions against the church and disruption of traditional weddings.
Mafia - Mafia sieges will include a mix of Goons, Hitmen, and Ladies. Mafia sieges are provoked by site actions on the Mafia Mansion. Once the CCS is formed (the establishment is taking extrajudicial action), the Mafia can be auto-provoked as well if Police Regulation or Campaign Finance is C+ (they hire Mafia thugs).
Murderers - angry, armed citizens mad at the LCS for reasons unrelated to the LCS' political beliefs. They will come after you for seducing their wives, or murdering their brothers.
Street Gangs - street gangs are provoked by attacking or causing trouble at the Crack House, or through drug law protests. Occupying the Crack House can occasionally set them off, too, and they can also be used by the Mafia for muscle (even if the Mafia themselves are being directed by the CIA). They can already chase you from the Crack House, of course.
Super Criminals - can be provoked if you support Terra Vitae too much. Certain conditions on the superhuman laws can also set them off.
Super Heroes - violent site actions on the Plaza or the Courthouse tend to provoke these, as does harboring supercriminals.
Super Villain's Minions - an endgame scenario where you are close to winning the game through the alternate victory route. The Super Villain will pay you no mind if you aren't trying to defeat him.
Terra Vitae - attacks on Terra Vitae or kidnapping their members can provoke their ire.

New Activities
Secret Mission - Agents (Terra Vitae or otherwise), Superheroes, Supercriminals, and Amerindian shamans can all undertake missions. These are dangerous activities that can influence certain laws and get necessary information, especially the location of the suppervillain lair.
Athletics - Perform athletic activity in public (workouts, etc.). Can be dangerous, especially for women, when laws (esp. sexual freedom and drug law) are conservative. Affects view on athletics, trains Martial Arts and Dodge, and, when dangerous, generates juice. The more dangerous it is, the bigger the effect that it has.

New Crimes
Superhuman Treason - if Superhuman Laws are C+, then being a non-conservative Superhero or Supercriminal will slap you with this if you ever go to trial. This is a crime equivalent to Treason and will be prosecuted correspondingly.
The Injun Problem - if Indian Affairs are C+ and the Death Penalty is C+, then being anyone of the Amerindian character types executed if caught by the police (the policy toward Amerindians is explicit genocide at this level).
Witchcraft - at Religious Freedom of C+, anybody with the Magic skill who isn't conservative is hit with this if ever caught by the police. This is a crime equivalent to Flag Murder.
Adultery - if Sexual Freedom is C or C+, having multiple lovers is a crime (it's only serious at C+)
Homosexuality - if LGBT Rights is C or C+, having lovers of the same sex as you is a crime (again only serious at C+).

Misc.
Recruitment - regular recruitment cap now depends on Persuasion as well as Juice. Your base recruitment cap is determined as usual whether you are the LCS founder and based on your juice, but Persuasion then multiplies that. If your Persuasion skill is zero, then this value is halved; if not, the the total recruits you can have is R = (B x (P + 8)) / 16, where B is the base number and P your Persuasion skill. Maximum loveslaves is also limited by juice as well; if you have less than 20 juice, you cannot have more than one lover; less than 40, cannot have more than two. If you have 80 or more juice, then the number of lovers you can have is limited only by your Seduction skill. Your founder is unaffected by this limitation on loveslaves, and neither is Terra Vitae's founder. Seduction is also modified by the higher of either Health or Charisma, instead of just Charisma.Combat Anatomy - Edited the combat function in the following ways: (1) shots that completely miss are more likely, but those that do hit are more likely to hit the body or head; (2) anyone eligible to replace the Founder gets the same plot armor that the Founder does; (3) Founder plot armor makes them harder to hit, not harder to injure; (4) hits to important body parts cause more damage (they previously didn't, oddly enough - but there was a flag to prevent arm/leg hits from being fatal).
Execution - Added three new execution categories, Cinematic Stalinist and Military. How to get them is a little complicated, but Stalinist will be used when free speech laws are arch-conservative and labor laws are elite liberal, whereas Military will be used when military spending is arch-conservative.

Terra Vitae mechanics
Terra Vitae is a secret organization not unlike the LCS, and like the LCS they can (and will be) attacked by a number of enemies. These will affect different conditions in the game and may cause you to lose, or win in an alternate way.

There are four critical stats that are associated with TV, which are global variables and affect the game.
Terra Vitae Health - the TV health represents the health of TV as an organization. At low health, TV members will almost all be TV students, and as the health increases they may be TV agents instead. TV health has a cap with increases the more liberal the Biodiversity and Religious Freedom laws are. If TV health is below this cap, it will regenerate with time at rates determined by public opinion on these issues. If TV health reaches 0, TV is destroyed and does not regenerate; if this kills the TV founder (the TV founder is not in LCS), then the New Earth Conspiracy cannot be defeated and the player can only attain a temporary victory.
Terra Vitae Juice - TV gets juice as they perform successful action, both in defending themselves from attack, defending the Wilderness from attack, and performing other actions. This juice in turn influences how much juice TV students and agents have, and their combat capabilities.
The TV Founder - there is a Terra Vitae founder character, who is the leader of TV just as the other founders are leaders of their factions. If TV loses a battle and has low health, the founder may be killed. The TV founder can also be recruited by the LCS. If this happens, then any juice won by the TV founder as an LCS member also goes to TV, but the TV founder can be killed with the LCS as well. If the TV founder is killed and TV has enough juice, some juice will be lost but a new founder will replace her. If Terra Vitae loses its founder and cannot replace her, TV is destroyed and the NEC wins.
Wilderness Ecosystem Health - the Wilderness will periodically be attacked by corps, the CCS, and supervillains. Each attack that is not defended against successfully will reduce the ecosystem health. Terra Vitae will defend the wilderness if their own health is high enough, or the LCS can set up shop in the wilderness and defend it themselves. Wilderness health regenerates over time. If the ecosystem health reaches zero, the player loses the game.

Enemy attacks
Terra Vitae will get attacked by several factions depending on laws and scenarios. This will result in a combat roll in which TV health and TV juice will be compared against an attack strength number determined by the nature of the attacker. There are three possible outcomes of any battle, which are victory, Pyrrhic victory, and defeat. In a victory, TV will get a juice reward, and will not lose health. In a Pyrrhic victory, TV will get a smaller juice reward, but will lose some health. In a defeat, TV will get no juice, will lose health, the founder will be killed (if she hasn't joined the LCS), and the wilderness ecosystem will be damaged (if the battle took place at the wilderness).

Enemies can attack three different locations of TV, the Office, the House, and the Wilderness. Attacks against the Office are more likely to damage TV health but are less likely to kill the TV founder if they do damage TV, while attacks against the House are the converse. TV has a chance of contesting the wilderness against attackers that depends on its health; a healthier TV is more likely to defend the wilderness. If the TV does not defend the wilderness, then TV itself risks no health loss or founder death, but the wilderness ecosystem will be damaged, barring intervention from the LCS. If Terra Vitae does successfully defend the wilderness from attackers (either victory or Pyrrhic victory), they will get a large juice reward, in addition to the juice they would normally get for a defense.

The different factions that can attack Terra Vitae (basically everything except hicks) and the conditions under which they do so are as follows:
Police - the Police may attack Terra Vitae if Biodiversity, Religious Freedom, Indian Affairs, or Free Speech laws are at C+, but the priority for doing so will be low and the attacks will be infrequent. The attacks will be much more frequent if TV has recently defended the wilderness from corporations. Repeated police attacks against Terra Vitae will escalate in the same way that attacks against the LCS will, with TV being much more likely to resist attacks from SWAT teams than from fighter jets. Police sieges against Terra Vitae can attack the Office or the House, but will rarely escalate if their target is the House.
Corporations - the Wilderness will be attacked by corporations unless the laws for both Corporate Law and Biodiversity are L or L+. The more conservative these laws, the more frequent and better equipped (i.e. harder for Terra Vitae to resist) these attacks will be. If Terra Vitae succeeds in defending the Wilderness, they can then be attacked at the Office or the House by corporations as well.
CIA - Terra Vitae will be attacked periodically by the CIA. The only way to prevent this entirely is to shut down the CIA headquarters. However, these attacks will be much more frequent the more conservative the Privacy laws are. Attacks by the CIA will hit the Office at liberal Privacy laws and be more often aimed at the house if Privacy laws are conservative.
Mafia - if the CIA is capable of provoking the Mafia to attack the LCS, then they can provoke the Mafia to attack Terra Vitae as well. Mafia attacks can be aimed at either the Office or the House. This can be stopped by shutting down the Mafia Mansion or by cleaning up Campaign Finance laws.
Crack Heads - if the Mafia are considering attacking Terra Vitae, then they can send the crack heads after them as well. Crack Heads can't get to the House (it's out of town) so will only attack the Office (and will usually lose to TV as well). Preventing the Mafia from attacking TV will stop the crack heads as well.
The Conservative Crime Squad - will attack Terra Vitae if the CCS has been formed. This can be stopped by stopping the CCS.
The Church - can attack Terra Vitae if public opinion on Religious Freedom (irrespective of the law itself) is C+.
Supervillain Minions - will attack Terra Vitae if TV provokes them. This can only happen as part of the appropriate endgame path.
Firemen - Firemen will attack Terra Vitae if Free Speech laws are C+, as with the Liberal Guardian's publishing office.
The Liberal Crime Squad can attack Terra Vitae at the behest of the player.

Terra Vitae and the LCS
The LCS can (at the player's choice) do a number of things involving Terra Vitae, including:
-Perform site actions at TV locations (which can be violent or nonviolent)
-Set up shop in either the TV Office, the TV House, or the Wilderness and use them as bases
-Help defend the Wilderness or Terra Vitae from enemies
-Recruit TV members, including the TV founder
-Provoke and become besieged by TV

Site actions at Terra Vitae locations (red because the locations need maps) - The LCS can perform site actions on Terra Vitae as any other raidable location. Nonviolent site actions don't provoke any special actions by TV. Violent site actions are considered attacks and can reduce TV health and possibly kill the TV founder. The determination of whether TV wins a defensive victory against the LCS, wins a Pyrrhic victory, or loses, depends on the number of TV members killed versus the number of LCS members killed, and whether the LCS kills the TV founder or not in the raid. Terra Vitae gains juice for failed attacks by the LCS against them, and this tactic can even be used by the LCS as a method of juicing TV. Beware that it will provoke TV sieges, however!
Using Terra Vita bases as safehouses - If the LCS has been active in biodiversity-related issues or is publically liked, then they can use Terra Vitae locations as safehouses. The LCS can always use the Wilderness as a base (if an expensive one, since it's not in any city). Doing so will expose the LCS to sieges from any enemy that might attack Terra Vitae locations, and if the LCS attracts heat to itself while in a Terra Vitae location, it will expose TV to the LCS' enemies as well. However, TV locations offer good secrecy to LCS operations, and the Office can hold large parties. The Wilderness is even better, except that some activities (notably hacking) cannot be done from the Wilderness.
Defending Terra Vitae or the Wilderness from attack - if the LCS is operating out of a location controlled or co-operated by Terra Vitae and TV is attacked, then the LCS will be able to defend the location. The mechanics for this are those of a normal siege, except that the LCS will get reinforcements from Terra Vitae members if the LCS' squad size drops below six. This can potentially even include the TV founder. If the TV founder is killed in a siege, then the result is considered a defeat for TV; otherwise, if the LCS fails to resist the siege and all LCS members are killed, captured, or escape, then the outcome of victory, Pyrrhic victory, or defeat will be determined as if the LCS had not intervened. If the LCS defeats the siege, then it's a TV victory and TV is juiced accordingly.
Recruiting TV members into the LCS - the LCS can recruit TV members just as anybody else. The TV founder has special missions that only she can undertake that relate to the alternate victory path, and can cause the player to lose the game if she is killed and Terra Vitae doesn't have enough juice to replace her, but otherwise she is like any other person as the rules go (of course, her stats are phenomenal, but they're just stats). LCS sleeper agents in TV don't do much as sleepers go.
Terra Vitae Sieges - if the LCS provokes TV, they can be besieged by TV if TV is healthy enough. Victory in this case means capture or death of the LCS, Pyrrhic victory means capture or death at heavy loss, and defeat means that the LCS retains their safehouse. The TV founder will not participate in sieges against the LCS. If the TV founder is an LCS member, she will prevent any sieges from occurring.

Misc Terra Vitae mechanics
The first Terra Vitae founder of the game will always be a woman. Her successors can be of either sex.


Effects of New Laws

Biodiversity
Determines the maximum health of Terra Vitae (along with Religious Freedom)
Determines the frequency of corporate attacks on the Wilderness (along with Corporate law)
If L+, adds a small chance that Terra Vitae agents will instead spawn as superheroes (this stacks with other laws)
Conservative superheroes can attack Terra Vitae if Biodiversity law is C+
Conservative supercriminals can attack Terra Vitae if public opinion on Biodiversity is C+

Religious Freedom
If Religious Freedom is C+, then conservative priests (and nuns) can spawn with Magic skill. If Religious Freedom is L+, then Terra Vitae agents, amateur magicians, and liberal priests (and nuns) can spawn with Magic skill.
Amerindian shamans will not spawn regardless of Amerindian laws if Religious freedom is C or C+.
Terra Vitae can be attacked by the Police if Religious Freedom is C+.
Terra Vitae can be attacked by the Church if public opinoon regarding Religious Freedom is C+ (regardless of the law itself)
If L+, adds a small chance that Terra Vitae agents will instead spawn as superheroes (this stacks with other laws)
if C+, then anybody with the Magic skill who is not conservative is guity of Witchcraft.

Superhuman affairs
If Superhuman laws are C+, then superheroes will spawn and be conservative. If Superhuman laws are L+, then superheroes will spawn and be liberal. Superheroes will (generally - see alternate victory condition) not spawn if superhuman laws are neither C+ nor L+. Superheroes will not besiege the LCS if they are not conservative.
If Superhuman laws are either C+ or L+, moderate priests and nuns can have magical powers.
If Superhuman laws are C or C+ but public opinion for them is L+, then liberal supercriminals will spawn in numerous places. If Superhuman laws are L or L+ and public opinion for them is C+, then conservative supercriminals will spawn in numerous places. Supercriminals will not besiege the LCS if they are not conservative.
If Superhuman laws are C+, then anybody with any of the Super character types is guilty of Superhuman Treason if not conservative.
If L+, adds a small chance that Terra Vitae agents will instead spawn as superheroes (this stacks with other laws)

Amerindian affairs
Amerindians will be referred to by different names depending on the laws: At L or L+ they will be Native Americans; at moderate, they will be Amerindians; at C, they will be Indians, and at C+, they will be Injuns.
If both Amerindian Affairs and the Death Penalty are C+, Injuns will not spawn and any Injun LCS members caught by the police will be automatically put to death.
Indian shamans do not spawn if Amerindian laws are C or C+.
If L+, adds a small chance that Terra Vitae agents will instead spawn as superheroes (this stacks with other laws)

Terra Vitae public opinion
[c=black]Affects how much Terra Vitae can influence laws and how much resources they get.[/color]
If very popular, hippies can have magic skill


Alternate Victory Condition
The Conduct Secret Mission activity that can be undertaken by Agents, Superheroes, Supercriminals, and Terra Vitae Agents can result in a number of different outcomes, including the acquisition of various kinds of documents, secrets, and loot that can be published in the Liberal Guardian or elsewhere. The most important, however, is uncovering the New Earth Conspiracy.

The NEC is a conservative movement dedicated to the idea that human beings should remake the Earth and that all other life is obsolete and that which cannot be used must be discarded. It is even possible that they are somehow behind the new conservative era that the pundits are hailing! Exposing the NEC will change the world - if you don't, then Terra Vitae will remain in a secret war with them and it is possible to win by the normal Liberal means, but if you do publish them, then the world will quickly become one of superheores and supervillains, who will now spawn regardless of the laws (if Superhuman laws are neither C+ nor L+, then superheroes will spawn who are either liberal or moderate and supercriminals will be conservative. If they are C+ or L+ then the normal laws will apply). In addition, both Terra Vitae and the LCS will be targeted for sieges by the minions of powerful supervillains empowered by the NEC!

Each supervillain has an elaborate underground lair that can be found and attacked either by seducing or brainwashing the supervillain's minions. Then, it can be attacked, either by the LCS, by Terra Vitae, superhero teams, or by the very conservative forces of the Police and CIA that the NEC may have created. Beware, though, the supervillains are formidible opponents, as strong or stronger than any CCS arch-conservative, and their lairs are strewn with deadly traps and adversaries besides. It is all too likely that the CIA's best agents will fail, not because they are conservative and on the same side as the Evil villains, but because they just aren't up to the task!

Each lair has a unique clue that is necessary to defeat the NEC, and thus each lair must be cleared of its supervillain. Once all three clues are in hand, the Terra Vitae founder can be sent on a Secret Mission to defeat the NEC's terrifying plot that transcends liberal and conservative thought alike. If this mission is successful and nobody has arisen to take the NEC's place, then the player wins the game.

It should be warned, though, that a good supervillain lair doesn't remain free of Evil for long, and if left alone, a new supervillain will appear to take the old one's place. If this new one is able to work their evil scheme for long enough, the NEC's plot may continue anyway, and you will have to defeat this supervillain as well.

Of course, you can still win in the usual way of making all laws Elite Liberal. But if you do, who's to say that the NEC won't come back another day when the hero who founded the Liberal Crime Squad isn't there to stop it?


New Game Mode

Civil War mode - rather than liberalizing the country, your goal is to defeat the various enemy factions. This can be done in a number of ways, through laws, through movies, and through... LCS activities (usually the Liberal Guardian)!
Title: Re: Mod Planning: Terra Vitae mod
Post by: ff2 on December 23, 2013, 09:26:45 pm
While I support this, mods like these are too ambitious and usually never get past the planning or alpha stages.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SealyStar on December 24, 2013, 10:33:14 pm
While I support this, mods like these are too ambitious and usually never get past the planning or alpha stages.
This.

Also, I love the general idea of turning the game into a  semi-fantastical weirdscape :P
Title: Re: Mod Planning: Terra Vitae mod
Post by: EuchreJack on December 25, 2013, 02:28:56 am
I just don't get how the LCS's goals differ at all from Terra Vitae's.  Biodiversity conservation movement that wants to protect nature?  Considering how my very first squads are a bunch of hippies hitting the polluting factories and the genetic labs (GM crops tend to hurt biodiversity bad), then stealing a car to destroy the nuclear plant, my squad seems like BFFs with Terra Vitae.

Good luck, let's see what you can do!

EDIT: Forgot to mention the mutants in regards to LCS's similarity to Terra Vitae's Superhumans.  Oh God, some of those mutants are sweet!
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on December 25, 2013, 12:04:44 pm
While I support this, mods like these are too ambitious and usually never get past the planning or alpha stages.

Yes, I know it's an ambitious mod, although really there are only two difficult hurdles that I have to clear: (1) learning how to make necessary maps and (2) learning how to script which weapon a character uses when unarmed. The first I will definitely need some help on. The second I may not - I'm a fairly able programmer in C, and C++ I'm learning isn't too different from C, and it might be just a series of if-else if statements to make weapons work (if unarmed and have Magic skill, use magic; if else and have Powers skill, use Powers; if else and have armored battlesuit armor, use battlesuit weapons, else use martial arts).

Can anybody help me understand how to make and edit maps, e.g. what are the different tiles and such and how do I input them?


I just don't get how the LCS's goals differ at all from Terra Vitae's.  Biodiversity conservation movement that wants to protect nature?  Considering how my very first squads are a bunch of hippies hitting the polluting factories and the genetic labs (GM crops tend to hurt biodiversity bad), then stealing a car to destroy the nuclear plant, my squad seems like BFFs with Terra Vitae.

Terra Vitae doesn't care about all of the elements of the liberal agenda - they'd oppose gun control, for instance, because they like being able to defend themselves - but aside from that, yes, they'd be friends. Or should be. One thing I'd like to preserve in the game is for the player to retain the absolute freedom to do whatever xe sees fit, including alienating fellow liberals who aren't LCS members if xe so chooses. This may not be a good idea, but they can do it - and in fact I can even see reasons to do so, since deliberately attacking TV with expendable members and losing would be a good way to boost TV's juice.

It did occur to me to make a mod that scraps the LCS entirely and has the player playing as TV, but decided against it because that would be too ambitious a mod.


EDIT: Forgot to mention the mutants in regards to LCS's similarity to Terra Vitae's Superhumans.  Oh God, some of those mutants are sweet!

The Superhumans in this mod are costumed crime fighters (and the criminals they fight). Many of them have superhuman abilities, but a lot of them are more Batman-esque in having excellent attributes, intense training, state-of-the-art equipment, and loads of juice, but no actual superhuman abilities, in practice functioning a lot like Agents. Of course some of the Superhumans are X-Men-ish mutants, too. The difference is that these guys and gals wear costumes and are subject to different laws. I have been thinking that mutants be subject to the Superhuman Affairs laws, though, like the costumed characters.


Good luck, let's see what you can do!

Thanks!

Like I said, I need to know how maps work, first. Can you or anybody else show me a tutorial or explain how the maps are loaded and generated? This is going to determine whether or not I can do this.

Enjoy your Secular Liberal Holiday, by the way! :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: EuchreJack on December 25, 2013, 04:05:09 pm
There is also the hurdle of learning how to mod in a new organization.  I've seen only one mod do so, and it was only partially successful.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on December 25, 2013, 06:38:00 pm
There is also the hurdle of learning how to mod in a new organization.  I've seen only one mod do so, and it was only partially successful.

All of the things that I've thought of so far that I want to include will be a simple matter of global variables, with the sole possible exception of specific character spawns, for which I was going to use the corporate CEO spawning system as a model. But yeah, there may be some unforeseen issues there, too.

Meanwhile, on maps: I've figured out how to make site maps for site actions. However, I don't understand how maps of different safehouses are made for sieges. Can anybody fill me in? Thanks!
Title: Re: Mod Planning: Terra Vitae mod
Post by: KA101 on December 25, 2013, 08:06:06 pm
I'm not sold on the magic/"powers" (psionics?) angle.  Having other orgs is generally a good idea though.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on December 28, 2013, 11:58:22 pm
Ah, been not responding for the holiday, getting back.

Some of my questions I'd like to have answers to before I actually start, so that I know what the end-product will be and how tricky it will be for me to do it.

I'm not sold on the magic/"powers" (psionics?) angle.  Having other orgs is generally a good idea though.

Because the mod has a superhero theme as part of the theme of the mod, removing the magic and super powers is not an option.

This said, magic and powers will only show up in certain extreme law situations or if you're pursuing the alternate victory condition, so generally they will only become prevalent if you push them.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jonathan S. Fox on January 03, 2014, 11:12:28 pm
Meanwhile, on maps: I've figured out how to make site maps for site actions. However, I don't understand how maps of different safehouses are made for sieges. Can anybody fill me in? Thanks!

The format of safehouse maps is identical to other maps; the safehouse locations are just handled differently in code to make them safehouses rather than destinations. All safehouses can be targeted for site actions too, though it's rarely useful to target your own safehouses.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on January 05, 2014, 09:47:35 pm
Gah, I forgot to thank you for this! Thank you very much!
Title: Re: Mod Planning: Terra Vitae mod
Post by: Ramidel on January 08, 2014, 03:41:04 am
Hm. Should Pollution/Nuclear Power/Genetic Modification be tied into this mod somehow as well?

I also think mutants should have a chance of starting with Powers, for obvious reasons.

And one thing: Why does the player lose the game if TV dies off and the LCS hasn't allied with them? Shouldn't TV just die and the secret war storyline become impossible to prosecute? (For example, if the LCS has decided to eliminate TV themselves.)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on January 09, 2014, 12:32:33 pm
Hm. Should Pollution/Nuclear Power/Genetic Modification be tied into this mod somehow as well?

I also think mutants should have a chance of starting with Powers, for obvious reasons.

Yes, Mutants will have a chance of starting with powers - that's part of the plan! :)

And one thing: Why does the player lose the game if TV dies off and the LCS hasn't allied with them? Shouldn't TV just die and the secret war storyline become impossible to prosecute? (For example, if the LCS has decided to eliminate TV themselves.)

Good point - I hadn't thought about the LCS intentionally destroying TV by themselves, but you're absolutely right, and with the LCS being player-controlled, they definitely should have the freedom to do that.

Now that you bring it up, I think what I'm going to do is have an alternate ending if the player decides to do that and pulls it off successfully. In fact, I may even add a new difficulty setting wherein the environmental laws start out at Elite Liberal just to make it challenging for the player! :)


EDIT: Thanks for the suggestion!
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on January 09, 2014, 04:45:42 pm
This looks awesome, and I hope to see this mod come to fruition, because all of this stuff seems like a fresh breath to the now stale air of LCS.
Title: Re: Mod Planning: Terra Vitae mod
Post by: tahujdt on January 15, 2014, 06:45:33 pm
This sounds AMAZING. I suggest releasing this mod in fully formed sections, i.e., first the Mafia, then Amerindians, then Magic, etc.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on January 15, 2014, 07:49:11 pm
This sounds AMAZING. I suggest releasing this mod in fully formed sections, i.e., first the Mafia, then Amerindians, then Magic, etc.
Thats a good idea, that way if someone only wants certain sections of the mod they can, and if something gets fucked up along the way, you have a fool proof save that can't get corrupted or deleted on accident.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on February 02, 2014, 02:09:28 pm
Well, I'm finally working on it for reals now, and have discovered a problem:

I want to as many of the TV functions as possible in a different .cpp file, but I can't find how to get the compiler to see the new files. Where in the make file can I specify the new files I want to add?

EDIT: Nevermind, I think I found it. There are two make files, and I was looking in the wrong one...

EDIT: Nope, I'm doing something wrong. How do I add a new .cpp file to the source?
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on February 28, 2014, 07:52:24 pm
All right! Progress!

I'm going through the different parts of the mod dealing with it category-by-category, so that I won't have to refresh my memory of how it works every time I enter a new phase of development. I've also been learning about the code (I'm familiar with C, but this is my first experience with C++), which is why it's taken so long to get here. Expect future updates to be more frequent.

Thus, without adieu, here's a progress update:

New combat skills Magic, Powers, and Battlesuit have been implemented. All three have also been implemented as weapons, although I still have to make the Battlesuit armor. So far, no occupations that use these skills are available, however, so this shouldn't change the game as-is.

Coming up:

Make the new laws that affect the aforementioned skills. This will enable many of the classes currently in the game to use some of these abilities (Amateur Magicians and Priests can have magic depending on Religious Freedom laws, and Mutants will occasionally have powers).

Next will be to make the professions in question, then the new sites, and then the new mechanics.
Title: Re: Mod Planning: Terra Vitae mod
Post by: lastofthelight on March 01, 2014, 05:04:42 pm
This sounds -great-! My only objection is - why would you want to play as the LCS when you could play as the hippie eco squad and fight for the destruction of all industry and return to hobbit/elfdom ways of living?
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on March 02, 2014, 12:16:40 am
This sounds -great-! My only objection is - why would you want to play as the LCS when you could play as the hippie eco squad and fight for the destruction of all industry and return to hobbit/elfdom ways of living?

Lol - well, that's ultimately what I'd like to do, but that would require quite substantial edits to the very basic game mechanics that are, I fear, beyond my current abilities. I'd have to remove and/or repurpose a lot of the locations, revamp the political system, change how recruitment (especially seduction) works, etc. This is already an ambitious mod, ambitious enough that it's already been claimed as a little bit too much and unlikely to finish. I hope to prove those claims wrong - but I want to have a fair chance of actually doing so! :)

Also, the literary inspiration for Terra Vitae is not that of a hippie organization aiming to destroy all industry, so I'd like to keep that aspect, too. Although you can turn it into one in this mod, since you basically get to control it as well as the LCS if you should, oh, seduce the TV founder! :p
Title: Re: Mod Planning: Terra Vitae mod
Post by: EuchreJack on March 02, 2014, 09:21:24 pm
Although you can turn it into one in this mod, since you basically get to control it as well as the LCS if you should, oh, seduce the TV founder! :p

Shouldn't be a problem.  LCS members excel at seducing transvestites.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Cheedows on March 03, 2014, 01:37:46 am
Although you can turn it into one in this mod, since you basically get to control it as well as the LCS if you should, oh, seduce the TV founder! :p

Shouldn't be a problem.  LCS members excel at seducing transvestites.

I think it's more of LCS members compel conservatives to become transvestites.
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on March 03, 2014, 06:59:04 pm
Transvestite is a slur
Title: Re: Mod Planning: Terra Vitae mod
Post by: EuchreJack on March 06, 2014, 01:26:48 pm
Transvestite is a slur

Oops, didn't know that.  No offense everyone.
Title: Re: Mod Planning: Terra Vitae mod
Post by: tahujdt on March 06, 2014, 05:53:27 pm
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on March 06, 2014, 06:13:45 pm
We're getting off-topic here...

Suffice it to say, Terra Vitae members are not transvestites. They wear ARMOR_CLOTHES, ARMOR_BLACKSUIT, and other forms of gender-neutral outfits.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Cheedows on March 06, 2014, 07:40:47 pm
Transvestite is a slur

Sorry about that, I always thought it was the literal term and not derogatory. I believe there are other, more obvious slurs (won't say it here) but no offense was intended.
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on March 06, 2014, 09:34:58 pm
Tahujdt is totally right, and the retard example is a really good one. I just know personally a lot of transgender people that strongly dislike the term because it is often used negatively.

Also, avoid saying transgendered, because that implies that their transness was something that was done to them, and not something that simply is. Just some additional tips I guess, hahaha.

I didn't mean to throw this way off topic. We should definitely forgo this discussion in favor of discussing the Terra Vitae mod, as it is quite the interesting mod idea and I'm interested in it.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on April 05, 2014, 12:10:02 am
Working on the laws and views, which are mostly done.

Adding:
+Several more execution methods
+Several kinds of CEO/CIA/AMR/CableTV docs that affect new laws and views
+Hippies can know (very limited, but enough to train on) Magic if Terra Vitae is really popular
Title: Re: Mod Planning: Terra Vitae mod
Post by: Arcvasti on April 05, 2014, 12:12:25 am
Ooooh, this looks cool. PTW
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on April 05, 2014, 10:18:14 am
Well, I hope it's cool!

So, without adieu:

Update:

The Terra Vitae mod is now playable, although many of its features have yet to be implemented and the code doubtless contains bugs (which are being worked on).

Current issues:
-Some graphical glitches involving new laws.
-There is currently no way to reliably and directly influence public opinion on the new laws, which makes changing them and winning the game tedious and difficult. This will be changed in future additions as sites associated with those laws are added, but they're not there yet.

----

I don't know how to upload it to the website, and the game was written on a Mac OS, which means that anybody using a different OS will have to recompile the sourcecode after downloading it. Help, please! :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on April 05, 2014, 02:26:37 pm
This is exciting. I've been looking forward to giving this a try, regardless of how incomplete it might be.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on April 06, 2014, 05:42:47 pm
Well, at the moment I don't have anywhere to put it (do we have a place to post game mods?). So I'll have that when it's ready!

In the mean time, I'm doing some more legal edits and law changes to existing laws to make the game more fun; I'll post them shortly.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Minstrel on April 09, 2014, 04:49:08 am
What about Dropbox?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Darvi on April 09, 2014, 09:28:31 am
The DF File Depot is a suitable place, methinks. Put it under miscellaneous.
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on April 09, 2014, 10:04:56 pm
I'm a fan of this thing here:

https://www.sharefest.me/

But yeah dropbox is probably more convenient
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on April 11, 2014, 12:54:46 pm
Okay, great, thanks - I'll put it up next week (I've gotta leave this weekend, and I need to fix the laws a bit more)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on April 25, 2014, 08:33:04 am
The 0.1 release is ready and has been for over a week; I just haven't loaded it up because of RL business. I'll get it up when I can.
Title: Re: Mod Planning: Terra Vitae mod
Post by: tahujdt on April 25, 2014, 09:31:36 am
This seems to be one of the only "Oh, it would be cool if LCS has such and such?" mods that's becoming a reality.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on June 07, 2014, 09:10:10 am
Version 0.1 is released!

The link is on the top of the page. I don't know how long it will be up there, so go and get it!

(Meanwhile I'll be working on version 0.2)

The color coding on the front page tells what features are implemented and what features are still in planning.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Lasica on June 07, 2014, 10:12:48 am
Wow, congratulations on making it real. I'll probably try it out after exam session :-)
Title: Re: Mod Planning: Terra Vitae mod
Post by: stabbymcstabstab on June 07, 2014, 01:43:43 pm
Sweet, keep up the good work.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on June 07, 2014, 02:04:18 pm
"It seems that nobody has the file, you may not be able to complete the download" Does that mean its taken down already? If not, Sharefest is extremely slow.
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on June 07, 2014, 04:22:39 pm
Sharefest downloads the file from anyone who still has the tab open. I still have it open right now in hopes that you'll make it available again =o

(I was asleep when you first put it up)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on June 07, 2014, 06:40:19 pm
Uh-oh - does sharefest require me to have a server up to download the files from, or are they in the cloud?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on June 07, 2014, 06:54:25 pm
"Secured, anonymous, instant, without a cloud." Pretty sure theres no cloud.
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on June 08, 2014, 01:35:36 am
Yeah everyone who has the tab open at the same time downloads from eachother. As long as one person on the page has the full file, downloadin' can continue.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Darvi on June 08, 2014, 01:39:47 am
"Secured, anonymous, instant, without a cloud." Pretty sure theres no cloud.
There may, however, be a spoon.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on June 08, 2014, 03:42:06 pm
This is why everyone else uses dropbox.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on June 08, 2014, 09:44:41 pm
Well, I don't want to use Drop Box because I'd like to keep my real identity separate from my LCS gamer identity from Google.

Zaroth, I don't know how to fork on Github, which seems like the next choice of a solution. Can you message me and tell me how? Thanks.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on June 10, 2014, 11:59:37 pm
The better solution is at hand! I got permission to upload it to the Dwarf Fortress file resources page. I updated the link on the opening post, so now you can get it for reals!  :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: FinetalPies on June 11, 2014, 05:03:23 am
Yesssss

I will come back later with feedback and hopefully fun stories later. (I can't say when I'm all busy with work and junk)
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on June 12, 2014, 12:39:15 am
So it still only works for Mac?
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on June 12, 2014, 01:42:58 am
The executable does. Does anybody have a Widows machine and can compile the source? The source should work on any machine!
Title: Re: Mod Planning: Terra Vitae mod
Post by: detective1412 on June 15, 2014, 09:12:47 am
This is a very interesting concept! I always want to play mafia-themed roguelike, and maybe this is as far as it gets for now. (Even though we don't play as the mob)
Sadly, i use Windows.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on June 30, 2014, 01:08:27 pm
SlatersQuest, you should try this MinGW cross-compiler for Mac OS X (http://crossgcc.rts-software.org/), which can create Windows executables from Mac OS X.

As for your mod, it looks to have extremely ambitious goals but it seems you're making good progress. If you do find bugs in the original source code for Liberal Crime Squad that you've fixed, or if you make improvements that you think would do well in the original game, it would be good to contribute those back to the original game (although that's probably just a small percentage of the changes you make, I think most of your changes are additions to the game specific to this mod). I wonder if you have a SourceForge account, it would be good to get you as a developer on the main project so that any bug fixes or improvements that would apply to the vanilla game, you can directly contribute yourself... it would be possible for you to post source code on this forum and have another developer put it into the project but that is inefficient, it would be more efficient if you had direct access to contribute improvements back to the main game. So I'm hoping you become a developer on the main project on SourceForge so you can contribute fixes and general improvements that aren't mod-specific to it. It would especially be good to have you as a developer because it would be nice to have more developers who use Mac OS X as their primary operating system since I'm pretty sure most of the current developers use Windows or Linux (I use Windows myself, Windows XP to be specific, and yes I know XP is supposedly obsolete).

As for the idea of the mod, it has a lot of great ideas, I think it's great! Some of them aren't exactly the same ideas I would have if I were trying to think up a mod for the game, but they sound very interesting and creative, and it would be fun to see what it would be like if they were implemented (I am referring to the Terra Vitae faction here). Other ideas are exactly the kind of thing I would want to have in a mod... stuff like superheroes, supervillains, magical powers, having the views and laws directly correspond, the mafia... but personally I would also add space aliens, robots, the undead, crazy cults, the ability to start a nuclear war when you're inside the Oval Office, and of course a Communist political faction (which someone earlier than me decided to call the Stalinist Comrade Squad which is a cool name so I'm sticking with that).
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on July 01, 2014, 08:31:09 pm
Sorry for the late reply - my browser died and needed to be reinstalled!  :o

Quote
SlatersQuest, you should try this MinGW cross-compiler for Mac OS X, which can create Windows executables from Mac OS X.

Thanks for linking this, but I have a problem, and that's that I don't know how to compile LCS using gcc by itself. What I do is go into the src directory and say 'make', and let the makefile tell gcc what to do. I've never compiled a multiple source-file application using gcc by itself. How do I do this?


Quote
I wonder if you have a SourceForge account, it would be good to get you as a developer on the main project so that any bug fixes or improvements that would apply to the vanilla game, you can directly contribute yourself... it would be possible for you to post source code on this forum and have another developer put it into the project but that is inefficient, it would be more efficient if you had direct access to contribute improvements back to the main game.

I do not have a SourceForge account. You will also need to help me for figuring out the syntax of how to put things together on SourceForge (for the record, I'm basically learning to program as I do this - heretofore I had only used ansi-C and in programs that use only one .c file. A whole lot of this is new to me…).

I have found a few bugs (notably the dating-saving bug I mentioned elsewhere on this forum), so yes, I'd be happy to help as I can, though!


Quote
As for the idea of the mod, it has a lot of great ideas, I think it's great! Some of them aren't exactly the same ideas I would have if I were trying to think up a mod for the game, but they sound very interesting and creative, and it would be fun to see what it would be like if they were implemented (I am referring to the Terra Vitae faction here).

Thanks! Terra Vitae is an organization with a literary inspiration that I wanted to include an expy of for the mod, which is why it's in there. Right now the architecture for superheroes/villains is ambiguous as to the origin of many of the supers, though, so they could be alien, undead, etc. About the only difference is magic/nonmagic, which is important mainly because it determines whether you are guilty if witchcraft or superhuman treason (or both).
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on July 02, 2014, 12:03:53 am
Thanks for linking this, but I have a problem, and that's that I don't know how to compile LCS using gcc by itself. What I do is go into the src directory and say 'make', and let the makefile tell gcc what to do. I've never compiled a multiple source-file application using gcc by itself. How do I do this?

Yes I have trouble with Makefiles too. I compile it using the Code::Blocks IDE, which integrates with the GCC compiler (the MinGW-GCC compiler if you use Windows). There is a Code::Blocks project .CBP file in the "workspaces" directory of the source code. It should be able to compile correctly if you set up Code::Blocks to know where GCC is on your computer, although it is set up to compile to a Windows .exe file for both Release and Debug builds. Code::Blocks runs on Mac OS X and Linux too but I don't know what would happen if you tried compiling the project in it. If you are on a Mac and trying to use a MinGW GCC cross-compiler that compiles for Windows, it might be possible to set up Code::Blocks for Mac OS X to use that cross-compiler as its compiler. You'd have to look at the documentation for Code::Blocks as well as for MinGW and the cross-compiler.

I am curious though, how do you compile and build the program anyway? You are on a Mac and I think the build instructions in the README files tell how to compile using XCode and GCC with a Makefile. I mean you are making a mod and have compiled and built it successfully... do you just have a problem with Makefiles? What compiler do you use anyway? I heard a lot of people on Apple computers use a compiler called Clang... is that what you use and does it work with the LCS source code? There aren't any debug defines in the source code for Clang but there are for other compilers like MS VC++ and GCC and even some older compilers like Borland. I wonder if Clang is similar enough to GCC in its API of what functions it implements and what macros it defines, that it can compile most stuff that works on GCC without any trouble... or is it different enough that we might need to put in more debug defines to get the game working with Clang? I am not sure because I haven't ever tried Clang, but apparently it's what everyone at Apple uses nowadays and I think it's the main compiler bundled with Apple's XCode now, so maybe that is what you are using since you're on a Mac.

As for SourceForge, well, anyone can download the code even without an account, obviously you've done that. In order to change the code you need a user account and you also need to be granted commit access by one of the admins of the project... basically, you need Jonathan S. Fox to grant you commit access if you set up an account there since I think the other admin has been inactive for years. Then you need to get an SVN/Subversion client... I use TortoiseSVN since it's the best and most popular one for Windows, but on Mac, I am not sure what to use. A bunch of the popular and high-rated SVN clients for Mac OS X such as Versions, Cornerstone, and SmartSVN are proprietary and cost money, unlike TortoiseSVN for Windows, which not only is better than any of them but free and open source. There is a free version of SmartSVN available (proprietary freeware) but it has less features. There's also an SVN client built into Apple's XCode that is command-line but apparently it also integrates into XCode's IDE. There's a whole bunch of open-source SVN clients besides TortoiseSVN but most of them haven't been updated in quite some time and don't seem to have that many features. One of the best open-source ones that's available for Macs and cross-platform is apparently RapidSVN and there's also KdeSVN which is based on KDE. Anyway you need a client that supports the svn+ssh:// protocol if you want to be able to commit changes over SVN to sites like SourceForge.

It might also be a good idea to get a Git client, that's a newer version control system that's getting to be more popular... SVN replaced CVS as a version control system but now Git seems to be the biggest rising star of version control systems and many people are switching to it. Some people apparently forked Liberal Crime Squad on GitHub so you'd need a Git client if you wanted to be able to contribute changes to their project there, although anyone can download it without needing a client.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on July 03, 2014, 12:48:52 am
Quote
There is a Code::Blocks project .CBP file in the "workspaces" directory of the source code. It should be able to compile correctly if you set up Code::Blocks to know where GCC is on your computer, although it is set up to compile to a Windows .exe file for both Release and Debug builds.

Um, yeah, how do I do this? I don't even understand the syntax - I've seen the :: before, in the functions that happen within the classes in the files. I'm gathering that classes are what are referred to as objects, but from what I can tell they behave more or less like structs, just with functions specific to themselves instead of being accessible by other functions. But is this even the same thing here?

I recall downloading LCS using the command line prompt in the Unix terminal, by cutting and pasting a "download LCS for Mac" thread on this forum. Then I compiled it by going into the src directory and typing make. Unfortunately, I don't really understand much of the SVN code that I gave the terminal...
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on July 12, 2014, 04:14:54 pm
Update: while I am waiting for help on how to compile in Windows, I am adding the new creature types to the game. Expect them up in a couple of days (or less).

Changes to existing creature types not yet mentioned:
-College Students have minimum intelligence scores


Note: New locations are not included in this version. Here are where you can find the new creature types:
Amerindian Citizens - at m to C Amerindian Affairs laws, you can encounter them in the housing projects. They move to the university apartments at L and to the downtown apartments at L+.
Amerindian Police - cannot be encountered until the Rez is added.
Amerindian Shaman - at L and L+ Amerindian Affair laws, they can appear in the park but are rare.
Best Man - cannot be encountered until the Church and Church sieges are added.
Bride - see Best Man.
Groom - see Best Man.
Mafia Don - you can encounter them in the gentlemen's club. They won't always be conservative, but are more difficult to recruit than usual even when liberal.
Mafia Goon - you can find them in the gentlemen's club, the park, and the housing projects.
Mafia Hitman - you can find them in the upscale apartments, the gentlemen's club, and the park. They'll be disguised much as professional thieves are.
Mafia Lady - find them in the upscale apartments, rarely the police station and courthouse. Presumably, they're seducing the cops/judges/lawyers just as you are!
Maid of Honor - see Best Man.
Power Armor Soldier - find them at the military base, and, if you tick off the forces of justice enough, in sieges (they show up as part of the army).
Professional Assassin - very rarely, you can encounter these in the upscale apartments, the CEO HQ, Intelligence HQ, the White House… they'll be disguised, and hard to recruit.
Terra Vitae Agents - rarely you can encounter them in the park or in the juice bar. They're not easy to recruit either.
Terra Vitae Leaders - not currently encounter able
Terra Vitae Students - common in the Juice Bar and less common in the park, but they look like ordinary college students until you recruit them.
Superheroes - show up with appropriate laws
Supercriminals - show up with appropriate laws and public opinion
Superminions - don't appear yet
Supervillains - don't appear yet either

Other adjustments: I'm modifying Seduction again. Seduction now behaves as if partially modified by Strength, Agility, and Health, as well as Charisma. However, the other effects of those stats on dating and maximum loveslaves are being removed.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on July 19, 2014, 03:26:36 pm
My hard drive just crashed - fortunately, everything is backed up.

I'm still waiting on somebody to give me some idea of where to start in compiling a makefile on a Windows operating system so that this mod will port to Windows...
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jonathan S. Fox on July 22, 2014, 09:19:44 pm
Terra Vitae 0.1 for Windows (http://www.jonathansfox.com/lcs/lcs_tv_win32_0.1.zip), built from latest source linked at top of the first post.

What I did to build this:
1. Download source code into a folder on my desktop
2. Opened workspaces/game.sln in Microsoft Visual C++ 2010 Express Service Pack 1
3. Renamed the variables "min" and "max" in the Interval class to "_min" and "_max", and fixed all references, in order to avoid a conflict with PDCurses-defined macros of the same name (suggested alternative: try undefining the macros on about line 120 of includes.h)
4. Added additionalchars.cpp, stringconversion.cpp, creaturetype.cpp, and creaturetype.h to the solution to fix linker errors
5. Added explicit return values to several new functions that had no return value to fix compiler errors in the new files (I returned 0 in all cases, on the assumption that they were meant to be implicitly returning 0 to signify no error)
6. Fixed several runtime errors in configfile.cpp's readLine function, relating to code expecting the std::string to be null terminated
7. Switched the build mode from Debug to Release
8. Compiled and built the executable
9. Prepared a folder and zip file with the newly built Windows executable (workspaces/Release/crimesquad.exe) and updated data files in the art directory
10. Uploaded to my website
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on July 25, 2014, 01:57:59 pm
Wow - thank you very very much! It was more complicated than I was expecting, but now that I know how I'll see if I can do it myself next time! :)

p.s. Sorry for the lateness - I'm still recovering from my HD crash and am away for a week for RL reasons.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jonathan S. Fox on July 25, 2014, 07:16:21 pm
No worries. I'm glad I was able to help.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Jboy2000000 on July 26, 2014, 06:57:31 am
Are we supposed to start off with an extra character?
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on July 27, 2014, 03:07:23 pm
Are we supposed to start off with an extra character?

That is a diagnostics function that I added to help test things. Don't worry about it. :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: botea on August 01, 2014, 05:26:19 pm
Where can I get the magic skill?
Also it crashes every time i try to go to the park with my newly created battlesuit
Title: Re: Mod Planning: Terra Vitae mod
Post by: Yourmaster on August 02, 2014, 09:44:02 am
This is a pretty cool mod. When any bugs are worked out from it, it will be amazing.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Azerty on August 04, 2014, 02:07:18 am
Your mod looks pretty interesting and I hope being able to test it someday, notwitstanding any problems with stability.

Moreover, it's nice to be able to lengthening the list of LCS mod.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on August 04, 2014, 06:49:01 pm
Quote
Where can I get the magic skill?

Priests, Nuns, and Amateur Magicians sometimes start with magic skill depending on alignment and on the laws. If Religious Freedom is C+, then conservative Priests and Nuns can have magic. If L+, then liberal Priests and Nuns can have magic. If Religious freedom is moderate, but Superhuman Rights is either C+ or L+, then moderate Priests and Nuns can have magic.

Amateur Magicians can have magic if Religious Freedom is L+, regardless of the alignment of the magician.

There are several more job classes that can have magical powers, but they're not implemented as of the v.0.1 release.


Quote
Also it crashes every time i try to go to the park with my newly created battlesuit

Uh-oh, thanks for letting me know about that. I'm still reinstalling all of my development software, so I'll add that to my debug list when everything is ready.

However, I am home now, so can start getting to work putting my development package together again.


Quote
This is a pretty cool mod. When any bugs are worked out from it, it will be amazing.
Quote
Your mod looks pretty interesting and I hope being able to test it someday, notwitstanding any problems with stability.

The v.0.1 is testable now (see the opening post)! And thanks! :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: botea on August 06, 2014, 05:27:02 am
also every so often when I try to seduce a priest or persuade an amature magician after I leave the place it crashes when I am about to meet them leading me to belive that it's crashing form the magic skill somehow
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on August 12, 2014, 03:33:22 pm
Argh - yeah, probably is. I will fix this. I thought I checked that...
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on August 12, 2014, 03:52:17 pm
Double posting, yay.

I'm finally back to where I can work on this again, now that my new computer has installed most of its requisite software. I've done most of the 0.2 version already, so I want to release it along with the bug fixes.

botea, can you tell me what the error messages you are getting when the program crashes? I have a suspicion that I know what might be going on, but I'd like you to tell me if you can check.
Title: Re: Mod Planning: Terra Vitae mod
Post by: botea on August 12, 2014, 06:03:57 pm
ok lemme try to get the report

EDIT: all I got is that there is a problem causing it to crash or "not work properly"
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on August 12, 2014, 06:21:06 pm
Is this the generic Windows "Crimesquad has encountered a problem and needs to close" error message? Can you click on the details?

What I'm anticipating would in Unix be called a segmentation fault - specifically I'm guessing that it's trying to put a weapon on the magically-armed characters and failing.
Title: Re: Mod Planning: Terra Vitae mod
Post by: botea on August 12, 2014, 06:30:01 pm
yes it is the generic message and no I can't click on the details

Sorry I'm not that good at trouble shooting but I'm a pretty good tester with decent skill in this game so I'll be testing this for ya
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on August 26, 2014, 03:43:09 pm
Sorry for the long delay - I've been trying to reinstall stuff on my computer and am only now fully compile-capable again.

I've found the bug - anywhere that the game needs to display new weapons, it causes a segmentation fault. This should be easy to fix. First, though, I've got to reinstall the debugger.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on August 26, 2014, 06:38:13 pm
Okay, I found where the bug is, but unfortunately, I haven't the foggiest idea how to fix it without completely rewriting some core functions.
Title: Re: Mod Planning: Terra Vitae mod
Post by: botea on September 02, 2014, 03:07:23 pm
Well good luck I not very good at programming so I can't help but I will help look for bugs.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 09, 2014, 02:36:31 pm
Okay,

I need to move on with this. I was hoping that Liberal Elitist would be able to look at the code in this thread (http://www.bay12forums.com/smf/index.php?topic=134139.30) and find out what is causing the segfaults, but he hasn't so we need another solution. I am uncertain on the best way to do this, so I am going to make a poll for you guys and gals to give me suggestions.

Option #1. Hard-code the accuracy and damage of magic, powers, and powersuit blasters when using martial arts attacks.
----Pros: weapons will behave the way I intend them to, being ammo-less and useable only with appropriate skills or equipment
----Cons: weapons will be completely unmoddable except by modifying the .cpp files and recompiling (not available in XML code)

Option #2. Create weapons to go with the skills (magic wands, superhero gloves, powersuit blasters), which will behave like any other weapon.
----Pros: Since all other weapons behave this way, fairly easy to code, and easy to mod
----Cons: Will need to code restrictions on equipping these weapons, which may cause more bugs

Options #3 and higher. Any suggestions from the peanut gallery?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 10, 2014, 07:01:19 am
Okay,

I need to move on with this. I was hoping that Liberal Elitist would be able to look at the code in this thread (http://www.bay12forums.com/smf/index.php?topic=134139.30) and find out what is causing the segfaults, but he hasn't so we need another solution. I am uncertain on the best way to do this, so I am going to make a poll for you guys and gals to give me suggestions.

Sorry, I hadn't noticed that thread was updated since my last post there. I'm actually not that good at fixing segfaults, they are like mystery bugs, hard to find the source of them in many cases. I did list the possible ways they can happen. I'll take a look at it. I'm kinda low on hard disk space so actually downloading your source code and compiling and building it, well I probably have enough disk space, I'm not sure. I have some computer problems of my own... my computer is a little old and its disk space isn't very big. I will need to upgrade to a better machine soon and just as with you it'll take me awhile to set it up correctly with all the programs I use. But that won't happen for awhile since I have a vacation overseas coming up soon (late September and early October) and my computer upgrade will be after that. And I probably won't be online or able to program during that upcoming vacation.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 10, 2014, 09:39:17 am
Thanks! I don't mean by the way to sound like I'm demanding anything - but I do want to move so that I can develop a new release (including fixing the existing bugs) :)

In the mean time, I am going to explore some additional possibilities; I think I'll start with magic wands. What I want to do is make an item and presumably edit Creature::give_weapon() to prevent a weapon from being equip-able without certain criteria being met (in this case, the wielder having Magic skill).
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 10, 2014, 01:39:57 pm
Thanks! I don't mean by the way to sound like I'm demanding anything - but I do want to move so that I can develop a new release (including fixing the existing bugs) :)

In the mean time, I am going to explore some additional possibilities; I think I'll start with magic wands. What I want to do is make an item and presumably edit Creature::give_weapon() to prevent a weapon from being equip-able without certain criteria being met (in this case, the wielder having Magic skill).

I think I fixed yer code, the fix is in the thread where ya posted it: http://www.bay12forums.com/smf/index.php?topic=134139.msg5649781#msg5649781 (http://www.bay12forums.com/smf/index.php?topic=134139.msg5649781#msg5649781)

So that oughta end all this segfault business. Basically the point is, use references instead of pointers, and make the functions static instead of const. References are safer than pointers since they can't be null and also the data will be stored in-place where the variable is declared in the function, rather than allocated on the heap using the "new" operator.

Secondarily, makin' the functions static rather than const means... well this'll take multiple sentences. By default functions in a class are "methods" that are attached to a specific object of that class, a specific instance, for which all the member variables are defined as well as the "this" operator. A const function which has the word "const" at the end of the function declaration is a class method that promises not to alter any of the member variables of the current instance of the class (the current object, "this"). A static function is a function belonging to a class but which does not belong to any object of that class and can be called by using the class namespace and the :: operator, without even using an object of that class, and a static function is not tied to any instance of the class.

So a local variable declared in a static function will only be declared once for the entire class (for instance the local variable naked in armor_none() is only declared once in the Creature class), whereas a local variable declared in a non-static member function, including a const function, is declared separately for every single object of that class.

Now, each of those objects of the Weapon class you created in weapon_magic(), weapon_powers(), and weapon_suit() was created on the heap using the "new" operator rather than created locally using a reference (meaning, you are obligated to delete them later on, every call to "new" must be paired with a call to "delete" in C++ memory management and you failed to do this), and moreover you were creating a new object of the Weapon class for each of those 3 functions for every single object of the Creature class rather than just doing it once for the entire Creature class by using a static function. In the best case scenario this type of coding would lead to a memory leak but not crash the program and in the worst case scenario it would case a segfault.

It caused a segfault.

Anyway I gave ya the code to fix it... just try to remember what a static member function for a class is, and try to remember the difference between a reference and a pointer, and try to remember how calls to the "new" operator need to be paired with calls to the "delete" operator in C++ memory management. "New" is called right before you need to use something the first time and "delete" is called once you're done with it and don't need it anymore. Using the "new" and "delete" operators along with pointers without bein' too careful, and without knowin' how often a function will be called and how often the variable'll get declared, that's a bit of a pickle.

Another little problem: the variables are declared as static in the function. That means the first time the function gets called those variables get initialized to that value, but then they stay at that value and don't get set, future times the function is called. But if ya declare a static variable in a non-static member function, like you did, what does THAT do?

... thinking ...

I don't even know what that does! I tried thinkin' bout it and even with my C++ knowledge it makes my head hurt! But what it does is probably not anything good. If you're declaring static variables, the function you declare 'em in had best be static too! And if the function is NOT a member of a class then that means it's static by definition... a static function means a function not tied to a specific object of a class.

Wow I reckon this C++ sure can be confusin' at times! Now if ya noticed how I implemented music in recent revisions, I declared a class called MusicClass, which only has one object, declared in both game.cpp as a global variable in that file and externs.h as a global variable that is external, and it isn't a pointer to an object of that class that must be created with "new" and destroyed with "delete", but rather, an object of that class created directly without any pointer stuff (so it's sorta like a reference, in that it can't be NULL, except for the fact that it isn't a reference, it's even simpler, it's just an ordinary variable of that class). This means no memory management mumbo jumbo and no chance of segfaults or memory leaks or any of that nonsense.

Now there are plenty of times pointers ARE needed. Like if you have an array of objects your array is typically an array of pointers to objects. Unlike references, you are allowed to set pointers to equal NULL, and unlike references, you can change what they point to, whenever you feel like it, in fact you have a great deal of freedom what to do with pointers, which is a double-edged sword. While pointers are quite versatile indeed they allow you to do all sorts of Very Bad Things that are likely to crash your program. The main reason C++ is faster than Java is pointers and having the programmer take care of memory management instead of having automatic garbage collection. The main reason Java is safer than C++ and less likely to crash is Java doesn't have pointers and it does automatic garbage collection instead of having the programmer do memory management.

Anyway, if ya keep using C++ you're gonna have to get used to this sorta stuff... it's what makes C++ so fast but also so easy to make programs that crash. By usin' my solution with references instead of pointers and avoiding calling "new" and making the functions static, you're takin' advantage of some C++ features designed to make things easier and avoid stuff crashin' too often. That's the whole reason C++ introduced references, which weren't in ANSI C... to prevent crashes and segfaults. Most of the time when yer havin' segfaults you can fix it by thinkin' "Hmm can I do this usin' references instead of pointers?" and then doin' it using references instead of pointers. And if ya can't do it usin' references instead of pointers, well then be sure to do your memory management perfectly and not dereference any pointer that's uninitialized or NULL... that takes a bit more work.

The current code for Liberal Crime Squad is a mishmash of all different coding styles with some stuff using references and other stuff using pointers, some stuff using object-oriented C++ style code and other stuff using old-fashioned low-level C style code. I've been gradually moving the code in the direction of object-oriented C++ style code that uses references instead of pointers but quite gradually indeed so there's still a TON of pointers in the code... in some cases pointers are just a more efficient way of doing things because you can change their values and they are allowed to be NULL and sometimes you actually WANT them to be NULL, in order to symbolize the idea of an object not existing, something you can't do with references.

Now if ya don't like this sorta stuff I reckon yer best off quittin' C++ and switchin' to Java or somethin' else like that, some language that doesn't have pointers, does all the memory management for you automatically, and thus doesn't have segfaults. There's a bunch of other high-level languages besides Java that also take care of all that stuff for ya and make things safe so that segfaults are pretty much impossible. But if you're programming in C or C++ than this sorta thing is just something you have to get used to, it comes with the territory of using language that has low-level features. C is a low-level language but C++ is a multi-level language that can be both low-level AND high-level depending on how you use it. That's part of what makes C++ so insanely versatile... and I really would call C++'s versatile design somewhat insane. Another thing about C++ that is insane is all the parts of it that aren't standardized, even if your compiler follows the official standard, things that are so obvious as things that should be standardized, like how many bits of data the "int" type takes up. Usually it's 32 but it could be 16 or 64 on some compilers and systems, and I think there's even some strange compilers for strange systems where it's 128. That type of stuff is why although C++ is a cross-platform language supported by almost all platforms, making C++ programs actually WORK on different platforms is often quite a pain... plus there's also the big-endian vs. little-endian problem in C and C++, something that really high-order languages hide from you but C and C++ don't. There are some places in the code of Liberal Crime Squad where a number is shifted right 1 bit to divide it by 2, or shifted right 2 bits to divide it by 4... this is endian-dependent and won't work on all platforms, since on platforms with opposite endianness, you need to switch right sifts and left shifts around.

So basically to summarize, anyone programming in C or C++ is just askin' fer trouble from their computer, just askin' for strange odd bugs to occur that they have a hard time replicating, and all sorts of weirdness. But that's also why C and C++ are so popular, since they MAKE you be a good programmer. In other languages that are higher-order, like Java, the compiler will catch almost all your mistakes and tell you what you did wrong, and treat you like a little kid. But C and C++ is grownup stuff, it's for people who aren't afraid of bugs and want to become good programmers. It's the same reason I'm still nostalgic for DOS... DOS was an operating system for adults, not kids, it was an operating system for people who knew what they were doing. DOS let any program do anything at all it wanted with no limitations... access any location in memory, directly communicate with any hardware device... you name it. UNIX-based operating systems and Windows NT-based operating systems, on the other hand, limit the rights and abilities of all programs, granting them some abilities but not others, and not allowing them to communicate with hardware unless they're in kernel mode, and not letting them access memory outside what is allocated to them or any shared memory they have permissions for. Using C or C++ is like using DOS... you are able to do more things and have more control, and not be as limited. Of course I only have this DOS nostalgia because I wrote programs for DOS back when I was a kid and enjoyed how I could write things to communicate directly with hardware and do all sorts of neat stuff that isn't allowed at all in modern operating systems that have security and limit the rights of user-mode programs. The great downfall of the DOS architecture is that a malicious or badly-designed program can destroy everything, typically requiring you to restart the computer if a program crashes, but a truly malicious program in DOS can do any evil thing it wants with no way to protect against this. This is also true of both Windows 3.1 and earlier, and Windows 95/98/ME, which are all DOS-based and share these same architectural weaknesses (thus causing the ubiquitous Blue Screen of Death of those Windows versions, as well as the constant memory leak in those Windows versions that would require you to restart the computer every few days to keep from running out of memory, since if you ran a program that had a memory leak in it, that memory would remain allocated and not be usable after the program terminated, quite an immense flaw indeed).
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 11, 2014, 04:17:43 pm
Sorry about that last comment, it was too long, the point of it was, C and C++ programming is a bit hard and prone to errors like segfaults that higher-level languages don't have as problems, and using C++ is somewhat akin to still using DOS which has no security features and is similarly designed in an old-fashioned way, but both of them provide advantages to the programmer and give you more power over things than using a newer language or newer operating system. I really could have put that MUCH more succinctly. It was kind of off-topic too. I get carried away sometimes. But sometimes it is a good thing, if I get carried away when I am programming I can get a TON of stuff done.

Anyway back on the topic of Terra Vitae I downloaded the source code for version 0.1 and have played with it a bit and fixed a few very minor bugs and fixed the compiler warnings and gotten it to compile correctly for Code::Blocks on Windows using strict ANSI settings (which are useful for catching more bugs). But I haven't yet found the cause of this major bug, this segfault thing. I would like to have up-to-date source code so that I can try fixing things with the latest version of the code (SlatersQuest mentioned version 0.2 is almost ready so I'd please like the latest code for that so I can try fixing it, as well as any of xyr thoughts on where xe thinks the big bad segfault bug is). I also would like for people to explain to me how to duplicate this segfault bug please.

Thank you.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 11, 2014, 06:23:58 pm
The segfault happens when you look at the character's sheet when the character's weapon would be either magic, powers, or powersuit blasters. It does not blow up when given any of the new clothing types (e.g. a superhero costume does not cause a segfault, so a Batman-esque "natural" superhero does not cause a segfault), only the new weapons.

It also works fine when looking at the equipment for a squad as a whole, including print the weapons appropriately (e.g. a superhero with a power suit and no weapons will show up as being armed with blasters when listing all weapons in the squad, but actually looking at a character sheet will cause a segfault).

Incidentally, you can use the diagnostics cheat code to speed things up: go into the review mode on any liberal (review mode, not looking at a liberal's sheet from another location), and change the liberal's name to "Cheat Test Super". This will create a randomly-generated superhero follower of the character. Try this as many times as you want until you get one with an appropriately segfauting-weapon.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 12, 2014, 02:20:54 pm
Incidentally, you can use the diagnostics cheat code to speed things up: go into the review mode on any liberal (review mode, not looking at a liberal's sheet from another location), and change the liberal's name to "Cheat Test Super". This will create a randomly-generated superhero follower of the character. Try this as many times as you want until you get one with an appropriately segfauting-weapon.

That doesn't seem to do anything when I try it. Maybe I am doing it wrong. I am using version 0.1 of Terra Vitae. According to the source code I currently have, additionalchars.cpp defines the following cheat codes:
Code: [Select]
    //Index:
    //Add Juice ("Juice Me")
    //Crimes ("Clear My Name")
    //Age ("Set Age")
    //Embezzle funds ("Embezzle <Amount of money>")
    //Siege ("<Faction> Attack Me")
    //Pacify ("Pacify <Faction>")
    //Change View ("<Liberalize/Conservativize> <View>
    //Change Law ("Legislate <+/-> <Law>")

It doesn't list the one you mentioned and I can't find it listed in the source code and it doesn't work when I try it. Actually I tried the cheat codes that ARE listed in the source code and I can't get them to work either. I must be doing it wrong. I know they are case-sensitive (it'd be better if they weren't, I could fix that), but for some reason it isn't working. I think I am changing the names in the wrong place. I am doing it in review mode, yes, and I am using the correct case. But for some reason it isn't working. I don't get it. And I am doing this with a binary version of Terra Vitae 0.1 I compiled and built myself. Well I will try and figure out what is going on here, but something is confusing me. I am looking at the source code and playing the game at the same time and entering cheat codes in the place where, according to the source code, I should do it, but nothing happens, even though according to my reading of the source code, something very much should be happening.

I am very confused by this. I will see if I can figure it out but for some reason I haven't figured it out yet. And I know for a fact I'm playing the Terra Vitae mod because it has extra skills listed on the skills page, extra laws you can break listed on the laws broken page, and extra legal issues listed on the status of the Liberal agenda screen, among other things. Plus it doesn't have the Code Page 437 graphical enhancements I've done the last few months or any other stuff I added the last few months. So I know for a fact I'm playing the Terra Vitae version. But I can't get the cheat codes to work.

On the bright side the game hasn't crashed yet, no segfaults or anything, and not getting cheat codes to work is the only real "bug" I've encountered so far... I will try to figure out what I'm doing wrong here.

Oh and I noticed that in the cheat code function it uses the string "123456789" a bunch of times when that leaves out the digit 0, it really ought to say "0123456789" or "1234567890" to have all 10 digits. Oh yeah and a minus sign for negative numbers so "-0123456789" would be best.

But going into review mode and changing my name to "Cheat Set Age 11" doesn't work even though it ought to under the source code. "Cheat Attack Me CCS" doesn't do anything either. Neither do a bunch of others I've tried. But according to what I've seen in the source code, the exact same source code I compiled and built the executable of the game I am playing, both of those should definitely work. I don't get it. This is frustrating me. I can get the game to compile and build without any errors but I can't figure out this cheat code thing. I am really starting to understand my own limitations in understanding source code by looking at it...

Oh wait I just tried "Cheat CIA Attack Me" and it worked! Ah! Finally a breakthrough... OK so I managed to get one cheat code working... gawd I am so confused right now. I don't know how much help I can be to you, I feel pretty stupid right now.

Ah I just figured something out! Your code where you try and check if strtol() had an error is wrong... well OK, it might work correctly on some platforms but not on others. The reference for it here http://www.cplusplus.com/reference/cstdlib/strtol/ (http://www.cplusplus.com/reference/cstdlib/strtol/) doesn't say anything about it returning a null pointer when successful, but your code assumes it should return a null pointer when it's successful and return a non-null pointer when it fails. That is not actually the function's behavior! The function sets it to point to the next character in the string after the numerical value. So if the next character is a "NUL" character (CP437 character #0, expressible as '\0' in C/C++), it'll return a pointer to that character, or maybe it'll return a NULL, it depends on the implementation, this particular implementation detail for strtol() is not standardized cross-platform. It seems the implementation on Windows is different from the one on Mac OS X. Oh, and you use TWENTY for the base! TWENTY! Who ever heard of that? If people type in numbers they are typing in base TEN numbers! Your calls to strtol() are all messed up...
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 12, 2014, 07:53:02 pm
Well, I don't know what the heck happened :o - I did upload a new file, but downloading it again, I find that it is, indeed, the wrong version. I have uploaded it twice now, and tested it out on DFFD - and now, finally, it's the right (0.11) version. I had forgotten that the cheat codes were in v.0.1 at all... in 0.11, I found the bugs you did, and fixed them. They should work, now... (and they do, on my machine)

Some of the cheat codes require additional notes, though (for example, CCS Attack Me will only work if the CCS are already activated and not defeated, although there are codes that take care of that, now, too). They're not 100% ready yet, which is why I haven't publicly "released" them yet, but "Cheat Test Super" should work, now (at least it does on my machine).

I am sorry about the confusion - I had no idea that DFFD hadn't updated the file when I gave them the new file! :(
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 14, 2014, 01:58:48 pm
Well, this is interesting...

Quote
Superhero fires a super-blast at Hillary Zimmermann
 Superhero hits the head BLOWING IT APART!


Evidently, the new weapons WORK - they just need to display correctly without causing segfaults!
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 14, 2014, 09:32:40 pm
Hey, I'm kinda heavily working on your code from version 0.11. If you make any major changes to the code please keep track of what you've changed since 0.11 very carefully. I am fixing bugs in it and getting it up to date and merged with more recent SVN releases, 1 by 1. I'm going to get it synchronized with the latest version of the vanilla LCS code... currently I am up to revision 762, having started at 739. I got to get it up to date with the newest revision, which is now 846. I've already merged in all the features and bugfixes from revisions 740-769 and I'm really getting the hang of it, I think I'll be able to get it merged with the latest revision... just try not to change too much code because I am doing lots of work on the code and I'd need to know in detail what the changes are.

How am I doing this you ask? Simple, I downloaded SVN revision 739, the one yours is based on, then moved in your source code files, fixed up a bunch of stuff, then have been updating it to the next SVN revision, 1 by 1, fixing conflicts when necessary. Well actually it's a bunch of work. Anyway if you change anything from the 0.11 code you need to document it well.

A side benefit of getting your mod up to date with the latest code is, that will make it easy to use code from your mod in the vanilla game. And another benefit is you have all the latest features and bugfixes in your mod. So it's a win-win for both the mod and the main project since it makes it easier for them to share code.

Your indentation is rather, uhm, different than what the code for the vanilla game uses. It uses indents of size 3 (not 4), made up of spaces (not tabs). You seem to mostly use indents of size 4 made of spaces, and sometimes add unnecessary whitespace. Anyway when I am updating it from one SVN revision to the next the whitespace needs to match up so it can merge the changes from the files more easily. So I've, uhm, standardized most of your whitespace to be like the rest of the game, since it's kinda necessary for updating the code, and makes it more readable. I fixed a bunch of little bugs here and there already. Your mod has plenty of neat stuff in it. I hope to get it synchronized soon and package all the code in a .zip file and make it available for download to you and everyone else, then you can update the mod based on the enhancements I contribute (which is why you need to keep close track of anything you change from 0.11, so you can apply those changes to the version I will put out). I'm not sure if I should put the version out to the general public or just send it privately to you. I don't see any harm in sharing it with the general public so that's what I'm leaning towards, as soon as I finish this, but if you want me to send it directly to you so that you can put out the next official release yourself, I could do that too.

Anyway I'll probably post it online with a download link as soon as I'm done, and then you can download that code and use it for your codebase. Also, once I get Terra Vitae updated to the latest SVN revision, I'll probably have some fixes and enhancements FROM Terra Vitae (which you, SlatersQuest, have fixed and/or improved) that I will put into the vanilla game as the NEXT SVN revision. I don't intend to make both codebases the same or anything like that, they are both separate forks of the game and there are definitely things in Terra Vitae that I don't think belong in the vanilla game (e.g. Terra Vitae, superheroes, Amerindians, and magic), but there are also some things in it that might work well in the vanilla game (more minor stuff). I am not sure if there is anything in the vanilla game you don't want in Terra Vitae... probably you will want all of its features, but the 2 main ones added since the revision you based it on are music (either MIDI or Ogg Vorbis) and Stalinist mode. For now I'll assume you do want those features included... and include them, unless you don't want them included, in which case please tell me.

Also I need to know whether or not to include the Ogg Vorbis music, if I'm including music, since it makes the download for the whole thing much bigger... MIDI doesn't. If you don't say anything I'll go ahead and include it because after you download it you can always delete the entire /art/ogg folder and all its contents if you want to free up that space and not have the Ogg Vorbis music, but if I left it out intentionally it might be harder for you to include it if you actually DO want it. So if I include it that will probably make it easier on you, I think.

Not that you should stop looking for the cause of the segfault... keep on doing that! You seem to be well on the path to solving that bug, much closer than I am! I am more focused on updating it to more recent SVN revisions one by one and merging the code each time, at least right now. Once I am done with that I might try and solve the segfault thing but I think it's likely you'll beat me to it. ;D

Update: Wow I finally got your Terra Vitae mod up to date with the latest SVN version, currently 847 by nickdumas. I started out at revision 739 and mostly went one by one except for when there were revisions that just changed one file at a time, then I did several at once. I managed to deal with all the conflicts and merge all the code to have both your Terra Vitae code and the latest bugfixes and features from the SVN revisions merged together very carefully.

But I haven't tested it or even tried compiling it yet. I'll do that next.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 15, 2014, 10:11:30 am
Wow, that is a lot of work; I was assuming I'd have to do all of that myself (although, in a way, glad that you're helping with that, since I don't know the old code as well as you, and have to spend effort figuring out what it's doing in each place). I have made some changes since 0.11, but all of the substantive changes are in the additionalchars.cpp that I added to the game (in particular, there is now a function that deals with the possibility that the just person you recruited to the LCS happened to be married prior to recruitment).

What features are you including in the SVN vanilla version? I know I fixed the dating bug. Go ahead and include the .ogg music.

As for the segfault, while I know what line of code is causing it, I honestly have no idea how to solve it. It requires understanding of C++ terminology that I don't.

I'm honestly considering just commenting out the references to functions that are responsible for the segfault, and write my own code to do the same thing that doesn't crash the game...
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 15, 2014, 09:07:38 pm
Umm, OK... I got the code updated and synchronized with the latest SVN revision, and then put out a new SVN revision of the vanilla game full of fixes and improvements from the Terra Vitae mod, revision 848. Look at its changelog here. (http://sourceforge.net/p/lcsgame/code/848/) The vast majority of the fixes and enhancements in that revision are YOUR contributions to the game, SlatersQuest... 6 bugfixes and 3 enhancements as I counted it. (Although one of the 3 enhancements is making it tougher to win over high-juice Liberals or moderates during dating or recruitment, but since dating and recruitment are separate, you could consider that 4 enhancements instead of 3.)

And I'm about to put out a new SVN revision to fix some more issues that I encountered while play-testing Terra Vitae that'll fix things in both Terra Vitae AND the vanilla game (issues that also exist in the vanilla game). Mainly an issue with the Vice President, and the rest of the issues are all, well, ISSUES, whose text displays on the Status of the Liberal Agenda screen.

Oh and I've fixed a bunch of bugs in your mod and improved some stuff in it. I should have a version of it available for download in a day or two. I think I will use a service called Sendspace to host the download, that service allows free users to post stuff and the files stay online for 30 days and anyone with a link to the files can download them. Then after 30 days, poof! They disappear off that hosting service forever. So if you (SlatersQuest) download it within this 30-day timeframe, then you can use it as your codebase, for your future work on the Terra Vitae mod.

Anyway the only thing holding me back from just uploading it already is I haven't found and fixed that bug involving superheroes yet. I fixed some other stuff including a bug with newspapers among other things.

Oh yeah and could you set the program you edit files with to indent by 3 spaces instead of 4? That's what we use for this project. Your indentation was one of the major hurdles to synchronizing with the latest SVN because I had to go through line by line and fix it to match the indentation of the vanilla game so that the SVN diff and merge tools could match up lines and diff and merge things correctly so that I'd have an easier time updating it. But I did manage to get it synchronized, right now it's synchronized with the latest revision 848, and in fact the code I've written for the next revision I've put in both the vanilla game and your mod but haven't uploaded either of them yet... when I try to synchronize them (that'll probably have a revision number of 849 once it's out unless someone else claims that first), those lines where I changed the same thing in both the vanilla game and the mod will show up as conflicts in SVN, but I've had plenty of practice resolving those, it'll be easy.

But at least I got 2 main things accomplished already: 1) Synchronized the Terra Vitae mod with the latest SVN code. 2) Added all relevant bugfixes and enhancements from Terra Vitae that belong in the vanilla game back to the vanilla game.

Now all that's left is to clean up a few bugs here and there like this superhero one you keep going on about. I have managed to duplicate it using "Cheat Test Super". Oh, and I've also done quite a good job integrating Terra Vitae with the Stalinist code. (Naturally the Stalinists dislike Terra Vitae and vice versa.) But I haven't found the cause of the bug or fixed it yet. I actually DO understand C++ object-oriented code quite well, maybe if you told me which code was causing the problem I could fix it. I don't think going back to old-fashioned C-style code is the solution, C-style code is less safe than C++-style code and more likely to cause segfaults, not less. Anyway I wanted to get all this stuff done first before I started working on this particular bug, I like to do things in a certain order.

Anyway I might just share you the code I have now even though that superhero bug isn't fixed yet, just so you can use it and apply all your changes since version 0.11 to it. Oh and the reason I like Sendspace is there are several different download sites used by EmuCR, a site that compiles SVN and Git versions of video console emulators that have all the latest fixes and such and makes them available for download, and it is the best-working one, it works with download managers, it doesn't bother you too much with ads or having to wait before downloading, and generally it gives a better experience than the other free download sites that EmuCR uses... and I use EmuCR to get my emulators (specifically VisualBoyAdvance-M and FCEUX) with the latest versions. My download would disappear after 30 days but EmuCR's downloads stay there forever... probably because they have a paid account instead of a free account. So basically, I've downloaded plenty of files from Sendspace and I like how easy that is so that's why I'm picking it, so it's easy for other people to download. I just hope I don't go over their filesize limits, then I might need to find a different service.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 16, 2014, 06:44:55 am
I've got some RL things to do this morning but will hopefully be able to get to this later this evening, such as find all of the places where the segfault is happening.

I will see what I can about the indentations. I use X-code by default, and have the default settings for indents. And I agree: TV would not like the SCS and vice-versa! :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 16, 2014, 11:23:02 pm
I believe I have found the bug. It has something to do with the reading of the XML file into crimesquad. Here's what I did:


In getweapontype(), I used fprintf() statements to find out that the weapon id % for WEAPON_MAGIC in the array is 36. This occurs right before the segfault in Weapon::get_name().

I also checked to find out if weapon number 36 is ever referenced in the beginning of the game (by printing every time that getweapontype(), returns anything), when the game is loading all of the weapons. It is not.

So, somehow, the weapontype vector is not being populated out to include the new weapons. Where in the code does this happen?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 17, 2014, 10:33:00 am
Eh, I am not sure, but I have gotten my merge of the latest SVN release of Liberal Crime Squad (SVN revision 852) merged with the Terra Vitae mod version 0.11, with additional bugfixes and enhancements, completed and ready for you to download and use as your codebase. It also has Windows binaries. It is hosted by SendSpace, and I am using a Free account to host it there. That means download speeds are limited to 80 kilobytes per second (it'll take maybe 5 minutes to download), and the download will be removed from SendSpace in 30 days (since I posted it on September 18, 2014, it will be removed on October 18, 2014).

Here is the download link: https://www.sendspace.com/file/0we666 (https://www.sendspace.com/file/0we666)

Download it! Download it! Download it! In 30 days it will be gone from teh Internets! It is only there temporarily!

Please, SlatersQuest, use this source code as the basis for your mod now, and apply any changes you've made since version 0.11 to it. Other people can download and try it out too (it has complete source code and Windows binaries). Also use the makefiles, art files, workspace files, in fact all of the files here, since they are set up so that it can be compiled and built using a makefile or in MS Visual C++ or in Code::Blocks using MinGW-GCC.

I'd also mention that the PDCurses.dll file is now in the root directory rather than the workspaces directory, the .dll files used by the game need to all be there. So you can simply copy and paste this over your existing code but if you do that you'll have 2 PDCurses.dll files, you can delete the one in the workspaces directory and keep the one in the root directory, that's what you should do.

Anyway I hope you use this and have fun with it, and figure out how to fix that segfault bug, I didn't manage to find or fix it, but I did fix plenty of other bugs and add some new features, including being able to Stalinize public opinion or laws using the cheat codes among other things! Later! ;D
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 17, 2014, 12:31:16 pm
Now about that segfault bug:

The weapontype vector is populated by the following line in game.cpp:
Code: [Select]
xml_loaded_ok&=populate_from_xml(weapontype,"weapons.xml",xmllog);
This populate_from_xml() function is declared and implemented in game.cpp. It is a template function (a fancy C++ thingie). So when it's called on weapontype, it is called on the type "vector<WeaponType *>". The key line from it is this:
Code: [Select]
while(xml.FindElem()) types.push_back(new Type(xml.GetSubDoc()));
In the case of WeaponType, it calls the WeaponType constructior on the XML data, and then pushes it back to the weapontype vector (adding a new element to the end of the vector, and the vector can be addressed similarly to an array).

So then the thing to look at next would be the WeaponType constructor for XML data. It is the very first function in /items/weapontype.cpp.

Most likely there is some error in your XML code in /art/weapons.xml that this WeaponType constructor cannot interpret properly.

The XML parsing itself is done by the CMarkup class although it is quite a well-written class used by many different projects and we do not ever modify the code for it, we just use the latest version of it. We don't modify the code for PDCurses or ncurses or SDL2 or SDL2_mixer either.

Oh, and for every attack listed for a weapon, the WeaponType constructor calls the attackst constructor and adds it as an attack with a given priority and such. So the attackst constructor, also in /items/weapontype.cpp, also needs to be looked at.

Also of course game.cpp, weapon.cpp, weapon.h, item.cpp, item.h, itemtype.cpp, itemtype.h, creature.cpp, and creature.h (as well as other .cpp and .h files in the /creature directory) need to be looked at too, along with weapontype.cpp and weapontype.h, I think.

And also the skill_string_to_enum() function in /common/stringconversion.cpp too, which handles the skill strings in the XML.

Anyway I can't see what the problem is yet. Just by eyeballing the code, both your XML code and the code that parses and deals with it, I don't see anything wrong.

Now I did notice some of your description strings in the XML are rather long, longer than for other weapons. This SHOULDN'T be a problem, since the relevant classes such as WeaponType use std::strings which can handle any length string.

HOWEVER, there are fixed-length C-strings in the game. I am starting to suspect the cause of this segfault bug is, one of your weapon description strings for what happens when you use it or something like that is too long for a fixed-length C-string used somewhere else in the game where weapons are used. Since segfaults occur during character creation of a new character with superpowers, we'll need to examine creature.cpp and creature.h and other .cpp and .h files in the /creature directory to see if they use C-strings for this type of stuff.

Also I can't use the GDB GNU debugger to find the source of this bug. Why? Because GDB, for some reason, changes the number of rows PDCurses can use from 25 to 24 leaving the 25th row of the screen empty and stuff that should go there goes on the 24th row instead and this causes problems when I try debugging in Code::Blocks on Windows using GDB (the debugger to use with stuff compiled with GCC). Among other things, entering a name for a character doesn't work at all when debugging using GDB... not just in Terra Vitae but the vanilla game too... because PDCurses behaves differently when it is run inside a debugger. This is a real pain in the arse and prevents me from being able to use a debugger. And I can't find anything wrong with the code when I eyeball it, looking for the cause of the segfault.

Looks like you're having better luck getting to the cause of the segfault anyway. I bet your debugger doesn't have that problem, since on UNIX-based systems you use ncurses, not PDCurses, and ncurses probably doesn't have this odd behavior like PDCurses does (24 rows on the screen instead of 25, and entering a name being broken), when run inside a debugger. Maybe PDCurses when it is being run in a debugger reserves the bottom line of the screen for debugging messages, so if I temporarily changed the number of lines on the screen from 25 to 26 just when I am debugging, this
could maybe fix the 25th line not working when run inside a debugger. I am not sure if PDCurses also does this in MS Visual C++'s debugger. Probably a 50/50 chance of that.

Anyway, make sure you are using the SVN revision 852 merge with Terra Vitae 0.11 that I uploaded in the previous comment as your codebase please. It doesn't have this bug fixed since I have no idea the cause of this bug. But it has plenty of other stuff fixed and improved.

Here is the download link again: https://www.sendspace.com/file/0we666 (https://www.sendspace.com/file/0we666). That link will expire in 30 days on October 18, 2014, you have 30 days to download it and then that file will disappear from that site. Please be sure and get it and use it as the basis for all your future coding on this mod, I put a lot of work into it.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 17, 2014, 06:50:58 pm
Version 0.12 is released, courtesy of Liberal Elitist! (updated link on the opening post)

It's the version that Liberal Elitist has been so diligently working on (thank you very much!). I'm going to try to get the new weapon segfault fixed as soon as possible so that I can release version 0.2, but if I can't get that done in a few days, I'll upload version 0.13 which will have the "what if your recruit is married?" that is written but needs to be added to the new code.

Now that it's up on DFFD, we shouldn't have to worry about sendspace.com's 30-day limit. :)


*

I notice that you changed the order of the weapons in the xml file, so I'm guessing that the id numbers in the array will be different.

Unfortunately, I do not have a debugger. I can't install ddd on my new machine for some reason that I cannot understand. All of the debugging that I've been doing so far has been through the use of fprintf statements to stderr. But I will try to find out what the new id numbers are of the different weapons and see if they get loaded correctly. I'll also fiddle with the lengths of the strings and see if that could be a simple solution.


Edit: It occurs to me - Magic, Powers, and Blasters are the only ranged weapons in the game that do not use ammo. Could this be causing it somehow?

Edit to edit: Crap! I can't compile your code! I type 'make' and get the following error message: No targets specified and no makefile found.  Stop.

Edit to edit to edit: I notice your download has no makefile. Would the 0.11 makefile work if copied over?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 18, 2014, 12:09:04 am
Version 0.12 is released, courtesy of Liberal Elitist! (updated link on the opening post)

It's the version that Liberal Elitist has been so diligently working on (thank you very much!). I'm going to try to get the new weapon segfault fixed as soon as possible so that I can release version 0.2, but if I can't get that done in a few days, I'll upload version 0.13 which will have the "what if your recruit is married?" that is written but needs to be added to the new code.

Now that it's up on DFFD, we shouldn't have to worry about sendspace.com's 30-day limit. :)


*

I notice that you changed the order of the weapons in the xml file, so I'm guessing that the id numbers in the array will be different.

Unfortunately, I do not have a debugger. I can't install ddd on my new machine for some reason that I cannot understand. All of the debugging that I've been doing so far has been through the use of fprintf statements to stderr. But I will try to find out what the new id numbers are of the different weapons and see if they get loaded correctly. I'll also fiddle with the lengths of the strings and see if that could be a simple solution.


Edit: It occurs to me - Magic, Powers, and Blasters are the only ranged weapons in the game that do not use ammo. Could this be causing it somehow?

Edit to edit: Crap! I can't compile your code! I type 'make' and get the following error message: No targets specified and no makefile found.  Stop.

Edit to edit to edit: I notice your download has no makefile. Would the 0.11 makefile work if copied over?

Cool... OK, first of all.. the Makefile. The old makefile that you made you generated using the configure.ac script (.ac short for Autoconf). Now that the project has additional dependencies (SDL2 and SDL2_mixer), and the configure.ac script has changed, and both Makefile.am files have changed to include more files (.am short for Automake), you need to re-run the "configure" command prior to running the "make" command, as explained in the INSTALL file and the README_LINUX.txt file. Re-using the old Makefile from before I merged with the recent SVN releases will not work. It has the necessary files for Autoconf and Automake. In fact the files I included are the EXACT SAME FILES that are in the SVN repository on SourceForge with the addition of ONE NEW FILE, /src/title/additionalchars.cpp. People on Linux-based systems have been compiling recent SVN released perfectly fine using this system, I think it will work fine for you too on Mac OS X. So yes you will need to re-run the configure.ac script with the "configure" command before you have a makefile generated with appropriate parameters for your system. If you want music to work on Mac OS X you should install the SDL2 and SDL2_mixer libraries, the configure.ac script automatically detects whether or not you have these. If it has the required dependencies of SDL2 and SDL2_mixer, it links against them when compiling and produces a binary that has music support. If the required dependencies for music are missing, the configure.ac script disables those dependencies and disables the music subsystem of Liberal Crime Squad, and you will get a binary that works perfectly except it won't play back any music. The script will give you warning messages about this if this happens, but still compile correctly, they will be warning messages not error messages and you should still be able to compile. I actually had to study a bit about Autoconf scripts to get that all working.

Secondly, the weapons, armors, skills, and other things like that were alphabetized so that if you look at your skill list in the game the skills are in alphabetical order or if you look at items you have in your equipment, items of the same type are in alphabetical order (although they are grouped... for instance ranged weapons are grouped before melee weapons, and I grouped your 3 new weapon types along with WEAPON_NONE in a group at the beginning for weapons that you can use while unarmed but they are all alphabetized by their shortname). As for my re-ordering of the lawflags (i.e. crimes you can commit), the existing crimes are sorted from most heinous crime (Treason) to most inoffensive and petty, harmless crime (Loitering). I used the ordering of the crimes that you had for siege mode to determine where the crimes you added would fit in... and you left out Sexual Treason from that list of crimes in siege mode, but looking at the code I found out it's the most serious crime of all, even worse than treason, guaranteed to get you a death penalty even with a lenient judge, so it's listed first.

Your mention about those being the only ranged weapons that don't use ammo might be the problem, yes. I don't know what the problem is. I have tried to figure it out so far but failed. It is a hard bug for me to figure out. It was easier for me to fix a bunch of other things I found, and do loads of code-merging, than to figure out how to solve this one bug. Now I know someone who probably could fix it: Jonathan S. Fox. Unlike me he knows how to use a debugger and his debugger actually works, he uses MS Visual C++ and it apparently has a good debugger that isn't all messed up like the GNU Debugger port to MS Windows that I use in Code::Blocks which seems to have trouble getting along with PDCurses. I had a bug in the past that was also a segfault and I tried really hard to find the cause and couldn't and he was the one who solved it using the MS Visual C++ debugger. Now on Mac OS X you are using Apple's XCode developer tools, the recent versions of which are based on the LLVM/Clang project and other stuff, and I am not sure how good their debugger is but I bet it is probably better than the one I'm using (you were able to pinpoint which line in the code crashed and because I can't even enter in names in review mode to activate the "Cheat Test Super" cheat, I can't test the bug, at least not using that method). There might be other people besides Jonathan who can debug stuff really well but he's a real pro at this stuff. He's just rather busy most of the time but maybe if you ask him if he can find the bug he'd probably be better than me at finding what causes the segfaults.

Plus I am going on vacation on Tuesday and will be away for a month and not on the Internet. I am going to Vienna, Austria and Sicily, Italy. Well I will probably have some time to go online for maybe a little web browsing, but I won't be on any computers that have source code or compilers or such and I won't be doing any programming during that time.

Ah yes and there is a line in includes.h that defines a macro, I think it is called PACKAGE_VERSION. This is supposed to be the version number. I changed it from 4.07.5 beta to 0.11, since 0.11 is the version of Terra Vitae I was basing it on. Anyway that line you can use for the version number.

The Windows binaries (both Release and Debug builds) I compiled work fine if you use the .DLLs for PDCurses and SDL2 and SDL2_mixer plus if you want Ogg Vorbis music instead of MIDI you also need the 3 .DLL files for Ogg Vorbis music... all the necessary .DLL files are in the root directory of the .ZIP file. Basically the packaging instructions for Windows are all in the README file, just follow it if you are on Windows and want to play this version. And on Linux or Mac OS X follow README_LINUX.txt and the INSTALL file.

Anyway I hope this works and you can compile a Mac OS X version successfully. SDL2 and SDL2_mixer, on Mac OS X, integrate with Mac OS X's CoreAudio subsystem and this ought to provide all the necessary music playback capabilities. On Windows, they integrate with the MME (MultiMedia Extensions) subsystem. On Linux they integrate with ALSA (Advanced Linux Sound Architecture). Anyway they are cross-platform and meant to work on as many operating systems as possible, you should probably not have any trouble with it. You might need to download the SDL2 and SDL2_mixer dependencies if you wish to compile and link against them. There are downloads for it here: https://www.libsdl.org/download-2.0.php (https://www.libsdl.org/download-2.0.php) and http://www.libsdl.org/projects/SDL_mixer/ (http://www.libsdl.org/projects/SDL_mixer/). Both of those have .dmg disk image files for Mac OS X 10.5+, which ought to provide you with further instructions on how to use them. You will probably need both the development libraries AND the runtime libraries. The development libraries are needed to link against when you are compiling and linking the binary for Mac OS X, and the runtime libraries are needed at runtime.

But if you don't feel like linking against those you can just build it without the SDL2 or SDL2_mixer dependencies, and the configure.ac script will define the C++ macro DONT_INCLUDE_SDL, and the source code will check for this macro and notice it is enabled and then disable the music subsystem so it compiles correctly without those dependencies, so it will compile correctly automatically even if you don't have those dependencies. In other words it will work the same way it did before, but the new feature of music won't happen unless you have the dependencies for it and the configure.ac script is able to detect them. The configure.ac script works on Linux, I think it will work on Mac OS X too.

This article from Apple's website might be helpful, although it's slightly out of date with changes in more recent versions of XCode and the dropping of support for PowerPC: https://developer.apple.com/library/mac/documentation/porting/conceptual/portingunix/compiling/compiling.html (https://developer.apple.com/library/mac/documentation/porting/conceptual/portingunix/compiling/compiling.html) Still it explains things pretty well.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 18, 2014, 06:39:54 am
Ugh - Configure isn't working either (command not found). I'm doing this in the parent directory that contains all of the files, not the src directory. Typing configure.ac gets the following error:

Code: [Select]
: command not founde 3:
./configure.ac: line 4: syntax error near unexpected token `2.6'
'/configure.ac: line 4: `AC_PREREQ(2.6)


Following the full directions, 'chmod 744 bootstrap' appears to have worked, but './bootstrap' also gives a command not found message (and everything downstream of that also doesn't work).


EDIT: Would downloading and reinstalling the original LCS source using SVN, then copying over and replacing the modified files (makefile.am, weapons.xml, armors.xml, and everything in the /src directory) work? If so I'll do that after my current RL job this morning is over.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 18, 2014, 11:54:48 am
Oh duh I just realized the problem. All the files in the .ZIP file have Windows/DOS style line endings instead of UNIX style line endings. The SVN repository is configured to use an eol-style of native, so that files appear with Windows/DOS style line endings if you download them on Windows (like when I do it), and UNIX style line endings if you download them on any other system such as Linux or Mac OS X (like when you do it).

And various shell scripts, configure.ac Autoconf scripts, and Makefile.am Automake scripts probably need UNIX-style line endings to work.

Specifically these files: bootstrap code-clean.sh configure.ac conflict-find.sh crimesquad.desktop Makefile.am Makefile.old todo.sh ./dev/flavor.pl ./dev/newgame.diff .man/crimesquad.6 ./src/Makefile.am ./src/sdl/libSDL2.la ./src/sdl/libSDL2_mixer.la ./src/sdl/pkgconfig/sdl2.pc ./src/sdl/pkgconfig/SDL2_mixer.pc

I have fixed this problem as well as a wrong URL in the Mac OS X build directions and the download is available at https://www.sendspace.com/file/0we666 (https://www.sendspace.com/file/0we666).

(This comment used to be much longer and have lots of directions in it that SlatersQuest tried out and the directions didn't work so I deleted them from this comment since there's no point having incorrect directions that don't work posted here, I've updated this comment and all the other recent ones I've made to have correct information.)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 18, 2014, 04:33:52 pm
Well, the first method deleted every line of text from every text file in the directory! I'm downloading the code you wrote again and am going to try #3... :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 18, 2014, 04:39:31 pm
Well, the first method deleted every line of text from every text file in the directory! I'm downloading the code you wrote again and am going to try #3... :)

Sorry! I was using code samples I found on the Internet and combining them together to get something I thought would work, but couldn't test it firsthand.

Anyway I uploaded a fixed version that has the correct line endings and will work.

Here is the download link: https://www.sendspace.com/file/0we666 (https://www.sendspace.com/file/0we666). This is based on SVN revision 852 in which I fixed the URL for Homebrew in the Mac OS X build directions, and I also fixed this line ending problem in the preceding revision 851 so it has both fixes.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 18, 2014, 04:39:40 pm
Uck - I don't know what is going on. According to the read me:

Quote
To get SVN:
  Install XCode via the App Store
  Open XCode, then go to the Downloads tab of the preferences menu
  Click the 'install' button next to "Command Line Tools"
To get autoconf: (in terminal):
  ruby -e "$(curl -fsSL https://raw.github.com/mxcl/homebrew/go)"
  brew install automake
To build LCS:
  svn co http://svn.code.sf.net/p/lcsgame/code/trunk lcsgame
  cd lcsgame/
  ./bootstrap
  LIBS="/usr/lib/libiconv.2.dylib" ./configure
  make
To play:
  src/crimesquad

the line 'ruby -e "$(curl -fsSL https://raw.github.com/mxcl/homebrew/go)"' gets the error message "curl: (22) The requested URL returned error: 400 Bad Request"...
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 18, 2014, 04:48:44 pm
Sorry, I have been editing messages instead of posting new ones, a bit.

Here is the download link for the version of Terra Vitae with this fixed: https://www.sendspace.com/file/0we666 (https://www.sendspace.com/file/0we666) (based on SVN revision 852)

Those Mac OS X compiling directions in LINUX_README.txt apparently use an old URL for Homebrew, it seems it has moved. I have fixed it in revision 852, which the above download is based on, plus the above download also fixes the line endings to be UNIX-style. The line endings were fixed in revision 851.

Here is revision 852 of LINUX_README.txt, the only file changed in revision 852 (you can copy and paste it):

Code: [Select]
================================================================================
                      Liberal Crime Squad Linux Notes
================================================================================
2004-08-17 - Kevin Sadler (sadler@geodude.eclipse.co.uk)
2009-02-22 - Jonathan Stickles (jonathansfox@gmail.com)
2011-07-26 - Christian Sergelius (cribozai@member.fsf.org)
2013-09-13 - Rich McGrew (mcgrew_rich@yahoo.com)

Updated notes for compiling and playing under Linux for 4.xx.x versions
=======================================================================

Thanks to the Bay12Games forums user named xczxc who rightly pointed out the
need to update this document.

To compile LCS under Linux you will need to obtain the tools for building
under your specific distribution. You will also need to development libraries
for ncurses. The ncursesw version with wide character support should also
work.

To do this under Ubuntu (and most likely Debian too) issue the following
commands:

sudo apt-get install build-essential autoconf libncurses5-dev

The actual compilation will be done by changing your working directory to the
lcs folder and issuing:

chmod 744 bootstrap
./bootstrap
./configure
make

If the compilation was successful no errors should be issued but you will
see a myriad of warnings displayed all of which are safe to ignore.

At the moment due to continuous development of the game it is probaby
safer to not install the game systemwide and thus the best option is to
play it from the games own directory that resides in your home folder.

To do this with little trouble issue the following command while in
the LCS game folder:

cp src/crimesquad .

To run the game just type:

./crimesquad

To make everything display properly you should resize your terminal to 80x25
because the default of 80x24 sometimes makes the last lines information
appear in the wrong place.

Other good to know information
==============================

The savefile and highscores are independent of the game folder and reside
in a hidden folder on your home are with the name .lcs and you can navigate
there using your newly aquired terminal skills with the cd command as follows:

cd ~/.lcs

Build notes for Mac OS X
========================
(written by shibby1295 at bay12forums.com, Sep. 2013)

I just got the latest version of LCS running on my Macbook Pro. It took just a
smidgeon of doing, so I thought I'd document what I did. It's mostly the same
as building on Linux, with just a few changes.

This is on OSX 10.84, 64 bit intel. Your mileage may vary. Also, I haven't
played very much yet, so there could be bugs hiding in specific gameplay areas.

To get SVN:
  Install XCode via the App Store
  Open XCode, then go to the Downloads tab of the preferences menu
  Click the 'install' button next to "Command Line Tools"
To get autoconf: (in terminal):
  ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
  brew install automake
To build LCS:
  svn co http://svn.code.sf.net/p/lcsgame/code/trunk lcsgame
  cd lcsgame/
  ./bootstrap
  LIBS="/usr/lib/libiconv.2.dylib" ./configure
  make
To play:
  src/crimesquad

Troubleshooting
===============

My game does not compile properly, what is wrong?!

The problem can be one of many and depends on too many things to give
a simple answer. You can get help by contacting me (email address in
the beginning of this document). Just copy the last screen of output
that you were given and I will see what I can figure out.

---------------------------------------------------------------

My games runs smoothly and everything worked out fine untill I wanted to
load a saved game. All I got was a screen with errors and my terminal
seems messed up somehow. What gives?

This is a problem that is distribution and compiler version dependant.
The reason is quite complicated and as of yet I have had no time nor
want to figure out exactly what the problem is. But luckily there is
an easy fix that does not make you lose the saved game!

While in the game folder issue the following:

make clean
./configure CFLAGS=-g CXXFLAGS=-g
make
# Wait for it to compile, check your email and take a sip of your beverage
cp src/crimesquad .

Then run the game again. Hope it worked for you.


Important Update as of Version 3.18
===================================

This file hasn't been updated in a long time, so I'll try to give a few
key notes that will update the information contained below.

BUILDING THE GAME
If you have this file, it's probably because you checked out the source
code from SVN. The new build commands are:

  bootstrap
  ./configure
  make

GRAPHICS AND TERMINAL SIZE
The graphics for the Linux version of LCS are unaltered since 3.09. I have
endeavored to ensure that future updates of LCS use strictly portable ASCII
so that futher problems are not created for the port. The note below about
terminal size remains important.

FLAG BURNING
The flag burning bug was fixed, and you can now safely burn flags in Linux.

AUTOSAVING
The game still autosaves, but instead of autosaving to autosave.dat, it
autosaves directly to save.dat.

ADDITIONAL REQUIRED FILES
There are several new files that you must keep accessible to the LCS
executable. These are found in the /workspaces directory that you probably
checked out from SVN alongside this file. The list is below:

  sitemaps.txt


Linux Notes for Version 3.09
============================

New features in this version (Windows and Linux):

Autosave - The game is automatically saved each turn (after wait is pressed)
           to a file called autosave.dat. If crimesquad crashes you can
   rename this to save.dat to recover (you may want to rename the
   original save.dat in case the autosave.dat contains something
   which causes a repeatable crash, so you can revert to that one.
   (but send Tarn Adams and me the bad save file so we can work on
   the bug!)). See below for details on Save Files.
   
Cursor Keys Use the cursor keys to move your squad. Once you've been
playing for a bit the WADX keys become a bit of a habit,
but the cursor keys should make it easier for new players.

New Features for Linux:

Curses Graphics The DOS CP437 graphics characters did not display correctly
on Linux so a fix has been worked on (3.08 works if you
install a font as described below). An "ASCII Hack" is
now used where either the source code specifies a character
by name rather than value or where a CP437 value gets converted
to the native value. The conversion isn't perfect as there
are a lot of characters that are not available (half blocks
for example) and so are represented by a character that looks
vaguely like it - you can tell what it's supposed to be now...
In the future we can use Unicode/UTF-8 and we should be able
to use exactly the same symbols. See the "Fonts" section
below.

Bugs for Linux:

Flag Burn If you burn a flag under Linux the game will hang.

Terminal Size Not really a bug but... the LCS screen size is 80x25
the size of a DOS window, your default xterm window
may be 80x24, the size of a VT100 screen, and so this
may result in the last line of the display being misplaced.
Simply increase the size of the terminal by resizing it
by one or more lines (With the KDE Konsole from the
menu select Setting > Size > 80 x 25 (IBM PC) to set the
right size).



LCS Linux History
=================

Version 3.08 of Liberal Crime Squad (LCS) was ported to Linux and compiled
with the GNU g++ compiler (GCC 3.3.2) and linked with the ncurses library
(rather than the pdcurses library used on the Windows version).


LCS on UNIX
===========

It is likely that this code will compile on other versions of UNIX, but this
has not been verified yet. Provided you have a g++ compiler and ncurses you
should be in with a fighting chance. Read the header of the Makefile for some
clues for what to do.


LCS on Cygwin
=============

LCS compiles on Cygwin (a free Linux-like API/Environment for Windows
http://www.cygwin.com ) with the Makefile supplied exactly as it does
for Linux, use PLATFORM=Linux in the Makefile. Cygwin will need to have
packages for development (eg. the gcc compiler and make) and the ncurses
library.


LCS on MinGW32
==============

MinGW32 is is a free Minimalist GNU compiler for Windows.
( http://www.mingw.org ) It compiles with MinGW32 and the Msys
enviroment and PDcurses. There is a section for MinGW32 in the Makefile,
just uncomment it (and comment out the section for Linux above it).


Build
=====

Unpack the tar archive into a suitable directory (e.g. /usr/local/src),
in the examples below assume nnn is the version number, eg 3.08:

  cd /usr/local/src
  tar -zxvf lcs_source_nnn.tgz

  cd lcs_nnn
 
  make
 
This will compile the crimesquad executable.


Installation
============

Currently the make file does not install LCS but it is very
simple.

LCS can be installed in two steps:

1. Copy the crimesquad executable to a suitable bin directory that is
   specified in PATH. If you have suitable permissions you may wish
   to copy it to /usr/local/bin, or to a bin directory in your home
   directory.

2. Install the art directory. The source directory has a subdirectory
   called art which contains some files used by the game. The game needs
   to know where these files are and will look in the following
   locations:
   
   /usr/share/lcs
   /usr/local/share/lcs
   
   To install the directory in /usr/local/share do the following:
   
   mkdir -p /usr/local/share/lcs
   cp -R art /usr/local/share/lcs/.
   
   Alternatively LCS will look for art in the current directory, or
   the environment variable LCS_ART_DIR may be set to the directory.
   An example of this using the bash shell:
   
   export LCS_ART_DIR=/usr/local/src/lcs_nnn/art
   
   Typically one would set this in .profile or .bashrc files.

3. Install the init.txt configuration file (optional, but lets you set
   additional configuration options). The game looks for this file in the
   current directory.
 
Fonts
=====

The first port, 3.08, output the DOS style CP437 codes for the curses graphics
which came out as accented characters and looked rather screwed up. The work
around for this was to install a CP437 font on UNIX as described below.

With 3.09 the "ASCII Hack" was developed which maps the CP437 codes onto
either curses alternative character set characters (the ACS_ macros) or
onto characters that (vaguely) look like what we need, it works reasonably
well.

The "perfect" solution is to use Unicode. This would require the use of
ncursesw (wide) which may need some code changes. The Unicode translation
is coded up but some more work is probably needed.

See cursesgraphics.h for more info.

By default the ASCII Hack is now used for Linux, if you have the CP437
fonts and like using them you could hack the code to define CH_USE_CP437
instead of CH_USE_ASCII_HACK.


CP437 Fonts
-----------

LCS uses DOS CodePage 437 characters for it's graphics (the flag, the map,
and the newspaper headlines). Linux doesn't support this as is, however
you can download some fonts from Emil Mikulic's website that you can use:

http://dmr.ath.cx/misc/cp437/

http://dmr.ath.cx/misc/cp437/fonts.tar.bz2

It is suggested that they be installed to /usr/share/fonts/cp437

The following line should be added to /etc/X11/XF86Config:

    FontPath   "/usr/share/fonts/cp437"

To run crimesquad in an xterm with these fonts type:

xterm -fn cp437-8x12 -e crimesquad


Why are the fonts different?
----------------------------

In simple terms the graphics characters binary codes lie above the portable
ASCII values and the character set that you are using on Linux renders
this as a different "glyph" to that which appears under DOS using CP437.
The fonts are just a hack - they change the glyphs under Linux to look
like those under DOS.

The "proper" way to fix this is to use unicode, or UTF-8, and ncursesw
(ncurses for wide characters) and remap the CP437 values to their UTF-8
values. This will mean that LCS could be played on Linux in your favourite
font. The downside, apart from the porting required, is that not all Linux
boxes may be configured with UTF-8 support or have the ncursesw library
installed, though most of the latest distros should be able to cope.


Save Files
==========

The Windows crimesquad save files (save.dat) are binary compatible with
Linux on ix86 (don't expect them to work on PowerPC (eg. Macs, RISC) due
to endianess).

Under Linux/UNIX LCS creates a sub-directory in the user's home directory
called .lcs in which the save.dat file is stored. To transfer your file
to another user just create that directory:

mkdir ~/.lcs

and copy the file into it.

With version 3.09 LCS creates an automatic save just before the "wait"
command is processed (before the days activities, such as squad raids
are carried out). This file is called autosave.dat and is stored in the
same place as the save.dat file (~/.lcs on UNIX or the game directory on
Windows). In the rare event that the game should crash ;) you may rename
the autosave.dat file to save.dat to recover, under UNIX:

mv -f ~/.lcs/autosave.dat ~/.lcs/save.dat

SDL2 and SDL2_mixer
===================

Liberal Crime Squad can use SDL 2.0.3 and SDL_mixer 2.0 for audio.
The headers and libraries for those are included in the /src/sdl
directory. However the libraries to link against only work with
Microsoft Visual C++ (32-bit) and MinGW-GCC (32 bit), the 2 main
compilers used on MS Windows. On other platforms such as Linux and
Mac OS X you will probably need the SDL2 and SDL2_mixer libraries to
link against as dependencies, in order for it to compile correctly
with audio support. Currently this is used for MIDI or Ogg Vorbis
background music.

So you have a couple alternatives:

1) Compile with SDL2 and SDL2_mixer. You will need a MIDI device.
Both Windows and Mac OS X have native MIDI that is supported by
SDL_mixer, along with support for Timidity. On Linux you have several
options for MIDI support: Timidity, which uses Gravis UltraSound
Patches (NOT Timidity++, which uses SoundFonts), is built-in, but
you'll need to put the Gravis UltraSound Patches in the location
specified by the SDL2_mixer documentation. That location is
Win32 in C:\timidity, and on UNIX in /usr/local/lib/timidity/.
There also might be native MIDI support on Linux but only with some
sound drivers and not others.

2) Use FluidSynth or JACK. Both of them are external programs but if
you install them, SDL2_mixer can use them for MIDI support.
FluidSynth is recommended if you want the best sound quality. It uses
SoundFonts. Personally I am fond of the Arachno SoundFont 1.0 which
you can find here: http://www.arachnosoft.com/main/soundfont.php. It
is designed to sound very nice with video games, but it takes up
148 megabytes. There are plenty of other great SoundFonts, including
many that take up less disk space, that one's just my personal
favorite, you might like a different one better.

I am not quite sure about how the MIDI support in JACK works. Maybe
it is just an alternative for ALSA, for the people on *BSD systems,
since SDL and SDL_mixer don't support the native OSS on *BSD. Anyway,
if you are on something like FreeBSD, OpenBSD, or NetBSD, you will
need JACK along with either the built-in Timidity or an external
FluidSynth. If you are on Linux rather than some other UNIX you have
ALSA so you don't need JACK, since SDL and SDL_mixer can use either one.
And as for Mac OS X/Darwin, it might be BSD-based but it has CoreAudio
and CoreMIDI, both supported natively by SDL and SDL_mixer. Well actually
CoreMIDI is just on iOS but SDL and SDL_mixer support both Android and
iOS.

3) Use Ogg Vorbis instead of MIDI if you wish. Along with SDL2 and
SDL2_mixer, you should have libogg, libvorbis, and libvorbisfile installed.
Ogg Vorbis has better sound quality than MIDI but larger file size.


4) If all else fails, uncomment the line that says #define DONT_INCLUDE_SDL
in common.h. This will disable SDL, SDL_mixer, and audio, and let
you compile and build Liberal Crime Squad without any SDL dependencies.
The only downside to this is you don't get any audio.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 18, 2014, 04:58:02 pm
I am completely hosed.

configure.ac generates the following error:
Code: [Select]
./configure.ac: line 4: syntax error near unexpected token `2.6'
./configure.ac: line 4: `AC_PREREQ(2.6)'

And bootstrap generates this error:
Code: [Select]
./bootstrap: line 2: autoreconf: command not found

I am also finding myself unable to install LCS from the SVN trunc, for the same error in bootstrap. I am trying to unpack the tarball of autoreconf from Sourceforge, and it seems to have hung up tar. I'm beginning to think that I need the help of a Unix weenie to do anything, now...
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 18, 2014, 05:02:00 pm
Eh, look at my last comment (http://www.bay12forums.com/smf/index.php?topic=134632.msg5670943#msg5670943) please, I have updated it, the directions for Mac OS X had the wrong URL for Homebrew, I fixed it.

Also are you using the version I just uploaded a couple minutes ago? It's at https://www.sendspace.com/file/0we666 (https://www.sendspace.com/file/0we666). Try using that version, it has both the UNIX-style line endings fixed and has the fixed URL for Homebrew in LINUX_README.txt and is based on SVN revision 852.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 18, 2014, 05:10:18 pm
Okay, SVN LCS installs. I gotta run now, and I'll try to install your code (and upload it) later tonight! Thanks again! :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 18, 2014, 05:12:41 pm
Whew! I was beginning to think this might go on forever, but the two of us got it working! Good teamwork! ;D

P.S. I have just updated all the comments I posted in this thread in the last 2 days so they have the link to the latest download based on revision 852 instead of links to older versions, and so that directions I gave that turned out to be incorrect are now replaced with correct information. So anybody looking at this conversation later on will not see my original comments, they have gone through many edits.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 18, 2014, 07:09:09 pm
Okay, first, the good news: it compiles.

Next, I'm getting some weird characters in the code. For example, the minus sign dash is replaced with ƒ, and several other characters have been changed. For example, what is MayagÅez, Puerto Rico? Is it Mayaguez? :p


More to the point: the code in lines 396 through 403 of sitedisplay.cpp has six illegal characters that I can't easily figure out what they're supposed to be. Could you tell me what they are so that I can fix them?


Edit: Well, the problem is not the length of the strings in weapons.xml.

Edit to edit: I discover that when reading weapons in xml, WeaponType::WeaponType(MCD_STR xmlstring) only reads in the short name and future short name of each weapon. This includes both the Terra Vitae weapons (magic, blasters, powers), and the existing LCS weapons. However as I have now tested, I also note that the game displays these names correctly; I am guessing that it is somehow not correctly reading the long names of these weapons. Where can I find the function that reads these?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 19, 2014, 12:27:23 am
It appears that Code Page 437 characters aren't working on your system. That's odd, I thought my code for it was cross-platform. I wish I had a Mac OS X computer to debug this on... oh and it's Mayagüez, Puerto Rico (http://en.wikipedia.org/wiki/Mayag%C3%BCez,_Puerto_Rico). That's an "u" with an umlaut in it.

Evidently your console doesn't display Code Page 437 characters. Although I think on UNIX-based consoles it will try to use UTF-8 encoding. So most likely the program thinks it is outputting in one character set (either Code Page 437 or UTF-8, I'm not sure which, probably UTF-8 on your system), but it is instead getting output in a different code page (whatever the default on Mac OS X is), and the functions to set the locale don't seem to change the code page used by your console window.

Hmm... this means I will need to look at Mac OS X's API for console mode applications and see if it actually has a different API than other UNIXes for this. As far as I'm aware the code displays correct characters on Linux. So this is specific to Mac OS X, this confusion over code pages. Honestly I thought I solved all the problems with code pages months ago back in June or July. But I guess that just solved it on Windows and Linux and not Mac OS X.

Well, this project does aim to work as well as possible on as many operating systems as possible. I'll need to research Mac OS X's API documentation on this and see how it differs from Linux when it comes to console applications. If there is a quick and easy way to enable UTF-8 that will be the best solution. UTF-8 contains all characters in Code Page 437 and many more, and Liberal Crime Squad is capable of outputting in either of those 2 code pages (it has a handy code page conversion table that every single character it outputs is processed through, if it is in UTF-8 mode, since all char and string literals in the game, as well as in the .cmv and .cpc files in the /art directory, are encoded in Code Page 437).

As for getting the characters to display properly in your text editor, there are comments in the source code files that use extended Code Page 437 characters explaining that those files are in that code page and how to view them properly in various IDEs and text editors. Although maybe the comments might not include whatever IDE or text editor you use since I don't know what you use. It does cover quite a number of them, though. Also I would not call those "illegal characters", those characters are meant to be there and they are most certainly the correct characters, you just need to view the .cpp source files in Code Page 437 (also known as PC-8 or IBM DOS OEM-US or a couple other names) and you will be able to see exactly what those characters are. Anyway these are NOT "illegal characters" and they do NOT need to be "fixed".

What needs to be fixed is getting both your text editor to use the correct code page to display them properly, and calling whatever API functions Mac OS X uses to set the code page to UTF-8 (since probably the characters get converted from Code Page 437 to UTF-8 before being output on your system, I think this is the default on non-Windows platforms).

You can enable the macro CH_USE_ASCII_HACK (I think that's what it's called anyway) to force all characters output to be in the range 32-126 of standard ASCII display characters. I think the place to enable it would be somewhere in common.h, rather than in includes.h. Or maybe the code checks to see if that is defined, ahead of time, I don't remember right now, but from what I recall, I don't think it's something that you can define as a macro in your makefile or whatever, you'll probably have to edit the source code, the ASCII hack is just a nasty hack to avoid this sort of thing.

Anyway I'm a bit surprised you have this problem since the game has used extended characters quite a bit for quite some time, in stuff like newspaper display and curses movies. Did newspapers and curses movies display correctly before? I am glad we are getting to the bottom of this, though, since when I was working on fixing up the code page code so that it would be able to display any character in either CP437 or UTF-8 and do the necessary conversion if necessary, I needed people on both Linux and Mac OS X to test it, and while people tested it on Linux and got it working fine, you're one of the few people testing and building stuff on Mac OS X so your feedback is very valuable in finding bugs that exist on your platform but not on others.

In short, these are all Mac OS X-specific problems and they occurred because we don't have enough developers who test it in Mac OS X but it shouldn't be any trouble getting it working if we cooperate on this and I try implementing code and you test it out until it finally works right. I am a bit saddened that my code doesn't work right in Mac OS X but I want to make certain that it is fixed, I want this game to support as many operating systems as possible, as fully as possible, especially modern operating systems that are widely in use on desktop or laptop computers, and Mac OS X definitely qualifies as one of those. I usually assume that code that works on Linux will also work on Mac OS X since they are both UNIX-based and in MOST cases this is correct but not always, there are some major differences between Mac OS X and Linux and it appears we've found one of them involving console applications and the code pages they use.

Anyway there's a good chance you can also fix this, instead of with CH_USE_ASCII_HACK, by using either CH_USE_UNICODE or CH_USE_CP437. You should try out all 3.

OK so now I am ready to recommend some changes to code.

In common.h, lines 86-90 read this:
Code: [Select]
   #if defined(HAVE_WIDE_NCURSES) && defined(__STDC_ISO_10646__)
     #define CH_USE_UNICODE
   #else
     #define CH_USE_ASCII_HACK
   #endif

Comment those lines out, all 5 of them.
Then add one of the following 3 lines (ONE of them) in that same place (best to put right after the 5 commented-out lines):
Code: [Select]
     #define CH_USE_UNICODE
Code: [Select]
     #define CH_USE_ASCII_HACK
Code: [Select]
     #define CH_USE_CP437
Also I'd like to know what version of curses you're using? ncurses? xcurses? Is it wide-character or not? Does it have UTF-8 support or not?

Anyway see what those 3 different options for CH_USE_whatever do and see which one works best...

Also find out whether or not the following macros are defined on your system and report back for each one please (you can add checks for them into the Liberal Crime Squad code and have it print out a message):
HAVE_WIDE_NCURSES
__STDC_ISO_10646__
HAVE_LIBXCURSES
HAVE_LIBNCURSES
USE_NCURSES
USE_NCURSES_W
USE_XCURSES
PDCURSES
PDC_WIDE
NCURSES
XCURSES
__APPLE__
__MACH__
__unix__
Linux
_POSIX_VERSION
DONT_INCLUDE_SDL

For instance to check if HAVE_WIDE_NCURSES is defined you could use this code:
Code: [Select]
erase();
#ifdef HAVE_WIDE_NCURSES
set_color(COLOR_GREEN,COLOR_BLACK,1);
mvaddstr(0,0,"HAVE_WIDE_NCURSES is defined",gamelog);
#else // HAVE_WIDE_NCURSES
set_color(COLOR_RED,COLOR_BLACK,1);
mvaddstr(0,0,"HAVE_WIDE_NCURSES is not defined",gamelog);
#endif // HAVE_WIDE_NCURSES
getkey();
erase();

Then just insert that code at the beginning of the function mode_title() in /title/titlescreen.cpp. You can do that to test out each of those macros to see if they're defined or not. I need to know this so I can set up the #ifdefs properly for your system. Also I need to know which of the 3 character sets works best for you, Unicode, CP437, or the ASCII Hack. Then I can update the code so it'll display the proper character set on your system once I have this info.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 19, 2014, 08:39:57 am
It's okay - I'm figuring out what most of the characters are, anyhow (actually it seems to work in-game; it's the compiler that's flipping out and sending warning messages).

More importantly, where are the full names of weapons interpreted from XML? I've tested and discovered that it does not appear to be in WeaponType::WeaponType(MCD_STR xmlstring), since putting addstr() commands into that after every input does not pick up the full names (only the short names).

Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 19, 2014, 05:37:19 pm
Okay, I think I may finally know what is going on. Please read this and verify if this sounds right!

In Creature.h:
Code: [Select]
class Creature
{
...
bool is_armed() const { return get_weapon().get_itemtypename()!="WEAPON_NONE"; }
...
}


And in Creature.cpp:

Code: [Select]
Weapon& Creature::weapon_none()
{
   static Weapon unarmed(*weapontype[getweapontype("WEAPON_NONE")]);
   return unarmed;
}

Weapon& Creature::weapon_magic()
{
   static Weapon magic(*weapontype[getweapontype("WEAPON_MAGIC")]);
   return magic;
}

Weapon& Creature::weapon_powers()
{
   static Weapon powers(*weapontype[getweapontype("WEAPON_POWERS")]);
   return powers;
}

Weapon& Creature::weapon_suit()
{
   static Weapon battlesuit(*weapontype[getweapontype("WEAPON_BATTLESUIT")]);
   return battlesuit;
}

...

Weapon& Creature::get_weapon() const
{
    //Terra Vitae: modified to account for magic
   if (!is_unarmed())
       return *weapon;
   else if (get_skill(SKILL_MAGIC) > 0)
       return weapon_magic();
   else if (get_skill(SKILL_POWERS) > 0)
       return weapon_powers();
   else if (get_armor().get_itemtypename() == "ARMOR_BATTLESUIT")
       return weapon_suit();
   else
      return weapon_none();
}

...

string Creature::get_weapon_string(int subtype) const
{
   string r;
   if(is_armed())
   {
      r = weapon->get_name(subtype);
      if(weapon->uses_ammo())
         r += " (" + tostring(weapon->get_ammoamount()) + "/" + tostring(count_clips()) + ")";
      else if(weapon->is_throwable())
         r += " (1/" + tostring(count_weapons()-1) + ")"; // -1 so not to count weapon in hands.
   }
   else if(len(extra_throwing_weapons))
   {
      r = extra_throwing_weapons[0]->get_name(subtype);
      r += " (0/" + tostring(count_weapons()) + ")";
   }
   else r = "None";
   return r;
}

Finally, in weapon.cpp:
Code: [Select]
const string& Weapon::get_name(unsigned subtype) const
{return weapontype[getweapontype(itemtypename())]->get_name(subtype);}


When printing a liberal's stats, the game calls get_weapon_string(int subtype). The very first line of this calls is_armed(), which in turn calls get_weapon(). If the liberal is genuinely unarmed, get_weapon() returns weapon_none() which causes is_armed() to return false. As a result, get_weapon_string(int subtype) returns the string "None" without actually fiddling with the character's nonexistent weapon.

However, if the liberal possesses SKILL_MAGIC, get_weapon() returns weapon_magic() to is_armed(), causing the if statement in get_weapon_string() to then call Weapon::get_name(). However, the magic weapon of the creature doesn't actually exist, and since Weapon::get_name() does not know to call weapon_magic() to get the static constant weapon that it needs. As a result, itemtypename() in Weapon::get_name(unsigned subtype) returns an invalid string id.

Hence, segmentation fault.

The solution it seems to me then is to rewrite Creature::get_weapon_string(int subtype) so that it knows to go and get weapon_magic() (or weapon_powers() or weapon_suit()) before proceeding to call Weapon::get_name().

Does this sound right?
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 19, 2014, 06:38:33 pm
OK, first replying to the first of your 2 recent comments...

It would be nice if I could get this bug with incorrect characters displayed on Mac OS X fixed before I leave for vacation for a month on Tuesday. You know starting Tuesday I won't be here on these forums or do any programming for a month since I'll be on vacation. I was wanting that detailed info about values of debug defines and which of the 3 character sets works best on your system so I could improve the code in common.h and maybe also /common/consolesupport.cpp and cursesgraphics.h to do the correct checks to display the characters properly not just for you but for everyone on Mac OS X.

I have thought a bit more about what feedback I HAVE gotten from you on this subject and the research I've done online. Well it seems Mac OS X uses the exact same POSIX APIs for setting console code pages as Linux, the BSDs, and other modern UNIX-based systems. But I realized you had this compiler warning and remembered that Mac OS X, in recent versions of XCode, no longer uses the GCC compiler but uses the Clang compiler instead! So your COMPILER is the thing that is having a problem, not your operating system. After some quick thinking I determined that Clang probably expects string literals to be in UTF-8 already and might be attempting some type of code page conversion on them (BAD IDEA), whereas GCC and MS Visual compilers both process string literals as a series of bytes which they do not alter (GOOD IDEA). Clang supposedly is supposed to behave the same way as GCC, it even identifies itself as GCC via debug defines, but there are separate debug defines to detect Clang. I'll probably have to download the version of Clang for Windows and try that compiler on for size to sort this all out, now that I've realized the problem isn't incompatibility with your operating system, but incompatibility with your compiler. Incompatibility with how it processes string literals that are in between double quotes "like this" in C/C++. So due to this newfound discovery that the incompatibility is most likely with your compiler rather than your operating system, and the fact that Clang is available on Windows to work with MinGW the same as GCC is and ought to work with my Code::Blocks IDE too, I think I shall be able to sort this out without requiring your assistance, although maybe not until after my vacation.

I will see if I can get it done before then though... I'll need to install the Clang compiler on my system and get it working.

I would ask you, could you try installing the GCC compiler on your computer and using it instead of Clang and seeing if that solves the problem with incorrect characters being displayed, or does that problem persist even if you switch compilers from Clang to GCC? Because I think the cause of the wrong characters being displayed is a difference in how those 2 compilers handle string literals, and I think if you used GCC it would produce correct results for Mac OS X, identical to the correct results people on Linux who use GCC get, and all your characters would display properly.

As for all those things about trying out different character sets and telling me the values of different debug defines I don't think that is necessary, that was based on the assumption the problem was an incompatibility with your operating system or version of curses, rather than your compiler itself. The main change between the older versions (stable and beta releases) and newer SVN versions that might potentially cause incorrect characters to be displayed is the use of Code Page 437 string literals in the C++ source code itself, which some compilers might not like... it works on the 2 most popular compilers, Microsoft Visual C++ and the GNU Compiler Collection, but apparently there is an incompatibility with the Clang compiler that Mac OS X uses by default in more recent versions of XCode (older versions of XCode used GCC and they would probably have no problem at all with this code). So the problem is not incompatibility with your operating system but incompatibility with your compiler, but I'm sure we'll eventually get that sorted out and solved. But I'm going on a trip soon so it might not necessarily happen this month.

You see I'm going on a vacation In Real Life soon (Tuesday) so this being Friday, after today there's just Saturday, Sunday, and Monday and then I'll spend Tuesday traveling... and I need to start getting packed for the trip and do laundry and run some errands etc. I'm talking about real life in this paragraph, not a video game.

Back to the video game Liberal Crime Squad, as for how full names are interpreted from XML, this takes place in the function void ItemType::init(const MCD_STR& xmlstring) in ItemType.cpp. You see WeaponType is a class that extends the class ItemType so when a new WeaponType is created, it is also a new ItemType, so the constructors for both classes are apparently called... I think. Not entirely sure how that works. Anyway somehow the function void ItemType::init(const MCD_STR& xmlstring) in ItemType.cpp gets called, apparently by the ItemType constructor, which is called when a new WeaponType is created along with the WeaponType constructor (not sure which order they are called in though, I am guessing probably the ItemType constructor is called first most likely). Anyway this is all a use of fancy C++ object-oriented programming which honestly even I find a bit confusing. Just remember every WeaponType is also an ItemType, every Weapon is also an Item, and so on... if you look at weapontype.h the class declaration for it says "class WeaponType : public ItemType" which means WeaponType also includes everything from the ItemType class and extends upon it. :o

Now replying to the 2nd of your 2 recent comments...

That looks about right, I think you might have solved the segfault bug, I'm not sure, you should test it out... I would agree with what you said, "The solution it seems to me then is to rewrite Creature::get_weapon_string(int subtype) so that it knows to go and get weapon_magic() (or weapon_powers() or weapon_suit()) before proceeding to call Weapon::get_name()." That sounds correct judging by your analysis there. It seems you did a very good analysis of the bug there and finally caught it. At least I hope this is true. I didn't see any errors in your XML code for the new weapons, and this segfault does not happen in the vanilla game, so logically it is most likely to do with the changes to the source code made in the Terra Vitae mod to accommodate the 3 new weapon types for people who don't have weapons equipped, and you seem to have found and identified exactly what the problem is with that code as well as how to fix it, in your most recent comment here.

So I say, you are probably correct and I think you've finally solved this. I always thought you were rather closer to solving that segfault bug than me, I was a bit too baffled by it to know what to do but you knew exactly where the segfault was coming from, from your debugging, whereas I couldn't even get my stupid debugger to work properly. Well I think you've found the solution. ;)

But due to my upcoming month-long trip to Europe, that I leave for on Tuesday, I'm going to be away from programming for a month. What I suggest you do now is try out GCC on Mac OS X as your compiler instead of Clang on Mac OS X and see if it displays the characters properly. That warning message about "illegal characters" actually WAS correct, from the perspective of the Clang compiler, since it was expecting UTF-8 characters most likely, and it got Code Page 437 characters instead. But this is a misunderstanding between the code and the Clang compiler. I think the Clang compiler, like other compilers, has many options, and there might be a way to solve this and make it compatible with Clang using one of Clang's compiler options. But right now the easiest solution is to just use GCC instead because I know that it works on GCC with the current code.
Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 19, 2014, 08:42:12 pm
Alright I have read a lot of documents online and figured out the issue with Clang. Clang doesn't support any non-Unicode character sets other than plain ASCII, which is actually a strict subset of both UTF-8 and other character sets like Code Page 437. If a string literal contains characters outside the 0-127 range, Clang detects this and treats the string as encoded in UTF-8, if the string is made up of the regular char type instead of wide characters such as wchar_t. Clang then enforces the rules of UTF-8 on the string. Clang also supports other Unicode character sets like UTF-16 and UTF-32. But it does not support character sets that are non-Unicode. Microsoft Visual C++, on the other hand, treats string literals that are made of chars as if they are encoded in the system's default code page as set in the Microsoft Windows Control Panel, unless the source code file is saved as UTF-8 with a Byte Order Mark (BOM) at the beginning, in which case it treats them as UTF-8. And GCC by default claims to treat string literals as UTF-8, although it does not enforce any of the rules of this encoding or do any code page conversion, and leaves it up to the programmer to deal with the encoding, and GCC essentially behaves in an encoding-agnostic way unless you use special command line options such as "-fexec-charset" and "-finput-charset".

Anyway, we don't want the compiler to do ANY code page conversion AT ALL, because Liberal Crime Squad's source code handles that directly. Microsoft Visual C++ and GCC both avoid doing code page conversion, on the current code. Clang, on the other hand, appears to do some sort of unwanted conversion.

The ultimate problem here is that there is no standard in C or C++ for dealing with extended characters in string or even char literals (inside "double quotation marks" for strings or 'single quotation marks') for chars. So the workaround to make cross-platform code that works correctly on all compilers on all platforms is to never ever ever use extended characters inside string OR char literals. Instead, numbers must be used and then typecast to type char. So for character 130 in Code Page 437, which is é (you can get this in non-console programs in Windows by making sure Num Lock is on, holding down the ALT key, typing 130 on the numeric keypad, and then letting go of the ALT key, a method that also works with any other Code Page 437 character in Windows), the code in C/C++ for this character, to be cross-platform, should be (char)130. That is just an example for character 130, but you can generalize this to any character between 0 and 31 or 127 and 255. Characters between 32 and 126 are standard ASCII characters that CAN be contained in string literals cross-platform.

Another possible solution is using backslash codes (or escape sequences, as they are called) to specify characters. In the case of character 130 from Code Page 437, to do this as a char you would do '\x82' and to do it as a string you would do "\x82". This is because \x codes use 2-digit hexadecimal codes to represent a value from 0-255 in decimal (00 to ff in hexadecimal), and 82 is hexadecimal for 130 in decimal. Backslash codes are the easier solution and hopefully they work. The code already uses backslash codes for characters between 0 and 31 because those characters are not allowed in the source code and are considered control characters. So I just need to make it also do this for characters between 127 and 255.

And these would both have the added benefit of making the source code files be in plain ASCII and look the same no matter what character set your text editor or IDE is set up to use, since all characters outside the 32-126 range (other than newlines) would be encoded using escape sequences that would only use standard ASCII characters within that range, and these characters are the same in all character sets (other than obscure, never-used ones like EBCDIC).

At least I THINK that is what the solution is...

The downfall to this is that you won't be able to directly look at the source code and see what characters are in something if it uses extended characters, instead you will see the 2-digit hexadecimal codes for the characters, making the char and string literals in the code less readable. Also, looking at how Clang "works" (in quotes, because I have looked at how it handles string and char literals and it treats everything as Unicode and doesn't allow any other option, whereas GCC and MS Visual C++ both have multiple options for character sets), well the \x escape sequences might not work, it might actually require typecasting from an integer constant to a char like so (char)0. Or it might even require some other typecast such as static_cast or reinterpret_cast.

For now you are best off using GCC instead of Clang and seeing if that works... if it does fix the character display problems than I'll need to fix this to work on Clang. If it doesn't fix things I'll have to throw these theories about what causes these character display problems out the window. But it will be important for me to know whether using GCC instead of Clang as your compiler on Mac OS X fixes your character display problems. I think this is true, but if I am wrong, then all of my thinking about how to fix it is also wrong too and I'll need to start over from scratch.

So it would be VERY helpful if you installed GCC on your Mac OS X computer and tried it out and told me whether or not it fixed things with character display problems, because then I'd know for sure what the cause of this incompatibility is. (Ultimately the cause is that the behavior of compilers on string literals is not standardized except in the C++11 standard and we can't use that because it doesn't work on older compilers so if we used it, we would break compatibility with many compilers and the whole point of what I'm trying to do here is improve compatibility with compilers, not make it worse.)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on September 19, 2014, 10:29:22 pm
That was, indeed, the bug! :)

Version 0.2 is released!![/u] (link to top thread)

Major changes:
-Fixed the bug that caused the new weapons (magic, super powers, battle suit blasters) to crash the game!
-Added a wide number of cheat/debugging codes (to be further documented and expanded in next version)
-Added most of the new professions/character/creature types to the game
-Updated to current version of LCS with Stalinist features and many other tweaks (thanks to Liberal Elitist)

More minor changes:
-Recruits can sometimes be married. Their spouses can join the LCS as love-slaves!

More to come:
-Port 0.2 to Windows
-Expand debug codes for making scenarios (ever want an elite liberal Congress, an arch-conservative president, and a supreme court that is, to a man, Stalinist?)

Next planned update:
-New locations!


*


Re: illegal characters -

 - Everything I've done so far has been with gcc. I've never used Clang.

Upon further inspection, I am discovering the following: gcc issues lots of warnings about illegal characters. However, in-game, these characters display correctly.

Title: Re: Mod Planning: Terra Vitae mod
Post by: Liberal Elitist on September 19, 2014, 11:19:35 pm
Re: illegal characters -

 - Everything I've done so far has been with gcc. I've never used Clang.

Upon further inspection, I am discovering the following: gcc issues lots of warnings about illegal characters. However, in-game, these characters display correctly.

Ah! I am actually a little relieved you are using GCC and not Clang. I just tried installing Clang on my computer and it is quite difficult to get it set up, in fact my computer's CPU is an AMD Sempron 2800+ and doesn't support SSE2 instructions, and the Windows binaries they make available for download don't work on my CPU, so I would have to compile their compiler from scratch to get it working on my machine, and I was not looking forward to that... now I can cancel those plans! Whew! :D So we both use the same compiler, GCC. It is strange then, that you get warnings and I don't, but I think I have an idea what to do.

Well then, you should try the following GCC options: "-finput-charset=CP437 -fexec-charset=CP437". See if that fixes things! From what I read about it, it ought to work. I was under the impression that things were working on GCC on other platforms and it displayed correct characters. I know firsthand that it displays correct characters on Windows with the GCC compiler (from the TDM-GCC 4.8.1-3 package). And after I fixed up some code a few months ago to fix character display on Linux I haven't had any complaints about that anymore, earlier I had complaints about it not displaying the right characters on Linux. I never had any Linux users positively confirm that this problem was fixed but since several developers use Linux and none of them complained anymore about incorrect character display and I had just done major fixes for that I assumed my fixes must work. Well maybe they do, maybe they don't. But you should try out those GCC options, you can add them to your CPPFLAGS.

So you can add this line to configure.ac to add those GCC options:
Code: [Select]
CPPFLAGS="$CPPFLAGS -finput-charset=CP437 -fexec-charset=CP437"
That will set GCC to recognize the character set of the source code as Code Page 437, and not try to convert it to anything else, at least from what I have read. That line should go somewhere in configure.ac after stuff is initialized (after "AC_PROG_CXX" in line 12) but before the end part (before "AC_CHECK_FUNCS([memset mkdir strchr])" in line 91)... and not inside any if..fi conditional section. Lines 88, 89, and 90 are all blank, 3 in a row, that's a good place to add that line to configure.ac. Just see whether that fixes the character set so the right characters are outputted.

And see if it gets rid of the warnings about illegal characters too. I am hopeful about this but not sure if it is the solution...

If you want here is the entire code for configure.ac that you can copy and paste to try out, with that line I had above added in a suitable location, along with a comment explaining it:
Code: [Select]
#                                               -*- Autoconf -*-
# Process this file with autoconf to produce a configure script.

AC_PREREQ(2.6)

#The following line has the program name, the program version, and the bug report address.
AC_INIT([crimesquad], [4.07.5],[jonathansfox@users.sourceforge.net])
AC_CONFIG_SRCDIR([src/cursesgraphics.cpp])
AC_CONFIG_HEADER([config.h])
AM_INIT_AUTOMAKE
# Checks for programs.
AC_PROG_CC
AC_PROG_CXX

# Defines
# TODO: Conditionally set these depending on build system.
AC_DEFINE([UNIX],[],[Defined if on a UNIX based system])
AC_DEFINE([Linux],[],[Defined if running on Linux])
AC_DEFINE([NCURSES],[],[Defined if we use NCURSES (always true on linux)])

# Checks for header files.
AC_HEADER_STDC
AC_CHECK_HEADERS([stdlib.h string.h sys/time.h unistd.h ncurses.h ncursesw/ncurses.h])

# Check for ncurses libraries, preferring wide character ones:
for lib in ncurses ncursesw; do
   if test "$lib" = ncursesw; then
      name="NCURSES_W"
      header="$ac_cv_header_ncursesw_ncurses_h"
   else
      name="NCURSES"
      header="$ac_cv_header_ncurses_h"
   fi

   if test "$header" = "yes"; then
      AC_CHECK_LIB($lib, addch, [
         AC_CHECK_LIB($lib, add_wch,
            [wide_ncurses="$wide_ncurses $lib"],
            [plain_ncurses="$plain_ncurses $lib"]
         )
      ])
   fi
done

AC_SEARCH_LIBS(initscr, [$wide_ncurses $plain_ncurses], [],
   [AC_MSG_ERROR([You need ncurses!])])

for lib in $wide_ncurses; do
   if test "$ac_cv_search_initscr" = "-l$lib"; then
      AC_DEFINE(HAVE_WIDE_NCURSES, [],
         [Define if you have wide character support in your ncurses.])
   fi
done

# Tell the headers which one to use.
if test "$ac_cv_search_initscr" = "-lncurses"; then
   AC_DEFINE(USE_NCURSES, [], [Define to use libncurses.])
elif test "$ac_cv_search_initscr" = "-lncursesw"; then
   AC_DEFINE(USE_NCURSES_W, [], [Define to use libncursesw.])
fi

# Include SDL2 and SDL2_mixer, or define DONT_INCLUDE_SDL as a fallback if they aren't available, so it still compiles.
AC_PATH_PROG(SDL_CONFIG, sdl2-config)
if test -n "$SDL_CONFIG"; then
   LIBS="$LIBS `$SDL_CONFIG --libs`"
   CPPFLAGS="$CPPFLAGS `$SDL_CONFIG --cflags`"
fi
AC_CHECK_LIB([SDL2], [SDL_Init], ,
   AC_MSG_WARN([ *** Unable to find SDL2 library (http://www.libsdl.org/)]) ; LACK_SDL2=1)
AC_CHECK_LIB([SDL2_mixer], [Mix_OpenAudio], ,
   AC_MSG_WARN([ *** Unable to find SDL2_mixer library (http://www.libsdl.org/projects/SDL_mixer/)]) ; LACK_SDL2=1)
if test "$LACK_SDL2" = 1; then
   AC_DEFINE(DONT_INCLUDE_SDL, [], [Define to avoid including SDL2 and SDL2_mixer.])
   AC_MSG_WARN([ *** Compiling without SDL2 or SDL2_mixer, and with DONT_INCLUDE_SDL defined.])
fi

# Checks for typedefs, structures, and compiler characteristics.
AC_HEADER_STDBOOL
AC_C_CONST
AC_C_INLINE
AC_TYPE_SIZE_T
AC_HEADER_TIME

# Checks for library functions.
AC_FUNC_MALLOC
AC_TYPE_SIGNAL
AC_FUNC_STAT

# Use Code Page 437 for source code.
CPPFLAGS="$CPPFLAGS -finput-charset=CP437 -fexec-charset=CP437"



AC_CHECK_FUNCS([memset mkdir strchr])
AC_CONFIG_FILES([Makefile src/Makefile])
AC_OUTPUT

Remember to save it with UNIX-style line endings instead of DOS/Windows style line endings if you try this out! Of course that is the default on your system so it will happen automatically... :P
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on October 29, 2014, 09:50:38 pm
The maps for the Terra Vitae House and Terra Vitae Office have been made; the next update (0.3) should be forthcoming.

Jonathan Fox, how much work was it to port version 0.1 of this mod to Windows? It looks like it was a fair number of steps.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on November 04, 2014, 05:09:24 pm
The maps for most of the other locations are made. Expect version 0.3 in a week or two.

The next project will be to port 0.3 to Windows.

Major highlight of version 0.3:
The saved game files will no longer be saved and loaded save.dat. They will be saved and loaded from saveTV0.3.dat. This will allow you to play this mod and regular LCS (and any other Terra Vitae mod) without having to do gymnastics with files!
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on November 07, 2014, 11:40:16 pm
Update: Version 0.3 is now playable.

I still want to playtest some of the bugs that are no doubt in it before I release it, but it should be very soon, now.

All of the new locations (except supervillain lairs) are in this new version! (although some of them don't have their specials working yet)

 :)
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on November 26, 2014, 10:36:36 pm
Version 0.3 is released!

Go and get it! I'll work on porting it to Windows soon. In the meantime, check out https://www.cygwin.com. You may be able to play the game on Windows that way with a minimum of hassle!

Highlights:

-Most of the new locations are now part of the game (although the special map features aren't yet)
-People you recruit can be married, in which case their spouses can also join the LCS
-More miscellaneous bug fixes

Also, I included what I'm calling cheat codes in version 0.2, but they're in 0.3 more-or-less complete. Here is documentation for them:

===Cheat Code Documentation===

The Terra Vitae Mod has a number of cheat (or debug) codes that you can enter that will adjust the game to your liking. Not only can they be used to increase or decrease the difficulty of the game, but in addition they can also be used to set up custom scenarios you may be interested in playing, or even simply to debug the software. This document lists all of the different cheat codes, what they do, and how to invoke them.


==Contents==
1. How to invoke all cheat codes
2. Add or remove juice from a liberal
3. Clear a liberal’s criminal record
4. Set the age of a liberal
5. Add or remove funds from the LCS budget
6. Trigger a siege at a liberal’s base
7. Pacify a faction who COULD besiege you
8. Set the value of a view
9. Change the current value of a law
10. Dissolve the CCS (the CCS will reform if public opinion is liberal enough)
11. Increase the CCS’ activity level (or defeat them if already on the sieging stage)
12. Force elections to happen at the end of the month
13. Force Congressional legislation
14. Force the Supreme Court to act
15. Bias elections and Supreme Court turnover
16. Switch Stalin-mode on or off
17. Create a CCS Strikes news story
18. Move an LCS member to a different safehouse
19. Sleeperizing a liberal
20. Add a spouse to an LCS member
21. Create a superhero



==Chapter 1 - All cheat codes==

All cheat codes are input in the review screen. When in base mode, press ‘r’ to access the review mode, then press the number and then the letter of the liberal on whom you wish to enter the code. Some codes matter which liberal is used to invoke them; others do not. Then, once you are viewing the liberal’s statistics, press ’n’ to rename the liberal. Instead of entering a new name, enter the cheat code.

All cheat codes have the form of “Cheat <input parameters>”, where the input parameters determine both which code you are using as well as what it will do. If the code is successful, then your liberal’s name will be returned to his or her proper name. If the code is unsuccessful, you will see the liberal’s name change to something else, which will usually explain what you did wrong that caused the code to not work (i.e. error messages are displayed through the liberal’s new name).



==Chapter 2 - Add or remove juice from a liberal==

Syntax: “Cheat Juice Me <number>”

The liberal’s juice will be increased by the number given. To reduce the juice of a liberal, enter a negative number instead. You cannot increase juice to more than 10 times the number given; for example, if your liberal already has 200 juice, you cannot give the liberal less than 21 more juice. If the number of juice that you give the liberal is negative, then the liberal will instead lose the amount of juice that you specify.



==Chapter 3 - Alter a liberal’s criminal record==

Syntax: “Cheat Clear My Name”

At present, the only use of this function is to clean a liberal’s criminal record. This will remove all crimes from the liberal’s rap sheet. Functions by which you can add crimes to a liberal are planned but not yet implemented.

This does not cause currently incarcerated liberals to be released from prison (although you could use the movement command to do that instead). Liberals who go to trial without crimes will have Loitering added to their list, and possibly other crimes as well (particularly Sexual Treason and Adultery as of version 0.3).



==Chapter 4 - Set the age of a liberal==

Syntax: “Cheat Set Age <number>”

This sets the age of a liberal to a particular value. It does not change the month and day of the liberal’s birthday, but it does move the birth year appropriate to the current year.



==Chapter 5 - Add or remove funds from the LCS budget==

Syntax: “Cheat Embezzle <number>”

This command adds (or removes, if the number is negative) some amount of money from the Liberal Crime Squad’s budget. The LCS’ monthly financial report will record this income as donations.



==Chapter 6 - Trigger a siege at a liberal’s base==

Syntax: “Cheat Attack Me <faction name>”

This causes the faction named to attack the base where the liberal you use to invoke this command is staying on the following day. If the liberal moves between now and then, the attack will still arrive at where the liberal is located when you invoke the cheat code and not at the liberal’s new location. You can invoke the following factions to besiege you:

Police/Death Squads (“Police”)
National Guard troops (“National Guard”)
Army with tanks (“Army”)
Navy SEALS, preceded by an air strike (“Navy”)
Corporate mercenaries (“Corps”)
The CCS (“CCS”)
The CIA (“CIA”)
Firemen (“Firemen”)

The following restrictions apply to factions that CANNOT besiege you:
-You cannot trigger sieges by hicks
-In order to trigger a CCS siege, the CCS must be active. Use “Cheat Activate CCS” or “Cheat Dissolve CCS” to make the CCS active before invoking the siege.
-In order to trigger a Firemen siege, Free Speech laws must be C+. Use “Cheat Legislate Speech -“ repeatedly until this is so before invoking the Firemen siege.

Other factions from the Terra Vitae mod that can besiege you aren’t yet coded.



==Chapter 7 - Pacify a faction who COULD besiege you==

Syntax: “Cheat Pacify <faction>”

This command pacifies the faction in question (they no longer want to raid you, if applicable), and cancels any impeding raids on the safehouse of the liberal used to invoke the cheat code. The factions are the same as those for provoking, although it is possible to pacify the hicks (or AM Radio and Cable News separately). Pacifying a faction has no effect on any sieges that are currently ongoing.



==Chapter 8 - Set the value of a view==

Syntax: “Cheat <Liberalize/Conservatize/Moderate/Stalinize> View <view name>”

This command changes the public opinion of a specific view of your choice or, if you select “All” for view name, it will affect all views at once.

Selecting “Liberalize” will set the view(s) to 100% liberal, “Conservatize” to 0% liberal, and “Moderate” to 50% liberal. Selecting “Stalinize” will change the view to either 100% or 0% liberal depending on whether the Stalinists agree or disagree with the liberals on this particular view. Stalinizing views works even if you are not playing in Stalin mode - it will affect the views, but will not enable Stalinist politicians to be elected to office.



==Chapter 9 - Change the current value of a law==

Syntax: “Cheat Legislate <law name> <+/->”

This adjusts the current state of your chosen law one step more liberal (if +) or one step more conservative (if -). The commands Liberalize, Conservatize, Moderate, and Stalinize work for laws as for views, and it is possible to affect all laws at once as well.



==Chapter 10 - Dissolving the Conservative Crime Squad==

Syntax: “Cheat Dissolve CCS”

This command sets the CCS to a not-formed state, similar to how a normal game of Liberal Crime Squad begins. The CCS will then reform or not depending on public opinion, just as if the CCS had not yet formed until this point.

This command has the potential for some bugs; in particular, I do not know what will happen if a CCS safehouse is exposed to the player when the CCS is dissolved.



==Chapter 11 - Activating the CCS==

Syntax: “Cheat Activate CCS”

This command makes the CCS one step more active, which normally happens due to changing public opinion. If the CCS is unformed (or dissolved), this will (re)form the CCS. If the CCS is in its highest active state (level 3 as of this writing), using this code again will destroy the CCS.

If the CCS is destroyed, it can be resurrected by first dissolving it (see chapter 10), and then by activating it. Note, however, that the CCS can only be destroyed in each way once, once by killing the CCS founder in the Robert E. Lee Bunker and once by allowing the FBI to wipe them out after publishing the CCS Backer List. If the CCS is resurrected twice, the only way to destroy it again is to use cheat codes.



==Chapter 12 - Force elections==

Syntax “Cheat Force Elections <branches>”

This command will cause next month and every month thereafter to have elections for the branches that you specify. Adding “Senate”, “House”, or “Pres” for branches will respectively force elections for the Senate, House, and President. Without any branches specified, only initiative propositions will be voted on. This cheat code will not prevent any elections from normally occurring (but see presidential term limits, below).

This cheat code is not saved when you quit the game; thus, exiting the program and reloading your save file will erase all election forcing caused by invoking this cheat code. This can be used to cancel the effect of this cheat code once the elections you want to cause have taken place.

Presidential elections mandated by this cheat code will not augment the number of terms that the president has served in office, and this non-augmentation overprints the presidential term effects for any existing presidential elections. Thus, it is possible to keep a first-term president in office indefinitely this way by forcing presidential elections in month and year in which those elections would happen anyway.



==Chapter 13 - Force congressional legislation==

Syntax: “Cheat Force Congress”

In earlier versions of Liberal Crime Squad, Congress only acted on legislation twice per year. This was changed in the most recent version, so this cheat code is semi-obsolete. However, using this code will increase the number of congressional acts each month to 4-7 instead of 1-4.

As with forcing elections, this code is not saved when you quit and restart the program.



==Chapter 14 - Force supreme court action==

Syntax: “Cheat Force Court <Syntax, Change, or left blank>”

This cheat code forces the Supreme Court to hand out a round of law-affecting decisions next month and each subsequent month. Adding the word “Stasis” on the end of the cheat code will prevent the court from replacing justices after handing out decisions; adding the word “Change” will force the replacement of one of the justices.

As with forcing elections, this code is not saved when you quit and restart the program.



==Chapter 15 - Biasing elections and court turnover==

Syntax: “Cheat Bias <arguments> <magnitude>”

This cheat code will bias elections and supreme court nominations irrespective of public opinion (or, for supreme court nominations, the alignments of the President and Senate). After the arguments, finish the code with a number, which can be positive or negative, representing the magnitude of the bias. Arguments that you can use are:

“House” - biases elections for the House. Can be used with the Stalin argument.
“Senate” - biases elections for the Senate. Can be used with the Stalin argument.
“Primary” - biases the primary elections of one of the presidential parties. You must specify either “Liberal” to bias the Liberal Party or “Conservative” to bias the Conservative Party. The Stalinist Party cannot be biased as none of its candidates will be anything other than Stalinist.
“President” - biases the final elections for the president. This does not affect who wins or loses the primaries! Can be used with the Stalin argument.
“Court” - biases nominations for the Supreme Court.
“Stalin” - species that the bias that you are using is for the Stalinist/non-Stalinist axis. Otherwise, you will only bias the Liberal/Conservative axis.

The magnitude is a number and can be positive or negative. If positive, it will bias the elections/nominations in favor of the Liberals (or, if used with the Stalin argument, of the Stalinists). Negative biases will do the opposite. In general, +200 is sufficient to guarantee the most Liberal/Stalinist possible outcome, and -200 guarantees the most Conservative/non-Stalinist possible outcome. For example, it is possible to nominate a Stalinist supreme court justice even with neither the president nor anybody in the senate being Stalinist if you use appropriate codes.

Biasing elections or nominations for or against Stalinism has no effect if not playing in Stalin mode.

As with forcing elections, this code is not saved when you quit and restart the program.



==Chapter 16 - Switching Stalin-mode on or off==

Syntax: “Cheat Stalin Mode <On/Off>”

This switches the game into or out of Stalinist mode (i.e. Stalinist politicians can run for office, be nominated to the supreme court, and pass a Stalinist constitutional amendment to cause the player to lose the game).

There is a potential for bugs here, as turning Stalinist mode off will not remove any Stalinist politicians or supreme court justices already holding office.



==Chapter 17 - Creating a CCS Strikes news story==

Syntax: “CCS Strikes <location> <other parameters>”

Triggers a news story in which the CCS will attack a location. The CCS does not need to be in existence for this command to work, and there is no limit to how many such news stories can be stacked up.

The location needs to be a location that the LCS could raid; otherwise, the cheat code will return an error message. Adding a ‘+’ in the other parameters ensures a positive spin on the resulting news story (i.e. makes public opinion on relevant site issues more conservative). Adding a ‘-‘ will do the opposite. Adding a ‘0’ for death and a ‘1’ for survival ensures that the news writeup will describe the CCS action as either being killed or not. Leaving out the spin or survival leaves it up to the same random chance that CCS strikes stories normally use. The city in which the news story takes place will be city in which the invoking liberal is currently based.



==Chapter 18 - Move a liberal to a new location==

Syntax: “Cheat Move Me <location name> <city name>”

Moves the liberal invoking the command to the specified location in the specified city. The location must be mappable, but has no other restrictions.

Be warned: moving non-sleeper liberals to the Police Station, Courthouse, or Prison will move them into the justice system.



==Chapter 19 - Making a liberal into a sleeper==

Syntax: “Cheat Sleeperize Me”

Turns the liberal into a sleeper agent, wherever s/he may be located.



==Chapter 20 - Adding a spouse to a liberal==

Syntax: “Cheat Marry Me”

Gives a randomly-generated spouse to the liberal. If the liberal is a sleeper, the spouse will be a sleeper; otherwise s/he will be active. Spouses generated work the same way as normal recruit spouses in the Terra Vitae mod. If the liberal is in prison, the spouse will also be an inmate.

There is no limit to how many spouses a liberal can be given in this way. The sexual orientation of the liberal is randomly determined for finding the gender of each new spouse.



==Chapter 21 - Adding a superhero to a liberal==

Syntax: “Cheat Test Super”

Attaches a superhero to the liberal as a recruit.
Title: Re: Mod Planning: Terra Vitae mod
Post by: SlatersQuest on November 27, 2014, 03:36:54 pm
I realized that the upload did not occur correctly, so I am reuploading now. I also fixed a few bugs, so the version that will go up in a few minutes will be version 0.31, not 0.3.
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: wipeout1024 on November 29, 2014, 07:42:08 am
Sorry, but how do you install this on Mac OSX, i followed the instruction for Mac OSX in the linuxreadme file, but I don't have any of the new locations, and they're in the art folder.
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: EuchreJack on November 29, 2014, 11:33:18 pm
In case you don't know, adultery actually is a crime in the United States.  So sexual freedom should be at C level in the default game, if it isn't already.

Probably not a surprise for anyone who spent time in the United States, really...

I'd also suggest prostitution be decriminalized at more liberal levels of sexual freedom.

Anxiously awaiting the Windows version!
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: SlatersQuest on November 30, 2014, 08:20:44 pm
Quote
Sorry, but how do you install this on Mac OSX, i followed the instruction for Mac OSX in the linuxreadme file, but I don't have any of the new locations, and they're in the art folder.

You must be playing with an old version, then. How are you invoking the game? Did you install it globally to your entire computer such that you can invoke it anywhere, or did you change directory to the /terravitae0.31/src/ directory in order to initiate the game?

Also, as of version 0.3, this mod uses a different save file to save the game (it's saveTV0.3.dat in the .lcs/ directory, instead of save.dat), so you shouldn't have any problems with existing games of other versions of LCS.

You will need the Mac OS X developer tools in order to configure it, apparently. I'm trying to use it on somebody else's Mac and it can't seem to recognize that crimesquad is an executable file.




Quote
In case you don't know, adultery actually is a crime in the United States.  So sexual freedom should be at C level in the default game, if it isn't already.

Well, according to Wikipedia (assuming it's accurate, which I have no reason to suspect that it isn't), adultery is a crime in 21 of the 50 U.S. states. That means that it's legal in 29 states. Among the states that outlaw it, the penalties range from a $10 fine (Maryland) up to a life sentence (Michigan). It's very rarely enforced, though, even in Michigan (the last conviction anywhere in the U.S. was in 1983).

This is one of the inaccuracies of Liberal Crime Squad: the U.S. federal government does not have the authority to govern things like murder, common thievery, marriage, and most anything else that doesn't deal either with interactions between states or interactions between the U.S. as a whole and other countries. In LCS, for example, the death penalty is legislated by Congress; in reality, each state has its own death penalty laws, with some states using it frequently and others having outlawed it entirely. The U.S. constitution actually forbids the federal government from getting involved in this. Outlawing the death penalty throughout the U.S. would actually require a constitutional amendment. The same goes for outlawing (or legalizing) adultery.


Quote
I'd also suggest prostitution be decriminalized at more liberal levels of sexual freedom.

I quite agree. It's already on my to-do list to re-vamp the sexual crimes.

Right now, it's impossible to get flagged for a sexual crime without going to trial, at which point the game flags you automatically. I'd like the game to have a chance of flagging you at the time you initiate the affair, and for the game to potentially miss sleepers, etc.
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: Ramidel on December 18, 2014, 09:34:08 am
This is one of the inaccuracies of Liberal Crime Squad: the U.S. federal government does not have the authority to govern things like murder, common thievery, marriage, and most anything else that doesn't deal either with interactions between states or interactions between the U.S. as a whole and other countries. In LCS, for example, the death penalty is legislated by Congress; in reality, each state has its own death penalty laws, with some states using it frequently and others having outlawed it entirely. The U.S. constitution actually forbids the federal government from getting involved in this. Outlawing the death penalty throughout the U.S. would actually require a constitutional amendment. The same goes for outlawing (or legalizing) adultery.

Liberal Crime Squad treats the concept of "constitutionality" with about as much reverence as the RL Supreme Court does (that is, the Constitution means whatever the Justices want it to mean).

Also, if we did have a state-and-federal political system, States' Rights would have to be added to the issue list, which would have an effect on what issues fall under the state banner or the federal banner, and that would get complicated real quick.
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: SlatersQuest on December 20, 2014, 10:43:44 pm
Point

I've been busy with RL work, but here's the plan for what will be the way that the Sexual Freedom laws affect the various sexual crimes:


L+ - Public nudity will alarm the conservatives if you do it in a non-public place (so, for example, you can walk around naked in the park or the police station, but not the AM Radio station). You can still be tried for and convicted of public nudity, because you can still commit it if you do it on non-public non-LCS property. All other sexual crimes (prostitution, adultery, sexual treason) are legal and purged from your record each month, a la hurtful speech when Free Speech laws are anything other than C+.

L - Public nudity is a crime normally. Prostitution is also criminal in that you can be tried for it, but the police will no longer try to catch prostitutes in much the same way as selling brownies when Drug Laws are L. Adultery and sexual treason are legal.

m - Public nudity and prostitution are treated normally. Adultery is a crime but gets a very minor sentence, and it's impossible to acquire new charges of adultery, although previous charges will stick around. Sexual treason is legal.

C - Public nudity, prostitution, and adultery are all criminal. Adultery will get a long sentence but will not get the death penalty (unless Death Penalty laws are C+, of course, in which case even loitering is capital). Sexual treason is legal.

C+ - Public nudity and prostitution are crimes as normal. Adultery is a capital offense. Persons with high enough raw attributes who have sex with an unapproved mate (either a conservative who also has high raw attributes or an Important Conservative) can be charged with sexual treason, which even more serious than murder (still capital, but will generate more heat and be harder to escape in a trial). However, persons capable of sexual treason by their attributes having non-treasonous sex are not committing any sexual crime, even if the sex is extramarital.
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: SlatersQuest on January 26, 2015, 03:32:56 pm
Well, I am sorry. After months of banging my head against the wall, I don't think I have what I need to port Liberal Crime Squad to Windows.

Jonathan Fox said that I need to edit a file labeled workspaces/game.sln. I have discovered that Windows versions of LCS have this file, but my (Mac/Unix) version does not. Ergo I need something that can convert a Unix file to a Windows file directly.

Can somebody with more knowledge about Windows systems or Windows programming help me?




Addendum: I am looking at various emulators that would allow you to run the game on Windows. Everybody keeps talking about VirtualBox. I'm going to try that with Unix.



Addendum to addendum: I believe it can be made to work, but I don't have enough Windows know-how to make it work. There are files that I am supposed to be looking for that don't exist in the Unix-based version of the game (Mac is Unix-based), and I need those files to build a Windows version. Probably, the files do exist but are named something else, but I haven't the foggiest what their Unix-names would be. Somebody needs to help with this.
Title: Re: Terra Vitae Mod (version 0.31 released!)
Post by: SlatersQuest on April 30, 2015, 09:24:13 am
Version 0.4 is almost ready for release. I'm still squashing bugs, but will have them soon.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on May 14, 2015, 01:45:10 pm
Version 0.4 is released!

Can somebody help me update it for Windows? :)


Highlights - most of the new locations, characters, places, etc. have been added.


Future Plans

Version 0.5 will include a couple of new activities (Athletics, Secret Missions), as well as actions by the villains to try to destroy the Wilderness and Terra Vitae.

Version 1.0 will include the new win condition.

Version 1.1 and onward will add methods for player-created factions to be added to the game (want to fight against a rival LCS? We are struggling together!)

Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: corgi on May 22, 2015, 12:44:04 am
I got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.

There's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: EuchreJack on May 22, 2015, 05:30:49 pm
If you could release your Windows version, it would really help those of us who cringe at words such as "compile".
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on May 22, 2015, 10:05:43 pm
Quote
I got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.

Awesome - indeed, can you post it, and, more importantly, tell me how you did it? I have a Windows computer, but lack the Windows knowhow to compile anything on it. It would be really nice if I could learn how to do this myself so that I can release Windows versions of future updates, too! :)



Quote
There's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.

Yeah, that's a bug, and a surprising one. Did you get it via moving conservatives to the Courthouse using the cheat code functions, or did you do it through normal means?
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: corgi on May 30, 2015, 09:21:39 pm
Here's my Windows executable. Just drop it in the terravitae0.4 folder from the original zip and run it.
https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0 (https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0)
I don't think I changed anything important, but I can't guarantee it'll work right. It runs on my computer with no issues I've noticed except the siege thing. Let me know if it works.

Quote
I got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.

Awesome - indeed, can you post it, and, more importantly, tell me how you did it? I have a Windows computer, but lack the Windows knowhow to compile anything on it. It would be really nice if I could learn how to do this myself so that I can release Windows versions of future updates, too! :)



Quote
There's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.

Yeah, that's a bug, and a surprising one. Did you get it via moving conservatives to the Courthouse using the cheat code functions, or did you do it through normal means?
I just opened the game.sln file that came in the download (I'm using Visual Studio 2013 Professional), let it update the file format, fixed a couple compiler errors and then built. You have to add tvrecord.cpp in the src/monthly folder to the project manually, it's missing from the download. My version probably isn't a stable release.  :-X

The siege bug seems to happen whenever I have several high heat liberals awaiting trial. I've tested a bit and it's pretty consistent if I put lots of multiple murderers in the homeless shelter and then surrender to a police siege. It happened in normal gameplay, no cheat codes needed.
There's always the possibility that it's an artifact of my lazy windows port of course.  :)
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 03, 2015, 11:08:30 am
Darn, browser lost this site and I didn't check it. Sorry!

Thanks for posting - tvrecord.cpp is missing? Where did you get it then? I just zipped the entire folder and put the package available.

Does Windows come with Visual Studio, or is it an extra? I'm looking at it online and I see a huge pricetag, which is not something I want to ask people to buy. :)

I will try to duplicate the bug, but so far I haven't. I have, however, found some other bugs that I thought I had fixed. Stay tuned? :)
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Purple Gorilla on June 03, 2015, 03:08:15 pm
Possible Workaround :
You can assign everybody to a Squad. Press 'R' then 'Z' assigned the Prisoners (and possible sleepers at the police station) to a Squad, select it and fight.


Possible Solution :
If you modded it from 4.7.4, then it is probably in the main game, because in 4.7.4 the CCS can attack safehouses with no heat, while in 4.7.0 the court house would need heat, but can't (even if you have a squad stationed here).
I assume, that Rednecks can raid the court house in 4.7.0 too. To fix this bug, check is the variable RENTING from a location is nonzero before raiding it.
renting -2 : RENTING_CCS (The Desert Eagle Bar for example)
renting -1: RENTING_NOCONTROL (the courthouse for example)
renting 0 : RENTING_PERMANENT (The Homeless shelter for example)
renting >0: Appartementbuildings with a LCS flat.

The Police checks for renting
line 99 in siege.cpp :       
Code: [Select]
if(location[l]->renting==RENTING_NOCONTROL)continue;
The CCS DOES NOT !
line 448 in siege.cpp :
Code: [Select]
if(location[l]->heat&&location[l]->siege.timeuntilccs==-1&&!location[l]->siege.siege&&!LCSrandom(60)&&numpres>0)
My wild guesses use 4.7.0 as base, so the line numbers in 4.7.4 and Terra Vitae are probably different. But it might solve the Problem.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: corgi on June 03, 2015, 08:51:33 pm
Darn, browser lost this site and I didn't check it. Sorry!

Thanks for posting - tvrecord.cpp is missing? Where did you get it then? I just zipped the entire folder and put the package available.

Does Windows come with Visual Studio, or is it an extra? I'm looking at it online and I see a huge pricetag, which is not something I want to ask people to buy. :)

I will try to duplicate the bug, but so far I haven't. I have, however, found some other bugs that I thought I had fixed. Stay tuned? :)
tvrecord.cpp is in the zip file. You just have to add it to the project manually.

You don't have to buy Visual Studio. It doesn't come with Windows, but it's free for individuals. Check here (https://www.visualstudio.com/en-us/products/free-developer-offers-vs.aspx). I'm sure you can compile the project without it too, that's just what I did.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Broseph Stalin on June 08, 2015, 11:48:26 am
Here's my Windows executable. Just drop it in the terravitae0.4 folder from the original zip and run it.
https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0 (https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0)
I don't think I changed anything important, but I can't guarantee it'll work right. It runs on my computer with no issues I've noticed except the siege thing. Let me know if it works.

Quote
I got it to compile for Windows pretty easily, not sure if my version is stable or anything but it seems to run for me.

Awesome - indeed, can you post it, and, more importantly, tell me how you did it? I have a Windows computer, but lack the Windows knowhow to compile anything on it. It would be really nice if I could learn how to do this myself so that I can release Windows versions of future updates, too! :)



Quote
There's a bug in this version (not sure if it exists in base LCS) where conservatives will siege the courthouse when you have liberals held there. It might apply to the police station and prison as well. It makes the save unrecoverable without hexediting since there's no way to break the siege. I'm trying to fix the bug on my machine but I haven't found it yet.

Yeah, that's a bug, and a surprising one. Did you get it via moving conservatives to the Courthouse using the cheat code functions, or did you do it through normal means?
I just opened the game.sln file that came in the download (I'm using Visual Studio 2013 Professional), let it update the file format, fixed a couple compiler errors and then built. You have to add tvrecord.cpp in the src/monthly folder to the project manually, it's missing from the download. My version probably isn't a stable release.  :-X

The siege bug seems to happen whenever I have several high heat liberals awaiting trial. I've tested a bit and it's pretty consistent if I put lots of multiple murderers in the homeless shelter and then surrender to a police siege. It happened in normal gameplay, no cheat codes needed.
There's always the possibility that it's an artifact of my lazy windows port of course.  :)

Fairly prevalent. I revised my play strategy to include allowing nobody to be taken alive and in the event that they are I launch nonstop raids on the police station to keep it closed awaiting trial. As a sidenote it's actually kind of refreshing to let the Inner Circle have an unbeatable rap sheet.

Edit:

Apart from that my biggest gripe is with the battle suits. I think they're underpowered. They don't seem to have any value as armor and aren't flame retardant which is problematic because they are awesome at starting fires. Sure the blaster is usually one hit kill but so is an m-16 in competent hands. I imagine proper battle suits being tough than heavy armor, flame resistant, and also miserably impractical to gain access to. If a battlesuit could turn an elite liberal into a man-tank that can burn down entire sites and soak up damage like nobodies business I'd have no problem shelling out a million dollars to make one.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 15, 2015, 10:52:30 am
All right, time to tally up the bugs to fix before version 0.5 is released:

New features to implement:
-Athletics activity (done)
-Secret Mission activity (done)
-Sieges by new factions (apart from supervillains) (done)
-Use of Terra Vitae as safehouses (done)
-Interaction between Terra Vitae and other factions (again excluding supervillains) (done)

Bugs to fix:
-Make CCS actions' effects on public opinion actually do what they're supposed to (right now, the CCS makes itself less popular with each attack, apparently). (fixed)
-Prevent the CCS from besieging the police station, prison, and courthouse (fixed)
-Rebalance the battle suit (I agree it's not as useful as it's supposed to be) (fixed)
-Prevent army sieges from lasting forever if you kill soldiers and tanks in the wrong order (fixed)
-Look into presidential succession bugs

Misc rebalancing issues:
-Replace where sexual treason, etc. crimes get flagged on liberals (done)
-Rebalance the recruitment system again (done)
-Make volunteering unable to get to better than 0 juice again (it's not remotely dangerous!) (done)
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: corgi on June 15, 2015, 08:54:56 pm
I thought the CCS was (sometimes) supposed to make itself less popular with each attack, isn't there some mechanism where they alienate the public?

Magic and superpowers also set a lot of fires, squads with them tend to kill themselves pretty quickly unless everyone is in bunker gear. I guess that might be intentional or you might be planning another solution, but it seems kind of weird to me. Not like the battlesuits that kill themselves with fire damage I guess.

Also the police and CIA were besieging the courthouse for me, it wasn't just the CCS.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 15, 2015, 11:15:46 pm
Quote
I thought the CCS was (sometimes) supposed to make itself less popular with each attack, isn't there some mechanism where they alienate the public?

They are, at a 1 in 10 chance, which is reflected in how the news story portrays them, as with the LCS, i.e. news stories that begin with "The Conservative Crime Squad has struck again" paint the CCS in a positive light, while stories containing "The Conservative Crime Squad has gone on another rampage" paint them in a negative light. However, from what I've noticed during playtesting, the positive/negative portrayal of the CCS appears to do the opposite of what it's supposed to. The CCS striking again makes the CCS less popular, while the CCS going on rampages makes them more popular.


Quote
Magic and superpowers also set a lot of fires, squads with them tend to kill themselves pretty quickly unless everyone is in bunker gear. I guess that might be intentional or you might be planning another solution, but it seems kind of weird to me. Not like the battlesuits that kill themselves with fire damage I guess.

I am planning on potentially dealing with that, or just making them stop causing fires. It makes obvious sense for them to be able to start fires, but since fires more often harm the user than the victims, I may simply remove that characteristic. It would be neat if you could burn down Conservative Government/Corporate buildings, but that's not what usually happens when you start fires in Liberal Crime Squad.


Quote
Also the police and CIA were besieging the courthouse for me, it wasn't just the CCS.

Yeah and I think I know what I did that caused that bug.

The thing is that I want the player to be able to use "cheat" codes to cause sieges that take place there, but I don't want them to happen there naturally. Apparently in allowing for one, I caused the other. It's a bug. :)
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Dwarf McDwarf on June 18, 2015, 09:01:54 pm
*comes back after over a year*

*remembers this mod*

*thinks it's funny that the vanilla game hasn't updated yet*
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 18, 2015, 10:11:24 pm
THis mod is a lot more playable than it was a year ago - still not complete, but progress is definitely being made  :D

I'm finding more issues with the vanilla game and fixing them in the mod as I work on stuff, by the way. I discovered today how pathetically weak the background liberal influence is, and am going to adjust it.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 20, 2015, 08:38:40 pm
Updated post 136.

Major change: sexual crimes are now charged when you commit them, rather than when you go to trial.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 26, 2015, 12:35:18 am
All right, I am going to poll the populace for some advice.

The Secret Mission mechanic is now (almost) done. Here's the gist of it:
-Secret missions are initiated from the activation screen, but they will take your liberals out of circulation for 8 to 20 days.
-Secret missions are very rewarding, if successful: they affect public opinion, yield publishable loot for the Liberal Guardian, and everybody you send on one gets 50 juice for every mission who participates. They are, however, quite dangerous for those without a great deal of existing skill.

As an additional option, I've considered having a conspiracy counter, which is weakened every time you complete a secret mission, and slowly recovers over time. I am wanting this conspiracy counter to do something bad to the LCS if you don't do anything, and the idea that I'm considering is that it slowly corrupts politicians (i.e. makes them more conservative). Politicians that are already elite liberal or Stalinist would be immune to this corruption, but politicians without such an extreme alignment would slowly drift towards conservatism.

The concern that I have is that this would increase the level of difficulty of the nightmare mode (even more so than it already is in the Terra Vitae mod, thanks to the wilderness mechanic). The only think preventing the conservatives from passing the arch-conservative constitutional amendment in nightmare mode is that the arch-conservatives do not hold a 2/3 majority in Congress; if they did, then they would propose the amendment, the states would ratify it (because public opinion starts at 100% conservative), and you would lose the game. The player has one election cycle (two years) to turn the country around. However, if ordinary conservative politicians could become arch-conservative due to the conspiracy, then the time that the player has to liberalize public opinion becomes much shorter.

What are your thoughts? Am I making it too difficult, or should nightmare mode be, well, nightmarish?
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: EuchreJack on June 27, 2015, 07:48:28 pm
I would suggest making nightmare mode more nightmarish, but be prepared to tone it back if it is unwinnable.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Servant Corps on June 28, 2015, 03:16:32 am
I would think that the New Earth Conspiracy would be scarier if it was an "apolitical" conspiracy dedicated towards the goal of human supremacy. Let the CSS, AM Radio, and Cable News focus their efforts on promoting petty conservatism, but the NEC will play the "long game" and maneuver its way through the changing American political landscape. No matter who ends up winning, the NEC wins too.

In this view, the NEC will support extremist non-L+ politicians, trying to convert conservative politicians into Arch-Conservatives and liberal politicians into Stalinists (this is, of course, assuming you actually want to have Stalinists in your game). It doesn't matter to the NEC whether unions controls the means of production or are brutally suppressed by said means of production. All that matters is that, in the end, mankind stays supreme and the eco-weenies' political influence squeezed out.

It might even be possible for the LCS to make a deal with the NEC devil, abandoning several L+ positions on Animal Rights, Pollution, etc. in return for the NEC providing their own backing to L+ extremists (though such an action would certainly anger the TV and is overall considered a pretty terrible outcome).
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on June 29, 2015, 01:36:28 am
I would think that the New Earth Conspiracy would be scarier if it was an "apolitical" conspiracy dedicated towards the goal of human supremacy. Let the CSS, AM Radio, and Cable News focus their efforts on promoting petty conservatism, but the NEC will play the "long game" and maneuver its way through the changing American political landscape. No matter who ends up winning, the NEC wins too... It might even be possible for the LCS to make a deal with the NEC devil, abandoning several L+ positions on Animal Rights, Pollution, etc. in return for the NEC providing their own backing to L+ extremists (though such an action would certainly anger the TV and is overall considered a pretty terrible outcome).

I not only have the same view of what the NEC is supposed to represent, but also like the idea of player agency. The LCS choosing to make this deal with the devil, though, would basically make them indistinguishable from the SCS, so I am thinking that at some point they may be able to become/replace the SCS if the player so chooses. I doubt that feature will make it into the 1.0 version, but I am hoping for the 2.0 version. :)

From what I'm getting, yes, I am thinking I am going to have the NEC strength affect politicians, but lightly. It might affect attacks on the wilderness more (which is the main way that the LCS can lose the game that is apolitical). Thanks!
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on July 11, 2015, 05:03:17 pm
Check post #136 for more updates.

All that remains apart from bug-squashing is to make it so that the LCS can use Terra Vitae locations as safehouses once TV likes the LCS enough.

This will be accomplishable in two ways, either:
1. Recruit the Terra Vitae leader into the LCS (you will be evicted if xe ever dies, though), or
2. Defend the Wilderness from attack successfully while the LCS approval rating (VIEW_LIBERALCRIMESQUADPOS) is 90% or better.


Edit: done. A little play-testing, and it will be release time!
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Nosaneinme on July 27, 2015, 03:09:02 pm
Being Superhero and Supervillan are Stock Mad Science about Technical Alliance and Technocrats, Unmoved by politics, They to make America,Candan,Mexico into North American Technate rule by science and engineer.

Sound like neat idea, They Poltic with mixed Elite Liberal idea and Elite Converse idea(Being Uber-Sciencist think that can do anything because anything stooped the advance technology make, Some Lab-Tech and Emittet Science interstead Arch-Converse, There Uber-Techocrat )

Learn about technocracy http://technocracy.wikia.com/wiki/Technocracy_Wiki (http://technocracy.wikia.com/wiki/Technocracy_Wiki)
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on July 31, 2015, 11:03:50 pm
I am sorry - I did not see your comment!

I am not sure I understand your suggestion. The New Earth Conspiracy is more than merely technocratic (and has a motivation of its own). Indeed, there are some scientific endeavors (specifically, those aimed at learning about nature, as opposed to artifice) that they actively oppose.

The NEC isn't really political. They are like Terra Vitae in that they have an ideology that has political implications, but as Servant Corps suggested, the NEC would be just as comfortable with a Stalinist government as an arch-conservative one. Their enemy Terra Vitae, similarly, would be just as happy in a libertarian society as an elite-liberal one.

I've had RL distractions and haven't been able to play-test the bugs. I may just post version 0.5 and let you find them. :p When I get a break with a few other things on my plate (which are dragging on and on due to uncooperative coworkers...), I will get version 1.0 in order.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: EuchreJack on July 31, 2015, 11:23:58 pm
I've had RL distractions and haven't been able to play-test the bugs. I may just post version 0.5 and let you find them. :p When I get a break with a few other things on my plate (which are dragging on and on due to uncooperative coworkers...), I will get version 1.0 in order.

Sounds like a great idea!
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Nosaneinme on August 01, 2015, 11:48:24 pm
I am sorry - I did not see your comment!

I am not sure I understand your suggestion. The New Earth Conspiracy is more than merely technocratic (and has a motivation of its own). Indeed, there are some scientific endeavors (specifically, those aimed at learning about nature, as opposed to artifice) that they actively oppose.

The NEC isn't really political. They are like Terra Vitae in that they have an ideology that has political implications, but as Servant Corps suggested, the NEC would be just as comfortable with a Stalinist government as an arch-conservative one. Their enemy Terra Vitae, similarly, would be just as happy in a libertarian society as an elite-liberal one.

I've had RL distractions and haven't been able to play-test the bugs. I may just post version 0.5 and let you find them. :p When I get a break with a few other things on my plate (which are dragging on and on due to uncooperative coworkers...), I will get version 1.0 in order.

AHAHH, I'm sorry that violent outrage but I  am extremely upset that didn't take the the time to my read my thing,could you know take you good time to read to wipe like some sort of bug.

It kind make mad, you know sir, I think understand that when someone said something to on online that it is an obligation to read it

Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Servant Corps on August 02, 2015, 08:23:19 am
I am still somewhat surprised how popular Technocracy became in the 1930s. I suppose that some people were so desperate for solutions that they were willing to trust 'scientists' to solve their problems. I sometimes idly wonder about writing an alternate history story where the Technocrats had succeeded in taking over the US...before realizing that such a "planned economic" society would be pretty much similar to totalitarian communism, with the only difference being that at least the totalitarians plans on the state eventually withering away while the technocrats believe that their society is indeed the best of all worlds. So such a story about the Technate would only be interesting if the Technate was incompetent...but then again, the USSR can be said to be pretty incompetent too.

If I reinvented the Stalinist Comrade Squad from the ground-up, I would have probably considered styling their rhetoric to be more "Technocratic" and less "Populist"...at least the former would have been more ideologically consistent. But I probably would stick with the populism. Movements like the "Tea Party" and "Occupy" shows that populism today can whip up a mob quickly in favor of [INSERT CAUSE HERE]. Pretty hard to gather support in favor of peer-reviewed papers written by ivory-tower academics.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on August 05, 2015, 12:09:58 pm
I've downloaded Visual Studio and am working with it. There are some compiler errors that are not problems when using gcc. As soon as I find them, I will upload version 0.5 (both Mac and Windows versions).


AHAHH, I'm sorry that violent outrage but I  am extremely upset that didn't take the the time to my read my thing,could you know take you good time to read to wipe like some sort of bug.

It kind make mad, you know sir, I think understand that when someone said something to on online that it is an obligation to read it

Nosaneinme, the problem that I have in understanding what you write lies in grammatical errors that leave the meaning of your sentences ambiguous. I cannot identify your subjects from your objects. If you want me to understand your suggestions, please try to use more careful English. It does make it easier to understand.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: FinetalPies on August 08, 2015, 07:19:13 pm
As far as I can tell they were being sarcastic and saying, "Don't worry aboot not seeing my comment sooner"

That was my interpretation at least
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Patar on August 14, 2015, 12:56:30 am
Here's my Windows executable. Just drop it in the terravitae0.4 folder from the original zip and run it.
https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0 (https://www.dropbox.com/s/ujn5ucp9gdb1rsg/crimesquad.exe?dl=0)
I don't think I changed anything important, but I can't guarantee it'll work right. It runs on my computer with no issues I've noticed except the siege thing. Let me know if it works.

My browser said this was malicious.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on August 17, 2015, 11:18:40 am
Been busy with a RL conference. I will get this up soon. I think I understand the Windows compiler bugs and can fix them, but I have something else I need to finish today first.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on August 23, 2015, 07:00:18 pm
All right, I am cutting corners to get this game to compile for Windows. Microsoft Visual Studio is giving me some errors that I simply cannot understand, and their documentation is absolutely uninformative in actually finding the problem. I am going to make something that compiles (if it's even possible), and post the shortcuts that I am making and where in the code they are. Perhaps somebody with a better understanding of the vagaries of Microsoft can explain their arcane reasons for refusing to compile.


Problem #1
Location: shop.cpp, line 142, and again on line 282
Error: mem_fun() and not1() undefined
Discussion: they're undefined symbols, defined nowhere else in the LCS code. For some reason, the Unix compiler (gcc) is able to compile them anyway, so I would guess that they're in the Unix C libraries that come with gcc but aren't in Visual Studio's libraries.
Temporary solution: They do not appear to do anything needed for the game, so I commented them out.

Problem #2
Locations: monthly.cpp line 672 and titlescreen.cpp line 615
Error: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ)
Discussion: this is one that I cannot solve. The function TVRecordMonth() prints a record of everyone in the LCS and of the overall status of the game to a text file, so that it can be tracked (or used by other as-yet-unwritten software) to record the relative progress of the LCS over time. This is a void function defined in tvrecord.cpp in /monthly, a new file added to the game, but is otherwise identical to many other void functions that generate no errors (and making the function other than void doesn't help).
Temporary solution: I commented out the calls in titlescreen.cpp and monthly.cpp. This function does not affect gameplay at this time, but I am worried about what would happen if it did!

Problem #3 NEEDS HELP!
Location: SDL2main.lib (wherever that is!)
Error: unresolved external symbol _imp__iob_func referenced in function _ShowError
Discussion: Doing some internet searches, I have managed to determine that this error is caused by Microsoft Visual Studio 2015 redefining the standard input and output relative to earlier versions. It is not in the LCS code. Many people are having the same issue, but there is no answer online that I have been able to find that explains where you need to go or what the code is that will fix this.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: Purple Gorilla on August 24, 2015, 01:23:46 pm
To Problem 2:
Maybe you should declare it TVRecordMonth(void). The formal way to declare a function that takes no parameter is writing void as parameter, despite most compilers also accepting it to leave the parameter empty.
If you declare an external function without parameter, the compiler will consider the type unknown, and try to find it from the use of the function. So you should check the header, and the actual function, and write void into their round brackets.
This behaviour of the compiler is however odd, as it is common to leave the brackets empty to get void. Maybe you can get it to compile by changing compiler options (Non ANSI extension maybe ?)

Further you should ensure, that all source files are compiled with the same calling conventions, especially those related to name mangling. Recompiling everything (refresh all or the like) might help.
Title: Re: Terra Vitae Mod (version 0.4 released!)
Post by: SlatersQuest on August 24, 2015, 08:12:19 pm
Quote
To Problem 2:
Maybe you should declare it TVRecordMonth(void).

Just tried it - doesn't work. Thanks for the suggestion, though.

I suspect that this also has something to do with the 2015 version of the MSVS compiler being rebuilt from previous versions, which creates a number of bugs.

Unfortunately, I know gcc and Unix, and not Microsoft. I need help here.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on August 24, 2015, 11:36:11 pm
I have posted Version 0.5 for Mac.

In order to make this port to Windows, I need help.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: wipeout1024 on September 03, 2015, 07:28:01 am
After character creation, I get segmentation fault 11, in Terminal.
Photo:
(http://s17.postimg.org/mpbysd9hb/eqc.png) (http://postimage.org/)
image upload no compression (http://postimage.org/)
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on September 03, 2015, 11:03:34 am
After character creation, I get segmentation fault 11, in Terminal.

Fixed!

Or it should be - I got the now-fixed bug in a different place. If you still get it, can you repeat exactly what you did (i.e. what choices you made) in the setup?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on September 07, 2015, 11:19:54 pm
Any progress so far? Did the entire LCS community just die out overnight or something?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on September 07, 2015, 11:22:56 pm
Yeah I'm working on version 0.6 (or maybe 1.0). I fixed (or believe that I fixed) the aforementioned bug wipeout found, but wipeout hasn't confirmed it. I need help from somebody who understands Visual Studio 2015 to compile LCS for Windows.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: wipeout1024 on September 08, 2015, 01:50:49 am
No, I still got it. I'm on OSX Yosemite, so maybe that's something to do with it.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on September 08, 2015, 11:43:17 am
Okay, so can you tell me what the choices that you made in setting up the game? I have started new games since the latest release, but have not been able to replicate the bug.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: wipeout1024 on September 09, 2015, 05:29:47 am
Well, I open the crimesquad file in the src folder, with terminal. Then, I picked National LCS, and Marathon Mode. I chose Classic for the skill gain level rate, and I pressed Let Fate Decide. After I press Enter, when it asks you to choose what you want your leader to be called, it says segmentation fault: 11, and then closes.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on September 09, 2015, 11:37:38 am
Uh-oh - I just tried that, and it worked fine. I am wondering if you didn't install it correctly and/or your computer isn't set up for it.

Try typing "make" in the src folder instead of crimesquad. That should recompile the program. If it doesn't work, then it means that you need to reconfigure it.

Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: wipeout1024 on September 09, 2015, 05:35:18 pm
I tried "make", but that didn't work. How should I go about reconfiguring it?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on September 09, 2015, 09:43:20 pm
Well, if make didn't work because of a compiler error, then it should tell you the error message. If you don't have the tools, though, use the opening post of this thread (http://www.bay12forums.com/smf/index.php?topic=130675.msg4561983#msg4561983) to install a compilable Mac LCS.

If you already have all of the tools (XCode and autoconf), then type the following:
Code: [Select]
cd terravitae0.5
./bootstrap
 LIBS="/usr/lib/libiconv.2.dylib" ./configure
make clean
make purge
make

Running this series of steps should configure everything as needed, clean out all of the existing LCS files (excluding the source code), and then rebuild them from the source.

If you still get error messages, please post the text of them so that I can have a clearer idea of why it is not compiling.

Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: wipeout1024 on September 10, 2015, 01:51:50 am
Well, it keeps on saying: warning: illegal character encoding in string
      literal [-Winvalid-source-encoding]
Maybe that's the problem?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on October 18, 2015, 08:43:27 pm
How "Difficult" will Terra Vitae be? Will factions other than the Firemen be able to raid without heat?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on October 19, 2015, 05:36:51 pm
Sorry for missing a reply!

Quote
Well, it keeps on saying: warning: illegal character encoding in string
      literal [-Winvalid-source-encoding]
Maybe that's the problem?

No, it's not. Curses knows what to do with those, even if X-code doesn't.


Quote
How "Difficult" will Terra Vitae be? Will factions other than the Firemen be able to raid without heat?

Generally, no, although I can't remember if I made Terra Vitae itself capable of doing that. I don't think I did, but I'll check.

The mod will be significantly more difficult than vanilla, but the reasons for this are the fact that there are several new ways to lose:
Edit: Terra Vitae's ability to find you is like that of the CCS: if you have a printing press, they can find you heat or no, but otherwise, you're invisible to them unless you have heat. The agency assassins, however, can find you anywhere!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Neckbeard on October 20, 2015, 10:23:39 pm
In the current version of this mod, the game crashes if you date a magic user, or go to a meeting with one.

I'm using Windows 8.1 64 bit
I have an AMD(fx)-8300 8 core processor 3.3 GHz
16 GB of RAM
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on October 21, 2015, 02:52:19 pm
In the current version of this mod, the game crashes if you date a magic user, or go to a meeting with one.

I'm using Windows 8.1 64 bit
I have an AMD(fx)-8300 8 core processor 3.3 GHz
16 GB of RAM
I just checked this bug, and can't replicate it

What version are you using? I ask because the only Windows version I know about was a version Jonathan Fox made of version 0.1, which had a bug that caused LCS to crash whenever the magic weapon was displayed. That bug was fixed in version 0.2. Are you sure you're using the current version?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Neckbeard on October 22, 2015, 08:52:19 pm
I downloaded the file from this link there.  http://dffd.bay12games.com/file.php?id=8634 (http://dffd.bay12games.com/file.php?id=8634) that I found on the front page, and then I copied the crimesquad.exe from the release folder (terravitae0.5\workspaces\Release) and placed it in the terravitae0.5 folder.  I could be doing it wrong though.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on October 23, 2015, 09:46:34 am
I downloaded the file from this link there.  http://dffd.bay12games.com/file.php?id=8634 (http://dffd.bay12games.com/file.php?id=8634) that I found on the front page, and then I copied the crimesquad.exe from the release folder (terravitae0.5\workspaces\Release) and placed it in the terravitae0.5 folder.  I could be doing it wrong though.

That's interesting - I wasn't aware there was a .exe in that folder because that download is a Mac-only application. I'm guessing that it's Jonathan Fox's version 0.1, which, as I said, is buggy.

What I need is somebody with PC-saaviness to drop by and compile this for Windows (I've tried, but Windows changed its libraries so that they no longer work with the base LCS code, and I don't understand how to fix it).
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on November 04, 2015, 12:06:40 am
What I need is somebody with PC-saaviness to drop by and compile this for Windows (I've tried, but Windows changed its libraries so that they no longer work with the base LCS code, and I don't understand how to fix it).

What about Reelya or Purple Gorilla?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Purple Gorilla on November 05, 2015, 05:37:33 pm
What I need is somebody with PC-saaviness to drop by and compile this for Windows (I've tried, but Windows changed its libraries so that they no longer work with the base LCS code, and I don't understand how to fix it).

What about Reelya or Purple Gorilla?

Ok, I got it compiled, thought it is still a clutch.
It is fairly easy to compile without SDL, but getting SDL working with Bloodshed DEC-C was tricky.

After trying various permutaions and looking through some tutorials, this works :
*Copy from %TERRAVITAE BASE%\SRC\SDL\  all *.A and *.LA files into the directory %DEV-C BASE%\LIB\
*Add the following line (no quotationmarks) into the linker parameters (where you added the pdcurses.lib):"-lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer
"
I really hate this solution, because copying files into your compilers directory is nasty. Maybe I find a way to give a directory in this command, thought I am not sure what it is actually doing.

I found a tip at this tutorial : http://lazyfoo.net/SDL_tutorials/lesson03/windows/devcpp/index.php, thought it uses SDL version 1, so I had to add a 2 on some commands, and most important, don't donload any files, use the files from Terra Vitae (which are Version 2). If you downloaded any files from a tutorial you might have get conflicts (thats why I hate installing libraries to the compiler).

Should I distribute the *.EXE File somehow ? My E-mail Provider, Google doesn't permit sending Executables, and blocks also most simple workarounds like normal encryption and compression, but I could try to encrypt it  with a selfmade programe (adding some random bytes at the beginning, or xoring with a constant should work) and you can decrypt it with a own programe.

Uploading a WIN32 Version of Terra Vitae at the DFFD would be also good, but SlatersQuest couldn't acess it if I do this.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on November 07, 2015, 10:35:05 am


Should I distribute the *.EXE File somehow ? My E-mail Provider, Google doesn't permit sending Executables, and blocks also most simple workarounds like normal encryption and compression, but I could try to encrypt it  with a selfmade programe (adding some random bytes at the beginning, or xoring with a constant should work) and you can decrypt it with a own programe.

Uploading a WIN32 Version of Terra Vitae at the DFFD would be also good, but SlatersQuest couldn't acess it if I do this.

Purple Gorilla, I just wanted to say thank you so much for doing this!


Incidentally, are the only files you needed to move files in the SDL directories? If so, then I would like to give it a go at trying to compile it myself (that way I won't need to beg for favors in the future!). The compiler I haven't been able to use was Microsoft Visual Studio.

DFFD is a good place to put it up. I will not be able to edit it, but I will be able to download it, and put it up on my page (or just link to yours).
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Purple Gorilla on November 07, 2015, 02:49:10 pm
Now, I was now able to compile it without moving any files. You have to add the SRC\SDL directory to the library directories, and the linker finds the libraries there. It is better this way, as you can use different versions of SDL in different projects.

I used Bloodshed DEV-C++, which is based on GCC. If you use Visual-C, the tutorials say, you have to directly link the SDL2.LIB and SDL2main.LIB, and I assume you have to link the SDL2mixer.LIB too. Doing this in DEC-C, the linker doesn't find the symbol winmain@16, which is something Visual-C spezific, and linking the SDL2test.LIB gives me many linker errors. Further, you have to link the PDCURSES.LIB, if you haven't already.

If you still can't compile it, you could try it with DEC-C instead of Visual-C. Further check, that you don't compile any unneeded files.

As I played it a bit, here is a bug report :
* You should update activate() in ACTIVATE.CPP. Some activities are descriped as  "will send bug reports to the dev team." (line 845), so some cases for new activities (and old activities like repairing clothing) are missing.
* The activity "Write for the Liberal Guardian" is not displayed. It however still works, if you know to press 7.
* The file FACTIONS.CPP doesn't compile, as it needs a nonexisting FACTION.H. Leaving it out, however seems to cause no problems.
* There are occasional crashes at the end of the month. After reloading, you can continue.
* There are empty senate election (by conspiracy) , there is a delay, as if the senate were elected  but no alignments are displayed.
* I got warnings, that the Mafia raids the Terra Vitae, without having anything to do with Terra Vitae or the Mafia (at least I think so)
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on November 09, 2015, 09:17:42 pm
Now, I was now able to compile it without moving any files. You have to add the SRC\SDL directory to the library directories, and the linker finds the libraries there. It is better this way, as you can use different versions of SDL in different projects.

I used Bloodshed DEV-C++, which is based on GCC. If you use Visual-C, the tutorials say, you have to directly link the SDL2.LIB and SDL2main.LIB, and I assume you have to link the SDL2mixer.LIB too. Doing this in DEC-C, the linker doesn't find the symbol winmain@16, which is something Visual-C spezific, and linking the SDL2test.LIB gives me many linker errors. Further, you have to link the PDCURSES.LIB, if you haven't already.

If you still can't compile it, you could try it with DEC-C instead of Visual-C. Further check, that you don't compile any unneeded files.

As I played it a bit, here is a bug report :
* You should update activate() in ACTIVATE.CPP. Some activities are descriped as  "will send bug reports to the dev team." (line 845), so some cases for new activities (and old activities like repairing clothing) are missing.
* The activity "Write for the Liberal Guardian" is not displayed. It however still works, if you know to press 7.
* The file FACTIONS.CPP doesn't compile, as it needs a nonexisting FACTION.H. Leaving it out, however seems to cause no problems.
* There are occasional crashes at the end of the month. After reloading, you can continue.
* There are empty senate election (by conspiracy) , there is a delay, as if the senate were elected  but no alignments are displayed.
* I got warnings, that the Mafia raids the Terra Vitae, without having anything to do with Terra Vitae or the Mafia (at least I think so)

Okay, I am using gcc, which is invoked using the makefile included in the directory. Will this change what I need to do or where I need to put the SDL libraries?

Thanks for the bug reports!
-Factions.cpp is not in the makefile and so the game should compile - does your compiler try to compile everything whether it's needed or not? The file is a draft of a feature I want to incorporate into version 2.0 (player-defined factions).
-Could you tell me the exact text of the warnings about Terra Vitae and the Mafia and what you did (or didn't do) to provoke them? That will help me narrow down what is happening.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Purple Gorilla on November 10, 2015, 05:32:51 pm
In a traditional makefile, it would be in the linker command, but here you should put it into the LIBS.
The makefile from DEV-C contains that line :
Quote
LIBS =  -L"F:/DEVC/lib" -L"F:/terravitae0.5/src/sdl" pdcurses/pdcurses.lib -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer  -g3
The bolt text is for SDL, the other things (except curses) are compiler specific.
Your makefile has a LIBS variable, too, so it should go to the linker, if you put it there.
---
I didn't know there is a working makefile, so I added all files, and deleted those that donÄt compile, as usual, thought the FACTIONS.CPP looked important at first.

The message was "You have received an anonymous tip, that the Mafia is planing to attack Vivian Pines house." It was just a random message, that poped up while I was waiting. Now even I got a message, that conservatives have raided it, and nobody was there. I offended only the corporations in this game, but had nothing to do with the Mafia or Terra Vitae.

In SIEGE.CPP, line 1511, the conditions for a raid are checked. Probably contracted_mafia was set. There seems to be no check, whom they can attack. Other raids check the variable numpres, the heat or other variables, so the mafia seems to be able to attack any location, as the functions loops through any location. I wondering, if they can attack everything, like Sweatshop, Vegan Coop and so. If you have a sleeper, you should be spammed with such warnings. I am still not sure what offended them and why nobody was there. As you are using the offended_... flags as counters, and increase and decrease them in some places, maybe, you should check if they go negative.

---
Something else:
SIEGE.CPP, line 133
Code: [Select]
   if (law[LAW_SUPERHUMANS] == 0)
   {
      offended_superheroes = 0;
      offended_supercriminals = 0;
   }
   
Is this supposed to be ==, not >= or <= ? They can't raid you, if the law is moderate, but they can raid you on both extremes ?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on November 10, 2015, 08:45:42 pm
In a traditional makefile, it would be in the linker command, but here you should put it into the LIBS.
The makefile from DEV-C contains that line :
Quote
LIBS =  -L"F:/DEVC/lib" -L"F:/terravitae0.5/src/sdl" pdcurses/pdcurses.lib -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixer  -g3
The bolt text is for SDL, the other things (except curses) are compiler specific.
Your makefile has a LIBS variable, too, so it should go to the linker, if you put it there.

Still not sure I understand, as I still don't recognize the format of a gcc makefile. It has a LIBS command, but I don't recall it looking like that. Maybe when I try out SDL I will understand.


Quote
The message was "You have received an anonymous tip, that the Mafia is planing to attack Vivian Pines house." It was just a random message, that poped up while I was waiting. Now even I got a message, that conservatives have raided it, and nobody was there. I offended only the corporations in this game, but had nothing to do with the Mafia or Terra Vitae.

Aha! That's not a bug.

Terra Vitae has enemies of its own independent of those of the Liberal Crime Squad, and these include the CIA, and they can contract the Mafia to attack them. Occasionally, as with corporate raids, it is possible for the LCS to get an anonymous tip of upcoming Mafia raids, even if the LCS has no sleepers. What this means is that the Mafia raided Terra Vitae (specifically, Vivian Pines' house) for reasons unreleated to you, the LCS, but you did through your criminal network hear about it.

I may want to edit the messages you get if you don't control the safehouse just to avoid confusion.

Quote
Code: [Select]
   if (law[LAW_SUPERHUMANS] == 0)
   {
      offended_superheroes = 0;
      offended_supercriminals = 0;
   }
   
Is this supposed to be ==, not >= or <= ? They can't raid you, if the law is moderate, but they can raid you on both extremes ?
[/quote]

That is correct. When laws are moderate, the world degrades toward realisim, including, among other things, an absence of super-powered crimefighters and criminals.

This will change with the next edition, because once the NEC is exposed, the supers will show up even if laws are moderate.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Purple Gorilla on November 13, 2015, 03:04:24 pm
Your makefile has this command:
Code: [Select]
LIBS = -lncurses /usr/lib/libiconv.2.dylibChanging it to :
Code: [Select]
LIBS = -lncurses /usr/lib/libiconv.2.dylib -L"src/sdl" -lmingw32 -lSDL2main -lSDL2 -lSDL2_mixermight work.

Also, try different permutataions with or without quotes, or with a full path.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on December 05, 2015, 05:09:35 pm
I am hard at work making version 1.0 (at long last!). I plan on fixing the bugs observed in version 0.5, and this new version will focus on adding the full-blown supervillains to the game, as well as provide the alternate win condition of defeating the NEC.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: lurtze1 on December 17, 2015, 10:39:59 am
you are doing gods work, I am looking forward to it
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on December 17, 2015, 11:12:44 am
Hopefully some time in January. I'm on hold again until this semester's teaching load finally comes to an end.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Broseph Stalin on December 29, 2015, 01:31:32 pm
Did anything ever come of trying to make a windows version?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on December 30, 2015, 03:45:50 pm
Did anything ever come of trying to make a windows version?

Purple Gorilla made one, I believe, but don't know where it is currently posted. I haven't installed SDL yet, so I am unsure, but I will try to do it as soon as I have version 1.0 ready.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Neonivek on December 31, 2015, 10:16:13 am
Quote
Bride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.

I can't help but feel that because people who get married are conservative (meaning this version of Liberals are Anti-religion secular paradise as opposed to separated church and state freedom of religion secular paradise) that they should absolutely not have any seduction skill.

They should be the typical stereotype of married couples who still don't know how the reproductive system works :P
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Ramidel on December 31, 2015, 11:51:09 am
Quote
Bride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.

I can't help but feel that because people who get married are conservative (meaning this version of Liberals are Anti-religion secular paradise as opposed to separated church and state freedom of religion secular paradise) that they should absolutely not have any seduction skill.

They should be the typical stereotype of married couples who still don't know how the reproductive system works :P

More to the point, if they're just married, then they saved themselves for marriage like good Conservatives. Once married, conservatives are very much in favor of "goodsex," as 1984 put it.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on December 31, 2015, 01:41:45 pm
Quote
Bride - the bride at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.
Groom - the groom at a wedding. Appears in church and in church sieges. Wears an expensive suit and usually has seduction skill. Conservative.

I can't help but feel that because people who get married are conservative (meaning this version of Liberals are Anti-religion secular paradise as opposed to separated church and state freedom of religion secular paradise) that they should absolutely not have any seduction skill.

They should be the typical stereotype of married couples who still don't know how the reproductive system works :P

Excellent idea - I will probably change that!

The reason that I had were that wedding clothes tend to be made to have both the people getting married as well as the others around them (best man, maids in waiting) look very attractive.

As for LCS liberals and their opinion on marriage, check out the Terra Vitae spouses. TV isn't the LCS, but TV definitely supports the "swing marriage" idea.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on January 04, 2016, 10:13:31 pm
Not sure if this is already implemented(And I haven't been able to try TV), but the violence strategy(AKA "Keep shooting up the police station to prevent Heat gain, then shoot up everything else for a few years) should be somewhat nerfed in TV, because it's way too OP in regular LCS once you get a squad of six badasses with AR15s/M4 Carbines capable of mass murder. Shooting up the police station should no longer mean you don't gain heat any more.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: dpfarce on January 08, 2016, 11:42:05 pm
Hi guys, been looking at this mod for a while and have to say that I'm very interested :)

But being the computer illiterate idiot I am, I have tried and failed repeatedly to compile the source code into a working exe...I think I may have even managed to launch a drone into space in the process, however.

Could I politely ask for a .exe here?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on January 15, 2016, 12:30:49 am
Sorry for being unresponsive. I've been busy with groundwork needed for this mod.

Not sure if this is already implemented(And I haven't been able to try TV), but the violence strategy(AKA "Keep shooting up the police station to prevent Heat gain, then shoot up everything else for a few years) should be somewhat nerfed in TV, because it's way too OP in regular LCS once you get a squad of six badasses with AR15s/M4 Carbines capable of mass murder. Shooting up the police station should no longer mean you don't gain heat any more.

It's not implemented yet, but it's something I would like to do.


Hi guys, been looking at this mod for a while and have to say that I'm very interested :)

But being the computer illiterate idiot I am, I have tried and failed repeatedly to compile the source code into a working exe...I think I may have even managed to launch a drone into space in the process, however.

Could I politely ask for a .exe here?

As soon as I manage to make a .exe, yes!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Neckbeard on January 31, 2016, 08:57:11 pm
Not sure if this is already implemented(And I haven't been able to try TV), but the violence strategy(AKA "Keep shooting up the police station to prevent Heat gain, then shoot up everything else for a few years) should be somewhat nerfed in TV, because it's way too OP in regular LCS once you get a squad of six badasses with AR15s/M4 Carbines capable of mass murder. Shooting up the police station should no longer mean you don't gain heat any more.

To be fair, it should actually be nerfed in the main game anyway.  There's no reason that the military base can't be used to stage a raid on public enemy number one as well if you take down the police station.  Also if Corporate Regulation is C or C+, and gun control is C or C+, I don't see why corporations couldn't be hired to assist as well or instead of the Police Department/Deathsquad HQ.  I'm not sure if the Civil Service could help as well without somebody being labeled as a hacker or a treasoner, but that also might be a suggestion.

I'm only suggesting these things because your goals for this project seem to suggest that you want multiple factions to be able to raid the LCS and TV.  This would work out better if multiple places could organize and conduct raids.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on February 01, 2016, 11:23:21 pm
Yeah, I've noticed that only the police station matters as far as raids are concerned. This is on my list of things to fix when I get around to it, but not high on my list. Right now I'm still bogged down with supplementary material (and working on supervillains to get them to work).
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on April 02, 2016, 09:57:02 am
Any progress?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on April 03, 2016, 10:43:22 pm
Progress is slow because I'm trying to graduate. I believe I just need to implement the supervillains' bases and then the rest should be smooth sailing.

Addendum: part of the delay was a computer hard drive crash, but I had LCS backed up.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on May 13, 2016, 09:44:35 am
Just to let you know where this currently stands:

I finish my Ph.D. in about two weeks. Then I promised myself to finish this. I believe that the only thing remaining to be done is to make and connect the maps for the supervillain lairs, and handle some aspects of the endgame.

There are a lot of minor changes that I want to incorporate, but they will probably come out in subsequent versions shortly to come after the main release.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Aster11345 on May 14, 2016, 02:29:25 pm
Ph.D.? Very nice! Congrats man! ^^

I've been following this mod silently since the topic was first posted, I can't wait for it to be released.
Can't wait for the finished product, it'll be so fun to play!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Azerty on May 16, 2016, 03:55:20 pm
Just to let you know where this currently stands:

I finish my Ph.D. in about two weeks. Then I promised myself to finish this. I believe that the only thing remaining to be done is to make and connect the maps for the supervillain lairs, and handle some aspects of the endgame.

There are a lot of minor changes that I want to incorporate, but they will probably come out in subsequent versions shortly to come after the main release.

Congratulations for your future Ph.D!

And, speaking of which, what are the little changes you refers to?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on May 16, 2016, 06:12:40 pm
From 2013 all the way to 2016, you've come a long way. Hopefully this mod being finished will revive LCS?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: lurtze1 on May 30, 2016, 09:00:40 am
You can do it!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 06, 2016, 09:13:27 pm
Here is the plan of things to be done for version 1.0, broken down so that I can do these sequentially. None of them are particularly big, but it's likely going to take a week or so of work to get them all done. This is mostly for my reference, but just so you can see what needs to be done I'll post it here. I will update as these are done.

There are a lot of other features I plan on implementing afterwards, but will wait until I have done with 1.0.



1. necstate has to be updated once NEC is exposed. The NEC becomes more impatient if public opinion is very liberal or if the wilderness stays healthy.

2. Evil plans need to be instituted. The more active the NEC, the more rapidly they will progress. The creation of supervillains happens as a result of the advancement of evil plans. The function to do this is in the UniqueCreatures class, but is not yet coded. The type of supervillain created at this point, as well as the abilities of superminions associated with said supervillains, happens here and may need global variables.

3. Special locations in supervillain bases need to be coded. Right now these bases are randomly generated.

4. The elements in UniqueCreatures that determine whether a supervillain base’s secret has been successfully extracted need to be fulfilled.

5. Supervillains dying need to foil the evil plan (another unwritten function in UniqueCreatures)

6. Secret Missions need to be re-tooled so that the player has the choice of whether to take one.

7. The game-ending secret mission needs to be implemented.


==Future features planned but not part of 1.0==

1. Fix the violence-is-the-best-way-to-win-for-the-LCS complaint. What I’m thinking of is the following:
   -Any site action that generates a news story will liberalize public opinion if the LCS is popular, no matter how violent the LCS was.
      ->If the LCS was violent, however, the LCS will become less popular.
   -Any site action that generates a news story will conservatize public opinion if the LCS is unpopular, no matter how nonviolent/otherwise heroic the LCS was.
      ->If the LCS was nonviolent, however, the LCS will become more popular.

2. Implement movies. Unlike the LCS Movies mod, the movies in this mod will be triggered/inspired by events that take place elsewhere in the game.

3. Implement rules for player-defined factions i.e. defined in a text file that a player can easily edit. I will include a number of custom pre-generated faction lists that players can use or implement as models (e.g. generic LCS-style game, City of Heroes-themed game, Mother Tree Cycle [the story that the Terra Vitae mod is inspired by], James Bond, Star Wars, etc.). These will allow the player to define whatever factions and add them to the game. This is a major feature and will probably take several versions to fully implement, but I’ll break it down into component parts:
   3a. There will be lobbies. Lobbies don’t do anything to the LCS directly, but are composed of certain creature types such that interacting with those creature types will strengthen/weaken these lobbies, so the LCS can affect them. Lobbies act as additional legislative bodies, but have no other effect on the game except through altering laws.
   3b. Add combat factions. These combat factions will be able to fight a multi-way war with other factions, including lobbies. This will also have several steps:
      3b-1. Combat factions can interact with each-other, and be influenced by other parts of the game (e.g. laws, views, what the LCS does, etc.), but can’t spawn creatures/have bases/besiege the LCS.
      3b-2. Combat factions can besiege the LCS.
      3b-3. Combat factions can be attacked by the LCS.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 06, 2016, 09:33:05 pm
#1 is done.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Azerty on June 08, 2016, 02:44:48 pm
#1 is done.

Good luck, and I hope you will manage to suceed to your goals.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on June 08, 2016, 07:40:47 pm

==Future features planned but not part of 1.0==

1. Fix the violence-is-the-best-way-to-win-for-the-LCS complaint. What I’m thinking of is the following:
   -Any site action that generates a news story will liberalize public opinion if the LCS is popular, no matter how violent the LCS was.
      ->If the LCS was violent, however, the LCS will become less popular.
   -Any site action that generates a news story will conservatize public opinion if the LCS is unpopular, no matter how nonviolent/otherwise heroic the LCS was.
      ->If the LCS was nonviolent, however, the LCS will become more popular.

Does this also apply to the CCS? Also, a few more questions about Terra Vitae:

1) If the CCS takes a LCS safehouse, will you actually be able to take it back? Not sure if the "You can't take back LCS Safehouses because Bosses never spawn" bug got fixed in Vanilla LCS.
2) What about the "Car crash victims teleport to safehouses" bug? Anyone that dies in a car crash in regular LCS has their corpses teleport to YOUR safehouse for some reason.
3) Easier to mod than regular LCS? Regular LCS has hardcoding everywhere in inconvenient places when you look into the "Art" folder. Security Guards, Mercenaries, Gangsters, and CCS Vigilantes in Creatures.xml all have hardcoded elements in them, which is frustrating
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 10, 2016, 09:38:08 am
Sorry for the delay - I'm feeling under the weather.


Quote
Does this also apply to the CCS?

That's the plan. I'll have to find some way to make the CCS popular without violence (maybe a behind-the-scenes propaganda campaign?). In any case, this is probably a version 1.1 deal.


Quote
1) If the CCS takes a LCS safehouse, will you actually be able to take it back? Not sure if the "You can't take back LCS Safehouses because Bosses never spawn" bug got fixed in Vanilla LCS.
2) What about the "Car crash victims teleport to safehouses" bug? Anyone that dies in a car crash in regular LCS has their corpses teleport to YOUR safehouse for some reason.
3) Easier to mod than regular LCS? Regular LCS has hardcoding everywhere in inconvenient places when you look into the "Art" folder. Security Guards, Mercenaries, Gangsters, and CCS Vigilantes in Creatures.xml all have hardcoded elements in them, which is frustrating

1. I do want to fix this bug. One step at a time, though.

2. I wasn't even aware of this bug! It should be easy to fix, though.

3. The reason why these classes have hard-coded weapons is because their weapons change with the laws. For example at L+ gun control security guards usually armed with just a batan while at C+ they usually have submachine guns. The HTML scripts in Creatures.xml don't cover differences in the laws, which is why they aren't edited. You also cannot add creatures to the game using Creatures.xml, because the code that actually spawns creatures is hard-coded - the best you can do is modify them.

My faction addition is intended to enable the player to add factions to the game or to remove them entirely. As such there will be no factions in the text file that have any hard-coded components. Eventually, these text file-added factions will be able to interact with the facts that are hard-coded and do have unique mechanics (e.g. the LCS, CCS, SCS, Terra Vitae, police, CIA, corporate mercs, etc.)
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 10, 2016, 06:25:37 pm
#2 above is a major series of coding functions, so I'm breaking it into chunks. I have, however, just completed a milestone of making supervillains able to spawn. I plan to do the same for minions tonight, and work on Evil Plans tomorrow.

This, apart from #6, below, are the main bits of work that need to be done. If I'm healthy enough, I might optimistically hope for a 1.0 release by Monday.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Taberone on June 10, 2016, 09:07:08 pm
For the CCS things, maybe have the news report on nonviolent CCS Activities like "CCS passes out Conservative Propaganda Leaflets" or "CCS publishes new issue of the Conservative Guardian" or "Conservative Disobedience downtown"?
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Nosaneinme on June 11, 2016, 12:16:01 am
I'm not sure violence is best thing, Most find violence the fun part about the game... I mean who want wait and click the wait buttion to just win
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 11, 2016, 04:27:45 pm
Part #2 is done!  :)

Honestly, altering the way violence for the CCS works I'm not really sure is necessary, so I'm putting it on a lower priority than for the LCS. There are two reasons for this:

1. Theory reason: the LCS supposedly opposes violence, and supports gun control. For this reason, if they are to use violence to achieve their objective, they have to make it clear that they are using The Man's own tools against him, and so have to be more Liberally heroic in other areas. The CCS doesn't have to worry about being accused of hypocrisy (at least, not until the CCS backer list is published, at which point they cannot deny such accusations!).

2. Gameplay reason: The LCS has a variety of strategies that it can employ, from selling music to demonstrations to the Liberal Guardian to Terra Vitae secret missions to site violence. Of these, site violence is by far the most effective. It is appropriately balanced by its level of risk, but nonetheless it means that any composite strategy will necessarily depend on the violence to get the job done. Therefore making the other strategies competitive options will help gameplay.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 13, 2016, 12:38:02 am
#3 is done.
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: Kamal-Sadek on June 14, 2016, 03:23:07 pm
I can't wait for the official 1.0 release! I can't tell how long I've been following this project for, hope everything goes (relatively) smoothly!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 16, 2016, 12:34:37 am
#s 4 and 5 are done!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 17, 2016, 10:55:15 pm
#6 is done. One more final step to go!
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: MoonyTheHuman on June 20, 2016, 03:03:28 am
#6 is done. One more final step to go!
Is there a github? The community would like to contribute (or i woild,at least)
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on June 25, 2016, 12:13:51 am
Sorry for the lateness - some family issues are distracting me.  :(


Quote
Is there a github? The community would like to contribute (or i woild,at least)

Not on github (I don't know how github works). However, the distributable on DFFD includes the complete source code. I'd be happy to have community help. :)
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: SlatersQuest on July 04, 2016, 11:43:50 am
Happy Liberal Independence Day!

Version 1.0 is released!!

Right now it's only available for Mac, although the source code is included in the .zip. I will be working to port it to Windows (I already know somebody who has volunteered to make it happen, but any of you who want to help would also be more than welcome to!).

I'm certain that there are bugs, so I might call this "Beta", but it is playable and all of the core features are coded.

Have fun! I know I will! :)
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: lurtze1 on July 21, 2016, 02:31:34 am
Does anyone have a precompiled windows version of this?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on July 23, 2016, 10:52:44 pm
I've been trying to compile this for Windows, but I've been getting this error:
"fatal error C1061: compiler limit : blocks nested too deeply"
for the file stringconversion.cpp

I checked online, and it says this error is caused by possessing 250+ unnested loops, and the only solution is to refactor the code and "Limit the number of loops or chained else-if clauses within a block. ".

I plan to give this a look myself, but would appreciate any knowledgeable input.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 23, 2016, 11:42:03 pm
I am sorry - I had a recent death in the family that is serving as a distraction. I have not yet asked my friend to compile a Windows version of this, and will be busy for the next couple weeks, but after that will try.


Quote
I've been trying to compile this for Windows, but I've been getting this error:
"fatal error C1061: compiler limit : blocks nested too deeply"
for the file stringconversion.cpp

Isaac, can you tell me where in the code this crash is occurring?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on July 24, 2016, 01:26:03 am
I am sorry - I had a recent death in the family that is serving as a distraction. I have not yet asked my friend to compile a Windows version of this, and will be busy for the next couple weeks, but after that will try.
Ah, I'm sorry to hear that. 
Quote

Quote
I've been trying to compile this for Windows, but I've been getting this error:
"fatal error C1061: compiler limit : blocks nested too deeply"
for the file stringconversion.cpp

Isaac, can you tell me where in the code this crash is occurring?

Ah, sure.
It's the file
stringconversion.cpp
I've actually figured out how to fix it, though I think it may be specific to my compiler, VS 2015.  It doesn't like especially long ifelse chains, so it can be 'fixed' by changing the ifelse chain into multiple shorter chains.  Basically, just removing a few of the else statements.
It, ah, isn't optimal, but since every if statement uses return, there shouldn't be any change in behavior.

I also have to fix some linker problems atm.  I'm getting flashbacks from the last time I tried to install visual studio on my computer.  If only I could remember how I fixed them...

My current error is:
Code: [Select]
     1>SDL2main.lib(SDL_windows_main.obj) : warning LNK4217: locally defined symbol _fprintf imported in function _ShowError
     1>monthly.obj : error LNK2019: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ) referenced in function "void __cdecl passmonth(char &,char)" (?passmonth@@YAXAADD@Z)
     1>titlescreen.obj : error LNK2001: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ)
     1>SDL2main.lib(SDL_windows_main.obj) : error LNK2019: unresolved external symbol __imp____iob_func referenced in function _ShowError
     1>Release/crimesquad.exe : fatal error LNK1120: 2 unresolved externals

I'm trying to find the solution, since I remember fixing it last time, I just don't remember how.

Edit: I found the solution
http://stackoverflow.com/questions/30412951/unresolved-external-symbol-imp-fprintf-and-imp-iob-func-sdl2
It's this breaking thing Microsoft introduced in 2015.  I should have a windows executable available by tomorrow.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on July 24, 2016, 03:53:02 am
Bloody hell, I've fixed that problem, now I've got a new one.

Code: [Select]
     1>SDL2main.lib(SDL_windows_main.obj) : warning LNK4217: locally defined symbol _fprintf imported in function _ShowError
     1>SDL2main.lib(SDL_windows_main.obj) : warning LNK4217: locally defined symbol ___iob_func imported in function _ShowError
     1>monthly.obj : error LNK2019: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ) referenced in function "void __cdecl passmonth(char &,char)" (?passmonth@@YAXAADD@Z)
     1>titlescreen.obj : error LNK2001: unresolved external symbol "void __cdecl TVRecordMonth(void)" (?TVRecordMonth@@YAXXZ)
     1>Release/crimesquad.exe : fatal error LNK1120: 1 unresolved externals

I've not seen this before, so I've no idea what to do now.

Edit: Okay, I came up with a partial solution.  By commenting out the function "TVRecordMonth()" in titlescreen.cpp and monthly.cpp, I can get it to properly compile.  The only problem, naturally, is that now the TVRecord file is created, it's just empty indefinitely.  I couldn't find where the contents of TVRecordMonth() is defined.

Still, Terra Vitae 1.0 for Windows.
http://www.mediafire.com/download/89v8w4y7wca6al0/Terra+Vitae+1.0+for+Windows.zip

For those who already have the source code (namely, the art folder and .dll's), you'll only need the .exe
http://www.mediafire.com/download/e5j0ij7x5nah865/crimesquad.exe

Edit: The downloads are faulty.  I got it to compile, but only by basically removing the mod itself.


I don't know how important the TVRecordMonth() function is, but my actions assume that it records what occurs in the game, without the game itself needing to access the information later, since I was able to save and load my file fine.

I haven't actually played it, yet, (except to confirm save/load functionality) but I'm optimistic, Slater!
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on July 24, 2016, 09:38:28 am
Thank you, Isaac! Noticed some oddities, though.

After disbanding and waiting it keeps talking about the Liberal Guardian being published and Conservatives thinking its funny even though I have no Liberal Guardian.
Execution messages are weird, with things like ".executed by firing squad" or ".feeding to the lions"
Going to the "BED" special tile at "Vivian Pine's House" crashes to desktop
(http://i.imgur.com/qKgB68g.png)
Weird messages under Recruitment and Acquisition
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: lurtze1 on July 24, 2016, 04:43:32 pm
Noticed another oddity, when you try to do secret vitae missions game crashes. Also is their a way for founder to get superpowers?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on July 24, 2016, 06:28:46 pm
Noticed another oddity, when you try to do secret vitae missions game crashes. Also is their a way for founder to get superpowers?

Thank you, Isaac! Noticed some oddities, though.

After disbanding and waiting it keeps talking about the Liberal Guardian being published and Conservatives thinking its funny even though I have no Liberal Guardian.
Execution messages are weird, with things like ".executed by firing squad" or ".feeding to the lions"
Going to the "BED" special tile at "Vivian Pine's House" crashes to desktop
Weird messages under Recruitment and Acquisition

I'll be blunt, I can't fix that.  Unless I forgot to include something in the .zip.
Ah, I guess the code I dummied out was more vital than I'd anticipated.

Edit: Okay, I found how to get it to compile with the code.
It turns out there are some files that weren't included in the project.  Thus the project file I used for this is the one created from a previous release, and doesn't include any of SlatersQuest's new files created for Terra Vitae.

This change fixes the error of the Liberal Guardian being published, when it's not supposed to be published, but the game now crashes at the end of every month, making it less stable to begin with.

I'm not sure how to fix this, I'm still pretty new to C++.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on July 25, 2016, 04:25:43 am
I have isolated the cause of the bug with my attempted Windows release.
The files I uploaded earlier, it turns out I basically disabled a large portion of Terra Vitae to get it to compile.
To fix that, I had to add a file to the project that had not been added automatically.
Now the problem is that it crashes at the start of every month, including the start of the first month.

I have isolated the cause of the crash:

TVRecordMonth()
TVRecord_InputSleeper(...)
namecreature(...)
makecreature(...)

First, it makes the correct creatures.  But then, after a while, makecreature(...) attempts to get the alignment of an initialized creature.  Unfortunately, the value of its alignment has not been set, and so it is the default creature, a Janitor named Scruffy.  This default creature has no stats, and attempts to generate the stats cause the game to crash.

I'm not sure how to fix this, but I know why it causes a run time error instead of compile time error.
Soapbox time: The stats for creatures are enumerators, but to simplify much of the code, they are used as integers (or shorts, or longs....).  This means that invalid values for the enumerators can potentially be assigned, and there's no way for the compiler to notice, turning it into a run time error.  The ideal solution is to replace all those archaic references to shorts and ints and longs being used in place of enumerators with enumerators, but quite a bit of the code relies heavily on treating enumerators as numbers, allowing mathematical operations to be performed on them.
This would constitute a major overhaul of much of the code, but it would reduce bug reports drastically.

tl;dr
I can't get it to compile until someone shows me how to fix this specific instance of the problem.  I'm taking down my uploads, as those are faulty, incomplete solutions that do more harm than good.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: lurtze1 on July 25, 2016, 06:12:56 am
I have isolated the cause of the bug with my attempted Windows release.
The files I uploaded earlier, it turns out I basically disabled a large portion of Terra Vitae to get it to compile.
To fix that, I had to add a file to the project that had not been added automatically.
Now the problem is that it crashes at the start of every month, including the start of the first month.

I have isolated the cause of the crash:

TVRecordMonth()
TVRecord_InputSleeper(...)
namecreature(...)
makecreature(...)

First, it makes the correct creatures.  But then, after a while, makecreature(...) attempts to get the alignment of an initialized creature.  Unfortunately, the value of its alignment has not been set, and so it is the default creature, a Janitor named Scruffy.  This default creature has no stats, and attempts to generate the stats cause the game to crash.

I'm not sure how to fix this, but I know why it causes a run time error instead of compile time error.
Soapbox time: The stats for creatures are enumerators, but to simplify much of the code, they are used as integers (or shorts, or longs....).  This means that invalid values for the enumerators can potentially be assigned, and there's no way for the compiler to notice, turning it into a run time error.  The ideal solution is to replace all those archaic references to shorts and ints and longs being used in place of enumerators with enumerators, but quite a bit of the code relies heavily on treating enumerators as numbers, allowing mathematical operations to be performed on them.
This would constitute a major overhaul of much of the code, but it would reduce bug reports drastically.

tl;dr
I can't get it to compile until someone shows me how to fix this specific instance of the problem.  I'm taking down my uploads, as those are faulty, incomplete solutions that do more harm than good.

Doing gods work. I would look into it but going on vacation today.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: zaimoni on July 25, 2016, 08:00:44 am
The ideal solution is to replace all those archaic references to shorts and ints and longs being used in place of enumerators with enumerators, but quite a bit of the code relies heavily on treating enumerators as numbers, allowing mathematical operations to be performed on them.
Note that C++11 and earlier have automatic conversions from enumerator values to the "underlying base type" (usually int).  You only run into trouble when assigning int to an enumerator.

The save/load implementation is likely to be awful as that is a mandatory conversion to/from integral types.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 25, 2016, 11:44:54 am
Ugh - I knew there would be bugs.

Thank you for the reports. I am traveling will be busy this coming weekend and next week but will see what I can do.


Quote from: IsaacG
I don't know how important the TVRecordMonth() function is, but my actions assume that it records what occurs in the game, without the game itself needing to access the information later, since I was able to save and load my file fine.

TVRecordMonth() is in tvrecord.cpp in the monthly/ directory. It is right now not needed, but will be used for some future (planned) features. You can safely edit it out.


Quote from: Taberone
After disbanding and waiting it keeps talking about the Liberal Guardian being published and Conservatives thinking its funny even though I have no Liberal Guardian.

The monthly Liberal Guardian newspaper is just a measure of how much the background liberal influence is having an effect. I should rewrite the text.


Quote from: Taberone
Execution messages are weird, with things like ".executed by firing squad" or ".feeding to the lions"

What circumstances did you get the period in the front?


Quote from: Taberone
Going to the "BED" special tile at "Vivian Pine's House" crashes to desktop

I was afraid that would happen. I will try to test it out myself. It's supposed to work the same way that visiting the Oval Office does.


Quote from: Taberone
Weird messages under Recruitment and Acquisition

What was Athena supposed to be doing? It looks like I forgot a case break, but if you tell me what it is, I can find and fix it much more easily.


Quote from: lurtze1
Noticed another oddity, when you try to do secret vitae missions game crashes. Also is their a way for founder to get superpowers?

I'll check that one out, too. It looks like Special Agent Mary Sue has her work cut out for her! :)

Edit: doing secret missions doesn't give you super powers. It allows you to do secret agent missions. There is currently no way to give the LCS founder super-powers; I will have to edit the questions at the beginning of the game to do that.


--

I am not sure I even understand your other errors.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 25, 2016, 12:06:57 pm
Double-posting for great justice and bug finding:

mvgetnstr() no longer seems to work, and causes a segmentation fault (a Unix-type error) when it is called. mvgetnstr() is called in enter_name() and nowhere else. mvgetnstr() is part of the Curses library, and is not part of the LCS code.

I will try to fix this by writing my own version of mvgetnstr().


Given that this problem has suddenly cropped up, I suspect that it and possibly some of your other bugs may be the result of revision of the libraries that LCS uses, and will probably cause crashes in new compilations of all versions of LCS. I will test them, however.


EDIT: Now refresh() seems to be blowing up, too. Is Curses itself hosed?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 25, 2016, 01:27:21 pm
I seem to have fixed one bug: mvgetnstr() works if there is an internal string that it copies into and not a dynamically-assigned character name. However, the game still crashes before the game begins. I still think that there was an "update" in the compiler that is causing this.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: zaimoni on July 25, 2016, 03:02:37 pm
The curses library (any flavor; on windows this would be PDCurses or an immediate descendant) generally has to be compiled with the same C API, and a closely compatibile C standard library, as that the current compiler uses.  So yes, a compiler update that changed the C API would automatically break many or all C libraries previously built.

Curses is sensitive to the C variadic args macros implementation.  The problems mentioned suggest that a C library change involving the C memory management functions is likely.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 25, 2016, 06:46:43 pm
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.

I will upload the 1.01 .zip to DFFD presently.


EDIT: Version 1.01 is uploaded. Go get it!



More edits: the game (Mac version) does not crash when going to Vivian's bed, but there is another bug that prevents her from being conservative (TV members, like gang members, are considered conservative, i.e. enemy, on their home turf, politics notwithstanding). This is an easy fix, though.

Edit to edit: fixed, but not critical, so will release when I have fixed the other bugs.

Edit to edit to edit:
More bugs - this isn't supposed to happen :)
Quote
Marty Stue says,                                   
 "Holy shit you're hot!  I want to have sex with you RIGHT NOW."
                                                     
 Vivian Pines responds,                             
 "I'm a happily married woman, sweetie."             
                                           

Charisma of 24 and seduction of 20 should be enough to seduce Vivian...
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on July 26, 2016, 06:10:40 am
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.

I will upload the 1.01 .zip to DFFD presently.


EDIT: Version 1.01 is uploaded. Go get it!


Alright!
Here are the new mediafire links to accommodate these changes, and viola.  Windows Executable!
http://www.mediafire.com/download/nuwg88h60x18k5x/crimesquad.exe
http://www.mediafire.com/download/wguz8q3rwubqufg/terravitae+1.01.zip

Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not.  Is that happening in the Mac version, or did I screw up the compile again?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 26, 2016, 10:46:19 am


Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not.  Is that happening in the Mac version, or did I screw up the compile again?

The hit enter twice bug was me trying to debug the function and forgetting to take out all of the getch() statements. This has been fixed and will be in the next release.

The Liberal Guardian general monthly newsletter is assumed to be published each month. This is not the same as the special edition that you publish using loot. This is not a bug. However, I should edit the text to make it a little bit less confusing.

And I discovered that the inability to seduce Vivian Pines was not a bug either. Marty Stu was 46 years old, which gives him a large penalty in trying to seduce a woman 20 years younger than him (Pines is 24, like the LCS founder). When I set Marty's age to 24, he seduced her right away. This means that any problem with the BED or HERO tiles in the Terra Vitae House/Office is unique to the Windows version, since it works on the Mac.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on July 26, 2016, 10:59:40 am
Looting at the church and injun reservation so far doesn't actually give loot. Weird execution messages always happen when a liberal in prison is executed, and the first time you go to recruitment and acquisition it says send bug reports. Actually picking an option will remove the "send bug reports" part.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 26, 2016, 01:12:07 pm
Looting at the church and injun reservation so far doesn't actually give loot. Weird execution messages always happen when a liberal in prison is executed, and the first time you go to recruitment and acquisition it says send bug reports. Actually picking an option will remove the "send bug reports" part.

Loot at the church, Amerindian reservation (name changes with laws), as well as the Mafia Don's mansion and the superhero base have been added.

I found and moved the displaced period in the executions back to the proper place.


I discovered another bug in the NEC's corruption. I will work on that.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: lurtze1 on July 26, 2016, 01:44:18 pm
using the new windows version. game still crashes on trying to do secret vitae mission
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on July 26, 2016, 02:50:42 pm
using the new windows version. game still crashes on trying to do secret vitae mission

So I see.

There is another bad bug if the TV office or house gets besieged and you have sleepers there. I will work on these.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: bigbillyjohn on July 30, 2016, 10:57:19 pm
Where is the save file?

Edit: I found it. I'm on a Mac and the file was in Users/me/.lcs
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: JimmothyLeery on August 01, 2016, 10:04:38 pm
I found a few bugs:
I get a Segmentation fault: 11 at the end of the day if I have someone "Conduct a secret Terra Vitae mission".
Not necessarily a bug, but "Conduct a secret Terra Vitae mission" is selected with 9, while "Perform athletic activism" is the next option and is selected with 8

The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: pikachu17 on August 05, 2016, 02:01:16 pm
How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on August 05, 2016, 10:26:44 pm
Quote
The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.

Sorry - I don't understand. Athletics works exactly as it should; I don't know what you mean by 'classes'.


Quote
How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.

Do you mean Athletics? It's in the Engage in Liberal Activism, option #8.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: pikachu17 on August 09, 2016, 10:18:18 am
Quote
How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.

Do you mean Athletics? It's in the Engage in Liberal Activism, option #8.
I've just turned on Terra Vitae but there aren't engage in Liberal Activism options #7 or #8.
Is the download supposed to be the source?
I put the .exe from \workspaces and the other important files in a folder, could I have done something wrong?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: JimmothyLeery on August 09, 2016, 10:53:57 am
Quote
The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.

Sorry - I don't understand. Athletics works exactly as it should; I don't know what you mean by 'classes'.


By classes, I mean studying in University. Before my edit, when I set my liberals to study religion, compsci, weaving, fencing, or magic, there stated activity in the "Activate Liberals" screen was "Sending bugs to the dev", and their sills would not increase. As an example of missing code, the Activate.cpp funds_and_trouble function does not push liberals studying these subjects to the students pool:
Code: [Select]
      case ACTIVITY_STUDY_DEBATING:
      case ACTIVITY_STUDY_MARTIAL_ARTS:
      case ACTIVITY_STUDY_DRIVING:
      case ACTIVITY_STUDY_PSYCHOLOGY:
      case ACTIVITY_STUDY_FIRST_AID:
      case ACTIVITY_STUDY_LAW:
      case ACTIVITY_STUDY_DISGUISE:
      case ACTIVITY_STUDY_SCIENCE:
      case ACTIVITY_STUDY_BUSINESS:
      //case ACTIVITY_STUDY_COOKING:
      case ACTIVITY_STUDY_GYMNASTICS:
      case ACTIVITY_STUDY_ART:
      case ACTIVITY_STUDY_TEACHING:
      case ACTIVITY_STUDY_MUSIC:
      case ACTIVITY_STUDY_WRITING:
      case ACTIVITY_STUDY_LOCKSMITHING:
         students.push_back(pool[p]);
Similarly, doActivityLearn does not address these subjects.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: lurtze1 on August 16, 2016, 01:00:16 pm
Is there a actually working Windows version yet?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Sporemaniac777 on August 17, 2016, 04:15:28 am
Whenever I try to use something new from the mod, the game crashes. So far I've tried it with the Battlesuit and superpowers, it crashed on both occasions. I also can't find the Amerindian reservation, no matter if I turn on National LCS or not. I compiled the game with Codeblocks, but I get the feeling something went wrong.

EDIT: Nevermind, I downloaded the Windows version and it works, who would've thought  :P
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on August 17, 2016, 12:42:24 pm
Whenever I try to use something new from the mod, the game crashes. So far I've tried it with the Battlesuit and superpowers, it crashed on both occasions. I also can't find the Amerindian reservation, no matter if I turn on National LCS or not. I compiled the game with Codeblocks, but I get the feeling something went wrong.

EDIT: Nevermind, I downloaded the Windows version and it works, who would've thought  :P

It sounds like you were using version 0.1, not 1.0 :p


Thanks for the bug reports. I am working on them.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 08, 2016, 10:28:30 am
I have fixed the bug that caused secret missions to crash, and am now thinking seriously about how to implement movies.

The bug-fixed version is uploaded. Go get it!
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: BranRhi on September 10, 2016, 10:55:55 pm
Nice! Good work man! Would love to see movies implemented but even if you can't this mods pretty great
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 12, 2016, 11:10:51 am
Glad you like it (and nice to see a new face) :)

The issue that I'm facing is how to deal with the fact that I want to include a lot more genres than Ed Boy does, and I want those genres to matter (e.g. a romantic movie is different from a science fiction movie, which is different from a spy-action-thriller, etc.).
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Dreamsicle on September 13, 2016, 10:13:48 pm
Great mod but I do have a problem. I am at the end of the month (June 2010) and it was the first month I began attacking sites. When I get to either the funding report or something about an insidious conspiracy however, I have a segmentation fault (core dumped) error. This was compiled on Linux. Please let me know what info or files you need to help diagnose it. If it helps I edited the xml files in the art folders to more or less give the Liberal Additions mod, but the circumstances of the crash make me think it's not relevant.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: EuchreJack on September 17, 2016, 11:25:09 pm
Too bad this game is still a Linux/Mac only...  :'(
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 18, 2016, 11:24:46 am
Quote
Great mod but I do have a problem. I am at the end of the month (June 2010) and it was the first month I began attacking sites. When I get to either the funding report or something about an insidious conspiracy however, I have a segmentation fault (core dumped) error. This was compiled on Linux. Please let me know what info or files you need to help diagnose it. If it helps I edited the xml files in the art folders to more or less give the Liberal Additions mod, but the circumstances of the crash make me think it's not relevant.

Send me the save file, to see if I can reproduce it.

There is something that periodically causes segfaults at the end of each month, but isn't reliable (you can just restart the program, end the month again, and it won't crash). This has been around for a while and I haven't yet isolated the cause. Try it in your case.


Quote
Too bad this game is still a Linux/Mac only

IsaacG I believe has translated it to Windows.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Nosaneinme on September 18, 2016, 03:31:54 pm

Quote
Too bad this game is still a Linux/Mac only

IsaacG I believe has translated it to Windows.

Where link to that
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: EuchreJack on September 18, 2016, 07:38:36 pm

Quote
Too bad this game is still a Linux/Mac only

IsaacG I believe has translated it to Windows.

Where link to that

+1 very interested.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on September 18, 2016, 08:13:51 pm
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.

I will upload the 1.01 .zip to DFFD presently.


EDIT: Version 1.01 is uploaded. Go get it!


Alright!
Here are the new mediafire links to accommodate these changes, and viola.  Windows Executable!
http://www.mediafire.com/download/nuwg88h60x18k5x/crimesquad.exe
http://www.mediafire.com/download/wguz8q3rwubqufg/terravitae+1.01.zip

Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not.  Is that happening in the Mac version, or did I screw up the compile again?

Here it is
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on September 19, 2016, 11:31:37 am
The game-crashing bug in TVRecordMonth() has been found and fixed. Since that function was called at the end of each month, I hope that months can now end without the game crashing.

I will upload the 1.01 .zip to DFFD presently.


EDIT: Version 1.01 is uploaded. Go get it!


Alright!
Here are the new mediafire links to accommodate these changes, and viola.  Windows Executable!
http://www.mediafire.com/download/nuwg88h60x18k5x/crimesquad.exe
http://www.mediafire.com/download/wguz8q3rwubqufg/terravitae+1.01.zip

Note: hit enter twice at the start of each month, it looks like it's frozen, but it's not.
Also, currently at the start of each month it states the Liberal Guardian is published, even when it's not.  Is that happening in the Mac version, or did I screw up the compile again?

Here it is

SlatersQuest has updated it a few times since then, I should recompile and reupload.
edit: crap, my recompiled version crashes immediately.  I'll be back.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 19, 2016, 01:34:12 pm
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on September 19, 2016, 02:13:21 pm
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
^.^ glad to be of service.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip

(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe

This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 20, 2016, 11:54:47 am
All right, here's how I'm planning on incorporating movies. I'm writing it up here because input would be welcome! I am going to color-code anything that I am particularly looking for input and suggestions on in blue.


First, the basics: each movie will be inspired by something happening in the game. A huge variety of different in-game events can inspire movies, including the following:
-Background broadcasts by AM Radio and Cable News
-News stories of raids by the LCS and CCS
-Terra Vitae secret missions
-Liberal Guardian special editions
-Sufficiently liberal paintings/songs/t-shirts sold by the LCS
-Love-stories of people in the world (including people seduced by LCS agents)
-Other movies

Movies go through phases. All movies begin in the inspiration phase, and move on from there to subsequent phases. There is a roughly 1/3 chance each month of a movie moving from one phase to the next. I don't know how to go about incorporating budget into movies, but bigger-budget movies will move more slowly. The phases are as follows:
Inspiration phase: all movies start here. Somebody is thinking about the movie, but production hasn't actually begun. Movies will have no effect on gameplay at this stage or any of the next three stages.
Writing phase: A writer is building the script for the movie and the cast may be under assembly, but no shooting has occurred yet.
Production phase: The actors are on the set, the scenes are being shot.
Editing phase: The film for the movie has been shot, but re-takes, computerized special effects, and various other edits are being made.
Release phase: The movie is out in theaters. The movie has its biggest effect on public opinion in this phase.
Legacy phase: The movie is no longer being shown in theaters. It will continue to influence public opinion, but at a much reduced rate.

Each movie will have four parameters that describe it. These will be its alignment, protagonist issue, genre, and setting issue. They each have the following effects:
-Alignment will determine the direction of the effect the movie will have on public opinion when it is released. A movie can have any of the political alignments in the game (L+, L, m, C, C+, S), as well as anything else that you or I can think of. In general, the alignment of a movie will be determined by two things: (1) the mood of the public when script writing began, and (2) the alignment of the faction responsible for the movie. Thus, activity by the LCS will result in more liberal than average movies, while the CCS, AM Radio, and Cable News will have more conservative than average movies, Terra Vitae may have its own alignment, etc. LCS infiltration of the movie industry can also make movies more liberal directly.
-Genre will be determined by the type of action that was responsible for the movie being inspired in the first place. For example, terror attacks by the LCS and CCS most commonly make for either action movies or dramas, TV secret missions often inspire spy or sci-fi movies, and seducing people into the LCS is likely to inspire romantic or pornographic movies. Genres are related to setting views, and an incomplete list of genres is below.
-Protagonist issue is one of the public opinion views in the game that the movie affects. It, too, will generally be influenced by the nature of the action responsible for inspiring the movie; for instance, publishing CIA secret documents in the Liberal Guardian might inspire a movie where the protagonist is snooping for the government, etc. The protagonist view is completely divorced from the genre, so any genre can have any protagonist.
-Setting issue is also a view in the game, but unlike the protagonist, it is closely tied to the genre. In general, the inspiration for the movie will not affect the setting issue directly, but each genre has a fairly short list of setting views that it can influence, and so will affect the setting view indirectly.

A partial list of genres and their applicable setting views are as follows, but more input would be welcome:
Action (CEO salary, corporate culture, drugs, election reform, gun control, judicial reform, police behavior)
Adventure (Amerindian rights, biodiversity, free speech, military spending)
Comedy (CEO salary, election reform, judicial corruption, taxes, women's rights)
Drama (Amerindian rights, civil rights, death penalty, free speech, gay rights, labor rights, women's rights)
Fantasy (Amerindian rights, biodiversity, pollution, religious freedom, superhuman rights)
Horror (animal rights, food ethics, genetics, nuclear power, pollution, religious freedom, superhuman rights)
Mobster (death penalty, election reform, judicial corruption, labor rights, police behavior, prison regulation)
Mystery (athletic freedom, food ethics, gay rights, gun control, taxes)
Noir (gay rights, police behavior, pollution, women's rights)
Pornography (athletics, civil rights, free speech, gay rights, sexual freedom, women's rights)
Romance (civil rights, gay rights, sexual freedom, taxes, women's rights)
Sci-fi (free speech, genetics, nuclear power, privacy, superhuman rights)
Space opera (civil rights, election reform, military spending, religious freedom)
Spy (corporate culture, drugs, military spending, nuclear power, patriotism, privacy rights)
Superhero (AM radio, animal rights, cable news, drugs, genetics, nuclear power, pollution, superhuman rights)
War (gay rights, military spending, patriotism, women's rights)
Western (amerindian rights, animal rights, corporate culture, police behavior, sexual freedom)

Note that several views are missing from this list (LCS, CCS, TV views) or badly underrepresented (AM Radio, Cable News), so input on where to put these is welcome.


Movie Mode
I also intend to ultimately include another mode to the game, Movie Mode, which will have its own win and loss condition, which will be accessible from the game start screens (a la nightmare mode, marathon mode, etc). In this mode, the game will play as normal in Liberal Crime Squad, but will have the following differences:

Each combination of movie protagonist and movie genre will have a set of protagonists, some of whom will be heroic and some of whom will be villainous. Depending on the ending of a movie, the heroes may win or the villains may win. In order for the player to win the game, a certain fraction of these villains must be defeated. If a certain fraction of the heroes are defeated, the player automatically loses. This represents the idea that each protagonist/genre combination corresponds to its own separate world, and the liberal heroes must be victorious in some fraction of these other worlds as well.

The cast of each protagonist-genre combination is as follows (colored [c=green]green[/color] for the heroes' side and red for the villains' side; input on this cast is especially welcome):
The Hero(ine), the main heroic protagonist
The Love-interest, somebody to be romantically or sexually involved with the hero(ine) or occasionally the sidekick
The Sidekick, a deuteragonist companion of the hero(ine)
The Mastermind, the villain responsible for instigating the Evil Plan
The Enforcer, the villain responsible for carrying out the Evil Plan

Movies will have effects based on their alignments as follows:
Elite liberal - the heroes all live, the villains are all defeated (happy ending)
Liberal - the villains are defeated but one of the heroes' side died in the process (bittersweet ending)
Moderate - at least one of the villains survived, and at least one of the heroes survived (neutral ending)
Conservative - everybody dies, except maybe for the sidekick or the love-interest (tragic ending)
Arch-conservative - the heroes all die, the villains win (downer ending)
Stalinist - the main villains die, but by the end of the movie the hero(ine) becomes a villain him/herself (alternate downer ending)

Any more ideas for endings are also welcome
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on September 20, 2016, 07:22:55 pm
Movie Mode sounds really sexy. LCS could always use more interesting alternate modes. Also, it's nice to see movies in LCS. I never really touched LCS Goes to the Movies, but it sounded really interesting and should have been integrated into the game by default. There should probably be a "Prison" movie genre, with one of them randomly being a Shawshank Redemption-esque film. Just finished watching The Shawshank Redemption recently and it was really good.

Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 21, 2016, 01:03:23 am
LCS Goes to the Movies has eight genres, but they have no effect on the game and are purely cosmetic (and can't be predicted ahead of time). There is also always exactly one movie per month, and like the genre, the views that it affects are completely random. Nothing you do in the game has any effect on movies except for their alignment and their power. It does have the protagonist view and setting view structure that I took from it and am using here, though.

I've been wanting to include a prison genre. The challenge is how to implement it. What kind of events in an LCS game would result in prison movies? I can think that courtroom battles could inspire movies due to liberals going to trial, with liberals being acquitted making for liberal courtroom movies and liberals being convicted leading to conservative movies. Those movies, however, would be legal dramas, which are related to prison movies, but not the same. There are also executions, which are public, which I suppose we could use. Finally there is also the ability of the Liberal Guardian to publish prison files, but that last one, appropriate as it might be, would lead to a very limited selection of main protagonists. Maybe events in prison of whether your jailed liberals are gaining/losing juice? Help me out here. :)
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Azerty on September 21, 2016, 12:37:30 pm
Shouldn't Western influe on Amerindian rights?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: esran on September 21, 2016, 01:58:16 pm
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
^.^ glad to be of service.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip

(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe

This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Using this version I'm getting a bug where I can't continue to the next day due to a siege at the TV house (Vivian Pines's house) even though I have no people or sleeper agents there.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: bot on September 22, 2016, 07:19:05 am
i hope i posted this right and that i diddnt goof up some how and made a new thread  insted but the tv house has bed bugs entering that tile crashes the game
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: esran on September 22, 2016, 03:56:09 pm
All right, Dreamsicle: I ran your save file and it did not crash on my game. Either you are using an outdated version or (more likely) this is the bug that I told you about. Try ending the month yourself again and see what happens. I did discover some other minor bugs, though.

Thank you again, IsaacG. Also I note that your executable is version 1.01, which crashes when you try to do secret missions. Version 1.02 fixes this.
^.^ glad to be of service.
Fresh off the presses, Terra Vitae 1.02 for Windows.
http://www.mediafire.com/download/d21xatup4b0u0y7/Terravitae+1.02+Windows.zip

(or if you want just the .exe)
http://www.mediafire.com/download/q79ci8i97e9p590/crimesquad+TV+1.02.exe

This recompiling was way easier than before.
It's crazy how much I learned about c++ the past few months.
Using this version I'm getting a bug where I can't continue to the next day due to a siege at the TV house (Vivian Pines's house) even though I have no people or sleeper agents there.
Actually, I double checked, and it turns out I have a sleeper there, a janitor who was recruited as somebodies spouse. I still have no way to continue to the next day, even knowing this.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 22, 2016, 09:26:20 pm
First things first:

Quote
Actually, I double checked, and it turns out I have a sleeper there, a janitor who was recruited as somebodies spouse. I still have no way to continue to the next day, even knowing this.

I was about to ask you that, since this is a known bug. I am working on fixing it now.

Save your game file. I should be able to fix the bug without making the saves incompatible, so you won't lose your game.



Quote
i hope i posted this right and that i diddnt goof up some how and made a new thread  insted but the tv house has bed bugs entering that tile crashes the game

I'm not sure I understand your bug, although it sounds like it might be one that I fixed already. Which version are you using? And can you send me your save file?



Quote
Shouldn't Western influe on Amerindian rights?

Yes, definitely!
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: esran on September 23, 2016, 07:21:36 am
Other bugs in Windows version:
Game still crashes on TV house bed tile.
When I send people on Secret Missions, they continue to plan missions while gone and aren't removed from squads.
The day after exposing the NEC, game consistently crashes with no message.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: EuchreJack on September 23, 2016, 05:33:28 pm
Do Mutants benefit from Superhero Costumes?  And do they ever graduate into Superheroes/Supervillains?

Currently testing to see if Squad Training Urban Warfare confers Superpowers (guessing no, but we'll see)
EDIT: Confirmed that you can't learn Superpowers via instruction in Urban Warfare.

Fun fact: My mutant with superpowers just fought off two death squad members trying to accost them when soliciting donations (granted, this mutant is a mass murder, but hey, those deaths were "necessary for the liberal good").  And we just got sieged the next day, guess the cops took it seriously...

BUG: Game crashes when going to Rural America in National LCS mode.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 23, 2016, 08:41:47 pm
Thanks for the reports - I am surprised, as I had thought that I had fixed the Rural America bug.

Mutants do not "graduate". However, mutants with superpowers do qualify as superheroes/supercriminals already as far as soliciting donations while wearing a costume goes, so I see no reason why they need to graduate for this. :)

There is currently no way to gain superpowers except through having it and training with it. The reason it works this way is because superheroes in comic books are almost always either born super or become super through some kind of accident or procedure; it's not a skill that they learn. Once they have powers, they can get better at using them, which is why the game treats it as a skill, but you can't learn to use something that you don't have.

I am willing to consider story events that may cause your characters to acquire superpowers, though (some secret missions might qualify, for example, such as the one about Amerindian relics).
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: EuchreJack on September 23, 2016, 09:44:35 pm
There is currently no way to gain superpowers except through having it and training with it. The reason it works this way is because superheroes in comic books are almost always either born super or become super through some kind of accident or procedure; it's not a skill that they learn. Once they have powers, they can get better at using them, which is why the game treats it as a skill, but you can't learn to use something that you don't have.

One feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.

Ported over to your mod, this could give the option to give liberals superpowers!
(but again, with the risk of permanent disfigurement/death, reminds me of the "experimental surgery" event in Adam Ryland's Comicbook Hero game for Grey Dog Studios)
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 24, 2016, 07:12:26 pm
I have found and fixed the bug that prevents ending the day when you have a besieged location containing sleepers. This bug would have affected any location that has sleepers and that can be besieged (including apartment complexes), which means that it's a bug in vanilla LCS as well.

I have also fixed the bug that causes agents to remain in squads, etc. while on secret missions. I have not yet found the bug that causes the game to crash once the NEC is exposed, but am working on that.

Unfortunately, I am traveling at the moment, and my internet connection here is terrible, so I will not be able to upload the fixed version until next weekend. :(


Quote
One feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.

Wow, I wasn't aware that things like that were being done to the current LCS! We need someone to synchronize the versions as Liberal Elitist did. Can somebody point me to the code where this is done so that I can incorporate it?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on September 25, 2016, 02:53:07 pm
I have found and fixed the bug that prevents ending the day when you have a besieged location containing sleepers. This bug would have affected any location that has sleepers and that can be besieged (including apartment complexes), which means that it's a bug in vanilla LCS as well.

I have also fixed the bug that causes agents to remain in squads, etc. while on secret missions. I have not yet found the bug that causes the game to crash once the NEC is exposed, but am working on that.

Unfortunately, I am traveling at the moment, and my internet connection here is terrible, so I will not be able to upload the fixed version until next weekend. :(


Quote
One feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.

Wow, I wasn't aware that things like that were being done to the current LCS! We need someone to synchronize the versions as Liberal Elitist did. Can somebody point me to the code where this is done so that I can incorporate it?

https://github.com/Kamal-Sadek/Liberal-Crime-Squad

Github version has augmentations. Also, what the heck happened to Liberal Elitist, anyways? He seems to have dropped off the face of the earth without a single trace of him just like Jonathan S. Fox did.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on September 25, 2016, 03:32:24 pm
I have found and fixed the bug that prevents ending the day when you have a besieged location containing sleepers. This bug would have affected any location that has sleepers and that can be besieged (including apartment complexes), which means that it's a bug in vanilla LCS as well.

I have also fixed the bug that causes agents to remain in squads, etc. while on secret missions. I have not yet found the bug that causes the game to crash once the NEC is exposed, but am working on that.

Unfortunately, I am traveling at the moment, and my internet connection here is terrible, so I will not be able to upload the fixed version until next weekend. :(


Quote
One feature that the newest release of LCS has, but your mod lacks, is the ability to augment liberals, with a chance of permanently disfiguring/killing them.

Wow, I wasn't aware that things like that were being done to the current LCS! We need someone to synchronize the versions as Liberal Elitist did. Can somebody point me to the code where this is done so that I can incorporate it?

https://github.com/Kamal-Sadek/Liberal-Crime-Squad

Github version has augmentations. Also, what the heck happened to Liberal Elitist, anyways? He seems to have dropped off the face of the earth without a single trace of him just like Jonathan S. Fox did.

I've got a fork of that.  Still in the process of refactoring.  I'm dragging LCS into the 21st century kicking and screaming with test driven development, and maybe even object oriented programming.

Probably won't be fast, but I'm reading three books on the topic.  Dealing with legacy code is a common problem in software engineering, evidently.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Broseph Stalin on September 25, 2016, 06:36:36 pm
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: EuchreJack on September 25, 2016, 09:17:09 pm
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.

Shouldn't they disappear when you talk to them?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: esran on September 25, 2016, 09:47:15 pm
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.

Shouldn't they disappear when you talk to them?
That's sort of the problem. In order to fight off a raid you have to kill enough attackers, and you can't purposely attack liberals or moderates.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on September 29, 2016, 08:22:57 pm
In the windows version I'm getting tons of gang, mob, and terra vitae raiders who are liberal or moderate, the raids go on forever because I can't fight them.

Shouldn't they disappear when you talk to them?
That's sort of the problem. In order to fight off a raid you have to kill enough attackers, and you can't purposely attack liberals or moderates.

Bug fixed.

I've identified that something is wrong when trying to encounter the Terra Vitae leader. I will release version 1.03 when I find that.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Innsmothe on October 06, 2016, 05:56:45 am
Wow, glad I get to see that you managed to spit in your doubters faces.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on October 12, 2016, 04:38:37 pm
All right; I am having some issues here. I cannot reliably replicat ehe bug that causes the game to crash in Vivian Pines' bed. Sometimes I get it, and sometimes I don't. This makes it a pain to debug...
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on October 16, 2016, 11:12:54 pm
All right; I am having some issues here. I cannot reliably replicat ehe bug that causes the game to crash in Vivian Pines' bed. Sometimes I get it, and sometimes I don't. This makes it a pain to debug...
I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on October 17, 2016, 08:38:58 pm
 
Wow, glad I get to see that you managed to spit in your doubters faces.

 :)


I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.

I am unable to load this save file whatsoever. I can try to run diagnostics on it to see where the load is failing, but the times that I have encountered this in the past is when trying to run with an incompatible version. Can you tell me if you are running any other mods as well with this?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on October 18, 2016, 04:02:31 pm
Wow, glad I get to see that you managed to spit in your doubters faces.

 :)


I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.

I am unable to load this save file whatsoever. I can try to run diagnostics on it to see where the load is failing, but the times that I have encountered this in the past is when trying to run with an incompatible version. Can you tell me if you are running any other mods as well with this?
No mods, just the windows port.  Odd.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Befuddled Muse on October 18, 2016, 08:02:05 pm
...Wow. Back when I initially started getting into LCS, this mod was in its early stages, and kinda didn't have many implemented features. The fact that it's this far now is just kinda mind-boggling.
I'm definitely putting TV on my list of stuff to fiddle around with <3
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on October 23, 2016, 11:17:37 am
Since I can't find the bug in the Terra Vitae bed yet, I am uploading version 1.03.

Then I'll start working on the movies.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on October 25, 2016, 06:46:06 am
Since I can't find the bug in the Terra Vitae bed yet, I am uploading version 1.03.

Then I'll start working on the movies.
w00t, movies!
And, business.
Windows Port
http://www.mediafire.com/file/4og8bmwi6w07o79/Terra_Vitae_1.03_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: BranRhi on October 26, 2016, 08:19:40 pm
Movies! How does this change things? In regard to interacting with the other factions I mean.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 03, 2016, 10:44:54 am
Sorry for the late reply; the way that movies are planned to work are summarized in post #264.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 03, 2016, 10:03:43 pm
for me the game crashes upon successfully completeing a secret mission and also CONSTANT random segmentation faults(second one). On linux,


Code: [Select]
Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
complete_secret_mission (missionskillplusone=28) at daily/daily.cpp:2034
2034       location[pool[AgentList[i]]->location]->loot.push_back(newloot);
(gdb)
 mission

Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
Creature::drop_weapons_and_clips (this=0x562400000006, lootpile=0x0)
    at creature/creature.cpp:2299
2299    has_thrown_weapon=false;
(gdb)
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 04, 2016, 11:13:23 am
Code: [Select]
location[pool[AgentList]->location]->loot.push_back(newloot);
Well, I see why that would cause a segv, but I can also tell you that it is an error in the code as there is no line in daily.cpp that has that. The line that I have in my code is:

Code: [Select]
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
My guess is that something happened to your source before you compiled it. I'll also note that the line numbers disagree, so I suspect that there are other problems as well. Can you download it again and look at the code and see what you have? That will tell us if the download stored on DFFD is itself corrupted, or if something went wrong on your computer.

As for the random segfaults, I am guessing that it's probably again alterations to the code that are causing it. I have been playing myself without those segfaults, and moreover, deletions to the code might cause overwriting of addresses in the game as it is running, which can cause segfaults like that as well, so I suspect that whatever happened to your code is responsible for both problems.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 04, 2016, 11:16:52 am
I might of edited out my edits incorrectly to post this, hold on. Ill redownload, etc.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 04, 2016, 11:19:33 am
Yes, same errors just with the additional i.

edit:werid, I feel like dwarf fortress forum is deleting the i.

Code: [Select]
     
      //Move returning agents to homeless shelter if current safehouse is besieged.
      for (i = 0; i < listlength; i++)
      {
         if (location[pool[AgentList[i]]->base]->siege.siege)
         {
            pool[AgentList[i]]->base = find_homeless_shelter(*pool[AgentList[i]]);
            pool[AgentList[i]]->location = pool[AgentList[i]]->base;
         }
      }
     
      Item *newloot = new Loot(*loottype[getloottype("LOOT_TERRAVITAESECRETS")]);
      location[pool[AgentList[i]]->location]->loot.push_back(newloot);
      addstr(pool[AgentList[i]]->name, gamelog);
      addstr(" has also brought back a record of Terra Vitae activities, ready for the Liberal Guardian!", gamelog);
     
      if (supersuccessful && (necstrength <= (NEC_STRENGTH_MAXIMUM - 4)) && (necstate == NEC_DORMANT))
      {
         Item *newloot = new Loot(*loottype[getloottype("LOOT_NEC_REPORTS")]);
         location[pool[AgentList[i]]->location]->loot.push_back(newloot);
         addstr(pool[AgentList[i]]->name, gamelog);
         addstr(" In addition, our heroes have brought back evidence of a globe-spanning conspiracy that will shatter the world's perceptions of... everything!", gamelog);
      }
     
      //Weaken the NEC's corrupting influence!
      necstrength--;
      change_public_opinion(VIEW_TERRAVITAE,10);
   }
   else
   {
      set_color(COLOR_RED, COLOR_BLACK, 1);
      addstr(pool[AgentList[teamleader]]->name, gamelog);
      addstr("'s team's mission was a dismal failure.", gamelog);
   }
   
   gamelog.nextMessage();
   getch();
   
   
   //Nuke the dead agents
   for (i = 0; i < casualties; i++)
   {
      for (j = 0; j < pool.size(); j++)
      {
         if (DeadAgents[i] == pool[j]->id)
         {
            delete_and_remove(pool, j);
            break;
         }
      }
   }
   
   //Final step: free all of this memory we've allocated
   free(AgentList);
   free(BonusList);
   free(SkillRolls);
   free(CombatRolls);
   free(DodgeRolls);
   if (DeadAgents != 0)
      free(DeadAgents);
}

EDIT: Ah ok, forgot code brackets, but same line numbers.

Can someone upload a complied version for arch 64 bit? perhaps my system is compiling it wrong.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 05, 2016, 12:24:31 pm
I am testing it out, but it will be a little while before I get a squad ready to finish a mission, and see if I can replicate the error.

I do not get constant random segmentation faults, though, so I suspect that is something on your end.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 05, 2016, 12:46:19 pm
Are you testing on linux? I should note the included binary doesnt work on my system.

Also you can hack tillyour at 50 juice then sell brownies till your persuation is high then buy business front, hack till 200 juice, learn security skill and your 90% done to get a character good enough. :P
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 05, 2016, 04:14:48 pm
Bug found and fixed.

Edit: unfortunately, without modifying the save file, you will not be able to continue your broken game. What happened was that I failed to move agents back to their home base after they returned from whatever it was that they were doing. This means that your agents are at location -1, and anything attempting to access location -1 is going to cause a segv.

Version 1.04 is uploaded!


Quote
Are you testing on linux?

No, Mac OS


Quote
Also you can hack tillyour at 50 juice then sell brownies till your persuation is high then buy business front, hack till 200 juice, learn security skill and your 90% done to get a character good enough.

Or just use my "Make Mary Sue" cheat code :p

(Seriously, that's why the cheat codes are there - for setting up scenarios and debugging!)
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 05, 2016, 04:48:53 pm
Uh, am I doing this wrong? When I hit N on the characterreview screen nothing happens.

EDIT nvm, if I enlargen the console screen it (oddly) works.
EDIT Ok but now the cheat code function doesnt work for me....

EDIT ok only through review screen, got it.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 07, 2016, 04:27:17 pm
Sometimes get this segfault hen conducting a mission.
Code: [Select]
Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_assign (this=this@entry=0x555fb032f7b0,
    __str=<error reading variable: Cannot access memory at address 0x121>)
    at /build/gcc-multilib/src/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/basic_string.tcc:259
259 /build/gcc-multilib/src/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/bits/basic_string.tcc: No such file or directory.


TEH FAQ doing sa make install and running it from bin makes it work fine

Exposing the NEC causes this [
Thread 0x7fa78e28d700 (LWP 4478) exited]
[Thread 0x7fa78e46f700 (LWP 4477) exited]
[Inferior 1 (process 4476) exited with code 01]
After doing a make install the terra vita office and other tv locations are a blank map.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on November 08, 2016, 05:26:52 pm
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 08, 2016, 10:45:02 pm
Thanks IsaacG!

Sometimes get this segfault hen conducting a mission.

...

After doing a make install the terra vita office and other tv locations are a blank map.


Hmmm... it sounds like you're missing some maps from the dev/art directory. Can you look to see if there is a mapCSV_TerraVitaeHouse_Specials.csv in dev/art? There should be three TV maps in there.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 10, 2016, 04:44:08 pm
Yah there there, I even copyed art over from /src to the user directonary. It only happens if its installed to the system.

EDIT: after copying from dev its fine/.

 btw that NEC exposer error still happens after I did a make install
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 19, 2016, 03:33:18 pm
When building on debian I get this error

common/consolesupport.cpp: In function ‘int addch_unicode(int)’:
common/consolesupport.cpp:246:38: error: ‘setcchar’ was not declared in this scope
       setcchar(&cch, &wch, 0, 0, NULL);
                                      ^
common/consolesupport.cpp:247:26: error: ‘add_wch’ was not declared in this scope
       return add_wch(&cch);
                          ^
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 19, 2016, 08:21:52 pm
These look like compiler errors of the sort that can happen when you don't have the complete set of libraries. You were able to build it before, right?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 20, 2016, 08:16:12 am
yeh
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 20, 2016, 01:11:08 pm
Well, I didn't know what Debian was, but looking it up I get the impression that it's an open-source operating system? I don't know why it would suddenly be lacking in libraries, but...
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on November 20, 2016, 08:04:14 pm
Is it me, or does Terra Vitae not have the "Vehicle dodging" mechanic that actually makes car chases survivable if you can't escape within the first turn? Got into a car chase today when the CCS chased after me for shooting up a Judge Hall, and nobody was dodging the bullets with their vehicles. Not even the CCS, who presumably had more skilled drivers than my Liberals.

Speaking of car chases, corpses are also able to "teleport" to safehouses if anyone dies in them for some reason.

"Vehicle dodge" messages look like these on the Github page for LCS:
Code: [Select]
case 1: strcpy(str, a.name); strcat(str," missed!"); break;
                  case 2: strcpy(str, a.name); strcat(str," just barely missed!"); break;
                  case 3: strcat(str," can't seem to keep the vehicle in either the lane or the line of fire!"); break;
                  case 4: strcat(str," swerves randomly!"); break;
                  case 5: strcat(str," cuts off another driver and the shot is blocked!"); break;
                  case 6: strcat(str," drops behind a hill in the road!"); break;
                  case 7: strcat(str," changes lanes at the last second!"); break;
                  case 8: strcat(str," accelerates suddenly and the shot goes short!"); break;
                  case 9: strcat(str," fakes a left, and goes right instead!"); break;
                  case 10: strcat(str," fakes a right, and goes left instead!"); break;
                  case 11: strcat(str," fakes with the brakes while powering ahead!"); break;
                  case 12: strcat(str," swerves to the other side of a truck!"); break;
                  case 13: strcat(str," weaves through a row of taxis!"); break;
                  case 14: strcat(str," dodges behind a hot dog cart!"); break;
                  case 15: strcat(str," squeezes between some bridge supports for cover!"); break;
                  case 16: strcat(str," squeals around a corner and behind a building!"); break;
                  case 17: strcat(str," power slides through a narrow gap in the traffic!"); break;
                  case 18: strcat(str," rolls the car onto two wheels to dodge the shot!"); break;
                  default: strcpy(str, a.name); strcat(str," misses completely!"); break; // You failed to hit someone who probably rolled a zero.  You should feel bad.

 Another thing I noticed about Terra Vitae was that spouses of new recruits can occasionally join them in the fight for Liberalism, which is a feature that I absolutely love. Does anything affect the odds of a spouse also joining up?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on November 21, 2016, 06:34:37 am
Quote
Is it me, or does Terra Vitae not have the "Vehicle dodging" mechanic that actually makes car chases survivable if you can't escape within the first turn? Got into a car chase today when the CCS chased after me for shooting up a Judge Hall, and nobody was dodging the bullets with their vehicles. Not even the CCS, who presumably had more skilled drivers than my Liberals

Sadly, no - that feature was added to vanilla LCS after TV was developed. We really need to re-sync the mod with the core game. Maybe we should embark on that this coming week?


Quote
Another thing I noticed about Terra Vitae was that spouses of new recruits can occasionally join them in the fight for Liberalism, which is a feature that I absolutely love. Does anything affect the odds of a spouse also joining up?

Yes, quite a lot of things, in fact. The code is in SeekRecruitSpouse() in additionalchars.cpp. To summarize:

1. The most important determining factor is how the liberal was recruited. Liberals recruited via persuasion are more likely to bring their spouses than liberals recruited via seduction. Enlightened liberals will never come with spouses (you didn't kidnap the spouse to enlighten xer).

2. The second main factor is the recruit's age. Recruits have a maximum chance of being married at age 32, and drop off rather precipitously if they are younger and more gradually if they are older. Thus if you want to recruit people's spouses, it's best to aim for recruits in their early thirties.

3. Conservatives are more likely to be married in the first place. Therefore if you recruit a liberal via persuasion, it is somewhat more likely that the recruit will bring xyr spouse if xe was previously conservative prior to recruitment. However, liberals are more likely to approve of and be open about their extramarital affairs with their spouses, so if you are recruiting via seduction, a recruit is more likely to bring xyr spouse if xe was already liberal prior to recruitment.

4. Every profession belongs to a social class, and some social ranks are more likely to have spouses than others (although only the destitute gang members and homeless people are markedly different). People you recruit are also typically more likely to marry within their social class or a nearby social class. The classes are destitute, blue-collar, academic, military, professional, respected, and rich.

5. CCS members are more relatively likely to be married to fellow CCS members than would be expected for people at large. The same applies to criminal professions like gang members and the Mafia, to the super-powered community, and to Terra Vitae. The Terra Vitae leader is always married (to a TV Agent).

6. People are assumed to be 80% heterosexual and 20% homosexual. Homosexual conservatives are less likely to be married than homosexual liberals. Vivian Pines is always heterosexual, but her successor(s) can have either sexual orientation (although in her case this doesn't matter for having a spouse).


Also note that there is a "Cheat Marry Me" code.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Lenin_Cat on November 21, 2016, 03:57:16 pm
Yah, Debian is actually one of the main Linux Distros. IDK, but I can just use the windows EXE in wine.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: enigma74 on November 21, 2016, 11:01:09 pm
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Hi IsaacG,

I think you are missing some dll files with the 1.04 windows version.  I had to manually download vcruntime140.dll and msvcp140.dll to make the game work (running a fresh install of Windows 10).
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on November 22, 2016, 01:27:52 pm
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Hi IsaacG,

I think you are missing some dll files with the 1.04 windows version.  I had to manually download vcruntime140.dll and msvcp140.dll to make the game work (running a fresh install of Windows 10).
0.0;
That is an oversight on my part.
I was wondering why it didn't run on my laptop, but ran fine on my desktop.
Evidently vcruntime140.dll and msvcp.dll are parts of the Visual Studio 2015 environment, and required to run C++ programs compiled from VS2015.
(To be fair, Adobe Photoshop has this same problem, and they just tell people to go download the VS Runtime Environment, but I'm not Adobe!)
I'll go fix it now.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: enigma74 on November 23, 2016, 01:26:16 pm
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Hi IsaacG,

I think you are missing some dll files with the 1.04 windows version.  I had to manually download vcruntime140.dll and msvcp140.dll to make the game work (running a fresh install of Windows 10).
0.0;
That is an oversight on my part.
I was wondering why it didn't run on my laptop, but ran fine on my desktop.
Evidently vcruntime140.dll and msvcp.dll are parts of the Visual Studio 2015 environment, and required to run C++ programs compiled from VS2015.
(To be fair, Adobe Photoshop has this same problem, and they just tell people to go download the VS Runtime Environment, but I'm not Adobe!)
I'll go fix it now.

By the way, this mod is really excellent and I've been addicted the last day or two. I noticed a few noncritical bugs with the interface in the windows version, and the occasional crash. But since it autosaves every day, its okay.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Pseudonym on November 28, 2016, 03:34:15 pm
There's some semi-persistent crash that occurs on the Windows build of 1.04 at the end of some months.
I haven't figured out how to reproduce it, as reloading the same save that's created before the crash and playing through the end of month events again does not usually cause another crash, but it seems to occur often enough that you should encounter it in a normal playthrough within an in-game year.

The Linux version doesn't seem to suffer from the same crash, or at the very least not at the same frequency, but it does have its own segmentation fault crash that seems to occur at the end of some days. Specifically I had it occur once when the police shot one of my liberals who were selling t-shirts to death, but I haven't been able to get that crash to happen again with the same circumstances.

Haven't figured out how to build on Windows or I'd try to debug it and fix it myself. gcc in MinGW spits out a bunch of undefined reference errors after I commented out the *nix-specific part of the Makefile:
http://pastebin.com/rt9H7xcm

EDIT:
Managed to reproduce the Nix crash at least. This is the output of bt full inside gdb.
Code: [Select]
#0  0x00007ffff6df5067 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
        resultvar = 0
        pid = 6568
        selftid = 6568
#1  0x00007ffff6df6448 in __GI_abort () at abort.c:89
        save_stage = 2
        act = {__sigaction_handler = {sa_handler = 0x7ffff6e0b99a <_IO_vfprintf_internal+22490>,
            sa_sigaction = 0x7ffff6e0b99a <_IO_vfprintf_internal+22490>}, sa_mask = {__val = {10, 140737488342816, 140733193388032, 140733193388032, 0,
              140737488343814, 0, 140733193388032, 18446744073709551615, 1, 10, 18446744073709551392, 140733193388032, 140733193388032, 140733193388032,
              140737488343895}}, sa_flags = 0, sa_restorer = 0x2900000000}
        sigs = {__val = {32, 0 <repeats 15 times>}}
#2  0x00007ffff6e331b4 in __libc_message (do_abort=do_abort@entry=1, fmt=fmt@entry=0x7ffff6f28210 "*** Error in `%s': %s: 0x%s ***\n")
    at ../sysdeps/posix/libc_fatal.c:175
        ap = {{gp_offset = 40, fp_offset = 0, overflow_arg_area = 0x7fffffffd120, reg_save_area = 0x7fffffffd0b0}}
        fd = 6
        on_2 = <optimized out>
        list = <optimized out>
        nlist = <optimized out>
        cp = <optimized out>
        written = <optimized out>
#3  0x00007ffff6e3898e in malloc_printerr (action=1, str=0x7ffff6f285b0 "malloc(): memory corruption (fast)", ptr=<optimized out>) at malloc.c:4996
        buf = "000000000103f9d0"
        cp = <optimized out>
#4  0x00007ffff6e3ad2b in _int_malloc (av=0x7ffff7165620 <main_arena>, bytes=48) at malloc.c:3359
        p = 0x0
        fb = <optimized out>
        pp = <optimized out>
        nb = 64
        idx = <optimized out>
        bin = <optimized out>
        victim = <optimized out>
        size = <optimized out>
        victim_index = <optimized out>
        remainder = <optimized out>
        remainder_size = <optimized out>
        block = <optimized out>
        bit = <optimized out>
        map = <optimized out>
        fwd = <optimized out>
        bck = <optimized out>
        errstr = <optimized out>
        __func__ = "_int_malloc"
#5  0x00007ffff6e3c020 in __GI___libc_malloc (bytes=48) at malloc.c:2891
        ar_ptr = 0x7ffff7165620 <main_arena>
        victim = 0x6
        __func__ = "__libc_malloc"
#6  0x00007ffff76e12e8 in operator new(unsigned long) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
No symbol table info available.
#7  0x00000000005a03f3 in Weapon::clone (this=0x7fffffffd380) at ./items/weapon.h:10
No locals.
#8  0x000000000059f8a2 in Weapon::split (this=0x7fffffffd380, number=1) at items/weapon.cpp:71
        newi = 0x7fffffffd380
#9  0x000000000043a5f7 in Creature::give_weapon (this=0x10c6cd0, w=..., lootpile=0x0) at creature/creature.cpp:2287
No locals.
#10 0x000000000043a656 in Creature::give_weapon (this=0x10c6cd0, wt=..., lootpile=0x0) at creature/creature.cpp:2294
        w = {<Item> = {_vptr.Item = 0x602c10 <vtable for Weapon+16>, number_ = 1, itemtypename_ = "WEAPON_AUTORIFLE_M16", itemtypeid_ = 24},
          loaded_cliptype_ = "", ammo_ = 0}
#11 0x00000000005760b2 in makecreature (cr=..., type=58) at creature/creaturetypes.cpp:184
        superchance = 0
        crtype = 0x10c9fb0
        attnum = 40
        attcap = {10, 10, 10, 10, 10, 10, 10}
        possible = std::vector of length 32, capacity 64 = {17589648, 0, -149531016, 32767, 4, 5, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 19, 20, 21, 22,
          23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33}
#12 0x00000000004623c9 in namecreaturetype (creaturetype=58) at monthly/tvrecord.cpp:46
        LocalCreature = 0x10c6cd0
#13 0x0000000000462df3 in TVRecord_InputSleeperView (viewnumber=-1, creaturetype=58) at monthly/tvrecord.cpp:201
        listlength = 1986
        liblist = {21, 20, 14, 5, 36, 21, 20, 14, 5, 1, 8, 0, 6, 36, 8, 5, 17, 1, 8, 0, 6, 36, 8, 5, 19, 6, 8, 17, 17, 10, 12, 0, 0, 17, 10, 12, 0}
        i = 1986
        libcount = -863384
        numsleepers = 0
        stalist = {10, 12, 0, 17, 18, 10, 12, 0, 17, 10, 12, 0, 0, 0, 14, 12, 17, 18, 0, 10, 12, 12, 0, 14, 11, 21, 17, 18, 10, 12, 0, 17, 18, 0, 10, 1, 14}
        stacount = 0
        localview = 0
#14 0x0000000000464483 in TVRecordMonth () at monthly/tvrecord.cpp:666
        i = 58
        j = 1
        basecount = 0
#15 0x0000000000524c9c in passmonth (clearformess=@0x7fffffffe08b: 1 '\001', canseethings=1 '\001') at monthly/monthly.cpp:709
        libpower = {-31, -111, -33, -140, -12, -15, -71, -52, 67, -45, -44, -30, -86, -33, -22, 165, -62, -57, -11, -32, -12, -59, -1, -49, -22, 125, -41,
          -16, -23, -46, -19, 0, 0, 0, 0, 0, 0}
        mediabalance = -5204
        guardianpower = 0
        conspower = 140
        issuebalance = {-171, -251, -173, -186, -152, -155, -211, -192, -73, -185, -184, -170, -226, -173, -162, 25, -202, -197, -151, -172, -152, -199,
          -141, -189, -162, -15, -181, -156, -163, -186, -159}
        tally = -674
        tvmaximum = 8
        oldlaw = {-1, -1, -1, -1, -1, -1, 0, -1, 0, -1 <repeats 11 times>, -2, -1, -1, -1, -1, -1}
        l = 55
        v = 37
        p = 1
        nploc = std::vector of length 0, capacity 0
#16 0x0000000000467bc8 in mode_base () at basemode/basemode.cpp:565
        clearformess = 1 '\001'
        c = 119
        partysize = 1
        safenumber = 3
        siege = 0x10bacc4
        haveflag = 1 '\001'
        cannotwait = 0 '\000'
        loc = 0x10bac30
        sieged = 0 '\000'
        underattack = 0 '\000'
        num_present = 0x10c65a0
        canseethings = 1 '\001'
        forcewait = 0 '\000'
        nonsighttime = 0
        oldforcemonth = 10
        l = 55
#17 0x0000000000443821 in mode_title () at title/titlescreen.cpp:618
        str = "Press M to turn off the Music.\000our Liberal Agenda!\000progress to be saved.\000\216\v\001\000\000\000\000@c\a\001\000\000\000\000\215\037\274\367\377\177\000\000\312\000\000"
        c = 10
#18 0x0000000000404aba in main (argc=1, argv=0x7fffffffe418) at game.cpp:500
        wtitle = "LCS Terra Vitae mod 4.07.5\000\367\377\177\000\000\001\000\000\000\377\177\000\000 V\026\367\377\177\000\000\220\217"
        xml_loaded_ok = true
EDIT:
Oh man, another segfault!
Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x0000000000412778 in CursesMoviest::playmovie (this=0x844ec0 <movie>, x=0, y=0)
    at cursesmovie.cpp:231
231                      if((movie.picture[frame[f]->frame][fx][fy][0]==' '||
#0  0x0000000000412778 in CursesMoviest::playmovie (this=0x844ec0 <movie>, x=0,
    y=0) at cursesmovie.cpp:231
        fy = 0
        fx = 0
        f = 16
        c = 0
        timer = 0
        finalframe = 422212465157734420
        cont = true
        pted = true
#1  0x0000000000559834 in run_television_news_stories ()
    at news/majorevent.cpp:1727
        n = 0
        del = 0 '\000'
#2  0x00000000004e6ab0 in majornewspaper (clearformess=@0x7fffffffe08b: 1 '\001',
    canseethings=1 '\001') at news/news.cpp:44
        n = 0
#3  0x00000000004dd8c6 in advanceday (clearformess=@0x7fffffffe08b: 1 '\001',
    canseethings=1 '\001') at daily/daily.cpp:1076
        w = 0
        healing2 = 0x109a010
        pday = 20
        pmonth = 12
        p = 1
        caridused = std::vector of length 0, capacity 0
        oactivesquad = 0x10941b0
        healing = 0x10966e0
#4  0x0000000000467b9d in mode_base () at basemode/basemode.cpp:564
        clearformess = 1 '\001'
        c = 119
        partysize = 1
        safenumber = 3
        siege = 0x108e3f4
        haveflag = 1 '\001'
        cannotwait = 0 '\000'
        loc = 0x108e360
        sieged = 0 '\000'
        underattack = 0 '\000'
        num_present = 0x10966e0
        canseethings = 1 '\001'
        forcewait = 0 '\000'
        nonsighttime = 0
        oldforcemonth = 5
        l = 55
#5  0x0000000000443821 in mode_title () at title/titlescreen.cpp:618
        str = "Press M to turn off the Music.\000our Liberal Agenda!\000progress to be saved.\000\306\b\001\000\000\000\000\060~\005\001\000\000\000\000\215\037\274\367\377\177\000\000\312\000\000"
        c = 32
#6  0x0000000000404aba in main (argc=1, argv=0x7fffffffe418) at game.cpp:500
        wtitle = "LCS Terra Vitae mod 4.07.5\000\367\377\177\000\000\001\000\000\000\377\177\000\000 V\026\367\377\177\000\000\220\217"
        xml_loaded_ok = true

Perhaps this is related to the first one?
Code: [Select]
Invalid weapon type for CREATURE_MAFIA_GOON: WEAPON_CIVILIAN
type_name not defined for CREATURE_TERRAVITAE_SPOUSE.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Pseudonym on November 28, 2016, 05:20:13 pm
When building on debian I get this error

common/consolesupport.cpp: In function ‘int addch_unicode(int)’:
common/consolesupport.cpp:246:38: error: ‘setcchar’ was not declared in this scope
       setcchar(&cch, &wch, 0, 0, NULL);
                                      ^
common/consolesupport.cpp:247:26: error: ‘add_wch’ was not declared in this scope
       return add_wch(&cch);
                          ^
By the way, this happened because you were missing curses.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: lurtze1 on November 29, 2016, 12:35:22 pm
question, can the founder get superpowers, magic or supersuit in any way?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on December 02, 2016, 04:09:53 pm
Well, I recognize one crash happening in the play movie code that I have never modified, so I am not sure what is causing that.

Quote
question, can the founder get superpowers, magic or supersuit in any way?

Superpowers and magic, presently, no. You can get supersuit powers by simply equipping one on your founder and then training with it.

My future plans are to add some more options during character generation that will give access to super-powers and possibly also magic. I was also thinking of having the university offer courses in magic when religious freedom laws are L+.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Waladil on December 05, 2016, 09:58:47 pm
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

I've only had it happen so far is when I recruit a high-statted Mutant and they bring along their spouse. But I've gotten three spouses from high-statted Mutants so far: In one, the Mutant is married to a low-statted Fireman (who brought his flamethrower, so that's nice), and the Mutant was wanted for Sexual Treason, NOT the Fireman. In the second, the high-statted Mutant is married to a high-statted Dancer, and they're BOTH wanted for Sexual Treason, and in the last the high-statted Mutant is married to another moderately high-statted Mutant, and neither are wanted for Sexual Treason.

What is the full logic/lore behind Sexual Treason?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on December 06, 2016, 08:05:14 pm
Quote
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

In order to be eligible to commit sexual treason, the sum of your raw health and intelligence must be 18 or higher.  Then, your mate must be inappropriate. Your mate can be inappropriate in one of two ways:

1. Your mate is low-quality. High-quality mates must be one (either) of the following:
     a. have high enough attributes to be eligible to commit sexual treason themselves;
     b. be important conservatives (corporate managers, hanging judges, eminent scientists, etc.)

2. Your mate is not conservative.


If you commit sexual treason (either #1 or #2, above, is the case), then you must pass either a street sense or a stealth check, or your mate must (remain) a sleeper. If you pass either skill check, then you are guilty of the crime, but the law does not suspect you for it because you managed to hide your liaisons. If your mate remains a sleeper, then again, you are guilty, but nobody knows about it (you will still need to pass the check if your sleeper is outed, though!).


In your case, the following happened:
-In the first case, the low-statted Fireman was judged to be a low-quality mate, which means your mutant had committed the crime before joining the LCS.
-In the second case, the mutant and dancer are both liberal, and are so guilty for that reason.
-In the third case, they're guilty all right, but managed to pass their skill checks.


Spoiler (click to show/hide)
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on December 07, 2016, 02:10:35 pm
Quote
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

In order to be eligible to commit sexual treason, the sum of your raw health and intelligence must be 18 or higher.  Then, your mate must be inappropriate. Your mate can be inappropriate in one of two ways:

1. Your mate is low-quality. High-quality mates must be one (either) of the following:
     a. have high enough attributes to be eligible to commit sexual treason themselves;
     b. be important conservatives (corporate managers, hanging judges, eminent scientists, etc.)

2. Your mate is not conservative.


If you commit sexual treason (either #1 or #2, above, is the case), then you must pass either a street sense or a stealth check, or your mate must (remain) a sleeper. If you pass either skill check, then you are guilty of the crime, but the law does not suspect you for it because you managed to hide your liaisons. If your mate remains a sleeper, then again, you are guilty, but nobody knows about it (you will still need to pass the check if your sleeper is outed, though!).

*shudder*
I'm getting flashbacks from reading 1984.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: cider on December 16, 2016, 10:11:19 pm
Am I understanding it correctly that this mod does not work on Windows?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on December 17, 2016, 12:26:08 pm
Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: corgi on December 18, 2016, 05:01:41 pm
Maybe I'm a complete idiot, but in 1.04 I'm not seeing any of the TV specific locations. I'm seeing priests, superheroes, mafia etc., but in the location list I don't see the church, mafia house, reservation or any of those. Is there something really obvious I'm missing?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on December 20, 2016, 12:38:19 am
Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Not sure if this has been reported yet, but trying to illegally rescue an endangered tree on Windows 1.04 crashes Terra Vitae. You'll know it's endangered because it says something about treason when you "U"se the tree.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on December 20, 2016, 01:48:09 pm
Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Not sure if this has been reported yet, but trying to illegally rescue an endangered tree on Windows 1.04 crashes Terra Vitae. You'll know it's endangered because it says something about treason when you "U"se the tree.

Unfortunately, the Windows port is unstable, and I have no idea what to do about it.  The saves aren't even compatible across the Windows and Mac version, and I have no idea why.
Unless the bug is present in the Mac version, about your only option is to try recompiling it, I'm out of my depth.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: zaimoni on December 20, 2016, 02:15:20 pm
Windows vs. Mac save incompability: that's from using binary read/save rather than going the Angband route of enforcing a consistent endianess for integers, etc. (Windows is little-endian, Mac is big-endian).

E.g., short 258 is 02h 01h to Windows, 01h 02h to Mac.

long 258 is 02h 01h 00h 00h to Windows, 00h 00h 01h 02h to Mac.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: esran on December 20, 2016, 11:56:41 pm
So, I recruited the president twice, and had two of the same president. That doesn't seem right...
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: cider on December 21, 2016, 08:29:08 am
Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Cheers! I have another possibly silly question; is there a way to resize the window? When I play (whether it's TV or just the regular game) the window looks like this (http://puu.sh/sWy1n/526c957088.png), which makes it a pain in the ass to play more than a short while.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on December 22, 2016, 11:54:06 am
That's not quite true: saves from Windows do sometimes work on the Mac version, but not vice-versa. I suspect that it has something to do with the different end-of-line characters that Microsoft uses versus what Unix uses (Mac is Unix).
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: esran on December 22, 2016, 12:57:26 pm
does using unix2dos work?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on December 22, 2016, 08:13:04 pm
So, I recruited the president twice, and had two of the same president. That doesn't seem right...

It's going to create bugs in other ways, too. I will try to fix that.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on December 27, 2016, 12:34:01 am
I am trying to add movies.cpp and movies.h to the game now, but having some problems compiling as a reconfiguration of the make file causes compiler errors. I have isolated the problem to one file, Markup.cpp. I cannot find any connection of Markup.cpp to anywhere else in the LCS code, and am tempted to just remove it. Before I do that, though, are any of you aware of what its role might be/have been?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SchmittLenin on December 27, 2016, 01:01:47 am
So, I recruited the president twice, and had two of the same president. That doesn't seem right...

Pretty sure you can do that even in vanilla LCS...
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on December 27, 2016, 08:14:29 pm
I am trying to add movies.cpp and movies.h to the game now, but having some problems compiling as a reconfiguration of the make file causes compiler errors. I have isolated the problem to one file, Markup.cpp. I cannot find any connection of Markup.cpp to anywhere else in the LCS code, and am tempted to just remove it. Before I do that, though, are any of you aware of what its role might be/have been?

Well, I am unable to solve this problem. If I try to run ./configure, and then recompile using make, I get the following error message:

Code: [Select]
Undefined symbols for architecture x86_64:
  "_iconv", referenced from:
      TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
  "_iconv_close", referenced from:
      TextEncoding::CanConvert(MCD_CSTR, MCD_CSTR) in crimesquad-Markup.o
      TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
  "_iconv_open", referenced from:
      TextEncoding::CanConvert(MCD_CSTR, MCD_CSTR) in crimesquad-Markup.o
      TextEncoding::IConv(void*, int, int) in crimesquad-Markup.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [crimesquad] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2


This means that I cannot add new files to the game. I can add functions to existing files, though, since I don't need to configure unless I edit the makefile. I will try to add the movies functions to monthly/tvrecord.cpp in the meantime, but if possible I would like to add a movies.cpp.

If anybody can fix this problem, please let me know. I tried to do some research, and uninstalled Macports - it did not help.



Edit:
New features in progress:
-In the process of adding marriage as a sleeper activity (recruit into LCS via seduction)
-If a liberal loses contact with the LCS, then his or her means of losing contact will be the same as that of his or her contact
-Added tornadoes to the list of obstacles that can be encountered in a car chase (just for fun)

Bugs fixed:
-Fixed a bug causing display issues with TV-added classes
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: zaimoni on December 28, 2016, 02:39:14 pm
The new makefile wants libiconv ( https://www.gnu.org/software/libiconv/ ) .  I would have to check details on how to specify that for configure.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on January 10, 2017, 05:50:42 pm
I had some adventures trying to compile this for windows myself.  The first one is helpful enough that I want to share it!  The compiler spat out a Fatal Error C1061 on the first attempt (just a blind build-hopelly attempt) and pointed to the stringconversion.cpp where there was a great deal of if/elseif code.  The thing is, each of the elseifs have a return after them, so the expression doesn't need the elses.

Code: [Select]
   short creaturetype_string_to_enum(const std::string& ctname)
{
if (ctname == "CREATURE_BOUNCER")
      return CREATURE_BOUNCER;
   else if (ctname == "CREATURE_SECURITYGUARD")
      return CREATURE_SECURITYGUARD;
   else if (ctname == "CREATURE_SCIENTIST_LABTECH")
      return CREATURE_SCIENTIST_LABTECH;
   else if (ctname == "CREATURE_SCIENTIST_EMINENT")
      return CREATURE_SCIENTIST_EMINENT;
   else if (ctname == "CREATURE_CORPORATE_MANAGER")
      return CREATURE_CORPORATE_MANAGER;
   else if (ctname == "CREATURE_CORPORATE_CEO")
      return CREATURE_CORPORATE_CEO;

The above functions identically to...

Code: [Select]
short creaturetype_string_to_enum(const std::string& ctname)
{
   if (ctname == "CREATURE_BOUNCER")
      return CREATURE_BOUNCER;
   if (ctname == "CREATURE_SECURITYGUARD")
      return CREATURE_SECURITYGUARD;
   if (ctname == "CREATURE_SCIENTIST_LABTECH")
      return CREATURE_SCIENTIST_LABTECH;
   if (ctname == "CREATURE_SCIENTIST_EMINENT")
      return CREATURE_SCIENTIST_EMINENT;
   if (ctname == "CREATURE_CORPORATE_MANAGER")
      return CREATURE_CORPORATE_MANAGER;
   if (ctname == "CREATURE_CORPORATE_CEO")
      return CREATURE_CORPORATE_CEO;

The else if version made the compiler choke.  The if version... still didn't compile, because there were other issues, but at least the compiler got past that sticking point.  I couldn't figure any of the other errors out.  I'm not really a programmer.  I hope work continues on the windows port.  I'll go over the code and post things that I find in hopes of finding something that helps.  No promises.  Still not a programmer.

Removing them is an annoying little task, so here's a copy of stringconversion.cpp with (what I believe to be) unnecessary else statements removed.  https://drive.google.com/open?id=0Bxgzjpxsul11V01QVjk2dlVndk0

Update:
While playing the game (I am glad there is a windows port!) I have had many crashes and glitches during the "insidious corruption" phase.  None of the corruption phases seem to work right.  There also don't seem to be any Stalinists in office as a result of them, although I see them referred to in the insidious corruption code as what non-elite liberals ought to be ossifying into.

Update 2:
Of course there were no Stalinists...  I turned them off.  It didn't occur to me that they might be important, but I can see the relevance given the NEC.  I'm not sure the mod handles that configuration well, though.

Update 3:
I have persisted through crashes to get that save to a point where it is on the brink of victory via elite liberalism.  I think it may also be on the brink of failure via wilderness collapse.  The mafia declared war on me in the most impressive multisite raiding that I've ever seen in this game, and while I was burning down their mansions in retaliation the CCS crushed the whatchams out of the wilderness and started burning it all down.  It's a bit of a race condition.  I'd love to see how it comes out - there've been some excellent hard-fought battles - but the crashing has gotten too bad.  I'm starting to wonder if the win and lose conditions might be broken.  Time to start over.  I need to be more on top of the CCS...  They've never gotten away from me like that before.

Update 4: 
It appears that turning the Stalinists on fixed the insidious corruption effect in the mechanical sense, but the process is still visually glitchy.  The Senate corruption effect is especially glitchy as hitting 'next key' appears to paste another copy of the event under the current copy.  This happens again when 'next key' is hit again.  After that the next few keypresses do nothing, but then after a few more the month continues processing.

Update 5:
I just had a crash when a character with superpowers attacked some gang members who attacked her while she was exercising.  I tried to reproduce it, and the same thing happened, but this time and on all further reproduction attempts it got one frame farther before crashing (it got as far as showing that the attack missed or hit and did nothing, which is the only range of outcomes I've gotten; this mutant's stats are minimal). 

There's also been a lot of "ActivityAthletics: Crime 9 has not been defined!" during all the exercising.  I had seen that before, but it only just occurred to me to report it.

uPDATE 6:
I've discovered that I can't see which city my liberals are being held in.  It just says "Police Station," which is somewhat less helpful than it should be.  On a related note, there's a lot of Native American Cis running around at high L, and a few Native American Shs, too.  Same display box length issue.

Also, prisons seem to be bugged.  The down stairs always spawn in a wall, making them inaccessible for the return trip.  You can never leave alive once you enter the second floor...  Real bummer for the liberal who got sentenced to death for loitering.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on January 12, 2017, 03:58:05 pm
I had some adventures trying to compile this for windows myself.  The first one is helpful enough that I want to share it!  The compiler spat out a Fatal Error C1061 on the first attempt (just a blind build-hopelly attempt) and pointed to the stringconversion.cpp where there was a great deal of if/elseif code.  The thing is, each of the elseifs have a return after them, so the expression doesn't need the elses.
...
The else if version made the compiler choke.  The if version... still didn't compile, because there were other issues, but at least the compiler got past that sticking point.  I couldn't figure any of the other errors out.  I'm not really a programmer.  I hope work continues on the windows port.  I'll go over the code and post things that I find in hopes of finding something that helps.  No promises.  Still not a programmer.

Removing them is an annoying little task, so here's a copy of stringconversion.cpp with (what I believe to be) unnecessary else statements removed.  https://drive.google.com/open?id=0Bxgzjpxsul11V01QVjk2dlVndk0
I had the same problem.  It was... a pain.  then there are the linker errors, which requires a few changes, and then there's the changes to SDL for Visual Studio 2015, which requires recompiling of the external libraries.  I don't actually remember all the changes I had to make.
I can include my Visual Studio 2015 project in the next Windows release, which should make it relatively straight forward.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on January 13, 2017, 12:12:30 pm
My latest save seems to have gotten into a state where Superhuman Rights has popped off the scale to the left, lodging it in "Superheroes receive sensitivity training and promote liberal justice" in spite of the Conservative government still in power.  I wandered around the plaza for a while and saw no superheroes, though I did spot two conservative superpowered criminals.

Having that Visual Studios project would be nice, thank you.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: dhthwy on January 14, 2017, 05:52:01 pm

 The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on January 15, 2017, 09:23:25 am

 The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.

A function can only return once.  There's no need to keep it trapped in a loop.  If any of the IF statements pass, it will return something and stop.  When they fail, it executes the next IF statement.  "Else if" is just an inefficient looping structure in this context, and Visual Studio 2015 directly tags that code as something it refuses to compile.

UPDATE:

I seem to have gotten a save into an unadvance-able condition on Terra Vitae material.  May it prove helpful in debugging.  https://drive.google.com/file/d/0Bxgzjpxsul11OER1WnBSSU5YNG8/view?usp=sharing
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on January 16, 2017, 09:05:18 am

 The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.
It shouldn't break it, but it does.  Visual Studio 2015 has a limit of something like 128 elements in an if else chain, which is just enough to allow the vanilla game, but just insufficient for terra vitae.  It's arbitrary and weird, and it does make sense to keep them (a switch statement would be better, but C++ doesn't allow switches on string constants), but Visual Studio 2015 won't let it compile, even though the compiler SlatersQuest uses can compile it just fine.  This is what happens with thirty year old programming languages.

Note that, while the
if() return
if() return
method is equivalent, it is also more fragile.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on January 16, 2017, 03:40:39 pm
Here's a save where the Superhuman Rights issue popped off the wrong side of the map.  https://drive.google.com/file/d/0Bxgzjpxsul11TnBoTEFLV280Rk0/view?usp=sharing

Where do I go to shift public opinion on the Factory Farming issue?  Is that in the base game?  I don't recognize it, and I'm not sure what sites or activities it's affiliated with.

There also seem to be a number of crashing bugs that happen if you try to hug a tree.

I decided to make the "corporations are harvesting the wilderness" message go away by parking a group in the wilderness and blowing away anything that tried to attack the site for a while, but this didn't work.  It also seems to have caused the Wilderness map to glitch out.  Take a wander in the Wilderness as it has become, but mind the crazy heat on my battlesuit bards.  It turns out they're capable of blowing away a tank!  https://drive.google.com/file/d/0Bxgzjpxsul11NEhhMUpEa0hQUjA/view?usp=sharing
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: bluwolfie on January 21, 2017, 11:03:27 am
Has anyone kind enough uploaded a version of this already compiled for windows? I wouldn't know the first thing about compiling and it seems like a lot of people are having issues with it.

Thanks.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on January 21, 2017, 12:21:16 pm
Oops - sorry I've been out of touch. i've been working on the mod, but haven't been on the forum!

Did you notice when superhuman rights laws got turned into something outside of possibility? I just took a cursory glance through and couldn't find any obvious bugs.

I am midway through the movie-making 1.1. All of the places where movies can be inspired in-game are now included, but the code that handles the movies themselves is not.

Public opinion on food is influenced by the Vegan Coop and Juice Bar.

IsaacG put up a link to his Windows version - look for it.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on January 26, 2017, 06:14:38 pm
>Did you notice when superhuman rights laws got turned into something outside of possibility? I just took a cursory glance through and couldn't find any obvious bugs.

I've had this bug twice now.  I haven't yet spotted the exact point when it happens, but I think it happens during a month changeover.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on January 28, 2017, 08:18:57 pm
Argh - that's going to be really hard to find without a specific report.

Current workable solution: do you know what the superhuman rights law should be? If so, then you can use cheat codes to set it straight.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on February 02, 2017, 12:48:33 am
Quote
do you know what the superhuman rights law should be? If so, then you can use cheat codes to set it straight.

The bug only seems to happen when superhuman rights law is arch-conservative.  It looks almost like an underflow.  How do the cheat coes work?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on February 02, 2017, 01:41:41 pm
It's in the cheat code documentation file  :P

Go to a liberal (any liberal) on the review liberal screen. Press 'n' to get a new name. Type "Cheat Legislate Superhumans +" or  "Cheat Legislate Superhumans -" (the former will make the law more liberal, while the latter will make it more conservative). repeat as necessary.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on February 07, 2017, 10:13:58 am
Update: version 1.1 is almost ready, but I am fighting to kill a few bugs before the release. It is playable.

This new version includes:
-It is now possible for sleepers to get married as an action. This requires loveslave slots and otherwise is similar to recruitment via seduction for active liberals.
-Added "wild west" as a type of execution with appropriate types (hanging, high noon shootout, tying to railroad tracks, etc.)
-And, most important of all, movies!

Movies can be inspired by activity by the LCS (and other organizations). Movies when released affect public opinion. Right now there is no way to alter the effect of a movie once the movie is inspired. This will be included in future updates, however; I just haven't gotten to it yet.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: BigD145 on February 07, 2017, 01:19:07 pm
Looking forward to bug fixes and the windows compile. Also movies. What liberal doesn't like movies?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: bluwolfie on February 07, 2017, 04:53:13 pm
Looking forward to bug fixes and the windows compile. Also movies. What liberal doesn't like movies?

There's gonna be a windows compiled version? Cool!
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Rakeela on February 07, 2017, 08:29:04 pm
Eagerly awaiting the next release!

...does busting into a place and converting people with guitars shift the issues any?  It should.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on February 11, 2017, 12:25:33 pm
Some stuff I noticed about the 1.04 version for Windows:

Game still crashes when seeing Vivian Pines in her house
If you get accosted by gangsters or vigilantes while doing athletic activism, hitting the "fight" option crashes the game
Athletic activism trains dodge extremely slowly (+0.01 to Dodge per day)
Front door guards at the Don's mansion let me in, but not the ones outside his office or safe
Terra Vitae safehouses never become available to me, even after I keep shooting up the Wilderness and Injun Reservation

Also, special attacks like talking(Radio Personalities, Cable News Anchors, CEOs, etc do this) and music(Guitar + 10 skill in Music) should give juice if they don't already. Maybe drain juice from the target and then transfer it to the one doing the attack?

There should also be a way to get rid of unwanted, damaged, and bloody clothes. After going on a rampage, my Liberals end up with tons of common, useless clothing that is damaged and covered in blood (Ex. wife beaters, bunker gear, cheap suits, black leather). Maybe donating the clothes to a charity or something, or just throwing them in the trash?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on February 14, 2017, 08:55:19 pm
Having a hard time finding a bug, but stay tuned.

Quote
Game still crashes when seeing Vivian Pines in her house
-I do not have a problem with Vivian Pines' house. I don't know if this is because I fixed a previous bug or if it's something with the port.
Quote
If you get accosted by gangsters or vigilantes while doing athletic activism, hitting the "fight" option crashes the game
-I haven't tested this, but I will.
Quote
Athletic activism trains dodge extremely slowly (+0.01 to Dodge per day)
-This is true. It was initially deliberate, although I will consider increasing it.
Quote
Front door guards at the Don's mansion let me in, but not the ones outside his office or safe
-I will look into this.
Quote
Terra Vitae safehouses never become available to me, even after I keep shooting up the Wilderness and Injun Reservation
-And this, although you're supposed to get access to Terra Vitae by recruiting the TV leader.

Quote
There should also be a way to get rid of unwanted, damaged, and bloody clothes. After going on a rampage, my Liberals end up with tons of common, useless clothing that is damaged and covered in blood (Ex. wife beaters, bunker gear, cheap suits, black leather). Maybe donating the clothes to a charity or something, or just throwing them in the trash?
Those things are salable, aren't they?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on February 18, 2017, 12:26:01 am
The unmodded LCS won't let you sell damaged or bloody clothing. I don't think that's changed either in Terra Vitae mod, but I haven't checked yet.

Quote
Is it me, or does Terra Vitae not have the "Vehicle dodging" mechanic that actually makes car chases survivable if you can't escape within the first turn? Got into a car chase today when the CCS chased after me for shooting up a Judge Hall, and nobody was dodging the bullets with their vehicles. Not even the CCS, who presumably had more skilled drivers than my Liberals

Sadly, no - that feature was added to vanilla LCS after TV was developed. We really need to re-sync the mod with the core game. Maybe we should embark on that this coming week?

Extremely late reply, but I have no experience with coding for LCS beyond editing a bunch of stuff in the XML files. You'll have to ask Kamal-Sadek for that or something.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: dhthwy on February 18, 2017, 07:59:38 am

 The "else if" clauses aren't going to break it, and it makes sense to keep them. It must be something else, perhaps that other problem causing the compilation to fail.
It shouldn't break it, but it does.  Visual Studio 2015 has a limit of something like 128 elements in an if else chain, which is just enough to allow the vanilla game, but just insufficient for terra vitae.  It's arbitrary and weird, and it does make sense to keep them (a switch statement would be better, but C++ doesn't allow switches on string constants), but Visual Studio 2015 won't let it compile, even though the compiler SlatersQuest uses can compile it just fine.  This is what happens with thirty year old programming languages.

Note that, while the
if() return
if() return
method is equivalent, it is also more fragile.


Thanks I didn't know that! probably because I would never write it that way. It ought to be worked around then, something like this would probably be better:

Code: [Select]

std::map<std::string, int> cr {
        {"CREATURE_BOUNCER", CREATURE_BOUNCER},
        {"CREATURE_SECURITYGUARD", CREATURE_SECURITYGUARD},
        {"CREATURE_SCIENTIST_LABTECH", CREATURE_SCIENTIST_LABTECH},
        {"CREATURE_SCIENTIST_EMINENT", CREATURE_SCIENTIST_EMINENT},
        {"CREATURE_CORPORATE_MANAGER", CREATURE_CORPORATE_MANAGER},
        {"CREATURE_CORPORATE_CEO", CREATURE_CORPORATE_CEO}
};

std::string foo = "CREATURE_SECURITYGUARD";
auto it = cr.find(foo);
if (it == cr.end()) {
        std::cout << "oh noes, can't find: " << foo << std::endl;
} else {
std::cout << it->second << std::endl;
}



An example for Slater. I wouldn't worry about performance and compilers are pretty clever with their optimizations. Also it has the benefit of not repeating yourself, less error prone and easier to maintain.

Oh yea, after having looked at the problematic file in question, there is definitely some code smell going on. That much use of branching for that purpose is straight up evil and abusive (did Toady write that?).  There's quite a few of them, since I'm lazy I would probably write a program with perl or something to fix it myself.

FWIW, "if" and "else if" aren't equivalent. "if" can hurt clarity, as it tells the reader and the compiler that each condition is unrelated to the others. "if" also doesn't take advantage of branch prediction which CPUs are really good at. With branch prediction from "if else" the CPU can jump straight to the correct "if else" before executing any "if else's" above it. With "if" the CPU has to execute each "if" statement in order before it finds a match.  Now I did say one shouldn't worry about performance, but writing clear, tidy code is plain common sense and that typically helps the reader and automatically tends to keep things speedy since it also helps the compiler do its job.

Where it's just a few "if else's" in that file, that's no big deal, but some of those functions have a lot of wicked branching where they should be making use of a data structure like std::map for that kind of data.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on February 18, 2017, 08:31:55 pm
Quote
Front door guards at the Don's mansion let me in, but not the ones outside his office or safe
-I will look into this.

Nevermind about this. Tried again with the Don's mansion and I got let in.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: IsaacG on February 18, 2017, 09:12:35 pm

Code: [Select]

std::map<std::string, int> cr {
        {"CREATURE_BOUNCER", CREATURE_BOUNCER},
        {"CREATURE_SECURITYGUARD", CREATURE_SECURITYGUARD},
        {"CREATURE_SCIENTIST_LABTECH", CREATURE_SCIENTIST_LABTECH},
        {"CREATURE_SCIENTIST_EMINENT", CREATURE_SCIENTIST_EMINENT},
        {"CREATURE_CORPORATE_MANAGER", CREATURE_CORPORATE_MANAGER},
        {"CREATURE_CORPORATE_CEO", CREATURE_CORPORATE_CEO}
};

std::string foo = "CREATURE_SECURITYGUARD";
auto it = cr.find(foo);
if (it == cr.end()) {
        std::cout << "oh noes, can't find: " << foo << std::endl;
} else {
std::cout << it->second << std::endl;
}




A map.  Now that's a solution worth trying.
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: Taberone on February 19, 2017, 05:03:34 pm
What are some valid disguises for the injun reservation, and how exactly does "Conduct secret Terra Vitae mission" work? Do any stats or skills affect the chances of discovering a conspiracy? Also found another bug. I had two enlightened Agents I just recently recruited suddenly being unable to do the Secret Terra Vitae Mission after fighting off a siege.

(http://i.imgur.com/BisXKKW.png)

Managed to have my Liberals actually discover a conspiracy, and sent them on a mission. The instant they return, the game crashes. Disbanding and waiting also causes a crash. Any way to save my game from crashing every single time by editing the save file or something?
Title: Re: Terra Vitae Mod (version 1.0 released!)
Post by: SlatersQuest on February 22, 2017, 07:17:01 pm
I am going to have to delay the release a bit. Bugs are appearing left and right. I now do have a bug that never appeared before, though, which crashes when I try to seduce Vivian Pines (odd, it used to work...).


Edit, part 1: the Science, Computers, and Religion skills affect the odds of availing yourself of a secret mission. Each mission has a corresponding skill, and if any liberals are deemed fit then they can be sent. Liberals without the skill won't be deemed fit. Success or failure is then determined based on the skill itself, but it is dangerous.

I don't know why it's crashing, but lots of other things are crashing that didn't used to, so we'll see what happens. You can try sending me the save file and I will try to replicate the error.


Edit, part 2: all right, somebody who understands C++ better than me, help me out here: I am encountering a bug where the TV leader can be added to a date, but if she then leaves the date and is not liberalized, her data get scrambled. I believe it has to do with the delete_and_remove function in the date class when the date is deleted, but the UniqueCreature shouldn't be. Does this problem also exist with presidents and CEOs?


Edit, part 3: I have found and fixed one bug that prevented the TV leader from being able to be recruited at all while on vacation in single-city mode. I have discovered another bug - this is probably the bug that causes Taberone's game to crash when visiting Vivian Pines in her bed. What happens is that Vivian's data gets scrambled somehow after anything happens to her (in my case, I loveslaved her, then went back to her house after she had been loveslaved). However something similar happens if her house is closed down for some reason, e.g. by doing liberal biodiversity conservation on the trees in her front yard (which I should probably remove as that's not the point, but anything that closes down her house can have the same effect).


Edit, part 4: The bug causing the game to crash upon arriving at Vivian Pines' bed is a bug in the saving and loading of the game. Thus if you play the game without saving, it works properly, but data get scrambled during the save. I am working on fixing it now.

Edit, part 5: Bug found. The game was saving the data properly, but not loading the html script into variables properly. I also found out what you meant by the game crashing when you attack perusers during athletic activities - I assume you only mean gang members, because it works just fine if I use cops. I will work on fixing that now.

Edit, part 6: Bug found - the game is expecting there to be a news story about the gang member being shot, but of course there isn't one because the attackers are gangbangers, not cops. I will make a news story for this, but will do it tomorrow when I am not tired.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on February 28, 2017, 06:54:57 pm
Version 1.1 released!

Follow the link in the opening post

 :)
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: IsaacG on March 01, 2017, 08:11:24 pm
Windows Port (now with VS 2015 workspace file):

http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zip

There is a problem with this port.  The file tvrecord.cpp has a function bzero(Movie, int) which is undeclared.  It is commented "House Cleaning".  I had to comment this line to get it to compile, and I do not know how significant this is.
Edit: Fixed.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 02, 2017, 01:04:58 pm
That's odd.

bzero() is a command in the standard C library routine that takes a number of bytes and sets their contents to zero. In this case, I give it the size of the class Movie, give it a pointer to the newly-created Movie, and then tell it to zero everything in the movie. This means that if something goes wrong as I edit the movie, it's because of something I did and not the whims of whatever data was there when the Movie was allocated from memory. I find it very strange that the Windows C compiler doesn't have it, but the same effect would be achieved by manually setting everything in the class to zero.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: zaimoni on March 02, 2017, 01:09:51 pm
bzero() is XOPEN C standard library, not ISO C standard library.  It is equivalent to a memset to 0 (and GCC deals with the MSVC C standard library by defining bzero in terms of memset).
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: esran on March 04, 2017, 10:30:02 am
In windows version 1.1, vivian pines house went under permanent siege. I could still continue as normal, but the siege never ended( I waited several months), and I couldn't travel to vivian pines house.
At the time I had not recruited vivian pines (though I had failed to several times) and I had accidentally shut down vivian pines house several times, provoking terrae vitae to attack me back. (for some reason they only sent unarmed college students)
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 05, 2017, 11:27:28 am
Thanks for the bug report. I have a fair idea of where those bugs are and will try to fix them. Was the siege a police siege or was it some other kind of siege?

*

Meanwhile, the next major version is going to include lobbies.

To summarize:

Lobbies are additional legislative bodies. Each lobby has one or a few laws that it cares about and legislates. Lobbies do not care about public opinion, or about any other laws. A sufficiently powerful lobby will be able to push legislation through regardless of who is in congress, but a weaker lobby will only be able to propose law changes.

Each lobby has a range of alignments that it can have. A lobby that gains enough liberal influence (see below) will shift to a more liberal alignment in that range if it can (i.e. there are more liberal alignments available), while a lobby that gains too little liberal influence will shift to a more conservative alignment if it can (ditto). A lobby that cannot shift will become weaker and less effective if the direction of the influence is counter to the alignment of the lobby.

Each lobby consists of one or more character classes. Any creature of one of those classes belongs to that lobby. Any given character classes can belong to any number of lobbies. This means that a character belonging to such a class belongs to every lobby that xer class does.

Lobbies gain liberal influence through any of the following:
-A lobby's members being recruited by the LCS (regardless of their original alignment)
-A lobby's conservative members being killed by the LCS in a site action (provided that the masses are not alienated)
-The LCS' sleepers of a lobby advocating liberalism (even for things like hippies that otherwise are useless as sleepers).
-If a character class cannot appear due to successful LCS activity (e.g. the laws are too liberal for death squads, or the CCS has been defeated), then the lobby will gain liberal influence for as long as this situation persists.

Lobbies gain conservative influence (identical to negative liberal influence) through any of the following:
-Members of the LCS who belong to said lobby dying or leaving the LCS (this effect is smaller than if they joined the LCS)
-Every lobby gains a small amount of conservative influence each month by default
-If a character class cannot appear due to unsuccessful or incomplete LCS activity (e.g. the CCS has not been formed yet), then the lobby will gain conservative influence for as long as this situation persists.

All lobbies will be defined in lobbies.txt which will be a tab-delineated text file located in the art/ folder. An instruction manual of how to edit your own lobbies, as well as several pre-built lists of lobbies inspired by stories from various other media (e.g. Star Wars, Indiana Jones, James Bond, etc.) will be included for quick use.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: esran on March 05, 2017, 02:46:58 pm
Thanks for the bug report. I have a fair idea of where those bugs are and will try to fix them. Was the siege a police siege or was it some other kind of siege?
I believe it was some other kind of siege, although there doesn't seem to be any way to check, and I don't recall what kind of siege it was.
Looking through the gamelog.txt I think it was this: "Masses dissatisfied with Terra Vitae's lack of respect forChristian faith are storming the Vivian Pines' House!"
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: Azerty on March 06, 2017, 04:01:08 am
Meanwhile, the next major version is going to include lobbies.

It looks like a good idea.

Maybe, in hthe future, some of these lobbies might have additional faculties: for exemple corporations might have private militias ala Pinkerman and give funding and the Churches might lobby for the freedom of prisoners.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 07, 2017, 02:04:16 pm
Maybe, in hthe future, some of these lobbies might have additional faculties: for exemple corporations might have private militias ala Pinkerman and give funding and the Churches might lobby for the freedom of prisoners.

What you are describing is a feature that I plan on giving factions, which I plan on adding after lobbies (technically lobbies are a kind of faction, but this will be the general case).  :)
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wer6 on March 13, 2017, 02:38:55 pm
Having a bit of a problem with films slowing an amount of time passage down to a crawl, is there anyway to disable their messages or flat out remove them?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 19, 2017, 09:35:46 am
Sorry for the late response - can you give me a little more detail? Have you disbanded and are waiting? I can make the message disappear when you aren't looking.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wer6 on March 19, 2017, 10:12:36 am
It's essentially a slog both when I am disbanded and when I am doing any amount of long term projects (Clothes making for funds) to have just an extra prompt or five every day or so,  and yes, it is especially horrific when the LCS is disbanded due to the fact that everyone went to prison for unrelated reasons.

I think that either it should be reduced in chance by /alot/ or put somewhere where I can look back at it rather than shoving it in my face with a prompt where I'll toss it to the side.

side note, every single one of them has the producer praising Ronald Reagan like a god.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 19, 2017, 10:13:26 pm
I have just made all of the movie messages subject to whether or not the LCS "can see things" (i.e. not disbanded, not in prison). That should fix the disbanded slog.

The only other time that you should get lots of messages is at the end of months. You actually probably want to read those.

The producer's political alignment depends on the inspiration for the movie. If they're inspired by LCS activity, then they'll be more liberal. AM Radio and Cable News, however, worship Ronald Reagan like a god, so movies inspired by them will be C+. (By the way, you can cut down on those movies by making AM Radio and Cable News less popular)
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: a1s on March 24, 2017, 06:38:52 am
The link says "File not found."
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: pikachu17 on March 25, 2017, 07:18:17 pm
Had a bug. Even though we hadn't committed any crimes, us guitarists were persecuted by conservatives. We then surrendered to the first secuirity guard we saw. We then were treated as if we all committed crimes. I even got ratted out, even though no one committed crimes(well, not any of my men, any way).
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 29, 2017, 09:26:00 am
Uh-oh. If the link is down, then Dwarf Fortress is down! I will keep an eye on it and if it's not back up in a week, I will try to find another solution.

Did you check to see what your guitarists' rap sheets were while in the police station? What you describe shouldn't have been possible, but there are ways to get flagged for crimes upon arrest.

edit: testing:

http://dffd.bay12games.com/file.php?id=8634

Edit: okay, the above link works. For some reason the one in the opening post does not.

Edit: link is fixed. I don't know what happened, because I didn't do anything to it. In any case, it works now.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: Taberone on March 29, 2017, 09:17:14 pm
Had a bug. Even though we hadn't committed any crimes, us guitarists were persecuted by conservatives. We then surrendered to the first secuirity guard we saw. We then were treated as if we all committed crimes. I even got ratted out, even though no one committed crimes(well, not any of my men, any way).

Playing music with the guitar is the same as attacking a Conservative as far as they are concerned, so they'll shoot you regardless just like in regular LCS. Conservatives aren't coded to have sane, rational responses to minor offenses like playing music or stealing stuff off the floor right in front of them, and will punish anything you do that is alarming by attacking.

Even if you don't have any crimes, your guitarists will still get charged with trespassing or disturbing the peace (not sure which one). Trespassing/disturbing the peace is for when they can't find anything else to pin on you.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on March 30, 2017, 09:48:24 am
Loitering is when they can't find anything else to nail you with. However, if you're not wanted for anything, you shouldn't be able to break under police pressure and rat out your fellows, which makes me think you were flagged for something and didn't realize it. By knowing what that something was, I can tell you whether this was a bug or not.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 03, 2017, 08:01:44 am
Hi,i've been playing this mod for couple of days now and i have a problem with the power/magic weapon and some encounters,
when i get a encounter with...something it crashes my game,and the same goes when i try to equip anyone with the power/magic,
any help?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 08, 2017, 09:20:25 am
Your version is out of date. Download the new version.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 08, 2017, 07:37:31 pm
i downoladed the version from the link on the first page
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 09, 2017, 10:53:04 pm
That is very strange, because I just tested it and did not replicate your bug. You say that it crashes whenever somebody with superhuman powers uses said powers? That's identical to a bug that was in version 0.1, and I fixed it, and it's still fixed in the version I have on my computer.

Does your version include movies?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 11, 2017, 07:28:02 am
That is very strange, because I just tested it and did not replicate your bug. You say that it crashes whenever somebody with superhuman powers uses said powers? That's identical to a bug that was in version 0.1, and I fixed it, and it's still fixed in the version I have on my computer.

Does your version include movies?
yes,and heres what i got from the downolad https://gyazo.com/2db79f3f37c59a6461e7f383805bf38a?token=692ce63d1b73cbf8cd058db5ac897c4f
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: andresxdxd1 on April 11, 2017, 06:18:55 pm
Welp, got some problems.
1. A minor bug.. you can just see it on this image, besides the typo "inspired.spired": (http://i.imgur.com/IpIBT03.png)
2. Sometimes, when "massive" amount of movies get released my game crashes. Havent saw this behavior anymore when i formatted, but reporting it is important..
3. Even if my sleepers got a high chance (68%, for example) they get caught anyway when snooping around.. going to try laying low so i can get a higher chance..
4. When you go to the white house and there is a liberal president, he appears as a Conservative. (and when i try recruiting him on some sort, my game crashes lol)
5. When the "Judicial Branch" corruption happens, a movie text appears between the 4th and 5th member.
6. This. (my character name is "k") (https://i.imgur.com/uT5yf5S.png)
7. Is normal that my safehouses got 2% heat and the CIA just comes in and attacks? its not fair..

And now, questions:

1. Can i "modify" the movies? im just getting heavy-attacked with stalinist movies and the house of representatives is going stalinist....
(btw, thinking about doing a wiki about the mod? or is already done? )
2. There isn't a way to help the TV office against attacks? not sure about this one lol
3. Seems like my Superpowered Criminal (oh yeah, he got a super hero costume)  can't get anything on the secret mission.. it needs to be a Agent or have some specific skill?
4. Last one: No way to kill the president, getting more liberals at the house of representatives or something else? all of my sleepers are just getting caught and most of them got low persuasion and percentage.. i think the "advocate liberalism" isnt going to work so much ;(
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 11, 2017, 09:56:00 pm
yes,and heres what i got from the downolad https://gyazo.com/2db79f3f37c59a6461e7f383805bf38a?token=692ce63d1b73cbf8cd058db5ac897c4f

All right, that is the most recent version. I have no idea what would be causing it. Unless - did you move or do anything to the art/ folder when you copied/installed the mod? Did you install it into an existing LCS install, or did you install it from scratch?


Welp, got some problems.
1. A minor bug.. you can just see it on this image, besides the typo "inspired.spired": (http://i.imgur.com/IpIBT03.png)
2. Sometimes, when "massive" amount of movies get released my game crashes. Havent saw this behavior anymore when i formatted, but reporting it is important..
3. Even if my sleepers got a high chance (68%, for example) they get caught anyway when snooping around.. going to try laying low so i can get a higher chance..
4. When you go to the white house and there is a liberal president, he appears as a Conservative. (and when i try recruiting him on some sort, my game crashes lol)
5. When the "Judicial Branch" corruption happens, a movie text appears between the 4th and 5th member.
6. This. (my character name is "k") (https://i.imgur.com/uT5yf5S.png)
7. Is normal that my safehouses got 2% heat and the CIA just comes in and attacks? its not fair..

And now, questions:

1. Can i "modify" the movies? im just getting heavy-attacked with stalinist movies and the house of representatives is going stalinist....
(btw, thinking about doing a wiki about the mod? or is already done? )
2. There isn't a way to help the TV office against attacks? not sure about this one lol
3. Seems like my Superpowered Criminal (oh yeah, he got a super hero costume)  can't get anything on the secret mission.. it needs to be a Agent or have some specific skill?
4. Last one: No way to kill the president, getting more liberals at the house of representatives or something else? all of my sleepers are just getting caught and most of them got low persuasion and percentage.. i think the "advocate liberalism" isnt going to work so much ;(

Responses to bugs:
1. Already found and fixed that one for version 1.2. The typo isn't a bug; it's an overprint of a previous inspiration onto the current one.
2. Not sure, there were bugs here but I haven't replicated them. There was a bug that I did fix that did something like this, though, so it may have been the same bug.
3. The % chance of a sleeper getting caught is 100 minus the sleeper's infiltration chance. The sleeper has to have a juice of -2 or lower I believe to be caught, though; otherwise failing just means losing juice. This means that snooping is a dangerous activity for any low-juice sleeper from the standpoint of being caught. Of course you can just recruit more, but this is part of the balance of sleepers.
4. I will look into this, but there is a justifiable reason why he would appear conservative, just as Terra Vitae members and gang members appear conservative on their respective home turfs.
5. Can you give me a little more detail? There is a bug in this section that I've been trying to find, but I'm not sure if it's the same one.
6. Can you tell me what k is supposed to be doing instead?
7. Yes, it's possible, and part of the balance. The CIA (or any faction) can attack you at any positive heat - BUT you must also have done something to tick them off. For the CIA this is publishing secret documents or the Intelligence HQ data disk. You want to make sure you can withstand a siege from the appropriate faction before publishing things that will get them riled up.

Now, questions:

1. Not in version 1.1. Version 1.2 (in development) has several ways, however, all involving the movie studio. However, can you tell me what is inspiring the Stalinist movies? You can look at this when you get the movie inspiration message. Also, you can trigger your own movies through your own activity.
2. You can befriend Terra Vitae and then station liberals there to help defend it. Terra Vitae will get attacked by various enemies (including the CIA) without you doing anything to provoke them, though (TV already has provoked the CIA).
3. Each secret mission has a skill that determines who is effective at it and who isn't. What are you superpowered criminal's skills?
4. There is no current way to assassinate the members of the House, Senate, or Supreme Court, no (neither in this mod nor in vanilla LCS). I might add that in the future. If you use sleepers for dangerous activities, which includes snooping, then some of them will be caught and outed, no matter how good they are as sleepers. Advocating liberalism works for powerful sleepers like eminent scientists and other powerful conservatives, but generally not for others. Cable news anchor and radio personality sleepers are generally the most powerful for advocacy purposes. They don't stop the SCS, though, only AM Radio and Cable News, respectively.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: andresxdxd1 on April 11, 2017, 10:42:04 pm
Responses to bugs:
1. Already found and fixed that one for version 1.2. The typo isn't a bug; it's an overprint of a previous inspiration onto the current one.
2. Not sure, there were bugs here but I haven't replicated them. There was a bug that I did fix that did something like this, though, so it may have been the same bug.
3. The % chance of a sleeper getting caught is 100 minus the sleeper's infiltration chance. The sleeper has to have a juice of -2 or lower I believe to be caught, though; otherwise failing just means losing juice. This means that snooping is a dangerous activity for any low-juice sleeper from the standpoint of being caught. Of course you can just recruit more, but this is part of the balance of sleepers.
4. I will look into this, but there is a justifiable reason why he would appear conservative, just as Terra Vitae members and gang members appear conservative on their respective home turfs.
5. Can you give me a little more detail? There is a bug in this section that I've been trying to find, but I'm not sure if it's the same one.
6. Can you tell me what k is supposed to be doing instead?
7. Yes, it's possible, and part of the balance. The CIA (or any faction) can attack you at any positive heat - BUT you must also have done something to tick them off. For the CIA this is publishing secret documents or the Intelligence HQ data disk. You want to make sure you can withstand a siege from the appropriate faction before publishing things that will get them riled up.

Now, questions:

1. Not in version 1.1. Version 1.2 (in development) has several ways, however, all involving the movie studio. However, can you tell me what is inspiring the Stalinist movies? You can look at this when you get the movie inspiration message. Also, you can trigger your own movies through your own activity.
2. You can befriend Terra Vitae and then station liberals there to help defend it. Terra Vitae will get attacked by various enemies (including the CIA) without you doing anything to provoke them, though (TV already has provoked the CIA).
3. Each secret mission has a skill that determines who is effective at it and who isn't. What are you superpowered criminal's skills?
4. There is no current way to assassinate the members of the House, Senate, or Supreme Court, no (neither in this mod nor in vanilla LCS). I might add that in the future. If you use sleepers for dangerous activities, which includes snooping, then some of them will be caught and outed, no matter how good they are as sleepers. Advocating liberalism works for powerful sleepers like eminent scientists and other powerful conservatives, but generally not for others. Cable news anchor and radio personality sleepers are generally the most powerful for advocacy purposes. They don't stop the SCS, though, only AM Radio and Cable News, respectively.
1. Alright, then..
2. Will try at next version, but so far i got atleast 35 movies released in a row but no crash.. pretty strange..
3. Alright.
4. Maybe make him Liberal but not recruitable? ;)
5. Don't got the Judicial Branch image, but got the U.S Senate.. srry for the long image :(
(http://i.imgur.com/iXhWqfT.png)
6. He should be learning, for example, the "Computer Science" class.. i think the "k will send bug reports to the dev team" message is because the class is "unavailable"..
7. lol, alright.. sieged the police station with soldiers and haven't got any more attacks from them..
btw, the soldier with superarmor (i can't remember the name) doesn't appear anymore on the army base, he appears on oldest versions but not in this one.. maybe the laws?

Q:
1. Can't remember but those stalinist movies stopped even i f i dont have that stalinist option activated..
2. Befriend? recruited Vivian Pines but i can't establish my safehouse in the office or the wilderness.. strange.
3. Welp, he got magic 5, seduction, bla bla bla.. the unique skill he doesn't got is "Computer", recruited an Agent, got this.. what skill does it need? (yeah, we can use multiple agents at secret mission?)
 (https://i.imgur.com/GmyVUH0.png)
4. Alright, but if you are going to add that feature they should have MUCH heavy security.. imagine how easy is going to be killing them with just some secret service guards lol atleast add them a machine gun.. alright, got in account that. Thanks for the explanation  ;)

Oh yeah, got in mind adding new vehicles - weapons? or the liberal additions on Terra Vitae is enough?

EDIT: Managed to get the "middle text" on the Judicial branch corruption.
http://i.imgur.com/metdTpa.png
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 12, 2017, 08:37:32 am
Making somebody unrecruitable is harder than it sounds, but I can look into that.

Ah, yes, the legislative corruption display bug. I tried to fix that one, but need to playtest it to make sure. The movies should not be related to the corruption process, but since they're both monthly events, they can happen at the same time. Theoretically, there can be four movies per month due to factors (partially) beyond the player's control, one inspired by AM Radio, one by Cable News, one by Terra Vitae, and one by the SCS. Technically there is a fifth one as well by publishing Liberal Guardian special editions.

Computer science - check. Bug found, bug fixed  :)

Powered armor only appears in the military if certain laws are C+, yes. It's like the other superhero classes, where moderate laws make for realism while extreme laws make for fantasticalness.

Weird that recruiting Vivian Pines did not open up the TV locations, but I have added code to the sleeperize prompt that fixes that. Also, I made sure that the wilderness is always accessible as it is supposed to be.

Like I said, every secret mission has a skill. The remote rainforest one is Science. Keep plugging - there is a seduction mission (and secret missions are so powerful that this is necessary). Also, yes, you can send as many agents as you want. They don't even need to be of the agent type, although agents do get a bonus  ;)

Ah, the middle text just means that a movie got inspired the same month that corruption happened. It's not a bug. :)

Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 12, 2017, 11:06:42 am
wait...no i dont have the movies,or the "wilderness"...
i dont know how but i think that i downoladed the older version....
can someone send me the link to the newest version of the mod?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: andresxdxd1 on April 12, 2017, 11:55:43 am
Making somebody unrecruitable is harder than it sounds, but I can look into that.

Ah, yes, the legislative corruption display bug. I tried to fix that one, but need to playtest it to make sure. The movies should not be related to the corruption process, but since they're both monthly events, they can happen at the same time. Theoretically, there can be four movies per month due to factors (partially) beyond the player's control, one inspired by AM Radio, one by Cable News, one by Terra Vitae, and one by the SCS. Technically there is a fifth one as well by publishing Liberal Guardian special editions.

Computer science - check. Bug found, bug fixed  :)

Powered armor only appears in the military if certain laws are C+, yes. It's like the other superhero classes, where moderate laws make for realism while extreme laws make for fantasticalness.

Weird that recruiting Vivian Pines did not open up the TV locations, but I have added code to the sleeperize prompt that fixes that. Also, I made sure that the wilderness is always accessible as it is supposed to be.

Like I said, every secret mission has a skill. The remote rainforest one is Science. Keep plugging - there is a seduction mission (and secret missions are so powerful that this is necessary). Also, yes, you can send as many agents as you want. They don't even need to be of the agent type, although agents do get a bonus  ;)

Ah, the middle text just means that a movie got inspired the same month that corruption happened. It's not a bug. :)


Looking forward for it :)

Interesting.. i think for texting the middle texts at the corruption or fixing the movies overwriting (to fix that bug) you should maybe get the movies in ONLY one window and, probably, make a button to skip the movie screen (or a option?)..

Besides the computer science, there is "Weaving", "Fencing" and

Alright.

Welp, thats strange.. trying to see if in a new game i can open up TV locations. The wilderness is accesible, but not as safehouse.

Managed to get 1 mission done.. i think i already know what the mission requirements are..

But is a little annoying to see that text there  :(



btw, this appears on the questions to make your character:  (http://i.imgur.com/yJ2kmxb.png)


wait...no i dont have the movies,or the "wilderness"...
i dont know how but i think that i downoladed the older version....
can someone send me the link to the newest version of the mod?

welp, the link in on the first part of the thread but here you go: 
Just download and execute it.. maybe the problem is the LCS folder..
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 12, 2017, 03:00:17 pm
i downoladed it again,got a mutant with superpowers,crashed after just seeing him
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: andresxdxd1 on April 12, 2017, 03:41:42 pm
i downoladed it again,got a mutant with superpowers,crashed after just seeing him

I think that is a common bug.. i remember solving the problem but idk how..
Try installing the most recent VCRedist update, maybe that's the problem?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 12, 2017, 04:05:42 pm
Well, here's the thing: there are new weapons and armors in the art/ folder of any version of the mod. If for some reason your computer can't see that because you only did a partial download or install, then it will crash. How did you install the mod?


Yeah, the wilderness isn't accessible as a safehouse. I don't know how that slipped, but it's a bug, and it's been fixed for the next version - as soon as the rest of its features are ready. Right now I have to figure out how to make lobbies display properly, and then 1.2 will be good to go.


Edit: the founder design questions can trigger movies. Yes, they're all C+, every one of them. This is an intended design feature to give the conservatives something of a head-start.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 12, 2017, 04:17:57 pm
after reinstalling it i just went into the workspaces and got the crimesquad.exe from Release,and i didnt move it into the vanilla LCS

Edit: i moved it into a vanilla file,it doesnt crash as i see aynone with the modded abillities now,but when someone has them equiped i still crash and when i enter the game it says Terra Vitae version 0.11 (as just a sidenote)
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 13, 2017, 11:11:03 am
Well, you must be using the old version or code from the old version somehow. Can you tell me which screen you see this number? Perhaps copy and paste other text from this screen so that I can find it?

My suspicion is that what you should do is delete everything you have that is LCS-related, and then do a fresh reinstall. However, before you do that, I want to make certain that I've updated the version number everywhere.

Edit: what OS are you using? That might also explain part of the weirdness.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 13, 2017, 11:24:35 am
Okay so i see the 0.11 at the top bar of the game
and i am using win 8.1 64bit
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: TheInquisitor on April 14, 2017, 11:49:45 am
Glad to see this project coming to fruition.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 14, 2017, 04:14:43 pm
Okay so i see the 0.11 at the top bar of the game
and i am using win 8.1 64bit

Huh - all right, that's something unique to the Windows port. Unfortunately I can't explain why it says 0.11 as I don't have the capability to compile the Windows version. I suspect that your bug originates from the port somehow, although there remains the question of whether you are still somehow using code from the 0.11 version (that had a bug much like the one that you describe) or if the newer version has recreated a similar bug in Windows but not OSX.

Can you tell me what files you have in addition to the game itself? In particular, do you have an /art folder? If so, can you look into weapons.xml and see if there is a WEAPON_POWERS in there?


Glad to see this project coming to fruition.

It's been in fruit for about a year now ;)
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 14, 2017, 05:15:33 pm
okay,so...
i have the weapons.xml file,(and i have the mod in a normal LCS game)
and yes i do have the WEAPON_POWERS,in that
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 14, 2017, 09:38:26 pm
Hmm... all right. Now, where again did you say you downloaded the game? The opening post has a link to the OSX version, so I know you didn't use that one unless you compiled it yourself on Windows (did you?). If not, then where did you get it?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 15, 2017, 05:50:24 am
i used this one...
http://dffd.bay12games.com/file.php?id=8634
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 15, 2017, 10:11:12 am
i used this one...
http://dffd.bay12games.com/file.php?id=8634

Did you have to do anything to install it afterwards?

I ask because the download you linked to is a download for the Mac version, not the Windows version. It should not be possible to run that on Windows...
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: TinFoilTopHat on April 15, 2017, 11:03:14 am
On a related note, does anyone have a link to the most recent .exe for windows? I'm trying to compile it but my skills go about as far as googling "c++ compiler".
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 15, 2017, 01:21:39 pm
Windows Port (now with VS 2015 workspace file):

http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zip

There is a problem with this port.  The file tvrecord.cpp has a function bzero(Movie, int) which is undeclared.  It is commented "House Cleaning".  I had to comment this line to get it to compile, and I do not know how significant this is.
Edit: Fixed.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: PaPaj on April 15, 2017, 05:46:44 pm
nope didn have to do anything more,just unzipped the file and started playing,
and so...do you have the windows version?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on April 16, 2017, 11:04:28 am
Very strange that you are running a Mac OSX application on your Windows machine - no wonder there are bugs!

IsaacG has compiled a Windows version here: http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zip
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 01, 2017, 02:56:56 pm
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: sebaman222 on June 03, 2017, 09:16:03 pm
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else

I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 04, 2017, 04:41:31 pm
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else

I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.
Try deleting the save from the folder lcs is in it works for me
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on June 05, 2017, 07:49:17 am
I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 05, 2017, 02:57:46 pm
Also is there a way to get rid of the movies. They are really annoying when you're in prison and a bit buggy
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: Leatra on June 05, 2017, 03:47:55 pm
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else

I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.

You downloaded this (http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zip) right?

I fooled around with it for a few minutes and all TV areas were there. Tried getting myself killed and I lost the game normally without any bugs or anything.

I tried compiling this (http://dffd.bay12games.com/file.php?id=8634) on Windows first and top bar of the console said 0.11 and there were no TV areas, exactly like you guys mentioned. It's like the mod was some kinda ancient version I was playing with several WIP features. But I didn't run into any issues with pre-compiled Windows build Isaac provided, though I didn't play much. I'll play it tomorrow and I'll post any issues I run into.

Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 06, 2017, 10:25:35 am
After I deleted the save I had I managed to seduce a super hero and I got the super powers, super hero base (it is broken nothing shows up and you can't move) and the TV offices but nothing else I know of
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 06, 2017, 10:29:06 am
Not sure if this is still active but I downloaded the windows version from isaacg and the whole tv area aren't there, there's no magic/power skill that I have noticed even though there are super heroes and villains and the CIA isn't there too even when I kill hundreds of people and attack the white house. Is this because I'm on windows or is it something else

I'm on Windows also, and I'm not getting ANY of this stuff... :/ Just music and new laws. Also, when I die and it quits me out, it restarts from when I'm about to die, even though it recognizes that squad was killed, putting me in an infinite loop of dying, and I can't restart.

You downloaded this (http://www.mediafire.com/file/9b7xof5m39ik1ez/Terra+Vitae+1.1+For+Windows.zip) right?

I fooled around with it for a few minutes and all TV areas were there. Tried getting myself killed and I lost the game normally without any bugs or anything.

I tried compiling this (http://dffd.bay12games.com/file.php?id=8634) on Windows first and top bar of the console said 0.11 and there were no TV areas, exactly like you guys mentioned. It's like the mod was some kinda ancient version I was playing with several WIP features. But I didn't run into any issues with pre-compiled Windows build Isaac provided, though I didn't play much. I'll play it tomorrow and I'll post any issues I run into.

Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?
I'm pretty sure that the loop bug comes after awhile of playing and I see the 1.0 instead of 1.1 too
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on June 06, 2017, 12:25:40 pm
In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 06, 2017, 02:10:34 pm
In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.
Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: IsaacG on June 06, 2017, 03:35:51 pm
Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?
LCS uses a number of... bizarre features of the C++ language, and one result is that the internal version number has to be changed three or four times for it to show up properly.  I can't speak for SlatersQuest, but I usually don't bother updating the version number in the source code, because so long as you don't break save compatibility it doesn't impact the game itself.


I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.
I'm always here, I'm just shy.  I also don't have an internet connection at home, so logging in is a bit of an uphill battle.

In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.
Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
Relax, everything is going to be fine.  Probably.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on June 11, 2017, 08:29:07 am
All right, gonna poll people:

The entire point of lobbies is that they are player-editable, and I have writer's block. So, please tell me what lobbies you want to see that I can release as a player-modifiable sample with version 1.2.

 :D
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 11, 2017, 03:25:52 pm
All right, gonna poll people:

The entire point of lobbies is that they are player-editable, and I have writer's block. So, please tell me what lobbies you want to see that I can release as a player-modifiable sample with version 1.2.

 :D
I'm sorry for being an idiot but what is a lobby
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: wafflesoflife on June 11, 2017, 03:27:45 pm
Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?
LCS uses a number of... bizarre features of the C++ language, and one result is that the internal version number has to be changed three or four times for it to show up properly.  I can't speak for SlatersQuest, but I usually don't bother updating the version number in the source code, because so long as you don't break save compatibility it doesn't impact the game itself.


I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.
I'm always here, I'm just shy.  I also don't have an internet connection at home, so logging in is a bit of an uphill battle.

In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.
Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
Relax, everything is going to be fine.  Probably.
You don't have internet connection... I'm so sorry and why don't you have it are you in a rural area or something
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on June 11, 2017, 11:09:48 pm
Lobbies are organizations that lobby (legislate) laws, are independent of congress and the supreme court, and that the LCS can influence by recruiting or killing their members.

They are a feature that is being added in version 1.2, but I am trying to figure out what to include for the test run for 1.2 for you guys as the 'default' lobby list.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: Azerty on June 12, 2017, 05:25:34 am
All right, gonna poll people:

The entire point of lobbies is that they are player-editable, and I have writer's block. So, please tell me what lobbies you want to see that I can release as a player-modifiable sample with version 1.2.

 :D

Here's a sample:

Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: IsaacG on June 13, 2017, 10:39:47 am
Also the top bar on Isaac's build says 1.0, not 1.1. Is that normal? How can I find out if it's just the top bar or the game itself is 1.0? What are some major changes from 1.0 to 1.1 that I can test?
LCS uses a number of... bizarre features of the C++ language, and one result is that the internal version number has to be changed three or four times for it to show up properly.  I can't speak for SlatersQuest, but I usually don't bother updating the version number in the source code, because so long as you don't break save compatibility it doesn't impact the game itself.


I haven't seen Isaac for a while but I'm still here. I haven't had a chance to playtest the lobby display which is why 1.2 hasn't been released yet. I really should.
I'm always here, I'm just shy.  I also don't have an internet connection at home, so logging in is a bit of an uphill battle.

In the 1.2 version (which I plan on releasing soon), the movies will not be shown unless you are outside of prison.
Thank god when will it be out and can you compile a windows version I don't want to wait a year for one to pop up
Relax, everything is going to be fine.  Probably.
You don't have internet connection... I'm so sorry and why don't you have it are you in a rural area or something
Yeah, rural area.  The only provider in the area refuses to supply a connection without bundling it with a phone line, and is already overcharging as is (1.5 mb/s for the same price as cable TV?  No flipping way).  It's this whole asinine thing, and it ends up being easier to use the WiFi at the public library.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: IsaacG on June 13, 2017, 10:46:19 am
Lobbies are organizations that lobby (legislate) laws, are independent of congress and the supreme court, and that the LCS can influence by recruiting or killing their members.

They are a feature that is being added in version 1.2, but I am trying to figure out what to include for the test run for 1.2 for you guys as the 'default' lobby list.
I assume there should be one or more generic "corporate" lobbies generated that fund the CCS.  Currently the CCS is implied in game to be funded by unnamed corporations, and it could add interesting gameplay options for organizations funding the CCS to be legally separate from the CCS, and thus possible for indirect attack and infiltration.  That might be better left for a later version, however.

Edit: Come to think of it, that's more of a PAC thing than lobbies.

Autogenerated Corporate Name : Tax law (C), Nuclear power (C), Pollution (C), Labor law (C), Corporate law (C), Animal rights (C),

Arguably the Stalinist Crime Squad, Terra Vitae, and the Conservative Crime Squad could each have their own lobbies.
Title: Re: Terra Vitae Mod (version 1.1 released!)
Post by: SlatersQuest on June 14, 2017, 09:19:47 pm
Isaac, you're thinking of factions, not lobbies. They'll be in 1.3.  ;)

Good ideas, Azerty. I'm going to have to modify them somewhat (unfortunately lobbies that can legislate both liberal and conservative at once tend to break the game, since the player can only win with everything at L+), but thanks!
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on June 22, 2017, 05:23:58 pm
Version 1.2 is released!

Download link (for Mac) is at the opening post. When Isaac recompiles it for Windows, I will link to his as well.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on June 23, 2017, 04:12:22 pm
Version 1.2 is released!

Download link (for Mac) is at the opening post. When Isaac recompiles it for Windows, I will link to his as well.
https://www.mediafire.com/?8qgk5f5d8plovwn
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: wafflesoflife on June 23, 2017, 04:21:04 pm
Thanks Isaac
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: wafflesoflife on June 23, 2017, 04:42:27 pm
I was using isaacs and I was selling t shirts but the game crashed and wont load back up
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: wafflesoflife on June 23, 2017, 04:52:12 pm
Yeah the game is really buggy and crashes often please fix soon
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on June 23, 2017, 05:37:02 pm
Can you tell me what you were doing that led to the crashes? Demanding "fix" isn't too helpful without an idea of where the bug might be that needs to be fixed.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: wafflesoflife on June 24, 2017, 05:09:07 am
Can you tell me what you were doing that led to the crashes? Demanding "fix" isn't too helpful without an idea of where the bug might be that needs to be fixed.
In my first game I was just holding down w to get my tailoring skill up. I'm pretty sure it was the end of the month when the laws get changed then it crashed. The second play through I was doing the athletic raise awareness thing and it crashed. I'll see what happens in a different game
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: wafflesoflife on June 24, 2017, 05:11:02 am
It crashed after at the end of may when people were being elected also learning at the university doesn't do anything if I pick the ones added by the mod
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on June 24, 2017, 06:15:01 pm
So it crashes during elections?

--

I thought I fixed the bug about taking mod-added classes, but I will look again.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on June 25, 2017, 07:36:52 pm
Thanks Isaac

Glad to help.

Yeah the game is really buggy and crashes often please fix soon


[sigh] I hate C++ so much.  Especially Visual Studio 2015.

If you can consistently reproduce the crash, upload your save data from before and after the crash and I should be able to figure it out (if it's the Window's port that's causing the crash).
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: gentzy on June 26, 2017, 05:50:53 pm
Hello,
I compiled a version of the game for linux (I know that's not officially supported) and the games sometimes crashes randomly, but that's not my main issue.

My main issue is that the games ALWAYS crashes when trying to load a save. I've also tried running the windows version on wine, same issue.

Steps to Reproduce:
1- remove ~/.lcs (if you have it)
2- Start game
3- Hit enter a couples times (advanced gameplay options have no effect on the crash), followed by any series of letters (to skip past character history), then enter  to finally generate the world
4- Hit X to close the game
5- Try to restart the game and get a segmentation fault

I've gathered a lot of data to help you debug it:
https://pastebin.com/MPUbjku6 (# are comments I left, ┗❯ is the terminal)
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on June 27, 2017, 07:54:26 am
Quote
No symbol "len" in current context.
That phrase haunts my dreams.  First time I've gotten a chill from reading a debug log.

Hello,
I compiled a version of the game for linux (I know that's not officially supported) and the games sometimes crashes randomly, but that's not my main issue.
https://pastebin.com/MPUbjku6 (# are comments I left, ┗❯ is the terminal)

Code: [Select]
creature/creature.h: #define CREATURE_NAMELEN 40

Code: [Select]
title/saveload.cpp:         fwrite(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
title/saveload.cpp:         fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);

Looks to me this is the code that needs changing.
A quick fix is to replace instances of "CREATURE_NAMELEN" with the number 40.  Most, maybe all of them.  Definitely its appearances in saveload.cpp

Hopefully that's enough.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: zaimoni on June 27, 2017, 10:08:51 am
"Quck change" should be just
Code: [Select]
#include "creature/creature.h"
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: gentzy on June 27, 2017, 02:53:06 pm
Quote
No symbol "len" in current context.
Code: [Select]
creature/creature.h: #define CREATURE_NAMELEN 40

Code: [Select]
title/saveload.cpp:         fwrite(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
title/saveload.cpp:         fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);

Looks to me this is the code that needs changing.
A quick fix is to replace instances of "CREATURE_NAMELEN" with the number 40.  Most, maybe all of them.  Definitely its appearances in saveload.cpp

Hopefully that's enough.
Tried switching both instances with 39, 40 and 41, no cigar.

"Quck change" should be just
Code: [Select]
#include "creature/creature.h"
"creature/creature.h" is included by "includes.h" which is included by "extern.h" which is included by "title/saveload.cpp" so that should not be necessary.

EDIT:

Found the issue, lobbies is uninitilized:
Code: [Select]
(gdb) list
952       lobbies.resize(dummy);
953       for (int l = 0; l < len(lobbies); l++)
954       {
955         auto h2 = fopen("lobbies", "r");
956
957          fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h2);
958          fread(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h2);
959          fread(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h2);
960          fread(&lobbies[l]->spectrum, sizeof(int), 1, h2);
961          fread(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h2);
(gdb) print sizeof(char)
$13 = 1
(gdb) print lobbies
$14 = std::vector of length 2, capacity 2 = {0x0, 0x0}
(gdb) print l
$15 = 0
(gdb) print lobbies[l]
$16 = (Lobby *) 0x0
(gdb) print lobbies[l]

EDIT2:
Issue is fixed by adding
Code: [Select]
lobbies[l] = new Lobby;before
Code: [Select]
fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on June 27, 2017, 05:04:49 pm
As I write this post, I am updating the DFFD record to version 1.21 to fix this bug and another one that I found: children[] must also be initialized.

The code should read as follows:
Code: [Select]
      //Children
      fread(&dummy, sizeof(int), 1, h);
      children.resize(dummy);
      for (int c = 0; c < len(children); c++)
      {
         children[c] = new Child;
         
         fread(&children[c]->sire, sizeof(int), 1, h);
         fread(&children[c]->bearer, sizeof(int), 1, h);
         fread(&children[c]->gestation, sizeof(int), 1, h);
         fread(&children[c]->birthday_day, sizeof(int), 1, h);
         fread(&children[c]->birthday_month, sizeof(int), 1, h);
         fread(&children[c]->age, sizeof(int), 1, h);
         for (int i = 0; i < ATTNUM; i++)
            fread(&children[c]->naturalattributes[i], sizeof(int), 1, h);
      }
     
      //Lobbies
      fread(&dummy, sizeof(int), 1, h);
      lobbies.resize(dummy);
      for (int l = 0; l < len(lobbies); l++)
      {
         lobbies[l] = new Lobby;
         
         fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
         fread(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h);
         fread(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h);
         fread(&lobbies[l]->spectrum, sizeof(int), 1, h);
         fread(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h);
         fread(&lobbies[l]->alignment_max_conservative, sizeof(int), 1, h);
         fread(&lobbies[l]->alignment_current, sizeof(int), 1, h);
         fread(&lobbies[l]->influence, sizeof(int), 1, h);
      }


Edit: upload complete.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: wafflesoflife on June 27, 2017, 07:15:56 pm
Thanks Isaac

Glad to help.

Yeah the game is really buggy and crashes often please fix soon


[sigh] I hate C++ so much.  Especially Visual Studio 2015.

If you can consistently reproduce the crash, upload your save data from before and after the crash and I should be able to figure it out (if it's the Window's port that's causing the crash).
This is the version that won't start https://www.dropbox.com/s/cwj23mgkplxrf7j/Getting%20Started%20with%20Dropbox.pdf?dl=0
and this is a good save https://www.dropbox.com/s/2gf99spl9qbtcyo/saveTV1.1.dat?dl=0
Note these are two different saves if you need it from the same game just ask
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on June 30, 2017, 10:32:32 am
Thanks Isaac

Glad to help.

Yeah the game is really buggy and crashes often please fix soon


[sigh] I hate C++ so much.  Especially Visual Studio 2015.

If you can consistently reproduce the crash, upload your save data from before and after the crash and I should be able to figure it out (if it's the Window's port that's causing the crash).
This is the version that won't start https://www.dropbox.com/s/cwj23mgkplxrf7j/Getting%20Started%20with%20Dropbox.pdf?dl=0
and this is a good save https://www.dropbox.com/s/2gf99spl9qbtcyo/saveTV1.1.dat?dl=0
Note these are two different saves if you need it from the same game just ask
The first link doesn't work, it loads up the dropbox help page.
Ideally they should be from the same game, with the first save as close to the consistent crash point as possible.

In the interim, SlatersQuest made some bugfixes for TerraVitae 1.21.
https://www.mediafire.com/?853k05zx1yzs2cc
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 01, 2017, 07:59:34 pm
Hello, I registered an account here so I could report some things to you guys.

Specifically, I'm using the most recent Windows version of Terra Vitae and I've been encountering more than a few issues;

-I've gotten this weird thing where the superhuman rights issue suddenly bugs out, with the text turning yellow and having a red background (http://i.imgur.com/bt3LYyA.png?1). The same thing happens to the incumbent president's name, even when said president is replaced by another. Additionally, the description of the issue changes to the Elite Liberal one (http://i.imgur.com/Dt1qcQw.png?1) ("All heroes receive sensitivity training and promote Liberal Justice"), although whenever I encounter any superpowered people, whether actual superheroes or even supervillains who all used to be liberals, they're all universally conservative. Finally, this all seems to be preceded by a law change (the ones that happen at the end of the month) that is geared towards changing the superhuman law to be more conservative, with the law getting everyone voting "yes", even when there's Liberal voters in the houses. I should note that I started on Nightmare mode, where the law was already at it's ultra-conservative point.

-Whenever I expose the NEC, the game immediately crashes the next day. I mean, I'm not even entirely sure it crashes, since it almost seems like it's just closing as though I pressed the X key or something, but whatever's happening, I can't play past exposing the NEC. It's at the point where whenever I open the game to continue, the moment I move onto another day it closes.

-I don't know if this is a bug or not, but I was able to travel to the movie studio, where I could find the President in his oval office and the CCS boss (even after having disbanded the CCS).

-I'm getting the movie notifications turning up while I'm doing the opening questions for my character.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 01, 2017, 10:23:42 pm
Thanks to Tarquin's bug reports, I have uploaded version 1.22 to the DFFD site (linked on the opening page). Windows users will of course need to wait until IsaacG compiles a Windows version (thanks, IsaacG!).

Note: Among the bug fixes this one correctly uses the right save file. To use your existing games on the new version, you will need to rename the save file from saveTV1.1.dat to saveTV1.2.dat. The file can be found in the ./lcs directory on your computer (or a similar hidden directory for Windows).




Hello, I registered an account here so I could report some things to you guys.

Thanks for the reports!

Quote
-I've gotten this weird thing where the superhuman rights issue suddenly bugs out, with the text turning yellow and having a red background (http://i.imgur.com/bt3LYyA.png?1). The same thing happens to the incumbent president's name, even when said president is replaced by another. Additionally, the description of the issue changes to the Elite Liberal one (http://i.imgur.com/Dt1qcQw.png?1) ("All heroes receive sensitivity training and promote Liberal Justice"), although whenever I encounter any superpowered people, whether actual superheroes or even supervillains who all used to be liberals, they're all universally conservative. Finally, this all seems to be preceded by a law change (the ones that happen at the end of the month) that is geared towards changing the superhuman law to be more conservative, with the law getting everyone voting "yes", even when there's Liberal voters in the houses. I should note that I started on Nightmare mode, where the law was already at it's ultra-conservative point.

You're not the first person to have reported this, and I presently have no idea what is causing it. Obviously Superhuman Rights and the presidential alignment are getting set to something outside of the legal range, but I've looked through the code and can't find a likely cause. Can you give a little bit more detail on what causes it to happen so that I can reproduce it?



Quote
-Whenever I expose the NEC, the game immediately crashes the next day. I mean, I'm not even entirely sure it crashes, since it almost seems like it's just closing as though I pressed the X key or something, but whatever's happening, I can't play past exposing the NEC. It's at the point where whenever I open the game to continue, the moment I move onto another day it closes.

Bug found and fixed.


Quote
-I don't know if this is a bug or not, but I was able to travel to the movie studio, where I could find the President in his oval office and the CCS boss (even after having disbanded the CCS).
Bug found and fixed.

Quote
-I'm getting the movie notifications turning up while I'm doing the opening questions for my character.
Not a bug - this is intentional. The choices you make while answering the opening questions affects what those movies are.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 04, 2017, 01:18:56 am
You're not the first person to have reported this, and I presently have no idea what is causing it. Obviously Superhuman Rights and the presidential alignment are getting set to something outside of the legal range, but I've looked through the code and can't find a likely cause. Can you give a little bit more detail on what causes it to happen so that I can reproduce it?

Sorry for the late reply. Unfortunately, I don't think there's much I could tell you that would be of help. I tried playing off of nightmare mode to see if it would occur there, and it didn't, so I guess there's that. Then I tried seeing if it would occur if I didn't do anything on nightmare mode, and it didn't happen, so I guess there must be something I'm doing to trigger it. I guess I could describe my usual play-style; I usually go with the ultra-violent route of building up a small team and then going nuts with M-16s throughout the conservative world. I guess it might be because of the speed of my campaigns that something's going wonky with the code, but that would just be me speculating. It tends to happen somewhere in the middle of the first year, I often don't even notice it happen because I can sometimes skip through the congress stuff so quickly I don't pay attention to what's been passed. Again, there's just not much I actually know about why it happens, so I can't give you anything decisive.

Also, I should mention that there's this "Lead's Office" thing that pops up in the church that seems to be inside the wall. It's right next to the church safe, and whenever I enter the space next to it (in spite of the text seemingly being in the wall), it gives me an encounter, though just a random one, and not anything unique like I would expect. I don't know what's supposed to be there, but it doesn't seem like I should be finding random bunches of yokels, housewives, lawyers etc.

EDIT: Another thing; there's this thing where using the stairs in the prison building will take you inside a wall. Like, you use the stairs on one level, and the exit point is inside a wall. I can move out of the wall, but not back into it, which naturally makes it a really bothersome thing to encounter.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Lenin_Cat on July 05, 2017, 08:15:10 am
If I try to build this in linux mint(and yes I have ncurses installed, and I have had this issue on debian and arch!)

Code: [Select]
make[2]: Entering directory '/home/cary/terravitae 1.2/src'
g++ -DHAVE_CONFIG_H -I. -I..  -DINSTALL_DATA_DIR=\"/usr/local/share\"  -I../src -g -O2 -MT crimesquad-consolesupport.o -MD -MP -MF .deps/crimesquad-consolesupport.Tpo -c -o crimesquad-consolesupport.o `test -f 'common/consolesupport.cpp' || echo './'`common/consolesupport.cpp
common/consolesupport.cpp: In function 'int addch_unicode(int)':
common/consolesupport.cpp:246:38: error: 'setcchar' was not declared in this scope
       setcchar(&cch, &wch, 0, 0, NULL);
                                      ^
common/consolesupport.cpp:247:26: error: 'add_wch' was not declared in this scope
       return add_wch(&cch);
                          ^

and if I try to run the windows version in wine:

Code: [Select]
err:module:import_dll Library MSVCP140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library VCRUNTIME140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-runtime-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-string-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-utility-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-stdio-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-locale-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-convert-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-heap-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-math-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-filesystem-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-multibyte-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library api-ms-win-crt-time-l1-1-0.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:LdrInitializeThunk Main exe initialization for L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe" failed, status c0000135
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on July 05, 2017, 01:15:38 pm


and if I try to run the windows version in wine:

Code: [Select]
err:module:import_dll Library MSVCP140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
err:module:import_dll Library VCRUNTIME140.dll (which is needed by L"Z:\\home\\cary\\TerraVitae 1.2 For Windows\\crimesquad.exe") not found
These dll files are needed for any program compiled by Visual Studio 2015, and it's an example of Microsoft making things harder for people without access to Windows Update.  I've seen some success with including those dll files in the same directory as the executable, but I don't know whether that would work with wine.

EDIT: Another thing; there's this thing where using the stairs in the prison building will take you inside a wall. Like, you use the stairs on one level, and the exit point is inside a wall. I can move out of the wall, but not back into it, which naturally makes it a really bothersome thing to encounter.
That's an old bug, and it's actually still present in 4.10 Augmentation (which otherwise fixes many of the bugs present in 4.07 from which TerraVitae is derived).
Fixing it would require rewriting the level generation code for prisons.
Further details:
https://github.com/Kamal-Sadek/Liberal-Crime-Squad/issues/7
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Lenin_Cat on July 05, 2017, 03:10:16 pm
In that case, what is the make file to compile with mingw-w32?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Lenin_Cat on July 05, 2017, 04:20:11 pm
Actually do you have the project file? I can just import that into winemaker apparently.

EDIT: I got it to build natively but get a segfault every election.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on July 07, 2017, 11:42:22 pm
Actually do you have the project file? I can just import that into winemaker apparently.

EDIT: I got it to build natively but get a segfault every election.
Updated:
http://www.mediafire.com/file/4xgxese8agnl5s1/Terra_Vitae_1.22_for_Windows.zip
The project file is in the workspaces folder.  Technically the original release contains the source and project files, but they have to be changed somewhat to work with Windows.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 09, 2017, 05:39:59 pm
Hi, finally got the NEC exposure to work with the new build, but I have a few things I wanted to mention;

-I wanted to ask, where can I find a supervillain's minions? I've poked around a few places, even waited for sieges to occur both on the LCS and Terra Vitae, but so far, I haven't been able to find a single minion or supervillain anywhere. When the sieges occur, even when it says supervillains are raiding a location, I don't get to fight their minions, only SWAT officers.

-I don't know if this is a bug, but when people raid the TV, it seems like everyone gets in on the action at once. I get a huge text crawl of the CIA, religious bigots, and even supervillains purportedly attacking TV locations, though as mentioned above, only SWAT officers spawn when I engage them if I happen to be there. Also, even if I shut down locations related to the raiding parties, I am still told they are attacking the TV.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 09, 2017, 05:49:37 pm
Those sound like bugs. I think I've identified the problem with no superminions (I forgot to make them spawn). Can you tell me where the text crawl is occurring? When locations actually get besieged? I'm guessing that only one siege is resolved per day, which is why you're only getting the first siege type (the cops), but it also sounds like I'm falling through a switch statement somewhere.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 09, 2017, 08:12:59 pm
Those sound like bugs. I think I've identified the problem with no superminions (I forgot to make them spawn). Can you tell me where the text crawl is occurring? When locations actually get besieged? I'm guessing that only one siege is resolved per day, which is why you're only getting the first siege type (the cops), but it also sounds like I'm falling through a switch statement somewhere.

The text crawl shows up at the end of every day, and it seems to be every location at once, hence how hard it is to read through it when you get just about every faction attacking both the TV office and Vivian's house as well as corporations and supervillains raiding the Wilderness, all while being repeatedly told that conservatives are coming to attack the LCS stronghold. I mean, it probably doesn't help that my ultra-violent playstyle probably provoked every faction, though I should ask; does the TV get attacked by people the LCS angers? Especially if Vivian Pines is currently a recruited member of the LCS?

But yeah, it's every day at the end of the day that I get all the messages, and if I happen to be at the locations, I do get a siege, but it's always SWAT members.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 09, 2017, 10:57:00 pm
Weird. All right, here's what I want you to do: get someone at a TV location, go onto the Liberal management screen (type 'r', then 'a'), select the appropriate liberal at the location, type 'n' to change the liberal's name, and enter "Cheat Pacify Police". Then tell me what happens.

What should happen is that the police will be pacified at that location and the siege called off. I'm expecting that the next faction (corporations) will attack instead.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 10, 2017, 03:21:33 am
Yeah, this cheat thing doesn't seem to be working for me. I don't know if I'm doing it wrong, but I definitely tried changing someone's name to "Cheat Pacify Police" and nothing happened. I tried doing it before the siege, during the siege, nothing changed, still fighting SWAT officers.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 10, 2017, 10:04:13 am
That cheat won't work if there's a siege already in progress. All right, let's try this: use Cheat Test Super to create an army of superheroes with which to break the siege (fifteen of them should be plenty). Now, break the siege, and wait a day, and tell me what happens.

Edit: what exactly does the siege text spam say? That could help me pin down where the bug is.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 10, 2017, 03:15:15 pm
That code doesn't seem to be working for me either. Of course, I didn't exactly need an army of heroes just to fight off the SWAT guys, if that's what you needed. Obviously, I've already tried defeating them, and I tried it again recently just to make sure, and all that happens is that the siege ends, then the next time the SWAT team just comes back.

As for what it says, it's just what you would expect; a general message about who's attacking, one after the other, i.e. "Corporate Mercenaries are attacking Terra Vitae Office! Because the LCS is not on hand, TV will have to fight this off themselves. Press Esc to ponder the situation..."

Then you get the same thing, just with other factions, like "The CIA is attacking Terra Vitae Office!" or "Christian Bigots are attacking Terra Vitae Office!"

There's something I just realised, however; it's not Terra Vitae sieges I've been participating in, but regular ones where the police roll up to whatever TV location is my safe house, with the vanilla message about them attacking. I think I've never actually been able to participate in the TV sieges, as whether I have people there or not, it still tells me "Because the LCS is not on hand, TV will have to fight this off themselves". I got confused because I tended to skip through the text and assumed the police siege was a TV one. So I guess the problem might not be getting the police over any others, but that I just flat out seem to be unable to help the TV. I even tried getting around the likelyhood of having a police siege occur over the top of everything else, but I still couldn't help the TV.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 10, 2017, 04:50:13 pm
Well, I found a bug and fixed it, but I doubt it's the one that is causing what you're seeing.

I think what you're seeing may have something to do with the fact that the Terra Vitae safehouses have been set to be owned by the LCS and the code in siegeturn() is checking to see if Terra Vitae is "renting" the location and not the LCS. This is also a bug, and something that I will fix and release shortly, but I'm not certain that it's the same bug.

Did you have a liberal at the TV safehouse when you were using the cheat codes to pacify the police, by the way? That cheat code only works if you have somebody at the safehouse about to be besieged.


Edit: I am also in the process of fixing the no super-minions spawn bug. They will now spawn at the public park, bank, intelligence HQ, army base, nuclear power plant, genetics lab, police station, and wilderness. They will only appear in cities containing a supervillain lair containing an active supervillain, however.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on July 10, 2017, 06:22:00 pm
Yes, I used the codes at a TV safe house (Vivian's house to be specific). It didn't, and still doesn't, seem to have any effect.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Eschar on July 21, 2017, 10:34:44 am
Now it's a game about weapons, violent politics, really bad pickup lines... and magic.
I'm going to download it anyway.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 21, 2017, 05:15:08 pm
I've still not written the function that does minion production, but should soon!

Now it's a game about weapons, violent politics, really bad pickup lines... and magic.
I'm going to download it anyway.

 :D

To be fair, while the laws are anywhere between L+ and C+, it's pretty close to vanila in terms of realism. :)

Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 27, 2017, 05:24:38 pm
Version 1.23 released - sorry for the delay. I fixed several bugs, including that superminions should now spawn as they are supposed to.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on July 29, 2017, 11:23:10 pm
All right, time to discuss Movie Mode, which I plan on implementing in version 1.3. Here's the rub:

On the Liberal Agenda screen, you will be able to press "m" and see the list of movie characters, which will be treated as semi-real people when playing in movie mode. Here are the basic rules, below:


Each movie takes place in a shared universe with all other movies of the same genre. Movies of different genres do not take place in the same universe and do not interact with each-other.

Every movie has four main characters. Each character is associated with one of two views of the movie: the protagonist view is associated with the Protagonist and with the Henchman, while the setting view is associated with the Sidekick and the Antagonist. Each of these characters can also have a love interest. Each character also has a morality in one of four categories: heroic, antiheroic, antivillainous, or villainous.

The moralities that the characters in a movie have depend on the alignment of the movie. When a movie is being made, it will look for characters that are available for the appropriate views and morality. If there are no appropriate characters, then new characters will be created. The moralities that the movie will use, as well as what happens to them, depends on the movie's alignment, as follows:

Elite liberal movies will select heroic or antiheroic protagonists and sidekicks, and will select villainous antagonists and henchmen. A protagonist who begins a movie as antiheroic will become heroic by the end of the film. Protagonists, sidekicks, and their love interests will survive the movie. Villainous antagonists and henchmen will die or otherwise be vanquished. If such characters are not available, then the protagonists and sidekicks will be heroic and the antagonists and henchmen will be villainous.

Liberal movies will select heroic or antiheroic protagonists and sidekicks, and villainous or antivillainous antagonists and henchmen. Either the protagonist's love interest or the sidekick will die, or the henchman will survive, but the antagonist will be killed. If such characters are not available, the protagonist will be heroic, the sidekick antiheroic, the antagonist villainous, and the henchman antivillainous.


Moderate movies will select antiheroic or antivillainous protagonists, sidekicks, and henchmen, and the antagonist will be either antivillainous or villainous. At least one of the protagonist's side will die but at least one will survive, and the same will be true of the antagonist's side. If such characters are not available, then the protagonist and antagonist will be antivillainous while the sidekick and henchman will be antiheroic.


Conservative movies will select antiheroic or antivillainous protagonists, antivillainous or villainous sidekicks, and heroic, antiheroic, or antivillainous antagonists and henchmen. The majority of the protagonists' villainous side will survive but one of the heroic antagonists will survive as well. If such characters are not available, then the protagonist will be antivillainous, the sidekick will be villainous, and the antagonist and henchman will be antivillainous.


Arch-conservative movies will select villainous and antivillainous protagonists and sidekicks, while antagonists and henchmen will be heroic or antiheroic. An antivillainous protagonist will become fully villainous by the end of the film. Protagonists and sidekicks will survive the movie while antagonists and henchmen will not. If appropriate characters are not available, protagonists and sidekicks will be villainous while antagonists and henchmen will be heroic.


Stalinistmovies will select heroic and antiheroic protagonists and sidekicks, and villainous or antivillainous antagonists and henchmen. The protagonist will be the only member of the cast who survives, and will become villainous by the end of the film. If appropriate characters are not available, then protagonists and sidekicks will start out heroic, while antagonists and henchmen will start out villainous.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on August 19, 2017, 07:11:06 pm
Any chance of a new Windows version?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on August 22, 2017, 03:22:52 pm
Any chance of a new Windows version?

I assume you mean 1.23, since 1.22 is available for Windows.
Don't worry I got this.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on August 29, 2017, 11:39:37 pm
Version 1.24 released!

This is a very minor update, including a number of small bug fixes. There is one addition, however: workout suits.

Workout suits are a new clothing item that can be found on college students, athletes, yoga instructors, and various Terra Vitae roles.

Workout suits are considered disguises when on Terra Vitae property.

Workout suits give you a small bonus to escape from pursuers while on foot. They also give you a bonus to seduction when dropping pickup lines (although not as much of a bonus as being naked conveys).

Wearing workout suits when sexual freedom laws are C+ is illegal, a la being naked. Being female and wearing one while women's rights laws are C or C+ is also illegal.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: IsaacG on September 02, 2017, 02:50:32 am
Version 1.24 released!

This is a very minor update, including a number of small bug fixes. There is one addition, however: workout suits.

Workout suits are a new clothing item that can be found on college students, athletes, yoga instructors, and various Terra Vitae roles.

Workout suits are considered disguises when on Terra Vitae property.

Workout suits give you a small bonus to escape from pursuers while on foot. They also give you a bonus to seduction when dropping pickup lines (although not as much of a bonus as being naked conveys).

Wearing workout suits when sexual freedom laws are C+ is illegal, a la being naked. Being female and wearing one while women's rights laws are C or C+ is also illegal.
And for Windows
http://www.mediafire.com/file/g9qit2el34h2edm/Terra_Vitae_1.24_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on September 03, 2017, 04:19:04 am
Okay, I just gave the new version a go. I found the minions, I kidnapped one and got the location of a supervillain lair, but when I tried to go there, the game froze up. It just sat there with the message "The Liberal Crime Squad has arrived at Secret Laboratory". Curiously, the game didn't seem to actually be frozen, nor had it crashed, it's just that it sat there and wouldn't move on or receive any new commands. The music was still playing, it gave me no error messages, it just stood still.

Also, I tried getting a different supervillain lair to raid, but the same thing happened.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 03, 2017, 07:11:55 pm
Okay, I just gave the new version a go. I found the minions, I kidnapped one and got the location of a supervillain lair, but when I tried to go there, the game froze up. It just sat there with the message "The Liberal Crime Squad has arrived at Secret Laboratory". Curiously, the game didn't seem to actually be frozen, nor had it crashed, it's just that it sat there and wouldn't move on or receive any new commands. The music was still playing, it gave me no error messages, it just stood still.

Also, I tried getting a different supervillain lair to raid, but the same thing happened.

I have managed to replicate the bug at the underground mausoleum, and am working on fixing it.

Edit: it's a map loading bug. The game is trying to load the map and it isn't working. These maps are supposed to be randomly generated a la the crackhouse, but with traps scattered throughout. I am trying to figure this one out, but at least I know where it is bugging out.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 04, 2017, 12:10:55 pm
I have fixed the bug you found, but something causes the supervillain lair to spawn caged animals instead of traps. I am working on this.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: CosmicHitman on September 06, 2017, 01:02:43 pm
Sorry if this has been answered elsewhere, I cannot find it. What is the "Sierra_Club becomes more conservative" thing that pops up at the end of the month? Is it a location having more conservative/liberal people in it? Is it some invisible modifier on how voting will occur? I can't figure it out.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Tarquin on September 08, 2017, 11:52:18 pm
Sorry if this has been answered elsewhere, I cannot find it. What is the "Sierra_Club becomes more conservative" thing that pops up at the end of the month? Is it a location having more conservative/liberal people in it? Is it some invisible modifier on how voting will occur? I can't figure it out.

I'm not a dev for this, but I think I can answer; the Sierra Club is one of the Lobby Groups added to this mod. The Lobby Groups are meant to push for issues based on their ideology, and you can influence their ideology through your actions in the game. If they're becoming more conservative, then it means they're being more influenced by conservative elements than by your actions.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: CosmicHitman on September 09, 2017, 11:15:48 am
Ok, that makes sense. Thank you.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 10, 2017, 09:28:16 am
You can see what the relevant creature types are for any of the lobbies (as well as add your own lobbies!) in the lobbies.txt in the lobbies folder. The Sierra Club is one of the two sample lobbies that are included as examples.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 16, 2017, 12:55:51 pm
Version 1.25 released

Get it on the opening post

More bug fixes, hopefully supervillain lairs work appropriately now.

p.s. sorry for the delay - internet trouble
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: JimmothyLeery on September 21, 2017, 03:12:56 pm
How do you play this on Mac? When I open the crimesquad file in the src folder, I get the message:

Attempting to open filename: sitemaps.txt Failed to load sitemaps.txt! Reverting
 to old map mode.Failed to load vehicles.xml!Failed to load clips.xml!Failed to
load weapons.xml!Failed to load armors.xml!Failed to load masks.xml!Failed to lo
ad loot.xml!Failed to load creatures.xml!

Moving the art folder, or its contents, to the src folder did not resolve the issue.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 22, 2017, 05:18:49 pm
You need to run ./config in order to make the installation - there are instructions on how to install LCS for Mac. Did you already do that?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: JimmothyLeery on September 23, 2017, 09:13:07 pm
Following the instructions in LINUX_README.txt did the trick. Thanks for the help, you're a real Bernie Sanders.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 24, 2017, 09:43:43 am
Following the instructions in LINUX_README.txt did the trick. Thanks for the help, you're a real Bernie Sanders.

...not sure what you mean by that.

I must confess to being only somewhat knowledgeable about Unix - much of what I know was in learning to program this game.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: JimmothyLeery on September 24, 2017, 04:09:12 pm
There is a file in the main folder of Terra Vitae named "LINUX_README" which has instructions for building LCS on Mac. They seemed to work, though I get an occasional "Bus Error: 10"  if I disband the LCS and wait a few months.
Which instructions were you referring to?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 25, 2017, 01:37:24 pm
It has been a while since I installed the game, but I'm pretty sure that readme file is what I was referring to. In any case, it seems you've got it working.

Now, on to your bus error: does it happen reliably (i.e. after a certain number of months), or does it happen randomly? Are there any conditions that you know will cause it to happen?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Taberone on September 27, 2017, 12:24:53 am
Would a legal way to make money (and liberalize the public) via writing and/or computer skills be possible to add? Something like selling Liberal books or setting up a Liberal blog (with ad revenue affected by how popular the blog is)?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on September 27, 2017, 08:35:05 am
Would a legal way to make money (and liberalize the public) via writing and/or computer skills be possible to add? Something like selling Liberal books or setting up a Liberal blog (with ad revenue affected by how popular the blog is)?

Good idea - done with writing (ACTIVITY_SELL_LITERATURE) is in. It will be part of the next version (which will probably be 1.3).
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Azerty on September 27, 2017, 11:41:08 am
Would a legal way to make money (and liberalize the public) via writing and/or computer skills be possible to add? Something like selling Liberal books or setting up a Liberal blog (with ad revenue affected by how popular the blog is)?

There's dummied out code for blogging, so implementing it might be done with little editing.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Taberone on October 01, 2017, 12:06:51 am
(https://i.imgur.com/cEGhQUX.png)

I don't think the game likes it when I get caught cheating on dates. Dating the Terra Vitae husband or anyone else from the Terra Vitae faction (ex. college students at TV Office or even Vivian Pines herself) also crashes too on windows.

Also, would a "Less-Lethal" toggle for combat disallowing my Liberals from targeting the head/torso (only arms/legs will be targeted) be possible? Then again, that might be a bit overpowered since my Liberals could just walk around blasting everyone "non-lethally" to cripple them (for life) and racking up charges for Assault instead, which doesn't generate as much heat as killing someone.

On another note, I actually got raided by someone other than the police in Terra Vitae: Angry gang members looking for revenge after I vandalized their crack house. I'm actually glad that someone other than the cops raided, because non-police raids are FAR too rare in Liberal Crime Squad, at least when I play. Terra Vitae itself also occasionally raids me for assaulting it's members and vandalizing Vivian Pine's house, too, which is nice. Now I'm hoping the Firemen will come knocking on my door due to illegal free speech...

Am I supposed to find multiple presidents and one CCS Leader at the movies?
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on October 02, 2017, 08:49:29 am
That's weird. I will try to see if I can find out what is causing that.

By the "Terra Vitae husband", you mean Vivian Pines' husband, or just any TV husband?

As for attacks, in order to find you, any faction apart from the Firemen needs heat at your safehouse in order to locate you. Only the police care how much heat, so if you have lots of heat, the police will still find you more than any other faction. The Firemen will only attack safehouses containing printing presses, and only then if you have recently published a Liberal Guardian special edition. Using the "write for the Liberal Guardian" activity will slap your writers with Harmful Speech charges, but will not attract the Firemen.

That's how it works right now, that is...
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: Taberone on October 02, 2017, 08:51:09 pm
Every time I encounter Vivian Pines in bed, her husband is always an Agent. That husband (Vivian Pines has multiple husbands or something?), I mean. Enlightening an AM Radio personality and making him a sleeper crashes for me, also.

The "Movie" text also tends to display incorrectly, with the text not clearing and overwriting itself.
Title: Re: Terra Vitae Mod (version 1.2 released!)
Post by: SlatersQuest on October 05, 2017, 11:16:44 am
Ah, I will try to see about that. The movie bug should be fixed.

What is happening is that Mrs. Pines is supposed to have one husband, and recruiting him is supposed to recruit her as well. I bet that is what is causing it to explode. For simplicity's sake, it would probably be better to just treat him as another agent (Mrs. Pines may or may not have only one husband, but she certainly does have multiple lovers, a la LCS members who use seduction to recruit).
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on October 08, 2017, 03:30:00 pm
Version 1.3 released

The link is on the opening page. It has not been debugged yet, but I'm putting it up for those of you who want it.

Saves are not compatible with 1.2 - you were warned!

Movies should be more or less fully functional now - including movie characters. There is not yet any option to change the game's difficulty based on movies - that will have to be in another version.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on October 08, 2017, 10:36:12 pm
And, perhaps not surprisingly, I am finding bugs.

There is a bad bug that causes people on Terra Vitae missions to get lost to the LCS somehow. I don't know what is causing this, and need to fix it.

There is also a random daily segmentation fault that is annoying, but not game-breaking (and unfortunately difficult to find because I can't reproduce it reliably).
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: pikachu17 on October 10, 2017, 02:08:54 pm
Is the Windows version 32 bit, or will my computer not play it?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on October 10, 2017, 02:10:07 pm
Uploaded version 1.31

This fixed a bug that was causing people to get lost on successful secret missions and causing crashes. Also added three new cheat codes (all having to do with movies). The documentation for them is included.

Meanwhile I'm starting work on version 1.4, which will allow factions. More to follow.

Edit: I don't know about the Windows version. The 1.3 release is still Mac only. We are presumably waiting for IsaacG to compile a new Windows release.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on October 10, 2017, 07:59:39 pm
We are presumably waiting for IsaacG to compile a new Windows release.

Presume no more.  TerraVitae 1.31
http://www.mediafire.com/file/mvfyqggeo5efb2g/terravitae_1.3_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on October 12, 2017, 09:11:07 am

Presume no more.  TerraVitae 1.31
http://www.mediafire.com/file/mvfyqggeo5efb2g/terravitae_1.3_for_Windows.zip

Thanks for doing this!
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: pikachu17 on October 12, 2017, 04:45:47 pm
Is it 32 bit, IsaacG?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: wafflesoflife on October 14, 2017, 12:25:55 pm
What does terravita even mean?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: CosmicHitman on October 14, 2017, 07:03:23 pm
The words themselves are Latin: terra (earth/Earth) and vitae (life). I'm guessing their name is meant to be a reference to the fact that they are an environmental group trying to protect Earth from dying. I don't know much Latin though, so I don't know if that is the grammatically correct form or order for the words though. Not that it really matters...
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on October 15, 2017, 07:07:53 am
Is it 32 bit, IsaacG?

IIRC all versions of LCS are 32 bit.
There was an attempt a few years ago to port it to 64 bit, but it ended in failure.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: pikachu17 on October 16, 2017, 01:44:40 pm
Then why did my computer say it couldn't use the .exe, because it wasn't a valid 32-bit Windows program, a few months or so back?
Also what does IIRC mean?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on October 16, 2017, 02:00:36 pm
The words themselves are Latin: terra (earth/Earth) and vitae (life). I'm guessing their name is meant to be a reference to the fact that they are an environmental group trying to protect Earth from dying. I don't know much Latin though, so I don't know if that is the grammatically correct form or order for the words though. Not that it really matters...

I do not know if I got the adjective declension correct either, but the order is correct (noun followed by adjective). If somebody knows this I would happily update it.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: Eschar on October 16, 2017, 04:34:02 pm
If I recall correctly, IIRC means 'If I recall correctly.'
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on October 18, 2017, 12:31:29 pm
Then why did my computer say it couldn't use the .exe, because it wasn't a valid 32-bit Windows program, a few months or so back?

I would need more information to go on.  What version of windows you use, and especially whether you use windows update, are key points.

Someone on another, unrelated site gave this answer:
Quote
The message ".exe is not a valid win32 application" indicates that the EXE file did not download completely. When Windows then tries to run what appears to be an executable file, it finds that it is not a valid Windows 32-bit application file due to the incomplete download.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: pikachu17 on October 18, 2017, 01:05:56 pm
My computer is a Windows XP, and I think it downloaded correctly, both times.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on October 18, 2017, 02:29:39 pm
My computer is a Windows XP, and I think it downloaded correctly, both times.

If you could post the exact error message, that should help.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: pikachu17 on October 27, 2017, 01:59:59 pm
The error says [Filepath]\crimesquad.exe is not a valid Win32 application.
Strangely, the old version, before IsaacG made his version, seems to work. Although, I am not absolutely sure the old thing is before IsaacG.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: MCreeper on October 30, 2017, 02:52:05 pm
There can be other thing - if you try to launch win 7 app on win xp, and developer wasn't enough of a jerk to put in some fancy "no game for you" message, you will get the very same "not a valid win32 application" message.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: Singularity125 on October 30, 2017, 09:01:41 pm
I've only just started to try this latest windows version but see a couple small issues already. The Lobby screen under the liberal agenda doesn't display properly for me:

(https://i.imgur.com/HEF15kT.png)

Some blurb about "Movie 0" came up before my character creation was finished, during the questions phase. And the Movie subscreen itself under the agenda doesn't seem to load. I press M and nothing happens. I'll play with this more and see if any more serious issues pop up. I should note this is under Windows 10, in case that has an effect.

Edit: More movies happened, the blurbs are kind of cut off in places and hard to read... also, I got a screen at the end of the month about the monthly Liberal Guardian, but I haven't set one up yet... I do have one lone recruit writing to regular newspapers, could that have triggered it?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 01, 2017, 07:31:56 pm
Lobbies are presently buggy - I am trying to work out what the problem with them is.

The choices you make during character creation do trigger movies - that is not a bug. I thought I remembered testing the movie screen, but I will check again.

Right now, there is a blurb at the end of each month about the Liberal Guardian electronic newsletter. If that is what you are referring to, this is not a bug either. If it is not, can you post a screenshot?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: Singularity125 on November 04, 2017, 12:42:19 pm
Ah, sorry, that game ended in fairly short order once I got in a car chase and I haven't started another one yet.

As for the movie screen, once a movie was actually produced and actors were named, then it seemed to come up fine. It was early on before a movie went to production that the button would not do anything. I don't think it's a bug then, but it would be nice to have a screen or message saying no actors are generated yet.

That blurb is what I was referring to, yes, but should it be coming up if I don't have anyone writing for the guardian? I hadn't even yet gotten a printing press. I suppose it does no harm either way but it was confusing.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 06, 2017, 03:21:38 pm
I have found the display bug for lobbies and fixed it, but lobbies are still doing things that they shouldn't and I'm looking for the cause.

As for the movie screen, once a movie was actually produced and actors were named, then it seemed to come up fine. It was early on before a movie went to production that the button would not do anything. I don't think it's a bug then, but it would be nice to have a screen or message saying no actors are generated yet.

Not sure what you mean - movie characters are only viewable if a movie has been released, right?

Quote
That blurb is what I was referring to, yes, but should it be coming up if I don't have anyone writing for the guardian? I hadn't even yet gotten a printing press. I suppose it does no harm either way but it was confusing.

I just removed that code. It's causing more confusion than it's solving.


Edit: fixed another long-standing bug that caused non-conservative unarmed assailants to appear in some sieges.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: Singularity125 on November 07, 2017, 02:27:14 pm
Not sure what you mean - movie characters are only viewable if a movie has been released, right?

You are correct. It was user misunderstanding on my part - I assumed they would be mentioned once a movie was "inspired" or in mid-production. The Movies key will show under agenda from the start but does nothing at all until a movie is released. It's not a bug, I was just mildly confused at first as I hadn't played a version where movies were a thing before. So carry on. :)
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 07, 2017, 03:38:47 pm
Not sure what you mean - movie characters are only viewable if a movie has been released, right?

You are correct. It was user misunderstanding on my part - I assumed they would be mentioned once a movie was "inspired" or in mid-production. The Movies key will show under agenda from the start but does nothing at all until a movie is released. It's not a bug, I was just mildly confused at first as I hadn't played a version where movies were a thing before. So carry on. :)

Ah - the reason why characters don't show up upon inspiration is because the fates of the characters can be changed at any point in the development of the film. For example, the sudden downer ending scene in which the heroine suddenly dies gets left on the cutting room floor even after the scene is shot, etc. Because the LCS can affect the movie at any time up until its release by infiltrating the production with sleepers, altering the script, etc., the outcomes to the movie's characters isn't determined until the movie hits the theaters.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 07, 2017, 08:52:14 pm
All right, I need debugging help. Something is causing segmentation faults more and more frequently. I think it has something to do with movies, but it's not reliable, which means that I can't find it by printing things to the console. I need to know which line of code is causing the crash.

Does anybody know of a debugger that will work with LCS? Mac or Windows?
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 08, 2017, 08:21:20 pm
Version 1.32 released

No new features - this new version is mainly bug fixes. Lots of bug fixes.

These include:
-display problems involving movie characters and identities
-tweaks to how movies affect each-other
-agents no longer mysteriously disappear in TV secret missions and exit the game without fanfare
-fixed display problems having to do with the justice system and executions
-fixed some display bugs having to do with sieges at Terra Vitae locations while the LCS is elsewhere
-supposedly fixed a bug causing the game to crash when you recruit the TV leader's spouse but not the TV leader him/herself

and more...

...but the recurring segfault bug still happens and I won't be able to find it without a #&$! debugger.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on November 13, 2017, 08:12:52 pm
Version 1.32 released

For Windows
http://www.mediafire.com/file/tatp11det31vqct/Terra_Vitae_1.32_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 13, 2017, 11:47:53 pm
For Windows
http://www.mediafire.com/file/tatp11det31vqct/Terra_Vitae_1.32_for_Windows.zip

Thx  :)
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on November 14, 2017, 02:46:40 pm
For Windows
http://www.mediafire.com/file/tatp11det31vqct/Terra_Vitae_1.32_for_Windows.zip

Thx  :)
Glad to do it.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: SlatersQuest on November 20, 2017, 03:35:41 pm
Version 1.4 released

This is a very minor update in terms of features. I added a few tweaks, and most importantly three more movie genres: disaster, martial arts, and monster movies.

More importantly, I have laid the groundwork for factions, which are not fully implemented yet. This groundwork required altering the saved game file structure, which means that saves are not compatible with 1.3.
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: IsaacG on November 28, 2017, 12:03:14 pm
Version 1.4 released

This is a very minor update in terms of features. I added a few tweaks, and most importantly three more movie genres: disaster, martial arts, and monster movies.

More importantly, I have laid the groundwork for factions, which are not fully implemented yet. This groundwork required altering the saved game file structure, which means that saves are not compatible with 1.3.

http://www.mediafire.com/file/ab3727j4rhwwdod/Terra_Vitae_1.4_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.3 released!)
Post by: George_Chickens on November 29, 2017, 04:06:28 am
Version 1.4 released

This is a very minor update in terms of features. I added a few tweaks, and most importantly three more movie genres: disaster, martial arts, and monster movies.

More importantly, I have laid the groundwork for factions, which are not fully implemented yet. This groundwork required altering the saved game file structure, which means that saves are not compatible with 1.3.

http://www.mediafire.com/file/ab3727j4rhwwdod/Terra_Vitae_1.4_for_Windows.zip
Character creation seems broken, with the decisions being LCS related but what pops up afterwards being unrelated
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on November 29, 2017, 09:27:15 am
Can you be more specific? What do you mean decisions seem unrelated but what pops up is not?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: George_Chickens on November 30, 2017, 07:53:45 am
Can you be more specific? What do you mean decisions seem unrelated but what pops up is not?
It will list things which are clearly purely LCS related, but when you go to select them, new text, which is what I'm assuming the character creation text was meant to be, pops up in its place, something about crime squads and movies in most cases.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on November 30, 2017, 03:52:32 pm
Can you be more specific? What do you mean decisions seem unrelated but what pops up is not?
It will list things which are clearly purely LCS related, but when you go to select them, new text, which is what I'm assuming the character creation text was meant to be, pops up in its place, something about crime squads and movies in most cases.

That's not a bug.  Terra Vitae is set up to inform the player whenever a movie is inspired, and that includes during character creation.  The formatting is a little strange, and so people keep reporting it as a bug, but it is not.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 01, 2017, 08:04:40 am
Yeah, people keep complaining about this one. How do you suggest I make it clearer that this is not a bug?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on December 01, 2017, 04:38:38 pm
Yeah, people keep complaining about this one. How do you suggest I make it clearer that this is not a bug?
Perhaps by clearing the screen and appending "This has inspired a movie".
At least during character creation.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 01, 2017, 06:09:19 pm
Done - will be in the next version.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: andresxdxd1 on December 02, 2017, 03:42:23 pm
Got back to report 2 bugs.
1st: Seems (to me) that 1.4 version saves gets changed to saveTV1.3, and i need to change it to 1.4 bcuz it doesn't recognize my save lol http://prntscr.com/hi8wcz (http://prntscr.com/hi8wcz)

2nd: Director and lead stars appear into the church and not in (random name) Pictures and you can only kill the Director bcuz the lead star squad disappears and you're not able to fight him. Haven't tried into the 1.4, reconsidering, you should move them away to the Pictures localization and disperse them. It's a good method to farm weapons, ammo and maybe clothes lol.

Will keep comin' and reporting bugs :p
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 02, 2017, 10:52:39 pm
Found and fixed bug #1. You can solve it manually by renaming the save file to SaveTV1.4 in the .lcs/ directory while I work on addressing other problems.

#2 is a known bug, but I don't know what is causing it. It is bothering me.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 03, 2017, 12:55:20 pm
All right, found another couple of bugs.

1. It is possible for the protagonist and the henchman of a movie to be the same character. Oops.

2. Casualty rates in most genres are too high.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 04, 2017, 05:47:36 pm
Found and fixed yet another bug that caused segmentation faults when returning from a secret mission with a lover.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: wafflesoflife on December 05, 2017, 11:34:32 am
For the windows 1.4 version the saves don't seem to work. When I exit, die (but without pressing c) or when it crashes it doesn't load
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: wafflesoflife on December 05, 2017, 11:46:30 am
It's only 1.4 not 1.32 or anyother versions
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on December 05, 2017, 05:38:22 pm
For the windows 1.4 version the saves don't seem to work. When I exit, die (but without pressing c) or when it crashes it doesn't load
It sounds like the bug andresxdxd1 just reported.
You can solve it manually by renaming the save file to SaveTV1.4 in the .lcs/ directory while I work on addressing other problems.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 05, 2017, 10:32:35 pm
I am quashing more bugs, some of them quite infuriating.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 06, 2017, 02:23:54 pm
I have just fixed a looooong-standing bug: it is now possible to retake safehouses that have been occupied by the CCS!

More updates to come. Also, Nightmare Mode combined with We Didn't Start the Fire just got a lot harder, because you'll now have to fight for control of any upgradeable safehouses!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 20, 2017, 08:34:13 pm
Adding a feature by which it is possible to aim for the heart or of the head in combat. The effects of this are fairly intuitive. Different NPC creature types will have their own preferences.

Edit: after I finish coding this, I will release it.

Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful!  :)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on December 22, 2017, 12:23:36 pm
Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful!  :)
I'll have something for you when I return from the holiday break.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Taberone on December 22, 2017, 09:09:58 pm
Would an option to only aim for the limbs also be possible? Would be cool to just run around kneecapping Conservatives rather than killing them and racking up murder charges.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on December 27, 2017, 03:26:18 pm
Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful!  :)

Here's an incomplete copy of what I'm working on.
http://www.mediafire.com/file/jycvrd8mal9w3xx/2017_2018_Getting_Terra_Vitae_Up_To_Date.pdf
Let me know if I should change my approach.  I actually haven't gotten to the major changes yet, but it is a start.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: gentzy on December 29, 2017, 01:35:40 am
Hello,
I got 3 bugs to present:

A) Disbanding your squad currently gives a SEGV.

Steps to reproduce:
1- Start a game.
2- Press L then D
3- Type in the phrase.
4- Profit!

Whats happening is that when you disband the location of the squad members is set to "-1". Then: advanceday (clearformess=clearformess@entry=@0x7fffffffd78b: 1 '\001', canseethings=canseethings@entry=0 '\000') at daily/daily.cpp:1108 calls check_child_conception (Bearer=0x10116cb00) at daily/daily.cpp:2687 which then calls check_fertility (Me=0x10116cb00) at daily/daily.cpp:2782 which then checks for a negative location...

Solutions:
1) keep tracking their location after the squad is disbaned
2) guess their location
3) ignore their location

B) Game will randomly SEGV when continuing to next day.

Steps to reproduce:
A) Start a game
B) Advance the day for 1 month to forever.

This happened so few times that I couldn't debug it properly.

It happens when TVRecord_InputSleeperView calls namecreaturetype on line 201 (src/monthly/tvrecord.cpp) which then calls makecreature on line 46 (src/monthly/tvrecord.cpp). namecreaturetype passes *LocalCreature to makecreature, which sometimes is an invalid piece of memory (maybe the object got deleted by something?). makecreature than calls drop_weapon_and_clips on the creature it got passed (line 33, creaturetypes.cpp), which then tries to set LocalCreature's member variable has_thrown_weapon to false, which is an invalid piece of memory because LocalCreature doesn't exist.

And now the final bug:
The game doesn't load saves.

How to reproduce:
1) Confirm you have no ~/.lcs
2) Start crimesquad and start a game
3) Press X (Live to fight EVIL another day)
4) Notice how you know have an ~/.lcs with a save which probably is valid (I don't know how to check if is or not)
5) Start crimesquad again, notice how its asking to make a new save
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: gentzy on December 29, 2017, 06:44:59 pm
I've learned about the watch command in gdb which has helped me to find where the location of disbanded squad members gets set to -1. It happens in line 1404 of daily.cpp.
Commenting out that line fixes the issue, but probably causes other bugs.

Reproducing bug 2 is now easier, just disband your squad and hold enter for a while.
More info on bug 2: something is setting LocalCreature to a number larger than 0x1a00000000

edit:
The cause of bug 2 is TVRecord_InputSleeperView's liblist is overflowing badly.
Code: [Select]
(gdb) dow
#0  TVRecord_InputSleeperView (viewnumber=viewnumber@entry=10, creaturetype=creaturetype@entry=61) at monthly/tvrecord.cpp:176
(gdb) print liblist
$40 = {30, 15, 12, 57, 88, 69, 91, 74, 87, 57, 69, 91, 74, 87, 57, 69, 74, 87, 13, 57, 91, 88, 77, 69, 91, 13, 74, 77, 87, 57, 88, 23, 33, 69, 91, 74, 87}
(gdb) print listlength
$41 = 118
(gdb) info watchpoint
Num     Type           Disp Enb Address            What
8       hw watchpoint  keep y                      *0x100c3a1d8
        breakpoint already hit 1 time
0x100c3a1d8 is LocalCreature's address
Code: [Select]
(gdb) print liblist[listlength]
$42 = 28
(gdb) print &(liblist[listlength])
$43 = (int *) 0x100c3a1d8 <namecreaturetype(int)::LocalCreature>

I have no clue what the code is supposed to do, but simply insuring that listlength is never >= VIEWNUM solves this issue therefore I changed this code:
Code: [Select]
void TVRecord_InputSleeperView(int viewnumber, int creaturetype)
{
   static int listlength = 0;
   static int liblist[VIEWNUM], stalist[VIEWNUM];
   int i, libcount, stacount, localview, numsleepers;
to this code:
Code: [Select]
void TVRecord_InputSleeperView(int viewnumber, int creaturetype)
{
   static int listlength = 0;
   static int liblist[VIEWNUM], stalist[VIEWNUM];
   int i, libcount, stacount, localview, numsleepers;

if (listlength >= VIEWNUM)
{
listlength = 0;
}

Fixing that exposes a fourth bug! Sometimes a movieactor has lover equal to -1 (they have none maybe? dunno, your code not mine). That can get passed down to Kill_Movie_Character which then tries to access movieactors[-1] which gives a SEGV...

Code: [Select]
(gdb) down
#5  0x0000000100047b13 in mode_title () at title/titlescreen.cpp:618
#4  0x00000001000762e3 in mode_base () at basemode/basemode.cpp:565
#3  0x0000000100145ef2 in passmonth (clearformess=@0x7fffffffd17b: 1 '\001', canseethings=canseethings@entry=0 '\000') at monthly/monthly.cpp:777
#2  0x0000000100070c84 in Advance_Movie (Film=0x1011c3d60, canseethings=canseethings@entry=0 '\000') at monthly/tvrecord.cpp:1199
#1  0x000000010006ca95 in Narrate_Movie_Events (genre=<optimized out>, protagonistview=<optimized out>, antagonistview=<optimized out>, alignment=3,
    canseethings=canseethings@entry=0 '\000') at monthly/tvrecord.cpp:3260
#0  0x0000000100069f04 in Kill_Movie_Character (characterindex=-1, andneeded=0, lovertakeupmysword=lovertakeupmysword@entry=0,
    List=List@entry=0x7fffffffccf0 "Raghad Matthews,") at monthly/tvrecord.cpp:2594

This can be fixed by checking that the characters actually exist before you try to kill them. Lines 3121 to 3240 should be doing this but arn't, I'll post a fix when I've got time. (3-4 hours from now)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: gentzy on December 30, 2017, 12:04:33 am
Ok, changing phase III of the function to this fixes bug 4:
Code: [Select]
   //Phase III - who lives and who dies
   switch (alignment)
   {
      case ALIGN_ELITELIBERAL: //All good guys live, all bad guys die
         amsurvival = -abs(amsurvival);
         alsurvival = -abs(alsurvival);
         hmsurvival = -abs(hmsurvival);
         hlsurvival = -abs(hlsurvival);
         break;
      case ALIGN_LIBERAL: //One of the good guys dies, bad guys don't live
while (true)
{
randomint = LCSrandom(4);
if (randomint == 0 && pmsurvival)
{
pmsurvival = -1;
break;
}
else if (randomint == 1 && plsurvival)
{
plsurvival = -1;
break;
}
else if (randomint == 2 && smsurvival)
{
smsurvival = -1;
break;
}
else if (randomint == 3 && slsurvival)
{
slsurvival = -1;
break;
}
}
        amsurvival = -abs(amsurvival);
        alsurvival = -abs(alsurvival);
        hmsurvival = -abs(hmsurvival);
        hlsurvival = -abs(hlsurvival);
        randomint = LCSrandom(abs(amsurvival) + abs(alsurvival) + abs(hmsurvival) + abs(hlsurvival));
        break;
      case ALIGN_MODERATE: //33% of survival for everybody, but somebody on each side survives.
         if (LCSrandom(3))
            pmsurvival = -abs(pmsurvival);
         if (LCSrandom(3))
            plsurvival = -abs(plsurvival);
         if (LCSrandom(3))
            smsurvival = -abs(smsurvival);
         if (LCSrandom(3))
            slsurvival = -abs(slsurvival);
         if (LCSrandom(3))
            amsurvival = -abs(amsurvival);
         if (LCSrandom(3))
            alsurvival = -abs(alsurvival);
         if (LCSrandom(3))
            hmsurvival = -abs(hmsurvival);
         if (LCSrandom(3))
            hlsurvival = -abs(hlsurvival);

while (!(pmsurvival || plsurvival || smsurvival || slsurvival))
{
randomint = LCSrandom(4);
if (randomint == 0 && abs(pmsurvival))
{
pmsurvival = 1;
}
else if (randomint == 1 && abs(plsurvival))
{
plsurvival = 1;
}
else if (randomint == 2 && abs(smsurvival))
{
smsurvival = 1;
}
else if (randomint == 3 && abs(slsurvival))
{
slsurvival = 1;
}
}

while (!(amsurvival || alsurvival || hmsurvival || hlsurvival))
{
randomint = LCSrandom(4);
if (randomint == 0 && abs(amsurvival))
{
amsurvival = 1;
}
else if (randomint == 1 && abs(alsurvival))
{
alsurvival = 1;
}
else if (randomint == 2 && abs(hmsurvival))
{
hmsurvival = 1;
}
else if (randomint == 3 && abs(hlsurvival))
{
hlsurvival = 1;
}
}
        break;
      case ALIGN_CONSERVATIVE:  //One of the bad guys dies, one of the good guys lives
while (true)
{
randomint = LCSrandom(4);
if (randomint == 0 && pmsurvival)
{
pmsurvival = -1;
break;
}
else if (randomint == 1 && plsurvival)
{
plsurvival = -1;
break;
}
else if (randomint == 2 && smsurvival)
{
smsurvival = -1;
break;
}
else if (randomint == 3 && slsurvival)
{
slsurvival = -1;
break;
}
}

         amsurvival = -abs(amsurvival);
         alsurvival = -abs(alsurvival);
         hmsurvival = -abs(hmsurvival);
         hlsurvival = -abs(hlsurvival);

while (!(amsurvival || alsurvival || hmsurvival || hlsurvival))
{
randomint = LCSrandom(4);
if (randomint == 0 && abs(amsurvival))
{
amsurvival = 1;
}
else if (randomint == 1 && abs(alsurvival))
{
alsurvival = 1;
}
else if (randomint == 2 && abs(hmsurvival))
{
hmsurvival = 1;
}
else if (randomint == 3 && abs(hlsurvival))
{
hlsurvival = 1;
}
}
         break;
      case ALIGN_ARCHCONSERVATIVE: //good guys lose, bad guys win
         amsurvival = -abs(amsurvival);
         alsurvival = -abs(alsurvival);
         hmsurvival = -abs(hmsurvival);
         hlsurvival = -abs(hlsurvival);
         break;
      case ALIGN_STALINIST: //Only the "hero" survives - and the hero becomes evil by the end of the story
         pmsurvival = abs(pmsurvival);
         plsurvival = -abs(plsurvival);
         smsurvival = -abs(smsurvival);
         slsurvival = -abs(slsurvival);
         amsurvival = -abs(amsurvival);
         alsurvival = -abs(alsurvival);
         hmsurvival = -abs(hmsurvival);
         hlsurvival = -abs(hlsurvival);
         break;
      default: break;
   }

Now a fifth bug has revealed its left  ::)

Movie creation sometimes gives a SIGFPE (Arithmetic exception). This is because Film->budget can equal zero.
Code: [Select]
(gdb) down
#3  0x0000000100047b13 in mode_title () at title/titlescreen.cpp:618
#2  0x00000001000761c3 in mode_base () at basemode/basemode.cpp:565
#1  0x0000000100145dd2 in passmonth (clearformess=@0x7fffffffd60b: 1 '\001', canseethings=canseethings@entry=0 '\000') at monthly/monthly.cpp:777
#0  0x000000010006fe3a in Advance_Movie (Film=0x1011bcbe0, canseethings=canseethings@entry=0 '\000') at monthly/tvrecord.cpp:982

Changing line 982 from:
Code: [Select]
advanceprob = 5000000 / Film->budget;                                                                                                                        │
to:
Code: [Select]
    if (Film->budget == 0)
{
   Film->budget = -1;
}
    advanceprob = 5000000 / Film->budget;                                                                                                                        │
fixes the problem.

And here is the solution to bug 3: the game is set to save to saveTV1.3.dat but it loads from saveTV1.4.dat
Code: [Select]
$ ag -Qi "saveTV1.3"
daily/daily.cpp
38:   //*JDS* Save the game to saveTV1.3.dat each day.
39:   if(!disbanding&&autosave) savegame("saveTV1.3.dat");

title/titlescreen.cpp
620:   savegame("saveTV1.3.dat");

title/saveload.cpp
449:/* loads the game from saveTV1.3.dat */
1022:/* deletes saveTV1.3.dat (used on endgame and for invalid save version) */

includes.h
1481:/* loads the game from saveTV1.3.dat */
1483:/* deletes saveTV1.3.dat (used on endgame and for invalid save version) */

Replace all of those with 1.4 instead.

Tada! The game is now slightly stable-er.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: gentzy on December 30, 2017, 01:18:48 am
Here is a .patch file with all the changes I made previously: http://termbin.com/9dfi

Edit:
Bug 7: If you trigger a siege with only one squad member and then he gets shot the game will SEGV, that's because the game doesn't remove the squad until after the siege.
Fix is in this second patch: http://termbin.com/oed6

Apply the patches by doing the following:
Code: [Select]
wget <URL>
cd teravita/src
patch -p3 --ignore-whitespace < ../../<Name Of Downloaded file>
Then hit enter a couple times to tell it to ignore the binary files.

Edit:
One more patch, trying to graffiti in front of a crowd should warn you... too many of my squads have died to me not noticing.
http://termbin.com/nfzu
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 30, 2017, 12:27:01 pm
Oh, you have GDB? Oh, wonderful! I have not been able to get it to run on my machine!

I will work though your bug reports, thank you very much! I hopefully will release the next version today. One of those bugs I think has already been fixed.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 30, 2017, 03:12:42 pm
All right, fixing things...

...TVRecord_InputSleeperView is obsolete code and I just removed it. It didn't do anything useful.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: gentzy on December 30, 2017, 08:25:45 pm
Oh, you have GDB? Oh, wonderful! I have not been able to get it to run on my machine!
Not sure what you need to do in Macs, but in Linux all you have to do is install it using you package manager.
This is all I had to do:
Code: [Select]
sudo pacman -Syyu && sudo pacamn -S gdb

Very easy, see!  :P
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 30, 2017, 09:01:45 pm
I am very grateful for your fixing the bugs in the movie functions. Thank you very much!

The save1.3.dat to save1.4.dat bug had been fixed in the code, and will be released shortly (plus a number of new functions). I just need to test if the aim preference works.

Edit: fixed bug #1. If location is less than zero because your liberal is in hiding, then your liberal is infertile.


Edit: the aim specific code is buggy. Hold on...
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on December 31, 2017, 12:40:06 am
Version 1.41 is ready, but DFFD is not allowing the upload (messages indicate server trouble). I will wait a day or two to see if this problem persists. If it does, I will look around for another option.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: gentzy on December 31, 2017, 01:18:03 am
Can you upload it anywhere else temporarily? I really wanted to mess with it today.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on January 02, 2018, 12:49:55 am
Version 1.41 released - get it at the usual place.

Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Eschar on January 02, 2018, 02:44:14 pm
What does canseethings keep track of?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on January 02, 2018, 11:18:51 pm
canseethings is a flag that tells the computer whether or not to print information to the screen and inform the player. It is normally false if all of the player's liberals are on vacation, in prison, disbanded, etc.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on January 04, 2018, 01:46:30 pm
All right, I realized that there is something lacking that should be accounted for regarding seduction. To wit:

1. Conservatives should be able to make unwanted advances on your Liberals
2. People whose hearts you sway should have angry Conservative spouses

I have some ideas on how to handle this - I've been thinking about ideas for an assassination system by which Conservatives might try to assassinate liberals using stealth rather than brute force, and this would be similar. However, I'd like your thoughts and suggestions, if you have any!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on January 05, 2018, 11:22:02 am
1.41 for Windows
http://www.mediafire.com/file/h18bu6o1l504hay/Terra_Vitae_1.41_for_Windows.zip

Meanwhile, IsaacG, can you give me a low-down of what the improvements to base LCS that you've made are and where they are in the code since I started work on TV? I'd like to bring this mod up to date with the rest of LCS, so any pointers of where to go and what needs to be updated would be very helpful!  :)

Here's an incomplete copy of what I'm working on.
http://www.mediafire.com/file/jycvrd8mal9w3xx/2017_2018_Getting_Terra_Vitae_Up_To_Date.pdf
Let me know if I should change my approach.  I actually haven't gotten to the major changes yet, but it is a start.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on January 15, 2018, 11:59:47 am
Hi, I think I found a pretty consistent bug with version 1.41 (using IsaacG's windows version).

I believe the game always crashes upon encountering a supervillain's minion for me, as when I was attacked by the supervillain's minions, moving onto a tile with an enemy immediately crashes the game -- no error message is displayed.

I started a new game with a fresh download, but after uncovering the New Earth Conspiracy, I wandered around the Plaza with a squad to find potential minions to kidnap, but the game would just occasionally crash when moving into a new spot, and I theorize that it's because I'm encountering a supervillain's minion again, causing the game to crash, but I don't know for sure.

Sorry if this bug was already posted.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on January 15, 2018, 04:19:12 pm
I think I found your bug.

Just to check: are you playing the game on single-city mode or on multi-city mode?

Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on January 15, 2018, 04:55:00 pm
Single city mode
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on January 15, 2018, 05:36:56 pm
Version 1.42 released - get it at the usual place.

Changes:
-couchchou's bug found and fixed; superpowered minions now spawn as intended and don't crash the game.
-Terra Vitae spouses now display their type name properly on the liberal stats screen ('husband' or 'wife' depending on gender)
-Certain enemy types now aim for the head when attacking Liberals as they were supposed to
-Movies now have a random factor that goes into determining the sizes of their budgets, as well as a blurb on the movie inspiration screen that gives an idea as to how big that budget is
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on January 18, 2018, 03:18:22 pm
Version 1.42 released - get it at the usual place.

Changes:
-couchchou's bug found and fixed; superpowered minions now spawn as intended and don't crash the game.
-Terra Vitae spouses now display their type name properly on the liberal stats screen ('husband' or 'wife' depending on gender)
-Certain enemy types now aim for the head when attacking Liberals as they were supposed to
-Movies now have a random factor that goes into determining the sizes of their budgets, as well as a blurb on the movie inspiration screen that gives an idea as to how big that budget is

For Windows
http://www.mediafire.com/file/rabva9jldpppkpq/Terravitae_1.42_for_Windows.zip
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on January 19, 2018, 11:59:09 am
Using the new 1.42 version from IsaacG, I found a few more things:

--I found Superpowered Minions out and about at various sites, but the game still crashes when trying to fight them off in a siege

--The game crashes when you are caught trying to have multiple dates at once

--Maybe I'm just dense, but I couldn't find the Supervillain in the Secret Laboratory, but I did find them in the other two lairs.

--Finally, when trying to obtain clues for the NEC, after obtaining the first clue it said that there was only one clue left.

This is in Single City Mode.

Thank you!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: wafflesoflife on January 22, 2018, 01:52:30 pm
In the windows version, I can't find anyone with magic or powers and some of the new npcs won't spawn also in paragon city the superhero base is just a blank map where you can't move. Is there any way of fixing this?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on January 22, 2018, 06:26:53 pm
Thanks for the reports - I will work on them when I am able. Right now I've got some professional work to do.

waffles, what are the laws in your game? If the laws aren't fairly extreme, then people with magic and powers will not generally spawn.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Taberone on February 04, 2018, 01:04:51 am
-Certain enemy types now aim for the head when attacking Liberals as they were supposed to

Interesting. Would certain enemy types preferring to aim for the limbs be possible, like cops and SWAT? Sending a unwanted Liberal to commit suicide by cop is one thing that could potentially be nerfed if cops preferred to aim at the limbs, since they auto-arrest you in combat if your health is at Badly Wounded or below, and limb shots by themselves cannot kill a character (bleeding out, on the other hand...), only severely weaken them.

It would also enhance survivability of Liberals against police in general even if you're not doing suicide by cop, which is both a blessing and a curse. On one hand, your Liberal got to live another day because the cops blasted out his kneecaps before subduing and arresting his heavily wounded ass, rather than put one between his eyes. On the other hand, he's alive to spill the beans and testify in court against you if his Heart stat is low.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 05, 2018, 12:15:15 pm
At the moment, no, cops aim for the chest and death squads for the head. I might make SWAT aim for the legs.

My understanding of police procedure is that cops aim for the largest target (the torso) because if they're using guns, they're past the point of attempting non-lethal force. Part of this is because there is no "safe" part of the human body where you can shoot without killing someone. There are important blood vessels everywhere.

Also, this is Liberal Crime Squad. The cops are Conservative - they're supposed to be the bad guys. I suppose I might make police negotiators aim for the legs when they have to use their guns, and I suppose maybe also Amerindian police, but they're the only ones.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: TastyMints on February 10, 2018, 07:27:21 pm
At the moment, no, cops aim for the chest and death squads for the head. I might make SWAT aim for the legs.

My understanding of police procedure is that cops aim for the largest target (the torso) because if they're using guns, they're past the point of attempting non-lethal force. Part of this is because there is no "safe" part of the human body where you can shoot without killing someone. There are important blood vessels everywhere.

Also, this is Liberal Crime Squad. The cops are Conservative - they're supposed to be the bad guys. I suppose I might make police negotiators aim for the legs when they have to use their guns, and I suppose maybe also Amerindian police, but they're the only ones.
By and large shooters are trained to aim for the center of the mass. Aiming for the head or legs is very much a videogame and movie thing. LCS is a videogame and a fairly zany one at that so it fits. If I were feeling daring I'd suggest "Shoot to Kill" and "Shoot to Wound" instead of Aim for Head or Aim for Legs but that would look really weird with melee weapons and it's probably hard coded to use the same menu options. Maybe a combination, Aim to Kill or Aim to Wound. It's a shame LCS doesn't have comprehensive damage tracking like DF. It would go a long way toward keeping Murder charges from racking up and maybe dial down the effectiveness of mass shootings in-game. The presence of EMTs and hospitals seems to be nonexistent within the game mechanics. Maybe that should change at some point, or at least get mentioned in newspapers.

Oh and on the topic of cops as conservatives within the context of the game that may not be entirely true on a situational basis. Keep in mind that the average beat cop could be liberal, and is only chasing or engaging your liberals because they broke the liberal laws. A Deathsquad is most surely conservative, but police or even SWAT responding to a crisis or pursuing a criminal are not necessarily. Having normal cops shoot to wound makes sense in my opinion. Especially since running from normal cops can very often result in death for poorly trained liberals and early game founders. Being shot in the back and killed by a cop for setting off a car alarm and running is a little strange, yeah? Deathsquads or Gang Units maybe, but normal Cops?

The prison system should see a bit more use I think. I don't interact with it much because my liberals usually get killed in gunfights or running from cops rather than arrested. In fact, it's preferable that way since they can't rat you out if they're dead and a lot of times they're facing execution if caught and imprisoned. Low Heart liberals being captured can have serious consequences so it may act as a balancing mechanism for violence to up the survival rate on getting shot or police encounters in general. Early game TV tends to skew toward Arch-Conservative and Deathsquads within the first 5-8 years anyway. If the game's going to bust your founder it should do it before minor crimes are answered with the death penalty.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 11, 2018, 10:37:13 am
...realistically, I'd agree with you on all points. But this is Liberal Crime Squad, a video game and a zany one at that!  :)

There is a surrender to the police option that you can use and high-juice liberals can use it if you are appropriately prepared with the legal system. Sleeper judges can throw out witnesses that rat you out and dismiss them as evidence. If your rap sheet is relatively short of serious crimes, getting off with a good lawyer/judge combo is possible. Should be more possible, IMO, but you can do it.

In my experience, early game TV depends on how dangerous you've been taking. There are strategies that liberalize public opinion very quickly, yet keep your founder pretty safe (a founder who mainly recruits and masterminds from the shadows, and your own death squads that don't get taken alive is an obvious one. A founder who steals documents and publishes them in the Liberal Guardian is another good one). It's definitely possible to liberalize the country (excluding the supreme court) with one election cycle.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: TastyMints on February 11, 2018, 11:33:12 am
...realistically, I'd agree with you on all points. But this is Liberal Crime Squad, a video game and a zany one at that!  :)

There is a surrender to the police option that you can use and high-juice liberals can use it if you are appropriately prepared with the legal system. Sleeper judges can throw out witnesses that rat you out and dismiss them as evidence. If your rap sheet is relatively short of serious crimes, getting off with a good lawyer/judge combo is possible. Should be more possible, IMO, but you can do it.

In my experience, early game TV depends on how dangerous you've been taking. There are strategies that liberalize public opinion very quickly, yet keep your founder pretty safe (a founder who mainly recruits and masterminds from the shadows, and your own death squads that don't get taken alive is an obvious one. A founder who steals documents and publishes them in the Liberal Guardian is another good one). It's definitely possible to liberalize the country (excluding the supreme court) with one election cycle.
Aye, it feels a little dirty making the game mimic real life more closely doesn't it? Kinda strips it of its character in the same way that removing some of the long term bugs, placeholders, or oversights in DF can strip character away. Like how elephants used to be, or how prolific sudden and fort-lethal panic spirals used to be.

On the topic of prison and the courtroom, I've had 4-5 sleeper judges and good lawyers that have gotten me off of things up to a charges of Treason but that's less of the prison system being used and more of the justice system being rigged. What I mean to say is that prison itself is under-used and doesn't fulfill much of a purpose outside of gunning your way inside and breaking out your people. In reality the justice system revolves around extremes: You'll either never go to prison, or you'll probably be able to bust it wide open. But there's no real reason to choose surrender or allow your liberals to survive encounters with police outside of those. That's great for the personality of the game, but it also narrows the scope and adds spikes to the brick wall learning curve.

I've seen some mentions in other threads of violence being overpowered and I fully agree. When I've started new games I've tended to stay quiet early, legal fund-raise, and publish newspapers. That might be why things are slow going for me. Once corporate mercenaries raided my compound and killed half of my liberals I recruited a bunch of Sweatshop workers with my founder and made an Illegal Deathsquad out of them. After that the country started to liberalize more rapidly. I wonder if there could be some kind of diminishing returns and negative values instituted on violence so that constant and brutal violence would not only generate tremendous heat but also perhaps even harm the liberal agenda. Mass killings two or three times a month should probably make liberalism, not just the LCS, gain a poor image.

Anywho, more in reference to TV: I actually felt some nostalgia for City of Heroes when I played through TV for a while. I never really connected the two, but a faction of militarized hippy deathsquads carrying out terrorist acts would have fit right in CoH. I wonder if you have considered adding mad science type stuff for LCS to do to go with the theme like genetic experiments with mutants? Would be neat for high Science skill characters.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 11, 2018, 10:34:54 pm
All right, I see what you mean - the prison system is underused. I am not sure how to make it more used, since avoiding going to prison is generally a good idea in Liberal Crime Squad. One idea that has occurred to me is randomized story events, that might do things like add Liberals to your party but place them in prison, etc. These would be more complicated than existing events in Liberal Crime Squad, but I've seen other roguelikes (e.g. FTL: Faster than Light) that use a similar concept. The challenge comes with balancing these events with the rest of the game.

Violence is overpowered, and I've got a couple of ideas on how to fix it. My current way that I'm thinking of is that violence causes the LCS to become less popular, and LCS site actions exert a conservative influence on most views if the LCS is unpopular. Therefore, if you rely on a strategy that uses violence and nothing else, you will end up harming yourself more than helping because the LCS will become unpopular and then your site actions will exert conservative influence. However, if you can find a way to keep the LCS popular while doing violence - by publishing special editions in the Liberal Guardian, for example - then you can use site violence to improve public opinion as part of your strategy. You wait until the LCS is popular via community service and Liberal Guardian special editions, then you go on a rampage and affect other views, then go back to improving the LCS' image again.

I miss CoH. Its closure is one of the reasons why this mod exists. That said, I don't think that the LCS would have existed in Paragon City because in this game, the LCS are unabashedly the good guys, and the establishment they are fighting against are the villains. I can easily see something like the LCS existing in the Rogue Isles, and something like the LCS does exist in Praetoria, but not in Paragon. Terra Vitae could have existed in CoH (probably - there are issues there, too), but not the LCS.

The reason I haven't put genetic engineering of your Liberals to give them superpowers in this mod is because I don't feel like that is something that the LCS would or should be doing. Performing dangerous experiments on your minions to give them superpowers is something conservatives would do, not liberals. Maybe we should think about some way that the CCS could experiment to give themselves super-powers, and you could catch them in the act... Incidentally, supervillains (new endgame content) are implied to do this already, since mad science-themed supervillains exist and their minions and lairs have a mad science theme to them.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: TastyMints on February 12, 2018, 04:29:35 pm
That sounds like a fantastic idea, and there's a lot of things in prison that political activist types do to better themselves. Right now I think events pop up that either wound your character, increase their Juice, and I believe the capacity to learn skills from other criminals. Meeting contacts and sleepers in prison could be useful for a character that picks up a several year sentence. My imagination runs with things like an LCS prison gang opposed to the Conservative Brotherhood prison gang or the Mafia's prison mooks. Not sure if the prison event system could even handle complexities like that, so take those less as suggestions and more as idle thoughts.

Targeted violence sounds like the way to go. It creates a procedure of gameplay through which multiple characters with various skills can excel and contribute to a common goal. Think about it: Let's say you want to commit acts of violence against the Corporation. You would want to go in and steal Secret Corporate Files, publish them, and then when the public is scrutinizing them you come in and start breaking things and shooting people to win the day through the public's very short attention span. Constant and sustained violence would require hackers, sleepers, and skilled thieves to be working constantly alongside journalists to manipulate public opinion in favor of liberal idealisms even though the media are owned by conservatives. Public opinion polls would be much more useful, maybe even necessary.

Now that I think about it, I'm wondering if the news system could be a battleground all to itself. I'm sure that within the context of the game the conservative media establishment would be more than happy to throw its own under the bus in order to draw attention away from issues you've made hot topics in the media. The Corporation might leak Evidence of Church Corruption to take attention off of itself, or the AM Radio Station could run a news story on corruption within a petty liberal business or institution like the Latte Stand that actively turns public opinion against liberalism. Turning conservatives against eachother temporarily to save their own skin would be a great liberal victory for the LCS! Maybe it'd give you free license to attack a new target instead of the one you had intended too. Bonus points for the Liberal Guardian's monthly publishing being the limiting factor in violence. (I'm not sure how these things work so please don't take offense if I'm spouting off about things I clearly have very little understanding of.)

I'm not quite sure the LCS would have ethical limitations in regard to genetic experiments. They don't have ethical problems buying up AK47s illegally, gunning down crowds of people, or kidnapping then brainwashing via savage beatings and mind bending drugs. LCS are very much pragmatic hypocrites convinced of their own utter righteousness and the endgame of genetic experimentation is something extremely liberal: engineering people so there is no significant differences between anyone, and things like skin color or race would be regarded as entirely cosmetic since everyone's a post-human. Forcing equality on everybody is clearly the most liberal thing there is. But then this is your LCS in your mod, so they are whatever you want 'em to be. ;) Cheers.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Taberone on February 12, 2018, 05:20:43 pm
Would violence also backfire on the CCS too? That's all the CCS seems to do. If violence does get nerfed, will the CCS also play fair? Maybe give the CCS some new tricks, like having their own version of the Liberal Guardian that constantly publishes fake news about the LCS or about random political issues or something?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 13, 2018, 12:09:10 am
I'm feeling swamped with RL right now, so not sure how long it will be before I can implement story events. I've got a couple of other plans as well.

The LCS definitely can engage in very hypocritical behavior, but they do it to other people, not their own members. Once you're part of the LCS, they treat you like a liberal. Now, you can execute your own liberals, but you either gain wisdom or lose juice in the process. Maybe you can do genetic experimentation on your liberals, but if one of them dies/suffers a detrimental side effect, xer contact pays for it by losing juice? That would seem more reasonable to me. It would make the only juice-safe person to experiment on to be the LCS leader, which does make sense for liberal heroes to do - "what I'm about to do is dangerous, and I'd never force it on anyone. Somebody has to do it, for our cause, but that means it has to be me."

Violence backfiring on the CCS is one of the problems that retooling violence would cause. One option would be to have two views for the CCS just as there are two views for the LCS, but instead of people loving the LCS and so supporting their violent acts, people fear the CCS and so go along with them in order to avoid being their next victims. This would enable the CCS to continue using violence, but require the LCS to use other methods to stay popular.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: TastyMints on February 13, 2018, 02:59:59 pm
Sorry to hear about your situation, I hope things get better for you. Don't think I'd hound you for anything we're speaking about though. The time and hard work you and others put in to make an old niche game better is more than great. Frankly I'm just happy I haven't insulted you with my multi-paragraph "Idea Guy" rambling or by challenging your concept of what the LCS is or how they act.

You're two steps ahead of me in the powers and LCS department with the juice idea. That all makes perfect sense.

To add on to your case about the CCS being able to use violence more freely, it's worth noting that while Cable News could be argued as a netural institution the AM Radio Station is most surely a conservative news establishment and a functional equivalent to the Liberal Guardian. Both organizations feature Arch-Conservative NPCs at the very least. It makes sense for CCS to have a built in advantage as far as press releases are concerned. I wonder if it'd be possible to have them actively hijack Cable broadcasts like the LCS does, or otherwise sprinkle in some activism with their ultra violence.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on February 13, 2018, 06:12:47 pm
Sorry to hear about your situation, I hope things get better for you. Don't think I'd hound you for anything we're speaking about though. The time and hard work you and others put in to make an old niche game better is more than great. Frankly I'm just happy I haven't insulted you with my multi-paragraph "Idea Guy" rambling or by challenging your concept of what the LCS is or how they act.
To weigh in personally, I'm a big fan of multi-paragraph "Idea Guy" ramblings that exist on this forum.  There's an old thread with people going back and forth about the legal system, and I printed off a hard copy.  "Plans are useless, but planning is essential."  Reading the ideas people present for LCS has so far been a great help and inspiration for me.

I'm feeling swamped with RL right now, so not sure how long it will be before I can implement story events. I've got a couple of other plans as well.
Maybe I should use this time to bring our LCS forks to closer compatibility.
I'll try to get a TV version of the save file stuff ready by the weekend.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 13, 2018, 09:46:49 pm
Quote
Sorry to hear about your situation, I hope things get better for you.

Nothing to be sorry about; I do enjoy my work. I'm just extremely busy (multiple manuscripts to send to journals, all with deadlines).

Don't worry about insulting me, either. Reasoned arguments are a good thing.


Quote
  add on to your case about the CCS being able to use violence more freely, it's worth noting that while Cable News could be argued as a netural institution the AM Radio Station is most surely a conservative news establishment and a functional equivalent to the Liberal Guardian. Both organizations feature Arch-Conservative NPCs at the very least. It makes sense for CCS to have a built in advantage as far as press releases are concerned. I wonder if it'd be possible to have them actively hijack Cable broadcasts like the LCS does, or otherwise sprinkle in some activism with their ultra violence.

This is something I've been wondering about for a while, and how/if it needs to be represented. In RL, country radio stations are more likely to be conservative while urban news channels are more likely to be liberal. This is because rural people by-and-large tend to be more conservative/libertarian while urban people tend to be more liberal/statist, and their news agencies tend to match.

In Liberal Crime Squad, AM Radio and Cable News are pretty much copies of each-other with basically the same function and mechanics. That there should be two of them I think is necessary, since the possibility of having different mainstream news agencies pulling in opposite directions is definitely something that could or should be possible (just look at American media now...). Still, I'd like their mechanics to be more different than they are. Right now, they're different because they create different genres of movies. Any other suggestions on how to make them different would be welcome. I do think they should both be conservative at least at game start, though, if for no other reason than because their being conservative gives the LCS and therefore the player more things to do gameplay-wise.


Quote
I'll try to get a TV version of the save file stuff ready by the weekend.

That would be awesome! :D My cheat code routines can help with things like that, but it would be nice to alter the save file directly. That would solve a number of other problems, too.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Taberone on February 13, 2018, 11:13:59 pm
Maybe have stuff like random events related to AM Radio and Cable News that affect things politically? Something like AM Radio having a podcast about stories where responsible gun owners save lives (pushing public opinion on gun control to Conservative) or something? Technically, that kinda already sorta does happen with the random events that pop up in the newspaper, like an AM Radio Personality going bonkers and swearing a lot (or something like that) but those are rare IIRC.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 14, 2018, 09:33:28 am
They're rare but they're also quite powerful. Those random broadcasts have about the same effect strength as Liberal Guardian special editions!

They also don't really fit what I'm referring to, because they happen independently of whether AM Radio or Cable News are popular or unpopular. What I am referring to with regards to different mechanics is that there is some difference in how the game reacts to the player doing things at the AM Radio station or its people versus the Cable News station or its people. It could be as simple as the conservative influence of the two studios affecting different views, or site actions at these locations having different effects. Or it could be more complicated.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on February 14, 2018, 12:29:27 pm
Make it a new status screen that shows all the details of all the movies. I absolutely hate the fact that it makes me push more buttons to get through long periods of time. Maybe in the main screen, have it list a number of "unread" movies that are given, and when you push the buttont hat moves you to the movies screen, it lists off all the recently made movies along with the date they were amde and the needed details.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 14, 2018, 09:38:48 pm
Make it a new status screen that shows all the details of all the movies. I absolutely hate the fact that it makes me push more buttons to get through long periods of time. Maybe in the main screen, have it list a number of "unread" movies that are given, and when you push the buttont hat moves you to the movies screen, it lists off all the recently made movies along with the date they were amde and the needed details.

Question - if you disband, do you still see movie-related stuff? If yes, then that's a bug and please give me a report of it. If no, then this is what disbanding is supposed to be for...
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on February 14, 2018, 10:15:44 pm
havent actually played the mod since last year, actually.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 14, 2018, 10:25:05 pm
havent actually played the mod since last year, actually.

That explains it. The mod has been updated.  :P
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on February 21, 2018, 12:04:57 pm
Quote
I'll try to get a TV version of the save file stuff ready by the weekend.

That would be awesome! :D My cheat code routines can help with things like that, but it would be nice to alter the save file directly. That would solve a number of other problems, too.
Here are the source files changed to allow for verbose save files.  The first are the changes to allow multiple saves.  The second adds in the plaintext save files.
http://www.mediafire.com/file/3cw65cq2h5dswyx/Terra+Vitae+Multisave+Changed+Files.zip
http://www.mediafire.com/file/ci2g3xnnv452u5t/Terra%20Vitae%20Verbose%20Changed%20Files.zip

I commented out the part that adds labels to every individual skill, crime, and attribute, because of the changes to which skills and crimes exist it would have to be rewritten.  And it's flavor, anyway.  I didn't include a way to turn verbose saving off.  That's part of the debug_defines.txt, and that's a whole other ball game...
Have fun :D

http://www.mediafire.com/file/v4bk16au65a0qa1/Terravitae%201.42%20for%20Windows%20-%20With%20Verbose%20Saves.zip
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on February 22, 2018, 11:20:41 pm
Great, thanks - although, I am looking through the saveload.cpp file from the first link, but am unable to see how it is different from the version I have. It does not seem to write to a text file. Can you tell me what these changes do?

Thanks!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on February 28, 2018, 12:08:31 pm
Great, thanks - although, I am looking through the saveload.cpp file from the first link, but am unable to see how it is different from the version I have. It does not seem to write to a text file. Can you tell me what these changes do?

Thanks!
format: PDF
http://www.mediafire.com/file/4su8mh5oi7a8755/20180228%20TV%20Assistance.pdf
format: ODT
http://www.mediafire.com/file/scnbttx54kqb6a2/20180228%20TV%20Assistance.odt

saveload.cpp doesn't change all that much.  Mostly it's titlescreen.cpp.
Also, overwrite
Terra Vitae Multisave Changed Files.zip
with
Terra Vitae Verbose Changed Files.zip

I'm not sure i was clear on that.  The second one changes saveload.cpp a fair bit, whereas the first one does less.  I probably should have set it up as a single download.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 01, 2018, 01:41:03 am
Still not clear (forgive me - I'm coming down with a cold). Should I replace the files in my mod with the ones in your verbose .zip, or manually edit the files using the .pdf you linked (or are both necessary)?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on March 01, 2018, 04:18:31 pm
Still not clear (forgive me - I'm coming down with a cold). Should I replace the files in my mod with the ones in your verbose .zip, or manually edit the files using the .pdf you linked (or are both necessary)?
Replace the files in your mod with the ones in the multisave .zip, then replace those with the files in the verbose .zip.

It's alright.  In person I've been told I should become a doctor, due to my ability to explain things clearly.  Despite this, I have never managed to write something down without needing to clarify things, generally in person.  I once spent an hour crashed in a ditch barely a mile away from my home because my roommate misunderstood the directions I gave him in a text.  Then I had to pay the tow truck driver because I had failed to understand my roommate intended to tow my car himself.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 05, 2018, 01:02:11 pm
Uh-oh, trouble. Looks like I don't have TINYDIR_H0.

Complete error message:

Quote
In file included from lcsio.cpp:26:
./tinydir.h:22:9: warning: 'TINYDIR_H' is used as a header guard here, followed
      by #define of a different macro [-Wheader-guard]
#ifndef TINYDIR_H
        ^~~~~~~~~
./tinydir.h:23:9: note: 'TINYDIR_H0' is defined here; did you mean 'TINYDIR_H'?
#define TINYDIR_H0
        ^~~~~~~~~~
        TINYDIR_H
1 warning generated.
mv -f .deps/crimesquad-lcsio.Tpo .deps/crimesquad-lcsio.Po
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'.  Stop.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on March 06, 2018, 06:27:15 pm
Uh-oh, trouble. Looks like I don't have TINYDIR_H0.
I keep forgetting about that.  It's a non-issue, but you can delete the number 0 if you want the warning to go away.
i.e.
Code: [Select]
#ifndef TINYDIR_H
#define TINYDIR_H

Complete error message:

Quote
In file included from lcsio.cpp:26:
./tinydir.h:22:9: warning: 'TINYDIR_H' is used as a header guard here, followed
      by #define of a different macro [-Wheader-guard]
#ifndef TINYDIR_H
        ^~~~~~~~~
./tinydir.h:23:9: note: 'TINYDIR_H0' is defined here; did you mean 'TINYDIR_H'?
#define TINYDIR_H0
        ^~~~~~~~~~
        TINYDIR_H
1 warning generated.
mv -f .deps/crimesquad-lcsio.Tpo .deps/crimesquad-lcsio.Po
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'.  Stop.
Here's the problem.  cmake/ming doesn't know where to find "common/commondisplay.cpp".
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 08, 2018, 10:54:14 am
Still have the following:

Code: [Select]
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'.  Stop.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 16, 2018, 08:12:26 am
I would like to work on the next major overhaul, but was hoping to have this save file issue fixed first. Unfortunately I cannot compile IsaacG's code.

Should I just proceed with the feature update? This will make TV even more divergent from vanilla LCS.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on March 16, 2018, 03:34:07 pm
I would like to work on the next major overhaul, but was hoping to have this save file issue fixed first. Unfortunately I cannot compile IsaacG's code.

Should I just proceed with the feature update? This will make TV even more divergent from vanilla LCS.
I think you should go for it.  I'm still trying to figure out how to get code to compile from the command line without relying on project files.  Until then I have no idea how to fix
Code: [Select]
make: *** No rule to make target `common/commondisplay.cpp', needed by `crimesquad-commondisplay.o'.  Stop.The compiler doesn't have access to "common/commondisplay.cpp" is.  Or it means that "crimesquad-commondisplay.o" isn't supposed to exist.  I know what the problem is, just not how to fix it.

If you could tell me exactly what download of the LCS source code TV is based off, that would make it easier.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 17, 2018, 09:08:50 am
Yeah unfortunately I don't recall what version it is based off, although I can tell you that the code in its entirety is contained in the TV download, so it may be possible to figure it out.

I have a couple of new features to add, and can solicit suggestions for them, so stay tuned.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 17, 2018, 10:28:41 pm
All right, going to solicit suggestions at this point. This is a big enough update that any thoughts/discussion on new features or updates on existing features are welcome.

Here's the general to-do list:

1. VIEW_UNITEDNATIONS and LAW_UNITEDNATIONS
Description: New law and view. Liberals support U.S. involvement in foreign military campaigns if and only if it is done with United Nations approval. If this law is liberal, then the U.S. will be using its military to support U.N. peacekeeping actions; if conservative, the U.S. will disdain the U.N.
Status: done

2. SIEGE_MURDERERS, SIEGE_INTERNATIONAL_CONSERVATIVE, and SIEGE_INTERNATIONAL_STALINIST
Description: Three new factions that can besiege you.
->2a. SIEGE_MURDERERS: consists of otherwise ordinary people who want to murder the LCS. There will be an offended_murderers counter that augments every time you do something that incites a murder. This includes having an affair with somebody's spouse, killing a friend or family member in a site action, having too much money, etc. The more heat reduction your safehouse has, the better-protected you will be, and the more conservative LAW_DEATHPENALTY is, there will be additional protection from them. These murderers will be generally poorly-armed, but there will be occasional well-skilled and prepared enemies in their siege.
-> SIEGE_INTERNATIONAL_CONSERVATIVE: international terrorists of an arch-conservative stripe (i.e. not bred on U.S. soil, not the CCS). If the president of the U.S. is himself C+, these guys will not bother to attack you. If the president is of either the Liberal or Stalinist parties, the military will fight them for you. The more conservative LAW_MILITARY and the more liberal LAW_UNITEDNATIONS are, the better the military will be at fighting these terrorists. If either LAW_MILITARY is C+ or LAW_UNITEDNATIONS is L+, these enemies will generally not be a threat. They also will tend not to notice you if you have heat reduction.
-> SIEGE_INTERNATIONAL_STALINIST: similar to the above, but of a Stalinist stripe. If the president of the U.S. is himself S, these guys will not attack you, and presidents of both the Liberal and Conservative parties will fight them using the military, as above.
Status: not yet implemented.

3. Player-created factions
Description: Players will now be able to define their own factions and add them to the game using a tab-delimited text file, much as they already can with lobbies. These factions will be affected by conditions in the game, and will ultimately be able to besiege the LCS. They can also fight with each-other.
Status: the way that factions are influenced by the world is implemented, but not how factions interact with each-other nor how they are added into the game in the first place.

4. Miscellaneous tweaks
-Re-vamp sexual treason mechanics (either intelligence 10 or health 10 qualifies you, but not both 9 and 9 as it is currently). Not yet implemented.



Discussion points

1. Nerfing violence - there has been a lot of talk about reducing the effectiveness of violence in the game. Although I agree that it would be a good thing to include, there is a problem with it: at present, the LCS cannot defeat the conservatives by pure military force. Instead, the LCS has to liberalize public opinion, swing elections, and then let the newly-elected liberal politicians enact liberal legislation. It seems to me that if we were to severely reduce the ability of the LCS to affect public opinion via violence, then there should need to be some alternative way to overthrow the U.S. government by violence alone. Although this sounds good in principle, I am less sure how to implement it. Suggestions are welcome.

2. Sewing dissent among the conservatives - again, I don't know how to implement this gameplay-wise. The idea is to turn the conservative media establishment against other conservatives. The thought that occurs to me is that perhaps there should be another set of media establishments that are determined by public opinion rather than by doctrinaire politics. Movies already sort of work like this: although there is a conservative influence on all movies and movies also are inspired by different events, movies are also impacted by public opinion. The trouble is that the conservative media, currently cable news and AM radio, need to be there.

3. More founder-creation options - the idea here is to have a founder that has been in the military, and may have been exposed to super-science that gave him or her (limited) super-powers (that can then be trained up). I'd like an entire storyline, like there are for the other five archetypes (master thief, violent gangster, brilliant student, gifted survivor, charismatic leader). I'm not sure what all of the options should be, though.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Hertz on March 24, 2018, 02:49:58 am
How do i influence movies? The site for films just has the CCS boss and several squares which has the president...
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 24, 2018, 01:34:42 pm
How do i influence movies? The site for films just has the CCS boss and several squares which has the president...

It's a bug. I've been trying to fix it for a while. I will make sure it is fixed in the next release.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on March 25, 2018, 09:51:06 pm
Hello,

This is probably totally unnecessary, but I was curious if you or anyone else was able to replicate these issues, or if you already fixed them:

--I found Superpowered Minions out and about at various sites, but the game still crashes when trying to fight them off in a siege

--The game crashes when you are caught trying to have multiple dates at once

--Maybe I'm just dense, but I couldn't find the Supervillain in the Secret Laboratory, but I did find them in the other two lairs.

--Finally, when trying to obtain clues for the NEC, after obtaining the first clue it said that there was only one clue left.

This is in Single City Mode.

Thank you!

Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 27, 2018, 09:31:09 pm
How do i influence movies? The site for films just has the CCS boss and several squares which has the president...

It's a bug. I've been trying to fix it for a while. I will make sure it is fixed in the next release.

Bug fixed. I had forgotten that DAME needs to export its maps before LCS can use them!


This is probably totally unnecessary, but I was curious if you or anyone else was able to replicate these issues, or if you already fixed them:

Not necessary, but still helpful - thanks for collating them all.

Quote
--I found Superpowered Minions out and about at various sites, but the game still crashes when trying to fight them off in a siege

I think I fixed this one but am going to check.


Quote
--The game crashes when you are caught trying to have multiple dates at once

Bug replicated, working on it.


Quote
--Maybe I'm just dense, but I couldn't find the Supervillain in the Secret Laboratory, but I did find them in the other two lairs.

The supervillain lairs are procedurally-generated and randomly-named, just like the warehouses, polluter factories, movie studios, etc. The options are:
1. Underground Mausoleum
2. Spacious Sewer
3. Mysterious Cave Complex
4. Secret Laboratory
5. Ominous Castle
6. Forgotten Temple
7. Space Rift
8. Black Skyscraper

I don't know why one of them would have an unfindable supervillain unlike the others.


Quote
--Finally, when trying to obtain clues for the NEC, after obtaining the first clue it said that there was only one clue left.

I have no idea what could be causing this. The code looks absolutely straightforward.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 28, 2018, 08:11:04 am
Quote
--The game crashes when you are caught trying to have multiple dates at once

Bug fixed.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on March 28, 2018, 10:47:20 am
Sometimes my game crashes at the end of the month, it's a little annoying.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on March 28, 2018, 08:29:52 pm
Quote
Quote
--Maybe I'm just dense, but I couldn't find the Supervillain in the Secret Laboratory, but I did find them in the other two lairs.

The supervillain lairs are procedurally-generated and randomly-named, just like the warehouses, polluter factories, movie studios, etc. The options are:
1. Underground Mausoleum
2. Spacious Sewer
3. Mysterious Cave Complex
4. Secret Laboratory
5. Ominous Castle
6. Forgotten Temple
7. Space Rift
8. Black Skyscraper

I don't know why one of them would have an unfindable supervillain unlike the others.


Quote
--Finally, when trying to obtain clues for the NEC, after obtaining the first clue it said that there was only one clue left.

I have no idea what could be causing this. The code looks absolutely straightforward.

On the clues, I think the real issue I had was that if I had previously cleared an old super-villain lair that had been re-occupied by a new super-villain, taking out that new super-villain would sometimes give me "new" evidence even though you're meant to clear out a super-villain from each lair. In any case, I could not get the final game-winning mission to trigger despite this, so I suspect that although the evidence variables are working as intended, the way the game checks for what to tell the player after clearing a super-villain lair is somehow wonky.

On the lairs, it might just be my ignorance showing here--are there only supposed to be 3 lairs per game? For example, in my game, I had found the Cave Complex, Mausoleum, and Secret Laboratory, and couldn't find any more. Only in the Secret Laboratory was I unable to find the supervillain's location in the site. If they are procedurally-generated, is it possible to make it so that when they are "closed down" they can regenerate into a new map? I'm not totally sure if this is already in the game, but I seem to recall that the TV/Radio sites change their layout if they've been shut down for a time.

Also, is there a point to "using" the traps in those lairs? They guarantee an encounter with enemies and obscure the villain's location, so I can understand their purpose on that end, but using the traps would always injure one of my precious liberals, or at least try to. Since you can just abstain from using the trap locations, I didn't understand that purpose. Unless this is already implemented, perhaps using the trap could occasionally net you valuable loot?

Finally, perhaps this is my misunderstanding of the general situation in the Terra Vitae world, but fighting the super-villain's minions in his lair will get you a criminal record. This is a debatable point, but I would think that fighting in such a secret lair would prevent evidence from ever reaching society at large. If the current state of affairs is meant to be explained by their control over the government, maybe such activities would only net you a criminal record if the laws are conservative enough?

Thanks for all that you do working on this mod! Sorry about this being lengthy/probably unreadable.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 28, 2018, 10:03:11 pm
On the clues, I think the real issue I had was that if I had previously cleared an old super-villain lair that had been re-occupied by a new super-villain, taking out that new super-villain would sometimes give me "new" evidence even though you're meant to clear out a super-villain from each lair. In any case, I could not get the final game-winning mission to trigger despite this, so I suspect that although the evidence variables are working as intended, the way the game checks for what to tell the player after clearing a super-villain lair is somehow wonky.

This is possible - I'm working on it. I believe I have found the minion-crash bug; I am now working on figuring out how to solve it. It has to do with minions spawning that don't have an associated supervillain to template off of (minions are subtly different depending on whether the villain is a crimelord, mad scientist, alien invader, etc.).

Quote
On the lairs, it might just be my ignorance showing here--are there only supposed to be 3 lairs per game? For example, in my game, I had found the Cave Complex, Mausoleum, and Secret Laboratory, and couldn't find any more. Only in the Secret Laboratory was I unable to find the supervillain's location in the site. If they are procedurally-generated, is it possible to make it so that when they are "closed down" they can regenerate into a new map? I'm not totally sure if this is already in the game, but I seem to recall that the TV/Radio sites change their layout if they've been shut down for a time.

That's an excellent idea. I'll try to incorporate that!

Quote
Also, is there a point to "using" the traps in those lairs? They guarantee an encounter with enemies and obscure the villain's location, so I can understand their purpose on that end, but using the traps would always injure one of my precious liberals, or at least try to. Since you can just abstain from using the trap locations, I didn't understand that purpose. Unless this is already implemented, perhaps using the trap could occasionally net you valuable loot?

It's another bug (which I already found and fixed in the process of tracking down the minion crash bug). Traps are supposed to spring on you the moment you stumble into them.


Quote
Finally, perhaps this is my misunderstanding of the general situation in the Terra Vitae world, but fighting the super-villain's minions in his lair will get you a criminal record. This is a debatable point, but I would think that fighting in such a secret lair would prevent evidence from ever reaching society at large. If the current state of affairs is meant to be explained by their control over the government, maybe such activities would only net you a criminal record if the laws are conservative enough?

Nope, this is yet another bug. Thanks for pointing it out!


Quote
Thanks for all that you do working on this mod! Sorry about this being lengthy/probably unreadable.

No, you're finding more bugs. You're welcome! :)


Sometimes my game crashes at the end of the month, it's a little annoying.

I haven't experienced this one for a while and I believe I fixed it. However, rare random crashes are hard to fix because they're difficult to isolate. Moreover, they are avoidable if you just restart. This makes them lower priority than things that really do break the game.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: CriticallyAshamed on March 29, 2018, 08:28:20 am
Could you please implement a method to remove movies? There is such a huge amount of movie spam and it doesn't clear the remaining text very well.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 29, 2018, 08:31:27 am
Could you please implement a method to remove movies? There is such a huge amount of movie spam and it doesn't clear the remaining text very well.

Movies can already be removed with the command "Cheat Clear Movies" in the review mode. This will remove all movies from the game (although new movies will continue to spawn).
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: CriticallyAshamed on March 29, 2018, 08:49:36 am
Movies can already be removed with the command "Cheat Clear Movies" in the review mode. This will remove all movies from the game (although new movies will continue to spawn).

Sorry, to clarify, it would be a lot more pleasant experience if we could choose "Use movie feature" ala "Enable Stalinist Crime Squad". I don't know the intricacies of LCS codebase but this wouldn't be incredibly hard to implement (normally) while providing a useful feature. Rather than having to regularly clear all the movies.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 29, 2018, 11:00:32 am
Superminion crash bug fixed.

*sigh* if you really want movies to not be part of the game at all, I suppose I can try to work that in. It will unbalance the game, mind you. The thing is that I like the movies, although there were too many of them in the last release, so I reduced that number.


Edit: multiple date crash bug fixed.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on March 29, 2018, 11:37:06 am
In just 4-5 months I got 40 movies the last time i played.

There should be 3-8 movies Per year, with the corresponding effect.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on March 29, 2018, 12:50:09 pm
I have no clue if this will help you at all, but I have a save using the "verbose save" system IsaacG set up--I'm not sure if you're able to use it since I'm running this with Windows 10--But it contains a few of the bugs I mentioned:

1. A Supervillain sieges a site upon the next day, and fighting in that area will cause the game to crash upon encountering an enemy. You've already found and fixed this one, it seems, though.

You said that it's probably because the superpowered minions are not properly tied to their super-villain master. It seems that way because if immediately after uncovering the NEC, the game will occasionally crash while loitering about places where superpowered minions spawn, and you'll never actually see superpowered minions in these sites unless you wait a month or two. Could it be that these minions don't have a master yet, so the game crashes when trying to spawn a minion? 

2. There's also the Mysterious Cave Complex in this one, and for the life of me I can't find the Super-villain's location. If you look at the map in that site, there's an exclamation mark just north-east of your start that is inaccessible. That's what gave me the idea that sometimes these sites might be placing the super-villain inside a wall or something.

I do think that having the lairs change their layout after being closed down would be a handy soft fix to this issue, since eventually the super-villain's location will be placed somewhere accessible.

I can't seem to figure out how to attach a save file here, if anyone has any guidance or really wants it, let me know how.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on March 29, 2018, 08:38:30 pm
I've just playtested through four years of the LCS sitting around doing nothing, and tweaked the background movie-creation system so that there are about five movies per year. This is if the LCS does nothing, however (and the CCS is either unformed or defeated). LCS and CCS activity will create more movies. This is an intended feature and I will not be changing it.

I've also decided that the next version should include a cheat command that disables movie inspiration. This will prevent any new movies from being inspired. It will not be saved to the save file, so you'll have to re-enter the command if you want to quit the game and restart it, but it will work for as long as the game continues to run. This also won't prevent any existing movies from working normally (although there already is a command to clear them, too). This will enable a player to decide whether to temporarily suspend movie inspiration, but keep any existing movies in play.

*

1. Yes, that's exactly what's happening: the minions don't have a master, and there was actually a deliberate line of code that was designed to cause the game to crash if that happened. There was also a line of code that was supposed to print an error message to the console before crashing, so that you or I would know what bug had caused the crash and so could be easily found and fixed. Unfortunately, that error message was also buggy because this game uses the Curses library instead of the ansi C fprintf(stderr, %s) statement, which meant that it wasn't obvious at first what was causing the bug.  >:(

Also, the code was written to work in multiple-city mode, so it looked for the first supervillain lair in the corresponding city. In multi-city mode, there is only one lair per city, so if minions are spawning in a city, you know that the first lair is going to have a supervillain else minions wouldn't spawn. However, in single-city mode, minions can spawn if the first lair is vacant but the second or third is occupied. What I did to fix it was assume that any unfindable villain is of the "crimelord" type, which is a reasonable fix, but it would still be better if it could find an actual villain.

2. Shutting down a villain lair should require finding and killing the supervillain, though. Have you been able to shut down lairs without killing the supervillain? If so, then that's yet another bug...
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on March 30, 2018, 12:50:48 am
Quote
2. Shutting down a villain lair should require finding and killing the supervillain, though. Have you been able to shut down lairs without killing the supervillain? If so, then that's yet another bug...

If that's the case, then it might be two bugs:

--Killing the super-villain has never shut down the site for me, it's always remained accessible, but if visited immediately afterward, the game will crash eventually, presumably because it's trying to spawn masterless superpowered minions.

--The only way I've managed to shut down the site is through destroying enough walls in the site through the liberal application of fire. (pun intended?) I discovered this because I was trying to find out if the super-villain's location was inside one of the walls but after destroying enough of the walls the site shut down and instead became completely repaired once the site was open again.

Edit: I think I have found a possible reason for the Super-villain's lair to not spawn. In the sitemaps.txt file in the art folder, the Super-villain's lair is placed before the traps, so perhaps the placement of the traps is overwriting the lair?

One more edit: I might have an answer for the previous issue I had mentioned with the 3 clues against the NEC: They seem to reset upon closing and loading up the game--maybe their value is being assigned in that initializing function each time the game is started?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 01, 2018, 09:52:57 am
-Fixed the bug causing LCS members to be criminalized for actions at supervillain lairs

-Swapped the locations of trap deployment and supervillain deployment in lairs. Hopefully this will solve the above problem.

-Fixed a bug in the code of saving and loading supervillain status. I am not sure if this is what was causing the problem, but let's hope so.

-Added the cheat command "Disable Movies" that prevents new movies from being inspired (but does not remove existing movies or characters from the system as there are already cheat commands for these)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: CriticallyAshamed on April 03, 2018, 09:18:16 am
*sigh* if you really want movies to not be part of the game at all, I suppose I can try to work that in. It will unbalance the game, mind you. The thing is that I like the movies, although there were too many of them in the last release, so I reduced that number.

I appreciate that it is a feature you like and removal may unbalance the game. As you note however, I was getting way too many movies, perhaps the fact that I started in Conservative++ mode? In addition, something is not right in that they do not clear the screen properly.

-Added the cheat command "Disable Movies" that prevents new movies from being inspired (but does not remove existing movies or characters from the system as there are already cheat commands for these)

I greatly appreciate this. It's pleasant to see such a quick response (:
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on April 03, 2018, 01:24:15 pm
I played on the all-policies-are-conservative thing, and I get tons of movies.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 04, 2018, 12:09:17 am
You will still get tons of movies until I update the game files on DFFD, which I am still working on because I want to be sure that there aren't any more changes that I want to make that will make saves incompatible. Basically, I want version 1.5 to be the last major release, and all post-1.5 versions to be save-compatible with 1.5. I don't want to have to make a 1.6. I am therefore holding off on the release until I'm reasonably confident that it is ready.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 05, 2018, 10:09:28 pm
I am encountering a terrible bug. Please see the code below.

Notice that lobbies and factions are defined in almost exactly the same way, and the syntax used for saving and loading them from the save file is likewise identical. However, upon loading the first byte from the line {fread(&factionlist[f]->AbbreviatedName, sizeof(char), CREATURE_NAMELEN, h);}, the game immediately crashes. I cannot understand how this could be crashing.

Does anybody else have any idea of what could be going on here???



In Includes.h
Code: [Select]
class Lobby
{
public:
   char LobbyName[CREATURE_NAMELEN];
   int LobbyCreatures[CREATURENUM];
   int LobbyLaws[LAWNUM];
   
   int spectrum;
   int alignment_max_liberal;
   int alignment_max_conservative;
   int alignment_current;
   int influence;
};

...



class FactionMember
{
public:
   char Name[CREATURE_NAMELEN];
   int alive;
   int gender;
   int competence;
   int stylemoviegenre;
};

class Faction
{
public:
   char AbbreviatedName[CREATURE_NAMELEN];
   char FullName[CREATURE_NAMELEN];
   int FriendList[FACTIONALLIANCENUM];
   int NeutralList[FACTIONALLIANCENUM];
   int EnemyList[FACTIONALLIANCENUM];
   int FactionAlignments[FACTIONALIGNNUM];
   
   int RelevantLaws[LAWNUM];
   int MaxGovernmentLiberalLaws[LAWNUM];
   int MaxGovernmentConservativeLaws[LAWNUM];
   int RelevantViews[VIEWNUM];
   int RelevantLocations[SITENUM];
   int RelevantCrimes[LAWFLAGNUM];
   int RelevantGenres[GENRENUM];
   int RelevantProtagonists[VIEWNUM];
   int RelevantSettings[VIEWNUM];
   int RelevantClubs[ACTIVITYNUM];
   
   int healthmax;
   int healthcurrent;
   int governmentfunded; //1 for yes, 0 for no
   int moviefunded; //-2 for conservative or Stalinist; -1 for conservative; 0 for no; 1 for liberal; 2 for liberal or Stalinist
   int privatefunded; //1 for yes, 0 for no
   int fundscurrent;
   int basestrength;
   int fundingrelevance;
   int baseaggressiveness;
   
   vector<FactionMember *> Members;
};



in saveload.c:
Code: [Select]
      //Lobbies
      int lobbynumber = lobbies.size();
      fwrite(&lobbynumber, sizeof(int), 1, h);
      for (int l = 0; l < lobbynumber; l++)
      {
         fwrite(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
         fwrite(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h);
         fwrite(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h);
         fwrite(&lobbies[l]->spectrum, sizeof(int), 1, h);
         fwrite(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h);
         fwrite(&lobbies[l]->alignment_max_conservative, sizeof(int), 1, h);
         fwrite(&lobbies[l]->alignment_current, sizeof(int), 1, h);
         fwrite(&lobbies[l]->influence, sizeof(int), 1, h);
      }
     
      //Factions
      fwrite(&global_violence_counter, sizeof(int), 1, h); //Number of violent events in the news related to politics
      int factiontotal = factionlist.size();
      fwrite(&factiontotal, sizeof(int), 1, h); //Number of factions
      for (int f = 0; f < factiontotal; f++)
      {
         fwrite(&factionlist[f]->AbbreviatedName, sizeof(char), CREATURE_NAMELEN, h);
         fwrite(&factionlist[f]->FullName, sizeof(char), CREATURE_NAMELEN, h);
         fwrite(&factionlist[f]->FriendList, sizeof(int), FACTIONALLIANCENUM, h);
         fwrite(&factionlist[f]->NeutralList, sizeof(int), FACTIONALLIANCENUM, h);
         fwrite(&factionlist[f]->EnemyList, sizeof(int), FACTIONALLIANCENUM, h);
         fwrite(&factionlist[f]->FactionAlignments, sizeof(int), FACTIONALIGNNUM, h);
         fwrite(&factionlist[f]->RelevantLaws, sizeof(int), LAWNUM, h);
         fwrite(&factionlist[f]->MaxGovernmentLiberalLaws, sizeof(int), LAWNUM, h);
         fwrite(&factionlist[f]->MaxGovernmentConservativeLaws, sizeof(int), LAWNUM, h);
         fwrite(&factionlist[f]->RelevantViews, sizeof(int), VIEWNUM, h);
         fwrite(&factionlist[f]->RelevantLocations, sizeof(int), SITENUM, h);
         fwrite(&factionlist[f]->RelevantCrimes, sizeof(int), LAWFLAGNUM, h);
         fwrite(&factionlist[f]->RelevantGenres, sizeof(int), GENRENUM, h);
         fwrite(&factionlist[f]->RelevantProtagonists, sizeof(int), VIEWNUM, h);
         fwrite(&factionlist[f]->RelevantSettings, sizeof(int), VIEWNUM, h);
         fwrite(&factionlist[f]->RelevantClubs, sizeof(int), ACTIVITYNUM, h);
         
         fwrite(&factionlist[f]->healthmax, sizeof(int), 1, h);
         fwrite(&factionlist[f]->healthcurrent, sizeof(int), 1, h);
         fwrite(&factionlist[f]->governmentfunded, sizeof(int), 1, h);
         fwrite(&factionlist[f]->moviefunded, sizeof(int), 1, h);
         fwrite(&factionlist[f]->privatefunded, sizeof(int), 1, h);
         fwrite(&factionlist[f]->fundscurrent, sizeof(int), 1, h);
         fwrite(&factionlist[f]->basestrength, sizeof(int), 1, h);
         fwrite(&factionlist[f]->fundingrelevance, sizeof(int), 1, h);
         fwrite(&factionlist[f]->baseaggressiveness, sizeof(int), 1, h);
         
         int factionmembers = factionlist[f]->Members.size();
         fwrite(&factionmembers, sizeof(int), 1, h);
         for (int m = 0; m < factionmembers; m++)
         {
            fwrite(&factionlist[f]->Members[m]->Name, sizeof(char), CREATURE_NAMELEN, h);
            fwrite(&factionlist[f]->Members[m]->gender, sizeof(int), 1, h);
            fwrite(&factionlist[f]->Members[m]->competence, sizeof(int), 1, h);
            fwrite(&factionlist[f]->Members[m]->stylemoviegenre, sizeof(int), 1, h);
         }
      }
     
      ...


      //Lobbies
      fread(&dummy, sizeof(int), 1, h);
      lobbies.resize(dummy);
      for (int l = 0; l < len(lobbies); l++)
      {
         lobbies[l] = new Lobby;
         
         fread(&lobbies[l]->LobbyName, sizeof(char), CREATURE_NAMELEN, h);
         fread(&lobbies[l]->LobbyCreatures, sizeof(int), CREATURENUM, h);
         fread(&lobbies[l]->LobbyLaws, sizeof(int), LAWNUM, h);
         fread(&lobbies[l]->spectrum, sizeof(int), 1, h);
         fread(&lobbies[l]->alignment_max_liberal, sizeof(int), 1, h);
         fread(&lobbies[l]->alignment_max_conservative, sizeof(int), 1, h);
         fread(&lobbies[l]->alignment_current, sizeof(int), 1, h);
         fread(&lobbies[l]->influence, sizeof(int), 1, h);
      }
     
      //Factions
      fread(&global_violence_counter, sizeof(int), 1, h); //global violence counter
      fread(&dummy, sizeof(int), 1, h); //Number of factions
      factionlist.resize(dummy);
      for (int f = 0; f < len(factionlist); f++)
      {
         factionlist[f] = new Faction;

         fread(&factionlist[f]->AbbreviatedName, sizeof(char), CREATURE_NAMELEN, h);
         fread(&factionlist[f]->FullName, sizeof(char), CREATURE_NAMELEN, h);
         fread(&factionlist[f]->FriendList, sizeof(int), FACTIONALLIANCENUM, h);
         fread(&factionlist[f]->NeutralList, sizeof(int), FACTIONALLIANCENUM, h);
         fread(&factionlist[f]->EnemyList, sizeof(int), FACTIONALLIANCENUM, h);
         fread(&factionlist[f]->FactionAlignments, sizeof(int), FACTIONALIGNNUM, h);
         fread(&factionlist[f]->RelevantLaws, sizeof(int), LAWNUM, h);
         fread(&factionlist[f]->MaxGovernmentLiberalLaws, sizeof(int), LAWNUM, h);
         fread(&factionlist[f]->MaxGovernmentConservativeLaws, sizeof(int), LAWNUM, h);
         fread(&factionlist[f]->RelevantViews, sizeof(int), VIEWNUM, h);
         fread(&factionlist[f]->RelevantLocations, sizeof(int), SITENUM, h);
         fread(&factionlist[f]->RelevantCrimes, sizeof(int), LAWFLAGNUM, h);
         fread(&factionlist[f]->RelevantGenres, sizeof(int), GENRENUM, h);
         fread(&factionlist[f]->RelevantProtagonists, sizeof(int), VIEWNUM, h);
         fread(&factionlist[f]->RelevantSettings, sizeof(int), VIEWNUM, h);
         fread(&factionlist[f]->RelevantClubs, sizeof(int), ACTIVITYNUM, h);
         
         fread(&factionlist[f]->healthmax, sizeof(int), 1, h);
         fread(&factionlist[f]->healthcurrent, sizeof(int), 1, h);
         fread(&factionlist[f]->governmentfunded, sizeof(int), 1, h);
         fread(&factionlist[f]->moviefunded, sizeof(int), 1, h);
         fread(&factionlist[f]->privatefunded, sizeof(int), 1, h);
         fread(&factionlist[f]->fundscurrent, sizeof(int), 1, h);
         fread(&factionlist[f]->basestrength, sizeof(int), 1, h);
         fread(&factionlist[f]->fundingrelevance, sizeof(int), 1, h);
         fread(&factionlist[f]->baseaggressiveness, sizeof(int), 1, h);
         
         fread(&dummy, sizeof(int), 1, h); //faction members
         factionlist[f]->Members.resize(dummy);
         for (int m = 0; m < factionlist[f]->Members.size(); m++)
         {
            fread(&factionlist[f]->Members[m]->Name, sizeof(char), CREATURE_NAMELEN, h);
            fread(&factionlist[f]->Members[m]->gender, sizeof(int), 1, h);
            fread(&factionlist[f]->Members[m]->competence, sizeof(int), 1, h);
            fread(&factionlist[f]->Members[m]->stylemoviegenre, sizeof(int), 1, h);
         }
      }
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 05, 2018, 10:33:15 pm
Edit: no I don't see it. What is going on here?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 07, 2018, 12:06:57 am
I've confirmed that it is fread() that is causing the crash, not factionlist[f]. I can strcpy stuff into factionlist[f]->{element} without causing anything.

Does anybody know enough Curses to solve this or do I just have to scrub this feature?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: IsaacG on April 07, 2018, 01:45:44 pm
I've confirmed that it is fread() that is causing the crash, not factionlist[f]. I can strcpy stuff into factionlist[f]->{element} without causing anything.

Does anybody know enough Curses to solve this or do I just have to scrub this feature?
(quick note: fread() isn't part of Curses, it's part of the standard C library, but yeah.)

I'm short of time at the moment, but I think it has to do with
Code: [Select]
         int factionmembers = factionlist[f]->Members.size();
         fwrite(&factionmembers, sizeof(int), 1, h);
         for (int m = 0; m < factionmembers; m++)
         {
            fwrite(&factionlist[f]->Members[m]->Name, sizeof(char), CREATURE_NAMELEN, h);
            fwrite(&factionlist[f]->Members[m]->gender, sizeof(int), 1, h);
            fwrite(&factionlist[f]->Members[m]->competence, sizeof(int), 1, h);
            fwrite(&factionlist[f]->Members[m]->stylemoviegenre, sizeof(int), 1, h);
         }
If you remove support for members, I think it will work, or at least not crash.  Comment out that part of the code. (both the fread and fwrite portions)
If the game runs without crashing,
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 07, 2018, 02:39:57 pm
Yes, that did work. I do not understand why. Thanks!

Unfortunately, I do want members. Is there a way to put them back in?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 07, 2018, 06:07:44 pm
Found the problem: I hadn't defined the new member class. I am not familiar with object-oriented code!  :D
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Hertz on April 08, 2018, 02:19:10 am
So is the link in the front page the latest version of the mod?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: b_knight286 on April 08, 2018, 11:19:35 am
I tried to fire up the mod but was spammed with three movies I could care less about in character generation, instantly turning me off from it.  The only way to turn them off is to, every single time you load the game up, enter a cheat code.  I understand that the maker loves these movies but I am among the group that dislikes them.  I'm just venting here to make me feel better at my thoughts being heard, but please do add an OPTION to disable them instead of a cheat if at all possible.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 08, 2018, 01:44:09 pm
So is the link in the front page the latest version of the mod?

It is the most recent release, but the new version I am working on is updated and improved in a number of ways.


I tried to fire up the mod but was spammed with three movies I could care less about in character generation, instantly turning me off from it.  The only way to turn them off is to, every single time you load the game up, enter a cheat code.  I understand that the maker loves these movies but I am among the group that dislikes them.  I'm just venting here to make me feel better at my thoughts being heard, but please do add an OPTION to disable them instead of a cheat if at all possible.

You know, the way you're describing it, just a couple of keystrokes and you'd be through them, especially in the new version which will have many fewer movies to begin with. You sound like you're going to be annoyed with the messages that the conservatives are about to besiege you, or the news stories that affect public opinion that are already in the base game. I don't feel like it's possible to please you, and all you are doing is complaining, and it's sapping my motivation to add a separate save feature just for you.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: b_knight286 on April 09, 2018, 03:24:49 pm
Bah, sorry man, was salty over wasting a lot of time trying to do something.  Can you believe that message is AFTER I filtered out most of it?  You keep doin' good work and if you ever DO add a "stop the movies" button I'll play your mod.  But I can understand if that's not your priority.  I CAN say maybe at LEAST start by toning down chargen movies, my buddy said he got ten while making a character and I'm probably just the only one who was dumb enough to vent like that, heh.  Keep on keepin' on.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 09, 2018, 08:06:59 pm
I CAN say maybe at LEAST start by toning down chargen movies, my buddy said he got ten while making a character...

That's already been done.  :P

Keep in mind: you're playing the 1.4x version. I am still working on the 1.5 version, which greatly reduces the number of movies in the game. You'll still get one or two in character creation (probably), but if you do get ten, then the most likely reason is that your computer's random number generation is buggy. The odds of that happening should be about one in a billion.

(Also note that statisticians have noticed that the rand() function in MS Excel on Windows is not a very good RNG, but the rand() function in MS Excel on Mac is at least somewhat better. Both functions use the computer's internal RNG. I use a Mac, code on a Mac, and playtest on a Mac. Because of this it's possible that the Windows port of this game has some issues like this caused by the OS it is being run on. I can't fix the Windows RNG, unfortunately.)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Hertz on April 10, 2018, 02:43:15 am
Funnily enough, i found the office for the lead office, in the church room with the safe. However you cannot do anything in that square.

Also the some of the classes in the university (Computer Science for one) dont work. They dont take money and they dont give skills
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 10, 2018, 07:47:16 am
Also the some of the classes in the university (Computer Science for one) dont work. They dont take money and they dont give skills

Bug found and fixed.


I believe I already fixed the other one, too.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Hertz on April 13, 2018, 04:57:02 pm
Out of curiostiy, what is the recommended persuasion skill to recruit the TV founder? And do you intend to add augments to this game as well?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 13, 2018, 09:00:53 pm
Out of curiostiy, what is the recommended persuasion skill to recruit the TV founder?

Persuasion is going to be hard - s/he's a high-juice conservative. Recruiting him/her via Persuasion is going to be about as hard as recruiting an Agent. Seduction skill around 10 plus vacations is pretty reliable, though.



And do you intend to add augments to this game as well?

I would like to, but haven't been able to because I haven't had time to refresh what the current base LCS consists of so that I can synch up with it. IsaacG and I tried a couple months ago, but ran into trouble regarding externalizing the save file system to text, and I wanted to add new features (namely, factions, which are mostly implemented, but still need to be playtested). So, ultimately, the answer is "probably, but there are some problems that will need to be solved first, and are still other things higher on the priority list."
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: moderate guardian on April 17, 2018, 04:50:45 am
I am a long time player of LCS and I can say for certain the greatest thing that appealed to me about it is that you can always play legally and nonviolently and still were able to win albeit maybe in the year 2022 after the future tech names kick in.
An improvement would be to add a realism options menu before the currently character choice menu to make the game something between a civil rights protest on one side with strong legal enforcement and martyrdom bonuses and not instant game overs to give a more peaceful and easier experience to teach the value of the greatest liberal ability patience while having settings to allow playthroughs that are more similar to a Hollywood movie to give some nuance before forcing everyone to play the nightmare mode game for a harder game. The inclusion of the White House as being an being the place where protests should take place peacefully and where Congress and the Supreme Court operate in game.

TLDR
Thanks a lot SlatersQuest for continuing to develop this ridiculous game that has been famously monstrous to compile.
I have been quite impressed with how easy it is to play on OSX albeit with the occasional game corruption where I have to recompile.
Stability has been good lately, less game breaking crashes except for a few random game overs from the dang old Reagon-ization you tricky ;) conservatives adding a much need boost to the difficulty of nightmare mode.
I am still working on the 1.5 version
I am glad you still have enough time and patience to develop this old game. I hope it isn't driving you mad.
I am looking forward to your bug fixes  8)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Hertz on April 17, 2018, 06:04:12 am
Another Bug report, Each time i end up fighting superpowered minions i supervillain sieges and attacks, the game crashes.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 19, 2018, 07:45:40 am
Another Bug report, Each time i end up fighting superpowered minions i supervillain sieges and attacks, the game crashes.

This bug has already been found and fixed in the new version.  :)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on April 19, 2018, 08:37:07 am
Where do we get new versions?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 19, 2018, 11:39:05 am
Where do we get new versions?

It will be in the same place as the current version, as soon as I release it. Right now RL has been keeping me insanely busy and I'm still playtesting factions. Sorry I can't go faster on this, but you know this is a for-fun project and RL does come first  ;)
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on April 19, 2018, 12:50:51 pm
sounds about right, keep it up, I'm enjoying what i have played so far.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: moderate guardian on April 26, 2018, 12:04:32 am
Another Bug report, Each time i end up fighting superpowered minions i supervillain sieges and attacks, the game crashes.

This bug has already been found and fixed in the new version.  :)
When I first encountered this bug I thought it was the conservative attempt at giving me an unwinnable battle in which all of my liberals were always summarily executed. Been happier to actually get through games without always running into the supermutants on peaceful playthroughs so far.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Hertz on April 27, 2018, 01:12:48 am
Just a quick question but if a person of a married couple dies, does the other automatically desert? Even if the dead person was a re-educated person?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on April 27, 2018, 10:56:50 am
Just a quick question but if a person of a married couple dies, does the other automatically desert? Even if the dead person was a re-educated person?

I'm not entirely sure, actually - I did not write that code. I believe that the answer depends on the juice of the widow(er).
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Jebediah` on June 02, 2018, 06:06:33 pm
Just came back to LCS and saw how much progress has been made on this mod, I'm so glad to see it's still getting updated after all this time!

I'm having crashes any time I try to pick up non-vanilla items from the superhero base, I'm not sure if it's been reported or fixed in the 1.5 update, I just didn't see it after having gone back a few pages. This is the Windows multi-city version.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on June 02, 2018, 07:23:32 pm
I will test for that, but right now am busy with RL doing science and finding a new job.

When you say "non-vanila", can you clarify?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Jebediah` on June 04, 2018, 09:09:42 am
I will test for that, but right now am busy with RL doing science and finding a new job.

When you say "non-vanila", can you clarify?

That's the thing, I don't know what the items are because it crashes before any text appears. I CAN pick up the standard LCS generic loot like smartphones, tablets, etc. that appear there without issue, but when I attempt to pick up (what I assume are) the unique Terra Vitae items, the game crashes to desktop before anything happens. I wish I could be more helpful.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on June 04, 2018, 09:03:38 pm

That's the thing, I don't know what the items are because it crashes before any text appears. I CAN pick up the standard LCS generic loot like smartphones, tablets, etc. that appear there without issue, but when I attempt to pick up (what I assume are) the unique Terra Vitae items, the game crashes to desktop before anything happens. I wish I could be more helpful.

That told me how to find it, and now it's fixed for the 1.5 release.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on June 30, 2018, 07:06:41 pm
Due to Cheshire Cat's new remake, I am going to try to focus on that henceforth. I will be releasing an incomplete 1.5 shortly (does not have faction support yet, sorry).

I have also decided to change how I am going to do movie frequency again. There will be an option at the beginning of the game that determines how frequent movies are - it won't be possible to turn them off, but it will be possible to change them from being very common to very rare.

Edit: there will be movies in character creation, though! Your choices as a founder are important, and they should be!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Leatra on July 04, 2018, 05:25:12 pm
Is there a way to influence movies? I went to the film studio expecting something like that and found the president (twice) and CCS boss instead.

Honestly I like the film feature but they feel like very unconnected to the game overall. Your actions influence them but you can't do more direct things like funding a movie or kidnapping script writers, actors, etc. or sabotage a movie somehow.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 04, 2018, 09:47:01 pm
Is there a way to influence movies? I went to the film studio expecting something like that and found the president (twice) and CCS boss instead.

Honestly I like the film feature but they feel like very unconnected to the game overall. Your actions influence them but you can't do more direct things like funding a movie or kidnapping script writers, actors, etc. or sabotage a movie somehow.

These are bugs that have already been fixed in the shortly-to-be-released version.  :)

The new version allows you to supplant the movie's director and lead actor, as well as steal the movie's budget ensuring that it will be a crappy, ineffectual movie.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Jonathan S. Fox on July 14, 2018, 12:15:00 pm
I figure I should probably sticky this esteemed mod thread as well.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: Blood_Librarian on July 14, 2018, 01:08:46 pm
How exciting
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 14, 2018, 06:08:16 pm
Darn, I totally lost the website for this and forgot that I hadn't released it! 1.49 It should be out this weekend!

Edit: thanks Jonathan!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 17, 2018, 11:20:09 pm
Well, I was going to release it, but something is causing the game to crash on startup. Obviously this needs to be fixed. Stay tuned.   >:(
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: NyarIathotep on July 20, 2018, 11:24:56 pm
Sorry if this is a question that's already been asked - this is a huge thread, but is there a way to cherrypick bits of the mod to disable? For instance, I'd love to turn off movies, since I get about a dozen notifications about them a month that I need to click through, and I sometimes accidentally miss important information because of how quickly I try to get through them.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 21, 2018, 11:29:02 am
Sorry if this is a question that's already been asked - this is a huge thread, but is there a way to cherrypick bits of the mod to disable? For instance, I'd love to turn off movies, since I get about a dozen notifications about them a month that I need to click through, and I sometimes accidentally miss important information because of how quickly I try to get through them.

Yes, it makes me wonder if we should abandon this thread and start new ones for successive versions just so that it's easier to read through. I do find it amusing to look at the first several replies that say "this mod will never be playable because it's too ambitious"!  ;D

To answer your question: version 1.49 will have an option at game creation that allows you to set how common movies will be. The highest setting will have movies triggered by LCS/CCS activity at the same frequency as in 1.42, but with AM radio and cable news movies at 1/4 of that. The lowest setting has movies at 1/8 the frequency of the highest setting. That should make the number manageable, unless you're using a truly outrageously active LCS!
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on July 21, 2018, 12:03:11 pm
Version 1.49 released!

Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: IsaacG on July 21, 2018, 03:53:20 pm
Version 1.49 released!
http://www.mediafire.com/file/fa255nj4g0tyflk/Terravitae%201.49%20for%20Windows.zip

Feels good.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: NyarIathotep on July 23, 2018, 01:26:22 am
Version 1.49 released!

Gadzooks, you just patched the problem faster than it took for me to register an account! Bless your soul!
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on July 24, 2018, 04:38:59 pm

Gadzooks, you just patched the problem faster than it took for me to register an account! Bless your soul!

You're too kind - actually, v.1.49 had been in the works for a while, and that issue had been a concern for months. You just happened to ask about it on the eve of its release!  :D
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on July 25, 2018, 07:33:26 pm
I just tested out the new update, and I wanted to ask before I got too far into a new session:

In non-National mode (the default) I couldn't find the Terra Vitae Offices, and in National Mode I found them in California. In neither mode could I find The TV Leader's house.

I was just curious if this was an intentional change from 1.4 -- Since previously both were accessible right from the start. Thank you for making the new version, by the way!
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 25, 2018, 09:35:17 pm
Bug found - they're there, but hidden (they shouldn't be - they were supposed to be hidden if Terra Vitae health was to start out at zero, i.e. Terra Vitae is already defeated. I made a typo in coding. This will be fixed in version 1.5).

Still, you should be able to un-hide them by recruiting/loveslaving a Terra Vitae spouse, student, or agent, the same way you can un-hide CCS safehouses. TV students show up as College Students, TV spouses show up as Political Activists, and TV agents show up as Agents, but TV agents can be of any political alignment, while CIA agents will always be conservative.

In multicity mode, the TV house is also located in Los Angeles, in the city outskirts. The TV house will also be known by the name of the current TV leader, e.g. Vivian Pines' house.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on July 25, 2018, 11:38:02 pm
Thanks for the quick update! I have yet to find a TV Agent in the wild, but I did acquire a sleeper TV Agent at the Office--this didn't reveal the location of the office, so I'll have to try out your suggestion--I'll update this post if I get results.

I did find one thing that is arguably  a bug--Although fighting Superpowered minions at the Secret Lair doesn't net you any crimes, if you try to leave the lair and get followed by conservative swine, fighting those minions WILL get you murder/assault charges. A case could be made that since it's outside the lair, the government would know about it.

Also, I have a suggestion--doing secret Terra Vitae missions is basically a skill check for those that go on the missions, and failure means instant death for all involved. I have a feeling this would be a lot more coding work, but maybe if you fail a mission, instead of having all those agents instantly get killed, you could be placed in a site surrounded by hostile, alarmed conservatives that the agent(s) need to escape from. It would still allow the raw randomness and importance of having skilled agents, but also would have at least a little bit of player control in salvaging the failed mission.

UPDATE: Loveslaves/recruiting doesn't seem to reveal the location of the offices. I have yet to successfully try interrogation since it's hard to do so against moderate/liberal characters.

Also, Supervillains spawning in the wilderness seems to crash the game.

Finally, you are correct about the TV Leader's house--It appears in National LCS mode properly. I think I will simply start anew in National Mode next time, and to recommend to anyone starting a game to use National LCS Mode, otherwise you'll not be able to work with Terra Vitae.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 26, 2018, 05:07:33 am
Version 1.491 released

This update fixes the bug identified by couchchou yesterday that made the Terra Vitae locations invisible in single-city mode.
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: couchchou on July 26, 2018, 08:59:31 pm
I was running into an issue when trying to find all the Supervillain layers in National LCS mode:

In only 2 cities could I find any Supervillain Minions--Seattle and Detroit.

In Seattle it worked normally, but the Supervillain Minions in Detroit would be from "Seattle" and turning them wouldn't reveal any new lairs. Is there a better way to go about finding these lairs in National mode?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: lastofthelight on July 26, 2018, 10:28:25 pm
Great mod, but periodic crashes on windows. Is there a debug file I could post?
Title: Re: Terra Vitae Mod (version 1.4 released!)
Post by: SlatersQuest on July 27, 2018, 10:00:54 am
I was running into an issue when trying to find all the Supervillain layers in National LCS mode:

In only 2 cities could I find any Supervillain Minions--Seattle and Detroit.

In Seattle it worked normally, but the Supervillain Minions in Detroit would be from "Seattle" and turning them wouldn't reveal any new lairs. Is there a better way to go about finding these lairs in National mode?

What that means is that the other supervillain lairs aren't active yet. You should be able to find them in other cities, though: the minions become more common the farther along with their plans the supervillains get. (Also, think outside of the box of where the lairs are located  ;))
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on July 30, 2018, 04:13:16 pm
I have posted a download link on the opening post to the First Trial of the Phoenix (FTotP), a science fiction RPG game that I am making with RPGMaker. FTotP is the first of a series, of which the second installment is already well into development.

I don't have the money for a proper website for it yet, but suffice to say, this game was a major inspiration for the Terra Vitae mod.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Blood_Librarian on July 30, 2018, 04:37:50 pm
Downloaded, playing it now.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: lastofthelight on July 30, 2018, 09:55:51 pm
Downloaded it, went to start - got as far as running into the control minion, and then combat keeps hanging. (on your First Trial of the Phoenix game)
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on July 30, 2018, 10:03:52 pm
Downloaded it, went to start - got as far as running into the control minion, and then combat keeps hanging. (on your First Trial of the Phoenix game)

Yep, I know about it (thanks) - I'm trying to fix it. It's really frustrating as this hasn't happened before and I am not finding the cause.  >:(
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on July 30, 2018, 10:40:04 pm
Bug fixed (and download link updated). Sheez was that frustrating!
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: IsaacG on July 31, 2018, 05:50:28 am
Bug fixed (and download link updated). Sheez was that frustrating!
And for Windows.
http://www.mediafire.com/file/6xy939g0zrhrdwd/Terravitae%201.491%20for%20Windows.zip
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on July 31, 2018, 03:17:50 pm
Bug fixed (and download link updated). Sheez was that frustrating!
And for Windows.
http://www.mediafire.com/file/6xy939g0zrhrdwd/Terravitae%201.491%20for%20Windows.zip

Whoop - no, wrong program, IsaacG!

(Wait, how did you compile the First Trial of the Phoenix?)
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: IsaacG on July 31, 2018, 08:57:54 pm
Bug fixed (and download link updated). Sheez was that frustrating!
And for Windows.
http://www.mediafire.com/file/6xy939g0zrhrdwd/Terravitae%201.491%20for%20Windows.zip

Whoop - no, wrong program, IsaacG!

(Wait, how did you compile the First Trial of the Phoenix?)
I quoted the wrong post ^.^;
Terra Vitae 1.491
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on July 31, 2018, 09:42:30 pm
Maybe I'm really dense, but I still can't seem to find the Terra Vitae office or the TV Leader's house in non-National mode even in the new 1.491 version. They are present in National mode, though.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Hertz on August 01, 2018, 12:50:16 am
I kinda  forgot to report this bug for a bit but for some reason, when i lost a few Liberals from taking a CCS outpost, one of them appeared on the news paper as the Leader of Terra Vitae bravely dying for the cause. Its really weird because when i loaded a previous save from before the attack on the safe house, i executed the member and there was no news paper declaring the death of the leader of Terra Vitae. Have not looked into any effects on the actual Terra Vitae Organisation.

Moving into the movie director's square keeps crashing the game.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on August 01, 2018, 04:28:47 pm
Maybe I'm really dense, but I still can't seem to find the Terra Vitae office or the TV Leader's house in non-National mode even in the new 1.491 version. They are present in National mode, though.

Don't know why. The TV office is in the university district and Vivian Pines' house is on the outskirts of town.


I kinda  forgot to report this bug for a bit but for some reason, when i lost a few Liberals from taking a CCS outpost, one of them appeared on the news paper as the Leader of Terra Vitae bravely dying for the cause. Its really weird because when i loaded a previous save from before the attack on the safe house, i executed the member and there was no news paper declaring the death of the leader of Terra Vitae. Have not looked into any effects on the actual Terra Vitae Organisation.

Moving into the movie director's square keeps crashing the game.

Can you tell me what the character type of your liberal was?

It sounds like there may have been a bug in porting EdBoy's code. I'll look into it.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on August 02, 2018, 02:08:34 pm
Could anyone using the Windows version of 1.491 check that the TV Office and TV Leader's house are present in their game? I wonder if it's specific to the Windows version.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Hertz on August 03, 2018, 05:06:44 am
Every now and then when i lose liberals to combat(never tried this with liberals serving the death penalty or other form of death other than combat) one of the liberals appears in the newspaper article describing how this leader of Terra Vitae died bravely. This bug occurred to me with both a gang member i recruited and a superhero recruited through the cheat. When i save-scummed then later executed the "leader", nothing happened.
 I have not tried this with any re-educated conservatives. I also did not piss off  the terra vitae in my gameplay so I do not know if this "leader" happened to cause the Terra Vitae to back off.

Also an unrelated question, how do you convince the terra vitae to let the LCS use their bases?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: IsaacG on August 04, 2018, 06:44:36 am
Could anyone using the Windows version of 1.491 check that the TV Office and TV Leader's house are present in their game? I wonder if it's specific to the Windows version.
I seem to be getting the same bug.
C++ is a harsh mistress.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on August 04, 2018, 11:24:30 am
All right, let's try this: there is a cheat command "Move Me <location>". Try using it to move to the "TV House" or the "TV Office".

Every now and then when i lose liberals to combat(never tried this with liberals serving the death penalty or other form of death other than combat) one of the liberals appears in the newspaper article describing how this leader of Terra Vitae died bravely. This bug occurred to me with both a gang member i recruited and a superhero recruited through the cheat. When i save-scummed then later executed the "leader", nothing happened.
 I have not tried this with any re-educated conservatives. I also did not piss off  the terra vitae in my gameplay so I do not know if this "leader" happened to cause the Terra Vitae to back off.

I do not know what could have caused that. It's possible for the TV leader to be killed by conservatives in their own raids on Terra Vitae. Did the names of your liberal and the dead TV leader match?


Also an unrelated question, how do you convince the terra vitae to let the LCS use their bases?

This has caused bugs in the past, but it should happen if you recruit the TV leader (either by persuasion or seduction).
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Hertz on August 05, 2018, 03:42:13 am
No, the TV leader was Vivian Pines the whole time
also the game seems to crash when I was victorious in single-handedly fended off gangsters from my homeless shelter.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on August 13, 2018, 02:58:23 pm
Fixed another serious bug in the First Trial of the Phoenix (dying with alternate lives caused you to be revived with 1 hp left)

Have you tried using cheat commands to find the TV House or TV office on the Windows version yet?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on August 17, 2018, 10:19:37 pm
Found various bugs, though I'm not very certain where I could find an errorlog or anythng of such to help. Also, I'm playing on a Linux-compiled version, so that might or might be a partial cause to such problems.

1. Attempts at persuading a musically-liberated Vivian Pines or the first Corporate CEO encountered to join simply results in them vanishing into thin air (ie they never show up for a meeting). The former doesn't even get replaced.

2. Got a seg-fault when some movie was released. Even with savescumming, this made the rest of the playthrough unplayable.

3. Collecting a certain (unknown) object in the Superhero Headquarters likewise crashes the game.

EDIT:
4. Squads can't relocate themselves from the Wilderness to the Rural Homeless Shelter, yet can access the latter by going out of town then back again.

5. 'U'sing trees in the wilderness crashes the game if doing so would be treason.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on August 19, 2018, 10:22:05 am
Found various bugs, though I'm not very certain where I could find an errorlog or anythng of such to help. Also, I'm playing on a Linux-compiled version, so that might or might be a partial cause to such problems.

1. Attempts at persuading a musically-liberated Vivian Pines or the first Corporate CEO encountered to join simply results in them vanishing into thin air (ie they never show up for a meeting). The former doesn't even get replaced.

2. Got a seg-fault when some movie was released. Even with savescumming, this made the rest of the playthrough unplayable.

3. Collecting a certain (unknown) object in the Superhero Headquarters likewise crashes the game.

EDIT:
4. Squads can't relocate themselves from the Wilderness to the Rural Homeless Shelter, yet can access the latter by going out of town then back again.

5. 'U'sing trees in the wilderness crashes the game if doing so would be treason.

I will work on these. Can you tell me more about the movie that does the crashing (i.e. genre, protagonist, setting, any director or star, etc.?)
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on August 19, 2018, 11:30:04 am
Looking again, I can't say 100% whether its a movie that's causing this, or something else that occurs monthly.


Spoiler: Possible culprit 1 (click to show/hide)

Spoiler: Possible culprit 2 (click to show/hide)

EDIT: I also just noticed this error message in game right before the monthly report showed up:

get_movie_view_for_creature: creature 127 not found

Also, by a glance at sitemode.cpp, I suspect that armors in SITE_LABORATORY_SUPERHERO are being misidentified as loot. I tried monkeying around with this, but can't seem to prevent a crash anyway. Guess I'll leave it to the pros then.

EDIT2: Derp. I forgot to replace the executable. Yup, I guessed right.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on August 19, 2018, 02:33:50 pm
Fixed another serious bug in the First Trial of the Phoenix (dying with alternate lives caused you to be revived with 1 hp left)

Have you tried using cheat commands to find the TV House or TV office on the Windows version yet?

Using the cheat commands places the character into the TV House and into the TV Office, but the sites are still not revealed.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on August 19, 2018, 02:48:54 pm
All right, fixed the superhero bug.

A word of heads-up: I am on vacation and my internet is spotty, but I will upload a new version as soon as enough of these are fixed.



Quote
1. Attempts at persuading a musically-liberated Vivian Pines or the first Corporate CEO encountered to join simply results in them vanishing into thin air (ie they never show up for a meeting). The former doesn't even get replaced.

My guess is that this has to do with the extremely clunky way that UniqueCreatures() are handled. Either that or you're in a strange place that doesn't allow recruitment meetings (unlikely unless you've been using cheat codes). I've never liked that architecture and will fix it if I can figure out how, but am more likely to put that off until I can make a Terra Vitae version of CheshireCat's graphical LCS remake.

I do know that Mrs. Pines can be seduced. I have done it many times!


Quote
2. Got a seg-fault when some movie was released. Even with savescumming, this made the rest of the playthrough unplayable.

...

get_movie_view_for_creature: creature 127 not found

Can you post a link to your save file?

My guess is that movie 26 is the culprit, and that the reason has something to do with either an actor or a director; however, the error in get_movie_view_for_creature() indicates that something else is going screwy as well and I'd like to see what is causing that.


Quote
3. Collecting a certain (unknown) object in the Superhero Headquarters likewise crashes the game.

This is the newly-fixed bug.



Quote
4. Squads can't relocate themselves from the Wilderness to the Rural Homeless Shelter, yet can access the latter by going out of town then back again.

Found and fixed this one, too.


Quote
5. 'U'sing trees in the wilderness crashes the game if doing so would be treason.

I really don't understand this one.

Question: what is the status of the CCS in this game?


Using the cheat commands places the character into the TV House and into the TV Office, but the sites are still not revealed.

Well, that means that those locations are in the game, but for some reason are being hidden. I really don't understand this. This is in the national but not the single-city mode?









Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on August 19, 2018, 08:22:43 pm
1. Ah, I see. Maybe for the moment, you could also allow the LCS to use TV bases if you brainwash the TV leader instead? On that note, the TV leader's recruitment is a prerequisite for being allowed to use TV bases, right?

2. Here's the save. (https://drive.google.com/open?id=1Zwtqmqu2hc6WF5cL59LTOc3VfquvCxOK) You might have to cancel several squads from going out to bases and such.

5. Basically, the game crashes whenever I try to harvest trees if doing so would be a crime. I suppose I should've mentoned that this game started with the CCS active in nightmare mode and national mode.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on August 25, 2018, 12:00:37 pm
Sorry for the doublepost.

Just took a stroll through a supervillain lair.There seem to be a few bugs here:

A. Traps don't trigger. Not sure if having a map of/a sleeper in the lair would affect this.
B. The supervillain doesn't spawn. In fact, when I step on the EVIL! tile, nothing happens at all, not even a message like "the supervillain isn't here...", or such.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on August 29, 2018, 08:54:28 pm
Sorry for the doublepost.

Just took a stroll through a supervillain lair.There seem to be a few bugs here:

A. Traps don't trigger. Not sure if having a map of/a sleeper in the lair would affect this.
B. The supervillain doesn't spawn. In fact, when I step on the EVIL! tile, nothing happens at all, not even a message like "the supervillain isn't here...", or such.

@$%#! I thought I fixed those bugs!

I'll work on them, now that I'm back from vacation. I need to attend to my professional life, too, though, so stay tuned.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Cook100500 on September 02, 2018, 05:38:07 am
Every now and then when i lose liberals to combat(never tried this with liberals serving the death penalty or other form of death other than combat) one of the liberals appears in the newspaper article describing how this leader of Terra Vitae died bravely. This bug occurred to me with both a gang member i recruited and a superhero recruited through the cheat. When i save-scummed then later executed the "leader", nothing happened.

I've got the same bug, but it appeared from one to three liberals in the newspaper.
I was just creating alot of newlyrecruited/loveslaved 6 hippie-squad's and sending em to death in army base, police stations and ect. This bug caused me to stop diong that cuz i was afraid it will break my game.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 05, 2018, 09:33:52 am
Version 1.493 Released

This update fixes the game-breaking bug that stopped ShinQuickMan's game (I hope you saved that save file, because it should now work!), as well as several more minor bugs.

If you're curious, Terra Vitae wife Ilse Delaney was still not in contact with the LCS, so assign_movie_director_and_star() was looking for her location to see if she was a sleeper at the movies, and breaking because she's not currently in a location of any type.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: IsaacG on September 05, 2018, 03:45:14 pm
Version 1.493 Released

This update fixes the game-breaking bug that stopped ShinQuickMan's game (I hope you saved that save file, because it should now work!), as well as several more minor bugs.

If you're curious, Terra Vitae wife Ilse Delaney was still not in contact with the LCS, so assign_movie_director_and_star() was looking for her location to see if she was a sleeper at the movies, and breaking because she's not currently in a location of any type.
For Windows
http://www.mediafire.com/file/gs181wu1u848o43/Terra%20Vitae%201.493%20for%20Windows.zip
7MB for those who don't want to download the *.ogg music files.
http://www.mediafire.com/file/h7k1x3a40v91p5o/Terra%20Vitae%201.493%20for%20Windows%20-%20NoMusic.zip
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on September 13, 2018, 02:07:25 am
Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 14, 2018, 10:38:01 pm
Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.

It's crimesquad, and it's in the src/ directory. You may need to reconfigure and recompile.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on September 18, 2018, 09:46:05 pm
Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.

It's crimesquad, and it's in the src/ directory. You may need to reconfigure and recompile.

Ah, it's just not working for me. I've given up trying to compile, I think something is wrong with my xcode install. Though I have no idea if I 'm doing it right. Is there a new guide on compling?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 18, 2018, 11:04:15 pm
What's the error message that you're getting?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on September 19, 2018, 10:57:20 am
What's the error message that you're getting?

Same error if I tried to compile it myself.

Right when I finish choosing a nickname.

Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]
Title: Re: Terra Vitae Mod (version 0.5 released!)
Post by: tykavanaugh on September 19, 2018, 08:03:13 pm
Well, if make didn't work because of a compiler error, then it should tell you the error message. If you don't have the tools, though, use the opening post of this thread (http://www.bay12forums.com/smf/index.php?topic=130675.msg4561983#msg4561983) to install a compilable Mac LCS.

If you already have all of the tools (XCode and autoconf), then type the following:
Code: [Select]
cd terravitae0.5
./bootstrap
 LIBS="/usr/lib/libiconv.2.dylib" ./configure
make clean
make purge
make

Running this series of steps should configure everything as needed, clean out all of the existing LCS files (excluding the source code), and then rebuild them from the source.

If you still get error messages, please post the text of them so that I can have a clearer idea of why it is not compiling.

I just tried this method again, same result with the segmentation fault. Darn.

Quote


What is your name to the People?
Press enter to be known by your real name instead.

Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]

Music works when I compile it myself suddenly, no idea if that says anything but I appreciate any help, I used to love playing this game.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: X3Sneaky on September 20, 2018, 01:59:53 am
In the current windows version (1.49) I am having trouble selling things at the Pawn Shop.
Sometimes I can't select items as no matter how many times I press a key (EX: "A", "D", etc) it won't highlight the item.
This has happened across multiple sessions and makes it a little inconvenient to make money.
For things such as loot you can just press "L", but for documents, and other controversial files it won't sell that way, leaving it sitting in my inventory until I get a newspaper.

Edit: I feel like it only occurs when I have multiple copies of an item, such as "Tablet x3"
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: stabbymcstabstab on September 20, 2018, 06:23:49 pm
I'm having the Save issue as X3Sneaky, If there's multiple of a item I can't sell it, I also can't assign ammunition either.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 21, 2018, 08:23:39 am
I have not encountered this bug. I will look for it.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Shadowxd on September 24, 2018, 05:52:56 pm
pretty sure this is a bug, this is what the looks like whem i just start my savegame and press w to go to the next day

Spoiler (click to show/hide)

i already tried varies ways to.. fix that like simply 'giving up' the sieges and moving to the savehouses to fight them off, i even tried using the cheats to make every faction nice and not wanting to siege me or rather them but it just keeps happening every day even after starting a new game with different stating options and a different playstyle, i really have no idea what may cause that or what to do about it.. the only other file of interest i found that might tell me somethingis the xmllog with this in it

Spoiler (click to show/hide)
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 26, 2018, 12:53:11 pm
Version 1.494 released

This release fixes the bug that Shadowxd posted on Sept. 24.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: IsaacG on September 26, 2018, 04:49:50 pm
Version 1.494 released

This release fixes the bug that Shadowxd posted on Sept. 24.
http://www.mediafire.com/file/bt2110n3cz03z7u/Terra_Vitae_1.494_for_Windows_NoMusic.zip/file
http://www.mediafire.com/file/t3p4smfayawnn1c/Terra_Vitae_1.494_for_Windows.zip/file
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on September 27, 2018, 06:12:16 am
Hi, I have a problem with one of my guys who has 50 juice, 1 persuasion, yet he cannot recruit anyone (0/0 recruits displayed).

According to the first page : (1 * (1 + 8) )/ 8 = 1.something.  So, I should be allowed one recruit, right ?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 27, 2018, 06:52:03 am
Hi, I have a problem with one of my guys who has 50 juice, 1 persuasion, yet he cannot recruit anyone (0/0 recruits displayed).

According to the first page : (1 * (1 + 8) )/ 8 = 1.something.  So, I should be allowed one recruit, right ?

That's an error in the documentation, not the game.

R = (1 * (1 + 8))/16 = 0.5675.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on September 27, 2018, 07:01:44 am
OK, thanks ! So, a normal member with 50 juice needs 8 in Peruasion before he can recruit someone, and only needs 1 when he has 100 juice, right ?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on September 27, 2018, 09:15:41 pm
Not without persuasion, no. However, since your charisma goes up as you gain levels, your charisma is also increasing...
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 21, 2018, 06:36:22 pm
Still experiencing a crash right when you can put a nickname in.

What is your name to the People?
Press enter to be known by your real name instead.

Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
Deleting expired sessions...159 completed.

[Process completed]

Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on October 22, 2018, 02:18:48 pm
I am unable to replicate this bug. Is it regular? Does it depend on the options you choose for your founder?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 22, 2018, 04:36:34 pm
I am unable to replicate this bug. Is it regular? Does it depend on the options you choose for your founder?

Mac OSX, it happens every time I launch the game from the /src folder regardless of options/names I choose. I get the same problem even if I try to compile it myself.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on October 23, 2018, 06:12:41 pm
Mac OSX, it happens every time I launch the game from the /src folder regardless of options/names I choose. I get the same problem even if I try to compile it myself.

Seeing as I've developed the game on Mac OSX and have never been subject to this bug, I suspect that the problem is probably on your end. Possibilities I can think of are: (1) you didn't configure the game correctly, using the instructions that came with it; (2) your compiler isn't configured or installed correctly and so is unable to run it; (3) you don't have permission to access the folder where the input/output is generated.

I think (3) is most likely, given that you're able to run the game at all - it's trying to save, can't do it, and is crashing as a result. Can you look through your computer and see if you can find a .lcs directory in your home directory (or wherever it would be writing to)?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 27, 2018, 06:45:11 pm
I have an .lcs in my home, it contains these files:

gamelog.txt
TVRecord.txt
xmllog

Only tvrecord.txt contains anything, the other two are blank.

I'm not sure what you mean by "instructions" because I haven't noticed anything besides the old readmes. Is there one you added that I'm missing?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 27, 2018, 07:05:55 pm
Holy shit you pointing out what the likely problem gave me enough to figure it out. It's one of three things. For some reason, when I went into the terminal I couldn't cd into ./lcs from my home directory until after I did that few few times. Dunno what that was about. The more likely one of the two was that instead of just launching it from finder, I launched it from the terminal and two things were different this time. First, I sudo launched it, and I was instantly prompted to make a savefile name. Not sure if simple executing it from terminal or sudo executing it was what actually worked, but finally!

Before this I also double checked the permissions on .lcs and gave every user read and write but I don't think that did anything since it crashed right after.

I was thinking the whole time it was a compiling issue and actually had done that right, thanks for figuring out what the actual problem was, that was all I needed to figure out the rest.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 27, 2018, 09:32:05 pm
Welp, nevermind it just gets weirder. Turns out by typing "crimesquad" I was launching the version of LCS I downloaded using git that actually worked. Still running into the same issue- I'm not being prompted to make a savefile at the start of TV, and then hitting the seg fault.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on October 28, 2018, 08:04:01 am
All right, I think that answers the question: you're somehow playing with multiple versions of LCS and TV is looking for a save file in the wrong place and not finding it. The file name should be saveTV1.5.dat.

Unfortunately I don't have the foggiest idea of how you got into this situation. Launching crimesquad from finder has never worked for me - I have always used terminal.

There is a section in the file LINUX_README.txt in the src/ directory labeled as "Build notes for Mac OS X". Did you follow those at any point? It's possible that it's failing because you don't have input-output libraries installed.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 28, 2018, 09:04:58 am
To the best of my knowledge, I've tried repeating the steps to compile.

I re-complied it again, and I figured out where the crime squad executable was hiding (in /usr/) and tried replacing it with tv.

Deleting the .lcs folder will cause it to be re-created every time I launch tv, but still will skip the creating a file part.

I've verified that I have the correct command line tools to build too and it is to compile just fine otherwise.

All I'm doing is:
Quote
cd /filepath

./bootstrap

LIBS="/usr/lib/libiconv.2.dylib" ./configure

make

Is there something else I should do instead of the   svn co http://svn.code.sf.net/p/lcsgame/code/trunk lcsgame step?

If I run crimesquad in any location now it launches, tv but with the same no savefile prompt issue.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on October 28, 2018, 05:37:34 pm
The crimesquad executable is hiding in /usr/? It should be in src/.

The TV mod is based on an older version of LCS that did not have a save file prompt - it simply loads the save. Does it still crash (once you've put the executable in the proper place)?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: tykavanaugh on October 28, 2018, 06:15:46 pm
Yup, ran it out of terminal this time. Same result. Thanks for helping me out with this though.

Is there a way for me to look at the code or direct where it checks for a save file? At least now I know that I complied it correctly.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on October 28, 2018, 07:26:47 pm
All of the source code is included in the .zip download within the src/ directory.

The command that loads the game from save is on line 506 of game.cpp, which calls the load() function, which debuts on line 504 of title/saveload.cpp.

load() in turn calls LCSOpenFile() on line 514 of title/saveload.cpp. LCSOpenFile() begins on line 110 of lcsio.cpp.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on October 30, 2018, 04:51:16 am
First question : how is the chance to find a "Secret mission" calculated ? Does it train any skills ? 

Not directly related to Terra Vitae, but what is the best way to raise the Rifle skill without generating too much heat and not risking your agents' lives ? There's training but it's slow and expensive ...
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on October 30, 2018, 07:06:16 pm
Not too sure about the first.

As for the second question, the only heat-proof method I know is to provoke a non-police affiliated organization into attacking one of your bases. This even includes Firement at C+ free speech laws. Unique to this mod, you could do the same by camping out at the wilderness and defend it from conservative threats, and without provoking anyone to boot. Note that while this type of training is significantly faster, less expensive, and can build up juice, it does require significant investment in armor beforehand. Furthermore, aside for guitars, there's no real quick, heatproof, and (above all) safe way of actually training weapon skills. You'll get far more quicker results by simply hiring trained individuals.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on October 30, 2018, 08:04:08 pm
Finding a secret mission is dependent on science, religion, and computers. Note that even people who have none of these skills can participate, though, because each secret mission has its own skill, as well.

There is one more way to train up combat skills: awaken the CCS, and then attack them without taking them out. This is also heat-free.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on November 02, 2018, 02:35:53 am
Thanks for the advice !

I'll try to camp in the Wilderness and see how it goes ...
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 02, 2018, 05:00:59 pm
Just keep in mind that if both biodiversity conservation and corporate regulation laws are either L or L+, the corporations will leave the wilderness (and therefore you) alone.  ;)
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on November 06, 2018, 07:02:57 am
Another question about secret messions ? What are the necessary skills to start one once it is found ? I got a dozen of them already, but none of my agents had the required stats.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 06, 2018, 12:33:43 pm
There are twelve different secret missions, each with its own skill.

You need at least five ranks in a skill to attempt a mission, although some job classes have special bonuses related to the theme of the mission (e.g. if you're going to fight in a war, soldiers get a special bonus).

Having combat skills (relevant weapon skill and dodge) will also help you succeed.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on November 07, 2018, 02:05:40 am
Thanks !

Another question : I finally completed one of those missions and got the Terra Vitae secret files that I can publish. What's the point ? Aren't TV friends of the LCS ? Why would I want to expose them ?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on November 07, 2018, 10:54:54 am
That's cause the TV are allowing it, if not outright entrusting the LCS to do so. Those papers contain findings that both convservatives and the NEC  don't want people to know. Having an independent source to publish as much only aids in corroborating the TV's work.

As far as game mechanics goes, publishing those documents positively shifts public opinion on the TV along with one or two other issues.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Aster11345 on November 08, 2018, 03:00:16 am
I'm noticing a glitch where I can't equip my liberals with ammo without buying it?
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on November 08, 2018, 06:49:44 am
Thanks for the answers !

I created a second business front, but its secrecy stays at 10%, unlike the first one. Is it a bug ?

Also, when I want to move all of my items from one place to another, I press Shift+number but it doesn't work ...
What is the best way to change views on biodiversity ? I know the wilderness is the best place, but what should I do there ? Spray graffiti ? Kill reds ? 
Finally, when I want to sell items selectively, I can't do it if there is more than one...
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 15, 2018, 06:24:08 pm
Sorry for the late response - I forgot that there were unanswered questions here.

I'm noticing a glitch where I can't equip my liberals with ammo without buying it?

I'm not sure what you mean - how are you doing what, exactly? Yes, you need to buy (or otherwise possess) ammo before you can equip it.

I created a second business front, but its secrecy stays at 10%, unlike the first one. Is it a bug ?

Also, when I want to move all of my items from one place to another, I press Shift+number but it doesn't work ...
What is the best way to change views on biodiversity ? I know the wilderness is the best place, but what should I do there ? Spray graffiti ? Kill reds ? 
Finally, when I want to sell items selectively, I can't do it if there is more than one...

You should be able to have only one business front at a time, unless they're on different safehouses. If they are on different safehouses, then the business fronts that you have will only protect those safehouses that have business fronts. Other safehouses will be unaffected.

Anything that generates a news story will affect the views associated with a location. Actions in the wilderness include not only killing conservatives, but also conserving the endangered trees (the latter requires science skill). In addition to the wilderness, the athletics activity affects views on biodiversity, as do a number of the Liberal Guardian special editions, and some of the secret missions (particularly the one to the remote rainforest, which uses science skill).
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Ikaruga on November 16, 2018, 05:43:48 am
Thanks for answering !

I have two business fronts in two different safehouses, indeed !
But one has 10 % secrecy and the other one has 70 % secrecy.
Shouldn't both safehouses have 70 % ?



Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 16, 2018, 10:34:03 am
Hmm... well, this is something I have never coded, so it sounds like a bug in vanilla LCS that got copied over.

Try this:

1. Use the "Embezzle" cheat command to give yourself $20

2. Burn the flag in the buggy safehouse

3. If flag burning is illegal, use the "Clear My Name" cheat command to remove the flag burning charge from your liberals at that safehouse
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Taberone on November 16, 2018, 01:02:46 pm
More liberals at a safehouse = less secrecy, IIRC.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: ShinQuickMan on November 16, 2018, 02:44:26 pm
By chance, did you convert a crackhouse into one of your safehouses? Keep in mind that, unlike an abandoned property, setting up a business front in a crackhouse will not improve its Secrecy value whatsoever.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on November 17, 2018, 05:13:40 pm
The Terra Vitae mod for Windows links to a 1.493 version on the front page, while there's a 1.494 version posted a few pages back. Is there a difference there?

Using the 1.494 Windows version, here's some issues I had:

Like someone earlier posted, ammo can't be equipped in the inventory screen. It can't be equipped at the home base or from looted bodies--it would seem like the code that asks for "how many" clips are desired isn't functioning properly, because if you try to equip the wrong ammo type the correct error message is displayed. When the previous person was saying it can be equipped in stores, it's that when buying ammo for the correct weapon automatically equips the ammo, and doesn't ask "how many" clips you want, since you can only buy them one at a time.

At the start of the game, I can visit the TV Offices and Vivian Pine's house like normal, but after some time into the session the TV Offices and Vivian Pine's house are always (under siege) and can't be visited for me. I assume this is because I've built up enough of a relation to use them as safehouses, but they were attacked and put under a siege that's never lifted. I've never been able to use them as a safehouse.

Finally, this is the most nonspecific bug I have, but sometimes the game crashes when trying to start a Secret TV Mission. It seems to always happen whenever the mission is "You Find the Heart of the NEC" but it has also crashed for other missions too.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 19, 2018, 05:42:11 am
Ugh - I thought I fixed these bugs. I will look for them again.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on November 19, 2018, 11:32:44 am
Am I using the correct version of the mod? The link on the first post goes to 1.493, but in the comments there's one called 1.494.

The 1.493 version has music, while for the 1.494 one only the NoMusic is available for download.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Sorenson on November 20, 2018, 10:11:00 am
Getting an unavoidable crash on 1.493 at month's end several months into the game, and which persists in transfers to 1.494, that seems to be related to film releases and other related activity since I've had several playthroughs killed off in that exact fashion before I finally found the xmllog file.

Spoiler (click to show/hide)

Here's the save. (https://ufile.io/nut2q)

Also, there's a really annoying issue in 1.493 (didn't see any mention of it in the post about 1.494) whereby certain items, with no apparent rhyme or reason, are unselectable for selling in the pawn shop, forcing category sales in order to get rid of them. Not too annoying for clothing but having to juggle valuable loot like M4s and M249s to get rid of Gavels and Shanks blows.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 20, 2018, 07:05:45 pm
Ugh - your save file appears to be corrupted and I can't read it using LCS. Can you reload, save again, and then try again?

Also, can you use the "Clear Movies" cheat command and see if that makes the bug go away? There is something very strange near the end of your save file that looks movie-related so I wonder if that's causing it.

I see that same material in the xmllog file but it isn't causing a crash (it is evidence of a bug, so I will look for it).


EDIT: gavels and shanks are treated by the game as weapons, not loot, which is why you need to sell them manually.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on November 20, 2018, 10:42:16 pm
Getting an unavoidable crash on 1.493 at month's end several months into the game, and which persists in transfers to 1.494, that seems to be related to film releases and other related activity since I've had several playthroughs killed off in that exact fashion before I finally found the xmllog file.

Spoiler (click to show/hide)

Here's the save. (https://ufile.io/nut2q)


Also, there's a really annoying issue in 1.493 (didn't see any mention of it in the post about 1.494) whereby certain items, with no apparent rhyme or reason, are unselectable for selling in the pawn shop, forcing category sales in order to get rid of them. Not too annoying for clothing but having to juggle valuable loot like M4s and M249s to get rid of Gavels and Shanks blows.

I was able to get your save to load on my system, but I also had a consistent crash right when the first movie is displayed. Using the cheat to clear movies caused the game to progress normally, and I made it to March 1st!

Also, I think the reason certain items cannot be sold is because there are more than 1 of the item.

Just like with the ammo equipping bug, if there's more than 1 of the item there's no prompt to choose how many of the item you wish to sell, so no item gets sold at all. Just like with equipping ammo, if there was a stack of, say, 5 clips, choosing to equip it does nothing (because the prompt to enter how many of the 5 to equip never appears), but if there was a single clip, it would be equipped.

There's something broken in the recent update with regards to whatever function handles the "How many would you like to sell/equip?" prompt.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: Sorenson on November 20, 2018, 11:59:14 pm
Ugh - your save file appears to be corrupted and I can't read it using LCS. Can you reload, save again, and then try again?

I actually have a backup from a month before since I decided to throw my theft-wanted goons into the slammer to get that out of the way and train a lawyer sleeper and decided to replay from that to see if the crash occurred at the same time as before (which it did).

Pre-crash save (https://ufile.io/5xn27)

Backup save (https://ufile.io/xfncu)

Game log starting from reloading the backup (https://ufile.io/s8zvo)

Past the usual crap like tailoring and savescummed raids It's missing a few things like another movie getting inspired at the end of January and its note about getting a script-writer (which appeared in-game after updates on the other two movies in process at the time) but also has info about the TV leader getting killed in a fed raid (which didn't get displayed in-game, just the raid notice) so I don't know if there's anything else that could be gleaned from it.

Clear Movies was able to stop the crashing, though, so it definitely seems to be how all of that's getting handled, IIRC previous crashes all had several films in production at the same time whereas I've had one go through the process by its lonesome without issue in this current run.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: SlatersQuest on November 21, 2018, 12:25:03 am
All right, playtesting - I was not able to replicate the shopping/equipment bug that you are referring to. I do note that you need to manually equip gear, which is not how it used to be, and I'm not sure how or why that changed, but I was able to equip my squad. Note that ammo will not actually be loaded into your gun until you enter site mode with it, though.

As for your bug, Sorenson, I'm afraid I don't have an answer for you. I seem to have done something that prevents me from loading your games, as none of the save files work. I will do some more hunting around, and release a new version (probably 1.6, to signify that saves are no longer compatible) shortly.

Edit: fixed the silent TV leader death bug.
Title: Re: Terra Vitae Mod (version 1.49 released!)
Post by: couchchou on November 21, 2018, 12:55:28 am
I know earlier there were some issues that seemed exclusive to the Windows version, perhaps that's what's going on here as well?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on November 21, 2018, 12:36:26 pm
Version 1.6 released!

No major features for the new release, other than a lot of bug fixes. Saves are not compatible with previous versions, hence the major update number.

Link is at the usual place.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on November 21, 2018, 08:41:34 pm
Version 1.6 released!

No major features for the new release, other than a lot of bug fixes. Saves are not compatible with previous versions, hence the major update number.

Link is at the usual place.
Huzzah for bugfixes!
Full conversion download:
68.5 MB
https://www.mediafire.com/file/l50en3me5207k3p/Terravitae_1.6_for_Windows.zip/file

NoMusic version (since the music is unchanged, and possibly already downloaded.  Evidently there's confusion why I always upload two versions.)
1.7 MB
https://www.mediafire.com/file/z5u8c8c3c5c16ae/Terravitae_1.6_for_Windows_NoMusic.zip/file

Cheers.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Sorenson on November 21, 2018, 11:03:59 pm
Playing the pre-compiled 1.6 Windows upload, seems the game's only getting saved when X'ing out in the main screen instead of on W'ait as well, plus the Sell Multiple bug's still around.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: couchchou on November 22, 2018, 01:52:21 pm
I've tried out the new 1.6 Windows version, and I can now use the TV House and Office as safehouses! Yay!

One weird thing I had in this save was that there were two "Spacious Sewers" as Supervillain Lairs. I don't know if that's intentional, one was in Downtown and the other was outside of the city.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on November 22, 2018, 03:45:59 pm
Playing the pre-compiled 1.6 Windows upload, seems the game's only getting saved when X'ing out in the main screen instead of on W'ait as well, plus the Sell Multiple bug's still around.

Found and fixed the saving when X'ing out bug. Unfortunately the DFFD website seems to be down at the moment so I can't upload the patch. I will check again later.

I cannot replicate the Sell Multiple bug, unless you are doing something radically different from what I am doing. Can you go through a step-by-step process of what you do, what you see, and what happens?


I've tried out the new 1.6 Windows version, and I can now use the TV House and Office as safehouses! Yay!

One weird thing I had in this save was that there were two "Spacious Sewers" as Supervillain Lairs. I don't know if that's intentional, one was in Downtown and the other was outside of the city.

This is a bug, and will be fixed in the next patch.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: couchchou on November 22, 2018, 04:35:28 pm
One weird thing I just realized is that my game seems to create two different save files: one named "saveTV1.5.dat" and one named "saveTV1.6.dat". They seem to have some sort of strange influence on each other, because I was having issues getting secret TV missions until I deleted the saveTV1.5.dat file.

I still seem to get random crashing when trying out secret missions too.

Basically, if both dat files are in the same folder as the .exe then the only prompt when trying to get a secret mission is "looking for possible mission goals" and will never find a mission.

If you delete/remove the 1.5 dat file, then the prompt will be to "weaken/destroy the NEC!" and missions CAN activate.

EDIT: The game used to save after each day, but now it doesn't. It DOES still save if pressing x to quit the game. Is the daily save function saving itself as 1.5 instead of 1.6?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on November 22, 2018, 05:23:32 pm
One weird thing I just realized is that my game seems to create two different save files: one named "saveTV1.5.dat" and one named "saveTV1.6.dat". They seem to have some sort of strange influence on each other, because I was having issues getting secret TV missions until I deleted the saveTV1.5.dat file.

I still seem to get random crashing when trying out secret missions too.

Basically, if both dat files are in the same folder as the .exe then the only prompt when trying to get a secret mission is "looking for possible mission goals" and will never find a mission.

If you delete/remove the 1.5 dat file, then the prompt will be to "weaken/destroy the NEC!" and missions CAN activate.

EDIT: The game used to save after each day, but now it doesn't. It DOES still save if pressing x to quit the game. Is the daily save function saving itself as 1.5 instead of 1.6?

This is one of the bugs that I just fixed but am waiting for DFFD to be back up again so that I can upload the patch.
Title: Re: Terra Vitae Mod (version 1.61 released!)
Post by: SlatersQuest on November 22, 2018, 08:34:53 pm
Version 1.61 released

This patch fixes more bugs mentioned above.

Still no idea what is causing the sale bug in the Windows version because I can't replicate it on OSX. Still don't know what causes random crashes but will try to look into it.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: couchchou on November 24, 2018, 12:03:28 am
Thanks for all the hard work!

I ran into some things that might not qualify as bugs, but they certainly seemed strange based on the comments in the code I was scrounging around for when I was experiencing that crash on TV missions (this was all after obtaining and publishing the NEC Conspiracy Evidence):

Just about all of my generic missions took 30+ days to complete, and I would only get the Final Mission if the TV Leader was not planning the secret missions.

This makes me think that something in the Windows 1.6 version is bugged with regards to that activity, since it is implied that the TV Leader is supposed to be the only one to enable the Final Mission.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Ikaruga on November 27, 2018, 07:18:34 am
Hi, I also have that bug in V 1.49 where Terra Vitae and Vivian Pines' house is permanently under siege. Is there a cheat code to stop a siege happening at those places ?
I know it's possible when a siege happens at an LCS place, not sure about TV.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on November 27, 2018, 02:40:21 pm
Visual Studio won't compile 1.61

Code: [Select]
      case SITE_EVIL_SUPERVILLAIN:
(767)  static int lairs_initialized = 0;
         static int lairlist[8];
         
         if (!lairs_initialized)
         {
            lairs_initialized = 1;
            for (int i = 0; i < 8; i++)
               lairlist[i] = 0;
         }
         
         for (;;)
         {
            nextlair = LCSrandom(8);
            if (!lairlist[nextlair])
            {
               lairlist[nextlair] = 1;
               
               switch (LCSrandom(8))
               {
                  case 0: strcpy(loc.name, "Underground Mausoleum"); strcpy(loc.shortname, "Tomb"); break;
                  case 1: strcpy(loc.name, "Spacious Sewer"); strcpy(loc.shortname, "Sewer"); break;
                  case 2: strcpy(loc.name, "Mysterious Cave Complex"); strcpy(loc.shortname, "Cave"); break;
                  case 3: strcpy(loc.name, "Secret Laboratory"); strcpy(loc.shortname, "SecLab"); break;
                  case 4: strcpy(loc.name, "Ominous Castle"); strcpy(loc.shortname, "Castle"); break;
                  case 5: strcpy(loc.name, "Forgotten Temple"); strcpy(loc.shortname, "Temple"); break;
                  case 6: strcpy(loc.name, "Space Rift"); strcpy(loc.shortname, "Rift"); break;
                  case 7: strcpy(loc.name, "Black Skyscraper"); strcpy(loc.shortname, "Skyscraper"); break;
               }
               
               break;
            }
         }
         break;
(800)      case SITE_MEDIA_MOVIES:
...

src\locations\locations.cpp(800): error C2360: initialization of 'lairs_initialized' is skipped by 'case' label
src\locations\locations.cpp(767): note: see declaration of 'lairs_initialized'


Visual Studio doesn't allow variables to be declared and initialized within a case statement.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 12, 2018, 12:58:48 pm
Version 1.62 released

Hopefully this will compile on Windows!


Thanks for all the hard work!

I ran into some things that might not qualify as bugs, but they certainly seemed strange based on the comments in the code I was scrounging around for when I was experiencing that crash on TV missions (this was all after obtaining and publishing the NEC Conspiracy Evidence):

Just about all of my generic missions took 30+ days to complete, and I would only get the Final Mission if the TV Leader was not planning the secret missions.

This makes me think that something in the Windows 1.6 version is bugged with regards to that activity, since it is implied that the TV Leader is supposed to be the only one to enable the Final Mission.

This is a bug and it has been fixed.


Hi, I also have that bug in V 1.49 where Terra Vitae and Vivian Pines' house is permanently under siege. Is there a cheat code to stop a siege happening at those places ?
I know it's possible when a siege happens at an LCS place, not sure about TV.

"Cheat Test Super" will create a superhero.

"Cheat Move Me TV House Los Angeles" should move the active character (say, the superhero you created with the above cheat) to the TV house.

Now you can make a squad and fight a defense. This should clear it.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on December 14, 2018, 08:41:54 pm
Version 1.62 released

Hopefully this will compile on Windows!
It does.  :thumbsup:

https://www.mediafire.com/file/qdrqbdbicrdk32y/Terravitae_1.62_for_Windows_NoMusic.zip/file

https://www.mediafire.com/file/z1mbcmrujlt7yiy/Terravitae_1.62_for_Windows.zip/file
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: tykavanaugh on December 17, 2018, 10:19:00 pm
I experimented some more. I used a wine wrapper to run the windows version as an .exe, which works "fine" (unplayably unstable, but save file works). However, any attempt to run it natively works okay, right up until creating the save file, at which point I get hit with a segmentation fault. It WILL create a hidden .lcs folder, but no save file.

One odd behavior of the thing is that "movies" will be mentioned during the character backstory part, like 4-5 movies. Don't know if that helps.

Now, I've even tried uploading some else's save.dat, still TV won't pick it up. Any ideas?

How exactly should I run the crimesquad executable? Any way someone could elaborate on that, some magic ritual I missed lol.

Or if there is some way to tell it where to save the game instead or something.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 19, 2018, 12:11:27 am
Hmm... well if you can load the Windows version to where it saves, can you load that save file to the Mac version? It should have the same format.

Can you run the vanilla LCS?

If the answer is yes, then that means that there is something that your machine does not like about the system calls that the TV mod is using that the vanilla LCS is no longer using (I know IsaacG has been working on it, and seeing the last several posts in that thread indicates that it's still pretty buggy, and I also know that the save file is one of the things he messed with). What makes this particularly frustrating is that TV is derived from an older version of LCS, which did work and still does on my machine.

Incidentally, can you compile the code yourself?

Edit: does the code also create gamelog.txt and other files, or just the /.lcs directory?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: tykavanaugh on December 19, 2018, 03:37:20 pm
Hmm... well if you can load the Windows version to where it saves, can you load that save file to the Mac version? It should have the same format.

Can you run the vanilla LCS?

If the answer is yes, then that means that there is something that your machine does not like about the system calls that the TV mod is using that the vanilla LCS is no longer using (I know IsaacG has been working on it, and seeing the last several posts in that thread indicates that it's still pretty buggy, and I also know that the save file is one of the things he messed with). What makes this particularly frustrating is that TV is derived from an older version of LCS, which did work and still does on my machine.

Incidentally, can you compile the code yourself?

Edit: does the code also create gamelog.txt and other files, or just the /.lcs directory?

Thanks! LCS works in other versions.

Yes, it creates xmllog, gamelog.txt, TVRecord.txt but no save file.

Other versions of LCS have worked, and the results are identical if I compile it myself.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 19, 2018, 07:46:33 pm
All right, can it read a save file? For example, can you use your WINE-wrapped Windows installation to make a save file and then put it in the /.lcs directory an load it?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: tykavanaugh on December 20, 2018, 05:33:45 am
Sorry, I don't have the wine wrapper anymore, and I didn't find where that was keeping the save file. But the very unstable wine wrapper version worked fine in that you could play 5-10 minutes and load saves.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 20, 2018, 12:00:57 pm
Well, here's the code for LCSOpenFile(), which is the function that LCS uses to load and save the save game file, as well as TVRecord.txt:

Code: [Select]
FILE* LCSOpenFile(const char* filename,const char* mode,int flags)
{
   if(!initialized)
   {
      LCSInitHomeDir();
      LCSInitArtDir();
      initialized=true;
   }
   std::string filepath;
   if(flags & LCSIO_PRE_ART)
      filepath=artdir;
   else if(flags & LCSIO_PRE_HOME)
      filepath=homedir;

   filepath.append(filename);

   return fopen(filepath.c_str(),mode);
}


And here's the code for LCSOpenFileCPP(), which does the game logs:
Code: [Select]
bool LCSOpenFileCPP(std::string filename, std::ios_base::openmode mode, int flags, std::fstream &file)
{
   if(!initialized) //Check if the directories have not been initialized.
   {
      LCSInitHomeDir(); //Initialize the home directory of LCS. Where stuff like the save and score files are stored.
      LCSInitArtDir(); //Initialize the art dir.
      initialized = true; //Initialized.
   }

   std::string filepath = ""; //The actual path to the file.

   //This ifelse block decides which directory the file gets saved to.
   if(flags & LCSIO_PRE_ART) //Art dir specified.
      filepath = artdir; //Set the filepath to the artdir.
   else if(flags & LCSIO_PRE_HOME) //Home dir specified.
      filepath = homedir; //Set the filepath to the homedir.

   filepath.append(filename); //Append the file's name/relative path to the filepath.

   file.open(filepath.c_str(), mode); //Opens the file.

   return file.is_open(); //Check if file opened successfully.
}

I really don't know what is happening, since you say TVRecord.txt works. What version of OSX are you using again?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Tarquin on December 22, 2018, 11:46:40 pm
Hi, me again, decided to pick this back up after a while. Have a new problem; I seem to be unable to give my people more clips. The usual method, clicking the letter for the ammo clips and then choosing a number for which person to give a clip to, doesn't seem to work. The prompts appear, but no clips disappear from my storage and my people still clearly only have one clip on them. I don't suppose you changed anything about how to assign ammo clips? Else it seems I am the victim of a bug.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 23, 2018, 10:35:46 am
Hi, me again, decided to pick this back up after a while. Have a new problem; I seem to be unable to give my people more clips. The usual method, clicking the letter for the ammo clips and then choosing a number for which person to give a clip to, doesn't seem to work. The prompts appear, but no clips disappear from my storage and my people still clearly only have one clip on them. I don't suppose you changed anything about how to assign ammo clips? Else it seems I am the victim of a bug.

I have been unable to duplicate this bug.

Can you post screenshots of exactly what you are doing, and describe exactly what key strokes you are making, so that I can find out?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: couchchou on December 23, 2018, 02:42:15 pm
Hi, me again, decided to pick this back up after a while. Have a new problem; I seem to be unable to give my people more clips. The usual method, clicking the letter for the ammo clips and then choosing a number for which person to give a clip to, doesn't seem to work. The prompts appear, but no clips disappear from my storage and my people still clearly only have one clip on them. I don't suppose you changed anything about how to assign ammo clips? Else it seems I am the victim of a bug.

I have been unable to duplicate this bug.

Can you post screenshots of exactly what you are doing, and describe exactly what key strokes you are making, so that I can find out?

It's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.

If it's only ammo you're trying to equip, there's an alternate method to doing so: press the up arrow key while in the equip menu, and then it will ask you which liberal to add a single clip to.

Here's some other bugs I ran into:

When Supervillains attack the wilderness "just for kicks" trying to fight them off causes the error message Creatures : : Get_supervillain_Type: index 3 bad to appear, and then the game will crash.

Also, I had an incident where there were 2 Supervillain lairs with the same name, but upon reloading the game, one of the names changed to something else.

Thanks again for all your hard work on this mod!

Edit: Here's a picture of the prompt that appears in the 4.12.31 version of normal LCS:

Spoiler (click to show/hide)

I cannot get this prompt to appear in the Terra Vitae 1.62 version at all, while in some older versions it would appear. Without the prompt, nothing gets equipped at all if it needs to first use that prompt.

You get to this prompt by pressing the number assigned to the clips you are trying to equip: In my screenshot that is A.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 25, 2018, 12:30:12 am
Quote
It's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.

Can you tell me which screen you get to the equip liberal screen from? I just tested it myself from the main base mode screen and it works perfectly fine, complete with the "how many?" question exactly as depicted in your v.4.12.31 screenshot. I've never seen this bug...



Quote
When Supervillains attack the wilderness "just for kicks" trying to fight them off causes the error message Creatures : : Get_supervillain_Type: index 3 bad to appear, and then the game will crash.

At exactly what point does this happen?

Creatures::Get_supervillain_Type() is called in siegecheck(), but before the "for sheer kicks" line is printed, so you shouldn't see the for sheer kicks line if that's where it's crashing. Does it happen when you encounter an enemy?



Quote
Also, I had an incident where there were 2 Supervillain lairs with the same name, but upon reloading the game, one of the names changed to something else.

Fixed (will include in 1.63 when the supervillain one is also fixed)
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: couchchou on December 25, 2018, 10:59:42 pm
Equipping the clips from the base menu is exactly what I did in the picture there. It might be a bug specifically for the Windows compiled version--I may get the chance to test out this mod using a Mac soon and confirm this.

The Supervillain Minion crash is when entering the siege defense site and entering a tile with the ENEMY.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 28, 2018, 11:23:01 pm
Version 1.63 released

Get it at the usual place. This update fixes the bugs that couchchou has pointed out (apart from the ammo bug, which I'm beginning to think isn't fixable without someone with Windows-specific knowledge looking into it).
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on December 28, 2018, 11:45:13 pm
Version 1.63 released

Get it at the usual place. This update fixes the bugs that couchchou has pointed out (apart from the ammo bug, which I'm beginning to think isn't fixable without someone with Windows-specific knowledge looking into it).

https://www.mediafire.com/file/pihkx1xc80t2jmi/Terravitae_1.63_for_Windows.zip/file

Visual Studio did that thing again where the .exe is 10 MB instead of 2.  It's fine.  Everything is fine.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: tykavanaugh on December 30, 2018, 12:30:30 am


I really don't know what is happening, since you say TVRecord.txt works. What version of OSX are you using again?
10.14.1 (18B75) Mojave
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 30, 2018, 12:33:43 pm
10.14.1 (18B75) Mojave

Mojave was released very recently. Did you have this problem before upgrading to Mojave?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: TastyMints on December 30, 2018, 04:28:28 pm
Thanks for the updates fella. Menu quantity prompt bug aside, seems very stable running XP SP2 compatibility on administrator. I did encounter a dead savegame bug where one of my liberals was attacked in the Projects, escaped out the front door, then disappeared from my active liberals list for two days before the Wait a Day option started causing unavoidable CTD. Don't know if that's useful to you or not.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 31, 2018, 12:03:43 am
Sorry - what is CTD?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on December 31, 2018, 12:59:27 pm
Sorry - what is CTD?
Crash to Desktop
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 31, 2018, 06:53:28 pm
Got it - can you send me the save file? I might be able to figure out what happened.

This bug sounds familiar, btw - but I remember fixing it, too.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: tykavanaugh on January 30, 2019, 09:40:28 pm
One day, when I'm old and grey I'll play this mod and it'll be fucking awesome.

Anyway, I appreciate the help! At this point I got too much to do and too many people in my day to day life to keep trying to figure out my my machine is shitting the bed, but you guys are awesome and I love it.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on January 31, 2019, 01:12:06 pm
One day, when I'm old and grey I'll play this mod and it'll be fucking awesome.

Anyway, I appreciate the help! At this point I got too much to do and too many people in my day to day life to keep trying to figure out my my machine is shitting the bed, but you guys are awesome and I love it.

Sorry to hear that you still can't get it to work.

Question: can you play vanilla LCS? If you can, then when I get around to my next project, it should work for you.  :)
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: dungjames on July 03, 2019, 08:09:25 pm
Hi! I just can't find a way to compile this mod, although vanilla Liberal Crime Squad I also have trouble compiling...would anyone like to help me? It seems it's problem right now is that it can't find a definition for move, and addch in the activate.cpp file.

And as for Vanilla LCS, it seems to have trouble including fight.h.

When I try to play the game without compiling, it seems that I can't pawn selectively although I can pawn things if I pawn all sorts. And when I just begin the game it says intilocation:location not part of location vector! However I can't pawn all loot at all.

Whenever I try to get ammo from equipment, it doesn't seem to work, except for ammo which doesn't fit the gun.
It also seems there's a miscalculation with the elections and so on? One of the issues is that the election numbers don't count the number of changes correctly.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on July 07, 2019, 11:10:58 pm
Hmm... not sure. If you're having trouble compiling vanila LCS, then I'd say that probably means you're having difficulty with the engine in the first place. Question: what OS are you using?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: dungjames on July 08, 2019, 10:26:15 am
Hmm... not sure. If you're having trouble compiling vanila LCS, then I'd say that probably means you're having difficulty with the engine in the first place. Question: what OS are you using?

Well the trouble isn't compiling so much that I am unable to play the game.

I didn't have problems with this at all in the 1.2 version.

It's a windows 10, 64-bit.

By the way, everything after the "including fight.h" is the Terra Vitae game. when I try to play Terra without compiling, I can't pawn selectively and I can't even pawn all my loot. Not to mention that intilocation:location not part of location vector! error, and so on. I have not encountered this problem before, as the last version I had 1.2 (A while ago, I know) didn't have these problems.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on July 09, 2019, 10:28:04 am
I see - I don't think I can help you without some more information. Perhaps you can post some screenshots of exactly what you are trying to do and what isn't working?

I am worried that this might be an OSX-Windows compatibility issue, but we will see with screenshots.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: dungjames on July 09, 2019, 05:14:40 pm
https://imgur.com/VQ9GmyC This is the initialization location vector error.

https://imgur.com/xJcYHYE

https://imgur.com/Q9wX7Sp The 2 here are me unable to pawn all loot. as well as unable to pawn selectively.

https://imgur.com/YFDJp3s

https://imgur.com/WlorDAr Unable to reload with correct ammo, and I got even more ammo which was unable to be loaded into the gun. The game just wouldn't acknowledge, wouldn't even ask me the "How much ammo do you want" message.

https://imgur.com/FRgvi51 Only incorrect ammo would even show this message.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on July 11, 2019, 09:07:30 am
I've verified some of these bugs and am working on them. I will let you know as I find/do not find and fix them.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Rick_Locker on December 04, 2019, 09:17:10 am
Hi, back in 2017 I posted a thread on this board asking about a save editor for IsaacG's version of LCS and since their introduction of storing save files in plain text I have been enjoying the game a lot these past few years. Now I want to try Terra Vitae and I remember in that original thread it was mentioned that SlatersQuest wished to integrate that feature into TV. I was wondering if this ever came to something as I do not see any such feature in TV nor any discussion of such a feature on this thread.

So, yeah, I'm wondering if there are any plans to introduce this feature into TV or if I have to simply get by with the cheat codes and cheat engine.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on December 07, 2019, 11:29:03 pm
I don't currently have a save editor for Terra Vitae. I can, however, add more cheat commands that you could use for editing. Is there anything in particular that you are looking for?  :)
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on February 03, 2020, 01:23:12 pm
I've mostly finished with 2.0, although I still need to chase bugs. Who else is still here? :)
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on February 05, 2020, 12:56:55 pm
Still here.  Always still here.

Most of the activity going on is in the LCS Discord server.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on February 05, 2020, 03:58:01 pm
There is an LCS discord? Send me the link, please  :)
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: ShinQuickMan on February 05, 2020, 07:30:35 pm
An upcoming update? Nice! I could help with some testing, if ya need it.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: ejseto on February 22, 2020, 04:49:40 am
I fixed that movie crash that required "Cheat Clear Movies" to bypass, assuming you haven't already. If you have fixed it(but also if you haven't) you really should setup a git or something so people can checkout the newest version and also report and fix bugs. It happened with films with no star, leaving LCSstar at the initialized value of -1. The creature pool is then indexed to that, causing a seg fault.

On line 578 of tvrecord.cpp:
Code: [Select]
if ((LCSdirector >= 0) && (Film->impactalignment >= ALIGN_MODERATE))can be fixed as
Code: [Select]
if ((LCSdirector >= 0) && (Film->impactalignment >= ALIGN_MODERATE) && LCSstar >= 0)although you may actually want to fix it rather than just bypass it.

Oh, and tvrecord.cpp is missing from the Code::Blocks .cbp so it won't compile in CB as is.

Also,
Quote
If you have 80 or more juice, then the number of lovers you can have is limited only by your Seduction skill. Your founder is unaffected by this limitation on loveslaves, and neither is Terra Vitae's founder.
I think your code for checking this is backwards.

Code: [Select]
   //Terra Vitae: sticky part, prevent the player from creating an infinite network of loveslaves!
   if ((cr.hireid != -1) && (cr.type != CREATURE_TERRAVITAE_LEADER)) //No juice limits for LCS or TV leaders!
      betweenloveslavecap = loveslaveseductioncap;
   else
      betweenloveslavecap = min(loveslavejuicecap, loveslaveseductioncap);
The LCS founder has hireid==-1 (since you started it, nobody hired you), so the founder is affected by the juice limit.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on February 22, 2020, 04:47:27 pm
Thanks for catching those - I still haven't joined the discord, because I've been busy. These bugs are now fixed.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: ejseto on February 25, 2020, 05:34:17 pm
This is probably intentional given the whole liberal decoupling of gender from biological sex thing or the humorous nature of the game in general, but I thought it worth pointing out. It seems men can get pregnant and women can impregnate them.

Quote
Brad Pines is pregnant!                                                                                                                                                                                                                        A pornographic movie has been inspired. The producer is a worthy Elite Liberal so rare in the film industry. The producer remarked that one of the characters is inspired by Vivian Pines, with an organization clearly inspired by Terra Vitae providing support for the heroes. This movie was inspired by Vivian Pines impregnating Brad Pines. Note: this is movie 195 to have been inspired.Vivian Pines impregnating Brad Pines. This is one of the more anticipated movies of the year. A lot of money is going into it.

Good to know Terra Vitae has a future should Vivian be killed. Also, there's a bug in the movie description where it says "inspired.Vivian Pines" instead of "inspired by Vivian Pines".
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: dungjames on February 26, 2020, 02:06:13 pm
Thanks for catching those - I still haven't joined the discord, because I've been busy. These bugs are now fixed.

The bugs I mentioned before still aren't fixed, I tried the latest version.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: ShinQuickMan on February 26, 2020, 06:44:13 pm
Well, that's cause Slater hasn't actually released the latest version yet.  :P
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Fungus on March 07, 2020, 08:53:06 pm
Keybindings would be nice for the next release, aiming at legs set to 'b' results in a lot of accidental attacks.

Also, any chance of getting this on Github?

Edit: A LOT of accidental attacks. I knew something put me off, this is my third time trying out the mod in just a year. No idea how many times in all I've returned, made this "discovery" and rage quit. :P
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on March 08, 2020, 07:21:36 pm
What are you trying to type and hitting 'b' for?  :o

I can try to implement key bindings, but they'd have to be situation-specific.

I do not understand Github. At all. I can't either upload stuff or download it. I have the feeling that there's something with the command protocol that I just don't get. Can I have, like, a tutorial?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Taberone on March 08, 2020, 08:31:45 pm
Keybindings would be nice for the next release, aiming at legs set to 'b' results in a lot of accidental attacks.

Also, any chance of getting this on Github?

Edit: A LOT of accidental attacks. I knew something put me off, this is my third time trying out the mod in just a year. No idea how many times in all I've returned, made this "discovery" and rage quit. :P

You can aim at the legs in Terra Vitae mod?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Fungus on March 09, 2020, 10:20:19 am
Hehehe   :D Well, when wandering about and talking to folks (especially when training seduction, but any conversations, really) I always default to 'b' to talk to the second person, then 'a' if the second person isn't removed. I use 'b' to skip through the text (any input achieves this, but as my finger is positioned on 'b' and it's ingrained by now I just use that) and always end up over shooting. This doesn't matter in vanilla LCS,  but in TV it causes the recruit to attack.

I don't think it was wise to map the selection keys to a-f in the first place, it's inconvenient and cumbersome, but also it can lead to erroneous user input like this. Personally, I'd have all menu selection via number keys, and have squad member selection mapped to '!' through '^' (shift + number).

If not a keybindings menu, how about adding just this to the config file? It should be relatively simple, depending on the code base. I could probably do that and send a PR if it were on Github...  ;D Regarding that, Github is actually pretty simple to use, once you get your head around it. You don't have to use Git BASH, which is what I assume you've been trying to do? I struggle with that as I'm on Windows and haven't any experience with UNIX. BASH takes UNIX-style input, so to execute "crimesquad.exe" you would either navigate and execute with: '/c/LCS/crimesquad.exe' (including commas) from anywhere on the system, or run BASH in the folder and execute: ./crimesquad . Note the forward slash and lack of exe. It's _really_ confusing if you're used to DOS.

However, you can get away without all that (for the most part) by using Github desktop. It's really convenient once you get the hang of the nuances. You don't even need to use that, you can download and upload directly from your browser. Personally, I just use desktop and BASH. If you're willing to download desktop you can create a repository from the 'file' menu, add your code to the folder, commit the changes  locally, then publish the branch (or push the changes if GitHub already has your repo).

It takes some getting used to, definitely, but once you get the hang of it (I guarantee you'll make a complete mess of your first repo/branch :p) you'll find out just how powerful and useful it is! For instance, you can have multiple branches locally, all in the same folder. This means you can work on different aspects of a program separately without having to clone your whole code base. You can backup everything to the cloud and make changes there, which means you can theoretically code anywhere you have internet access. You have a history of all the changes made to your project, so if you ever screw everything up completely or lose it in some way you have a backup. I could go on...

GitHub tutorial: https://guides.github.com/activities/hello-world/ (https://guides.github.com/activities/hello-world/)
Quickstart guide: https://help.github.com/en/github/getting-started-with-github/quickstart (https://help.github.com/en/github/getting-started-with-github/quickstart)
Setting up a new repo: https://help.github.com/en/github/creating-cloning-and-archiving-repositories (https://help.github.com/en/github/creating-cloning-and-archiving-repositories)
Useful stuff about Git: https://help.github.com/en/github/using-git (https://help.github.com/en/github/using-git)

Also, Taberone, yeah! Check it out! You can aim elsewhere, too. IIRC it's the head. When on site it's at the bottom of the action box, below "N - Options".
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on March 10, 2020, 11:02:05 am
All of the keys are hardcoded, and changing that will require a great deal of additional work and probable bugs. I can do it, but it won't be quick.

As for Github...

What is Git BASH? How do you use it?
What is a Github desktop?
What's a branch?
What is repo?

Like I said, I might as well be computer illiterate when it comes to Github.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Fungus on March 10, 2020, 03:49:20 pm
Erk... I thought you'd given it a go for some reason. I'll start from the top.

First of all, Git is a version control system. If you're not familiar with these they're basically like having an accounts ledger, except instead of accounts, it's a ledger full of all the changes made to your code. You can go back and look at code at any given point in time, which can be incredibly useful. Different styles of version control exist, of course, but Git lends itself to a decentralized workspace. With Git, everybody working on a project has a copy of the ledger, and at any point you can revert your code to a different version easily, or compare different versions to see what's changed.

A repository contains all past and present code, plus all the notes that go along with them. Let's say I have a repository called "Hello World" with a file called "main.cpp". "Hello World" currently has no code, but then I write something in "main.cpp" then 'commit' my change to the repository. That 'commit' will update the repository such that "main.cpp" has the code I've written, plus a log of the change. If I then 'commit' a new change where I refactor the code there will be a new account describing what code was added and what was removed. If you view "main.cpp" in the repository you'll just see the new, refactored code, but you can go back over all the previous versions and see how it's changed over time.

A branch can be a bit deceptive. If we tried to use a tree metaphor we'd end up getting really confused, so it's best to think of a branch as more of an "alternate dimension". A repository, in this sense, would be a multiverse, containing all possible worlds. Each 'branch' is a universe which branches from our repository. The central branch, aka the 'master' or 'origin' branch, would be the world we occupy, while each new branch is a path our origin can take. We build a branch from the origin, change the code, then we merge our branch with the origin such that they both contain the same code.

GitHub gives us a platform to manage our repository. Your local copy is uploaded to the cloud, where every contributor can 'fork' the repo, copying it, essentially. They'll keep this up to date themselves by regularly merging changes from the original, and send the changes they make back through a 'pull request' to your repository. Pull requests are a commit that's waiting to happen, which allows the code maintainers to vet changes before they're introduced. Let's say you write a header for "Hello World" and place it in a new branch in your copy of the repository called "new-header". When you've finished writing this header you then make a 'pull request' of the origin, or commit to it directly if you have the right to. Now, the master branch has a new commit (new code) and all forks will be able to synchronize the changes to their master branch locally.

GitHub Desktop provides a GUI that interfaces with GitHub.com and provides common Git commands so you can make pull requests (PRs), commits, branches and repositories easily, switch between branches, compare revisions or branches or even different bases. For example, say Bob is working on a "gui.cpp" in his branch "hello-gui" but was also tinkering with his own "main.h" in "main-header-test". He could sync "hello-gui" easily, but "main-header-test" would throw a warning about conflicts that would need to be resolved. GitHub Desktop can do this automatically (I would never trust this, personally) but it also provides a merged text file with markers to show where the conflicts are and what the changes comprise. You can also merge changes across branches under different users' repositories, or from PRs to the main branch or any other branch you choose. You can rebase a branch to any earlier version; for example, you may rebase a branch of master called "last-week" that reverts all the commits since seven days ago, or a year ago, and compare this to the current master to see the changes. you could compare the changes in one PR which changes a thousand lines of code to another PR of a thousand with some overlap. Using the website you can directly browse the repo at any given point in time based on a particular commit and view full file histories in a convenient format. It's probably doable with Git BASH and GitHub Desktop, but the website is very convenient so I've not bothered looking into it.

Finally, Git BASH is an emulator of BASH, a UNIX/LINUX... thing. I know as much about that stuff as you did about GitHub.  :P I'd call it an alternative console because you can use it to run Git from the command line. Git is a UNIX tool, so I guess it makes sense. I just google what I need when I need it and muddle through. Theoretically you can do everything you can do in GitHub Desktop and GitHub.com plus a whole host more through BASH, but if you don't speak UNIX you can end up seriously confused.

Whew. I hope that answers some questions and helps a little!

Edit:

Taken a look over the source with a view to modifying LCS to accept key configuration. It's frightening. Forget I asked. :o
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on March 12, 2020, 05:26:17 pm
Uh-huh, so if I get it right, GitHub is where you upload how many files at a time, and deposit them how? The advantage of the way TV Mod is currently distributed is that you can download a single zip file and unzip it, and all of the necessary files for compilation are already in the proper places. You don't have to reconstruct the files every time you download it. This is the problem that I've always had when trying to use GitHub - not only have I not known what a branch or a fork is or which one to use, but I've had no idea what to do with the files I downloaded.

A lot of the terms you're using are still mysterious to me, though. I'm used to programming on a computer, and then sharing the code as a block.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: zaimoni on March 12, 2020, 08:59:10 pm
If the repository hosted on GitHub i.e. "archive" is properly structured, the checkout process should put all of the necessary files in their proper places.  (This is true for any source code control system; nothing unusual about git here.  What's unusual about git is that it is the one source code control system with multiple non-ideological remote hosting providers.)
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Fungus on March 12, 2020, 10:47:31 pm
You upload as many as you like and download them all at once. There's a button to download the code in a zip if you wish, or you can download it via GitHub Desktop, or some other ways. You can also just copy and paste from the individual files if you're a masochist.  :D If you have all your code in one folder then you can copy it all straight to GitHub by selecting said folder. It doesn't change anything, doesn't format, it just uploads. The place it uploads to is your repository. I guess, theoretically, you could whack all your projects in one repository, but it would become a mess. It would be like having all of LCS, DF and any other game's code in main.cpp.

You can think of it as being like an external drive for your computer, if that helps, which you share with others. It warns you when files you're working on have changed so you don't overwrite the changes others have made.

To extend the metaphor, a fork would be a copy of the external drive, and a branch would be a different version of the files on it. You have at least two branches, if you're being diligent - your current version and the next in development. You might keep branches for all versions you release. You might have branches for different things you're working on independently (this is a good idea). When you fork, you're copying all of the code and its' history. When you branch, you're making changes to the code in a separate space.

Considering you use VS pretty much any project you get on GitHub should compile just fine if you make a project for it, the only issues would be making sure you have the libraries needed and that VS knows where to find them and the headers. If there's anything special they require then it should be in the documentation.

Git isn't that complicated once you get used to it, and it's fairly resilient. It took me a while to brave it but getting it up and running doesn't really take that much, and you can pretty much learn by trial and error. Fixing mistaken commits is incredibly annoying until you're used to it, and cleaning up the evidence is even harder.  :P It's incredibly convenient though, and makes working on code with other people a breeze.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: lastofthelight on April 02, 2020, 09:48:53 am
Terra Vitae! Any news on 2.0?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: dungjames on April 05, 2020, 04:16:21 am
Well, that's cause Slater hasn't actually released the latest version yet.  :P

My apologies then, and thank you Slater for your work in this mod, I really enjoy it!  :D
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on April 07, 2020, 10:39:52 am
Just busy - need to find the time to fix the bugs that I've been alerted to.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on April 09, 2020, 10:22:18 pm
All right, almost ready; chasing bugs.

I found and fixed the bug that causes initlocation to print an error message.

I am still unable to replicate the ammo loading bug. It works fine for me.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: High tyrol on April 24, 2020, 12:15:59 am
I recently started playing this mod and I have a question? What makes people wanted for Sexual Treason? I am recruiting liberal judges and a decent chunk of them are wanted for it. I also had one of my judges accused of it a few days after I recruited them. Does anyone have an idea on how I can mitigate this?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: IsaacG on April 24, 2020, 09:50:18 pm
I recently started playing this mod and I have a question? What makes people wanted for Sexual Treason? I am recruiting liberal judges and a decent chunk of them are wanted for it. I also had one of my judges accused of it a few days after I recruited them. Does anyone have an idea on how I can mitigate this?
IIRC Sexual Treason refers to those who romance outside their social class.  Mostly only applies to high-ranking members, like Judges.
I think it also includes homosexuality.

No idea how to mitigate it, though.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on April 25, 2020, 06:18:57 pm
It has to do with having attributes that are high enough to make you a desired mate in the eyes of society (10 intelligence or 10 health can do this).

If you manage to have your affair in secret, then you won't be dinged for it. I don't recall how I coded the secrecy, but it's in there.

Also, having Sexual Freedom laws being anything other than C+ will exonerate anyone and everyone of sexual treason charges.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: High tyrol on April 25, 2020, 06:21:12 pm
What kinda of punishment can I expect if they get arrested for that?
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on April 25, 2020, 11:34:04 pm
It's equivalent to Treason, so very, very serious.

A hint: conservative sleeper loveslaves are secret affairs. You can recruit a network of conservative judges safely even in nightmare mode.

Another hint: conservative judges have higher infiltration than liberal judges, so a sleeper conservative judge will do a better job at keeping you safe from the legal system than a sleeper liberal judge.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Basilleus on May 15, 2020, 07:06:16 pm
I was thinking that maybe crusaders could be a class of profession from the church - who become paladins if enlightened to liberalism, or called knights if they somehow become moderate, who are chainmail wearing   (or something) sword wielding fundamentalists- something like that maybe.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on May 16, 2020, 04:23:10 pm
Hmm... interesting idea

I'm thinking that they would be a style of superhero(villain). Chainmail doesn't normally do much in LCS, and swords are less effective than most ranged weapons in most circumstances.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Basilleus on May 26, 2020, 09:32:42 pm
Okay, I don't know what causes it, but I've been unable to carry extra clips for guns. I can equip guns and the clip it has loaded, but I can't bring anymore in the field. Buying clips circumvents this, but it still gets annoying when I want to use flamethrowers or something. I haven't had this problem in other unmodded versions of LCS.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on May 30, 2020, 05:05:48 pm
You're going to need to provide more details on how it happens, because it works for me. Another user has recently thought xe had a bug, but after looking at it more closely realized that xe didn't read the interface correctly.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Nerava on May 31, 2020, 12:02:41 pm
Is it a preexisting bug that the prison can sometimes generate with a up staircase that has no corresponding down staircase? It came out inside of a wall.

Also disbanding causes a "time passes" message followed by a crash.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on June 01, 2020, 10:38:09 am
Yes, that is a preexisting bug. It's on my to-do list, but it'll be a while probably before I find it.

I will try to find time passing bugs, but those are difficult to find.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Basilleus on June 12, 2020, 03:02:47 pm
The ammo loading thing is my mistake- It just uses the arrow keys for loading rather than a method I was used to. It's fine. The prison third floor is a problem though, and selling stacks of items selectively is fidgety at best.
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: SlatersQuest on June 12, 2020, 05:22:26 pm
The prison bug is a bug that I inherited from previous editions of the game. I will work on it, but I want to make the newer features playable.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on June 22, 2020, 09:57:47 am
Version 2.0 uploaded!

Get it at the usual place.

IsaacG, can you upload a Windows version, please?

Thanks!  :)
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on June 22, 2020, 10:45:33 pm
Update: fixed a bug that caused the save file created when exiting the game to have the wrong file name. The patch has already been uploaded.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: IsaacG on June 28, 2020, 04:19:02 am
Version 2.0 uploaded!

Get it at the usual place.

IsaacG, can you upload a Windows version, please?

Thanks!  :)
https://www.mediafire.com/file/gcxj2os5y5henmo/Terravitae_2.0_for_Windows.zip/file
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on June 28, 2020, 10:35:23 am
Thanks IsaacG!  :)
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: Leatra on July 10, 2020, 09:24:40 pm
Disbanding crashes the game for me and I'm beginning to think this only happens to me. I tried it with a new save and it doesn't crash so something about my save must be causing it and I have no idea why. I know this is a completely unhelpful bug report but just putting it out there lol.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 02, 2020, 12:00:54 pm
Updated the First Trial of the Phoenix RPGMaker game. The update fixes some balance issues and other bugs.

Edit: more balance issues discovered (early game can be screwed by the RNG too easily). Will upload another update soon.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 02, 2020, 03:05:35 pm
Updated the First Trial of the Phoenix RPGMaker game. The update fixes some balance issues and other bugs.

Edit: more balance issues discovered (early game can be screwed by the RNG too easily). Will upload another update soon.

Edit to edit: I'm discovering major plot holes, too. I may have to restart that project from scratch. Oh well. There's still LCS!
Title: Re: Terra Vitae Mod (version 1.6 released!)
Post by: Broseph Stalin on September 04, 2020, 04:46:37 pm
Quote
It's that the prompt for "how many" of that item never appears. It's the prompt that you are supposed to enter a number for. It happens when trying to sell an item you have multiple copies of, and when trying to equip ammo when you have multiple clips.

Can you tell me which screen you get to the equip liberal screen from? I just tested it myself from the main base mode screen and it works perfectly fine, complete with the "how many?" question exactly as depicted in your v.4.12.31 screenshot. I've never seen this bug...


Fresh installation of the windows version of 2.0. Held down E during character creation, went to pawn shop with $57, purchased one crowbar. Single crowbar could be selected for sell individually. Bought second crowbar, stack of two crowbars could not be selected.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: Durian Hohlades on September 08, 2020, 02:45:33 pm
is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 11, 2020, 08:55:40 am
is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive

The whole premise of Liberal Crime Squad is highly unrealistic.

As I explained in the opening document, the world of LCS changes depending on the laws, and changes in ways that are beyond what laws can realistically do. The world approaches realism when the laws are moderate, and becomes more and more fantastical the farther laws get from moderate.

This is true even in vanilla LCS; animals can talk when Animal Rights laws are L+. Less blatant, but similar things happen in response to Women's Rights, Nuclear Power, Pollution, etc.

In Terra Vitae, magic and superpowers behave similarly. When the laws are moderate, they don't exist. When the laws are L+, they do, and are used for good. When the laws are C+, they do, and are used for evil.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: EuchreJack on September 11, 2020, 11:20:37 am
is there a version without magic and heros etc like a version without the unrealistic stuff but the cities and other realistic features?
magic stuff is not my stuff you know but i looked at it and the code, very nice and impressive

You're probably looking for the base game, I think it had the cities and other stuff.

Plus the lame mutants that don't shoot power balls with their minds, hence my preference for Terra Vitae.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: Durian Hohlades on September 13, 2020, 04:58:22 am
But Vanilla has only 4 cities including Washington
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 13, 2020, 10:09:46 am
But Vanilla has only 4 cities including Washington

Vanilla has only four cities; this is correct.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on October 03, 2020, 10:27:09 pm
Progress is happening on version 2.1. The new feature is an offendable faction called the Murderers: these are loosley-organized armed citizens who (may) take exception to the LCS for personal, non-political reasons (LCS murdered my sibling, seduced my spouse, etc.).

Also adding graduate students to the game.

Once this is done, I hope to work on a Civil War mode.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on October 09, 2020, 10:44:39 pm
Version 2.1 is released!

New features:

-Murderers are now a faction. Murderers represent private citizens who have enmity with the LCS for personal, non-political reasons, e.g. LCS killed their sibling, seduced their spouse, etc. Murderers can besiege the LCS.

-Graduate students are now recruitable.


Updates to old features:

-Lobbies updated to include locations, and have documentation

-Monthly public opinion reports are now gated behind a cheat code

-Various other bug fixes
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on October 10, 2020, 10:14:23 am
2.1.1 released.

Fixed a bug that caused CCS safehouses to stop generating conservative lobby influence if the CCS was defeated by nonviolent means.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: ArchimedesWojak on April 09, 2021, 12:42:29 pm
Once this is done, I hope to work on a Civil War mode.

Hey Slater, What is this Civil War mode all about
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: EuchreJack on April 09, 2021, 02:24:04 pm
-Murderers are now a faction. Murderers represent private citizens who have enmity with the LCS for personal, non-political reasons, e.g. LCS killed their sibling, seduced their spouse, etc. Murderers can besiege the LCS.

You can call them what you want in the code, but their official name should be something like "The Wounded/Survivors/Victims".
Survivors of Criminal Political Action
Citizens Against Political Squads
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on June 02, 2021, 11:12:24 pm
Once this is done, I hope to work on a Civil War mode.

Hey Slater, What is this Civil War mode all about

Sorry for the delay.

It's a war between the various factions in the game, where the goal is not to liberalize the government, but to defeat the enemy factions.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: Cook100500 on August 12, 2021, 06:49:05 am
I think it would be nice to publish a list of all the bugs you are currently working or planning to work on, your clues about what causes them, reported OS-specific bugs and other sweet things like that. This can potentially speed up the process. I think im not the only person here who in his free time likes to bash his head against this kind of stuff untill something works
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on August 12, 2021, 11:09:25 am
I have a list; it's the functions that I haven't yet written. I can try to put one up, though. I used to have that, actually.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: Cook100500 on August 18, 2021, 02:04:59 pm
I have a list; it's the functions that I haven't yet written. I can try to put one up, though. I used to have that, actually.
It would be a good idea to add it to the first post or add a link to it if there is a letter cap, so people are aware of bugs and future implementations and dont need to read 56 pages of posts to know it
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 08, 2021, 07:25:19 pm
Yeah I should

Although, right now, I kinda want to finish the new version
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 02, 2022, 03:27:32 pm
At long last, Version 2.2 is released! Get the Mac/Unix/Linux version at the link. IsaacG, can you update the Windows version? Thanks!
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: IsaacG on September 02, 2022, 04:28:22 pm
At long last, Version 2.2 is released! Get the Mac/Unix/Linux version at the link. IsaacG, can you update the Windows version? Thanks!

https://www.mediafire.com/file/6pjuyg7s3avf9y6/Terravitae_2.2_For_Windows.zip/file

:D
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on September 02, 2022, 04:46:29 pm
Version 2.2.1 uploaded, fixing a bug that uses RevolutionaryArmies.txt.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on March 30, 2023, 08:17:47 pm
Version 2.3 released!

Changes:
-Made NEC strength dependent on specific secret missions; to defeat the NEC, you need to do several different secret missions
-Secret missions reworked, and made increasingly challenging the more different missions you do
-Secret missions now have corresponding enemy factions that they offend
-Interface for secret missions changed to allow you to choose what skill level of agents to send
-New enemy faction: sports teams, offended by some secret mission type

Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: EuchreJack on March 30, 2023, 09:53:59 pm
Wow!
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on April 13, 2023, 12:52:14 pm
Version 2.3.1 released!

-Fixed a bug that caused the game to crash when cheerleaders spawn
-Fixed a bug that caused sports teams to always attack TV office and TV house on Jan. 2, 2009
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on April 13, 2023, 04:40:03 pm
Version 2.3.2 released.

-Fixed a bug that caused the number of loveslaves to be wrong.
-Fixed a bug that caused the spawns at the Terra Vitae Office to be wrong.
Title: Re: Terra Vitae Fork (version 2.0 released!)
Post by: SlatersQuest on April 26, 2023, 01:49:05 pm
Version 2.3.3 released!

Fixed a bug that causes crashes when movie defeat of NEC is called in endgame.
Title: Re: Terra Vitae Fork (version 2.3 released!)
Post by: SlatersQuest on August 03, 2023, 10:55:24 am
Version 2.3.4 Released

I'm sorry to have not made a full change log, but this update consists of a number of minor bug fixes.