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Messages - JimmothyLeery

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1
Curses / Re: Terra Vitae Mod (version 1.2 released!)
« 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?

2
Curses / Re: Terra Vitae Mod (version 1.2 released!)
« 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.

3
Curses / Re: Terra Vitae Mod (version 1.2 released!)
« 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.

4
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« 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.

5
Curses / Re: Terra Vitae Mod (version 1.0 released!)
« 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.

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