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Messages - zaimoni

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136
Other Games / Re: Starshatter: The Gathering Storm. Now Free/Open-Source
« on: September 22, 2017, 11:44:12 pm »
The main sad part to me about Starshatter is that not much people ( coding-able people of course) have been interested to pick up on the source code, and so it has gone nowhere yet, there was so much potential with this game and its dynamic campaign.
Though there were some videos on youtube hinting at someone having done something with the code, but the starshatter open board is so dead unfortunately.
Sadly...Google Code as primary repository.  License feels like "wants to be MIT" (have not fact-checked).

Obviously I can't commit to doing anything with this (between Rogue Survivor Revived, and a vaporware turn-based roguelike-like).  I don't know how bad the DirectX dependency is (I don't see anything else particularly inimical technically).  Target language MSVC++, so the DirectX isn't clearly instantly fatal for a fork.

137
Curses / Re: I gave up after several days of research - HOW TO COMPILE ?
« on: September 06, 2017, 09:18:07 pm »
Yes, I am using TDM 5.1 for my C++ projects now.  It works fine.  It would be nice if there was a more recent TDM, but the later builds from MingW64 appear fragile.

138
Curses / Re: I gave up after several days of research - HOW TO COMPILE ?
« on: September 05, 2017, 10:24:34 pm »
Right, 64-bit TDM 5.1 is Dead On Arrival on my development system; I had to use TDM 5.1.

(That is two major version lagged GCC, but thoroughly adequate as long as you aren't messing with C++17.)

139
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: September 04, 2017, 05:17:37 am »
Hmmm... supposedly xcom apoc did it, but the claim was likely untrue
XCOM Apocalypse made the claim for alien tactics, not the aliens themselves.  It's noticeable if you savescum a lot in the early game or otherwise replay the same battle multiple times (the aliens do tend to alter their routing to die more slowly), but not noticeable to the casual player.

140
Curses / Re: LCS Compiling Issues
« on: August 31, 2017, 01:39:14 am »
As my C intuition says nothing should be defined in H file. Only declarations.
Enlightenment awaits your untrained intuition.

C things that must be declared in headers to implement Once And Only Once: preprocessor macros, enums.

C++ things that must be declared in headers to work at all: templates.  (ISO gave up on the export keyword...it was simply too difficult for the major compilers to implement.  Repurposing is planned.)

141
If you mean libreoffice afaik it's bigger than openoffice at the moment
Yes.  Doesn't change that LibreOffice is a fork of OpenOffice.  It was triggered by six months of active refusal to merge in bugfixes, and two-thirds of the dev team left for LibreOffice at the split.

142
Curses / Re: I gave up after several days of research - HOW TO COMPILE ?
« on: August 07, 2017, 05:39:20 pm »
I have gotten it to compile before; however my development environment is a tarball zoo of MingWin that I have to maintain a full backup of (as the *.exe installers for MingWin are Dead On Arrival on my systems).  Unfortunately, my ideas for new features were inconsistent with the game, so not worth releasing.

However, it's not that difficult.  Once you know you have a good C++ compiler install, you just add the files to the project until they're all there (no more missing includes warnings), then flush the errors out. ;)

143
That seems like a very.. strange thing to worry about in a post apocalyptic setting. It's interesting, but I'm curious as to what sort of medical tech is being accessed here as a result.
No medical tech required for mismatch between natural hormones and the neurological response to those hormones.  0.6% is the empirical neurological mismatch rate between natural hormones and the response to those hormones.

144
Curses / Re: Terra Vitae Mod (version 1.2 released!)
« on: June 27, 2017, 10:08:51 am »
"Quck change" should be just
Code: [Select]
#include "creature/creature.h"

145
Curses / Re: LCS for Android/Google Play?
« on: June 12, 2017, 03:33:47 pm »
GPL and IOS don't mix. (I Am Not A Lawyer: existing in the Apple Store, is generally considered a GPL violation.)

146
Other Games / Re: Rogue Survivor Revived
« on: May 31, 2017, 12:24:17 pm »
Code: [Select]
REVIVED 0.9.9.3 CHANGES
------------------
* hard crash in release mode fixed

147
I don't think there is a multi tile equivalent to A* out there for anyone to freely use.
it's the same as single-tile A*.  The implementing programmer just has to make a coordinate choice for the reference origin is for a multi-tile actor, then pass an appropriately different cost-of-movement function for evaluating what/how expensive legal moves are.  If there's a problem with heuristic costs, just degenerate to Dijkstra search which uses 100% accurate move costs.

I don't have the seniority to do the above refactoring for C/DDA, obviously.  If the above sketch isn't enough, any interested C/DDA dev can ping me to get the relevant class in Rogue Survivor Revived (FloodfillPathfinder is a Dijkstra search) relicensed as Creative Commons so it can be used a model for porting to C++ without causing GPLv3 issues.

148
Other Games / Re: Rogue Survivor Revived
« on: May 28, 2017, 04:55:28 pm »
Code: [Select]
REVIVED 0.9.9.2 CHANGES
------------------
* Self-defense when killing a cop, or a follower of a cop, will not prevent murder charges.

149
Other Games / Re: Rogue Survivor Revived
« on: May 26, 2017, 11:00:08 pm »
Code: [Select]
REVIVED 0.9.9.1 CHANGES
------------------
* CivilianAI/GangAI no longer hoard canned food
* hard crash in release-mode melee behavior fixed
* going to bed had pathing difficulties.
Estimates of the cleanest fix behind developer-untestable performance issues, reported on Bay12 and Reddit, are not in yet.

150
Other Games / Re: Rogue Survivor Revived
« on: May 26, 2017, 03:26:11 am »
Will be asking around, working search engines, etc.  If I don't get a lead quickly I'll have to cut a patch release rather than try to fix this; I don't think blind micro-optimization will do anything useful here.

The next best chance of getting a speed improvement is getting the Microsoft profiler to give usable information.  (Right now, it's saying the AI-specific code is ~1% of the run time, which is not credible.  If you suppress the 76% of the profiling that is waiting for keyboard input, that's ~4% which is equally not credible.  Introducing the police sweeping AI added ~2-4 seconds i.e. 200% increase of delay on the development machine, so it's got to have a substantial overhead.)

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