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Messages - Durian Hohlades

Pages: [1] 2 3 ... 7
1
Curses / Re: LCS 4.12.55
« on: September 21, 2020, 09:02:32 am »
i now implemented all the cities from the vanilla files to be shown ingame, basically they are all like seattle no special places just more immersion and more areas to travel and spread
i thought about balance, more places actually makes the game easier i belive bec you have more places to go with the same amounts of heat? any ideas how to compensate?

2
Curses / Re: LCS 4.12.55
« on: September 15, 2020, 03:24:31 pm »
well i just played around on visual studio and started the game from the studio with ctrl f5

everything seems to work
iam just to stupid to compile correctly

can you tell me how to compile the game files properly?

thanks


just had to copy the crimesquad exe to the main folder from workspace
works ;) will test more

3
Curses / Re: LCS 4.12.55
« on: September 15, 2020, 12:44:25 pm »
i tried adding the sitevectors and the city stuff to locations cpp but it did not work out, any idea what iam missing?

got visual studio runnin on my toughbook in the field and found some time to try
Technically it's in locationsPool.cpp
Line 535 in 4.12.56
Code: [Select]
void make_world(const bool hasmaps)
{
if (!multipleCityMode)
{
make_classic_world(hasmaps);
return;
}
//MAKE LOCATIONS
Location* city = NULL;
Location* district = NULL;
//Location* site = NULL;
location.push_back(city = new Location(SITE_CITY_SEATTLE));

i added this there before my last post
i also defined the vectors chicagoDownton Uptown and out of town but had no succes after successfull compiling
just ended up with the same 4 citys and not chicago :"D

Code: [Select]
location.push_back(city = new Location(SITE_CITY_CHICAGO));
district = city->addchild(SITE_DOWNTOWN);
district->area = 0;
district->mapped = hasmaps; // for some reason this property isn't inherited by downtown locations so it's manually added for each one, need to debug why this happens
addChildren(district, chicagoDowntown, hasmaps);
{
Location* site = district->addchild(SITE_BUSINESS_BARANDGRILL);
site->renting = RENTING_CCS;
site->hidden = true;
site->mapped = false;
}
district = city->addchild(SITE_UDISTRICT);
district->area = 0;
addChildren(district, chicagoUptown);
district = city->addchild(SITE_INDUSTRIAL);
district->area = 0;
district->addchild(SITE_RESIDENTIAL_SHELTER)->renting = RENTING_PERMANENT;
{
Location* site = district->addchild(SITE_INDUSTRY_WAREHOUSE);
site->renting = RENTING_PERMANENT;
site->upgradable = true;
}
district->addchild(SITE_RESIDENTIAL_TENEMENT);
district->addchild(SITE_INDUSTRY_POLLUTER);
district->addchild(SITE_INDUSTRY_SWEATSHOP);
district->addchild(SITE_BUSINESS_CRACKHOUSE)->upgradable = true;
district->addchild(SITE_BUSINESS_PAWNSHOP);
district->addchild(SITE_BUSINESS_CARDEALERSHIP);
district = city->addchild(SITE_OUTOFTOWN);
district->area = 1;
addChildren(district, chicagoOutOfTown);


vectors in include24.h
Code: [Select]
vector<SiteTypes> chicagoDowntown = {

SITE_RESIDENTIAL_APARTMENT_UPSCALE,
SITE_GOVERNMENT_POLICESTATION,
SITE_GOVERNMENT_COURTHOUSE,
SITE_BUSINESS_BANK,
SITE_GOVERNMENT_FIRESTATION,
SITE_MEDIA_AMRADIO,
SITE_BUSINESS_CIGARBAR,
SITE_BUSINESS_LATTESTAND,
SITE_BUSINESS_DEPTSTORE,
};

vector<SiteTypes> chicagoUptown = {

SITE_RESIDENTIAL_APARTMENT,
SITE_HOSPITAL_UNIVERSITY,
SITE_HOSPITAL_CLINIC,
SITE_LABORATORY_GENETIC,
SITE_LABORATORY_COSMETICS,
SITE_BUSINESS_VEGANCOOP,
SITE_BUSINESS_JUICEBAR,
SITE_BUSINESS_INTERNETCAFE,
SITE_OUTDOOR_PUBLICPARK,
SITE_BUSINESS_HALLOWEEN,
};
vector<SiteTypes> chicagoOutOfTown = {

SITE_GOVERNMENT_PRISON,
SITE_GOVERNMENT_INTELLIGENCEHQ,
SITE_CORPORATE_HEADQUARTERS,
SITE_GOVERNMENT_ARMYBASE,
};


4
Curses / Re: LCS 4.12.55
« on: September 13, 2020, 05:40:06 pm »
i tried adding the sitevectors and the city stuff to locations cpp but it did not work out, any idea what iam missing?

got visual studio runnin on my toughbook in the field and found some time to try

5
Curses / Re: Terra Vitae Fork (version 2.0 released!)
« on: September 13, 2020, 04:58:22 am »
But Vanilla has only 4 cities including Washington

6
Curses / Re: LCS 4.12.55
« on: September 12, 2020, 03:15:01 pm »
Generic cities Like average non Special Towns 😆

7
Curses / Re: LCS 4.12.55 Now Supporting RustKnight Portraits
« on: September 10, 2020, 11:53:12 am »
would it be too much if id ask for more generic cities for multi mode not sure if adding them to locations.cp would be enough or if there would be more to do :'(

8
Curses / Re: Terra Vitae Fork (version 2.0 released!)
« 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

9
Curses / Re: [MOD]Liberal Overhaul+Rebalance
« on: September 05, 2020, 07:03:38 pm »
iam using latest github lcs version 4.12.56 but in a multiple cities map i wont get all weapons at the stores :( is this not supported?

actually i belive they are not availab le bec of legality value? depends on game i guess?

i only get the new weapons from start if i choose nightmare mode along with anything else like cities for example

10
Curses / Re: [MOD]Liberal Overhaul+Rebalance
« on: August 31, 2020, 07:43:23 am »
unfun ammo clutter confirmed :'D

11
Curses / Re: LCS 4.12.55 Now Supporting RustKnight Portraits
« on: August 31, 2020, 07:41:33 am »
so there is support for a unreleased portrait generator?
ok ty

12
Curses / Re: LCS 4.12.55 Now Supporting RustKnight Portraits
« on: August 29, 2020, 03:35:59 pm »
what is "RustKnight Portraits"?

13
DF Modding / Re: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?
« on: January 29, 2019, 10:10:07 am »
any ideas?

14
Hey, I think you may have put in some of my (admittedly outdated) raws into this new version by mistake - another discord user informed me - would appreciate if they were taken out.

 :o

15
i miss the turrets in the embark, can they still be build like golems etc?
slate turret etc :D
In the Legacy MDF, yes. ^^ New one no, Toady changed how the AI uses interactions at some point, they don't work anymore.

will they be working in the future again or not planned? =)

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