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Messages - Paul

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3001
Curses / Re: Compiling LCS on Windows XP
« on: August 10, 2008, 12:44:44 am »
Hey, thanks. I guess I should've looked at the files better instead of assuming all I needed was src heh. All the pdcurses stuff actually seems to be included - It comes with the .dll under workspaces and the other two under src\pdcurses.

It seems to be working fine. It "converted" game.sln and game.vcproj since I have a newer version with a "warning" on the game.vcproj, but I can't seem to figure out how to get it to tell me what the warning was.

I also noticed a few things with compiling. First the file size of compiling it without changing anything came out to be larger, 1,691,648 bytes instead of 1,662,976 bytes. Is that just due to the version difference? Second I got 2 "warnings" during compile:
c:\lcs\src\lcsio.cpp(130) : warning C4715: 'LCSInitArtDir' : not all control paths return a value
and
..\src\daily\daily.cpp(740) : warning C4309: '=' : truncation of constant value

Are these anything to worry about? The game seems to be running fine, but I'm not sure if I did something wrong or not.

For reference, heres the version info of my Visual C++ install
Microsoft Visual Studio 2008
Version 9.0.21022.8 RTM
Microsoft .NET Framework
Version 3.5

Installed Edition: VC Express

Microsoft Visual C++ 2008

Thanks again for the help.

3002
Curses / Compiling LCS on Windows XP
« on: August 09, 2008, 11:51:46 pm »
I'm a total newbie when it comes to compiling anything C++ related, and I don't really have a clue where to start here.

I tried Visual C++ but I really didn't know what I was doing and every attempt to even open one of the source files got error messages. I then tried nmake but it ran the makefile.am without doing anything and I haven't a clue how to get it to do something.

So... 3 things:

1: Which files do I need? I assume I need the entire src directory at branches/31104branch/src on the SVN site, and I downloaded that, but do I need anything else?

2: What's a good program to use for this? I don't care about features and such, just for it to be able to compile LCS and not be too annoying to use.

3: And using such compiler, how exactly do I compile it? I am assuming here that I need  to do something with makefile.am but other than that I'm pretty much clueless.

I think I can pretty much figure out the .cpp files using common sense and information on the net, but I can't for the life of me figure out how to get the thing to compile.

3003
I don't think he COUNTS as the king though, does he?

As in, your civ becomes the mountainhome, etc etc.

Last I checked you're still just a crappy lil fortress and not the mountainhome when "peasant king" arrives.

3004
Curses / Re: Sieges
« on: August 09, 2008, 07:46:25 pm »
Well I'm not sure if he never left, I just assumed he did - I had a save from 1 day after converting him and he was there, so its possible he came back the day after going there. The next day the cops showed up and he was still there.

Can sleepers go to back to their safe houses if they are temporarily closed down? I believe it was temporarily closed still by the time I converted, as I had raided it again after kidnapping him and killed a couple CSS guys before leaving (but not enough to fully destroy it, just temporary closure).

Also, if a sleeper is in a wrong or inactive location (I have several CSS sleepers that are in "bomb shelter" even after I turned it into one of my own safe houses) will they still act as an effective sleeper? I also have a judge who is in the police station for some weird reason haha.

I also just had another crash:
In a new game I had some illegal immigrants at a place making shirts, and the place got raided. I gave up and the game crashed. Reloading and having them fight and then give up as soon as they met the SWAT team made them all get deported properly. So I'm thinking it might be an issue with deporting people after giving up straight from the safe house screen.

3005
Curses / Re: Armor - is it working properly?
« on: August 09, 2008, 07:31:53 pm »
Ah, yes, thats what it is. I didn't even realise you could do that. Learn something new every day :)

As I said, I'm certainly no programmer - I just look at the code and try to figure out what it means haha. The only experience I have is from random bits of game modding that I've done over the years. One of these days I'll sit down and actually learn a language instead of fiddling around with 20 different ones for 20 different games.

3006
Curses / Re: Sieges
« on: August 09, 2008, 06:49:21 pm »
The CCS sleeper I had never actually went back to their safehouse, he just stayed at the shelter, and I had plenty of money for food ($50,000 - mostly from $1000 donations from the rich citizens - journalists, authors, critics, etc).

I think the injury code just kept him there since he was near death by the time I converted him.

3007
Curses / Re: Armor - is it working properly?
« on: August 09, 2008, 06:32:00 pm »
The only two places armorpenetration is mentioned in the fight.ccp file is in the aforementioned mod2 int and:

 1968 void damagemod(creaturest &t,char &damtype,int &damamount,
 1969                char hitlocation,char armorpenetration,int mod)

From my limited coding experience this looks like it's just listing the stuff to be used in the function. Is it somehow setting the value of armorpenetration? If not I don't think it's doing anything either :)

3008
Thats the "adamantine king." He comes without prereqs, and I don't think hes the actual king.

3009
Curses / Armor - is it working properly?
« on: August 09, 2008, 05:56:08 pm »
I equipped my elite squad with heavy armor (prot7) and yet am being utterly devastated at almost every shot aimed at my head or chest, and this led me to look up how armor works in the source (in the fight.ccp file), and this bit caught my attention:

Code: [Select]

 2039    int mod2=prot+LCSrandom(prot+1)-armorpenetration;
 2040    if(mod2<0)mod+=mod2;

Now, I'm no programmer so correct me if I'm wrong, but from the second line (adding mod2 to mod if it is less than 0?) it only uses negative values of mod2. Yet the first line seems to only produce negative numbers when the armor's prot value is lower than the armor penetration. (adding prot + random number between 0 and prot+1 and then subtracting armorpenetration). Wouldn't this make it so that armor does absolutely nothing?

Also, I couldn't find armorpenetration anywhere else in the file, did you mean to use armorpiercing? Or I guess it could be something defined in another source file.

Just bringing this up because I tested a SWAT raid on my place both with and without the heavy armor several times each to make sure, waiting and letting the teams of SWAT shoot me and and watching for torso/head hits, and strangely I fared better without armor, although I guess it could be strange luck. It seemed like with armor my guys dropped dead nearly every time they got a bad hit in the head or chest, but going naked they managed to shrug off quite a few head/torso shots, even triple assault rifle shots to the head.

3010
Curses / Re: LCS 3.15.0 Release (Fire!)
« on: August 09, 2008, 04:24:33 pm »
Am I the only one that fails to see the use for the fire from molotovs?

I threw a few volleys at SWAT raiding my place, and they DID run away, but then I burned up trying to get out haha.

Shouldn't there be a way to throw them AWAY from your people, so you can burn the enemy instead of yourself? Normally people throwing an incendiary device would throw it far enough that the flames don't burn the thrower.

3011
Curses / Re: New player with a load of bugs (with fixes!)
« on: August 09, 2008, 04:18:31 pm »
I think that's what it is - I too killed someone during interrogation and wound up with a money item that crashed the game. I guess when I don't want someone I'll just have to let them escape and take the kidnapping charge or recruit them and have them suicide raid the police station.

3012
Curses / Re: Sieges
« on: August 09, 2008, 04:16:05 pm »
I just had a similar issue - I was informed of a siege, so I packed up and moved out, but then all I could do was give up even though nobody was there.

Giving up crashed the game...

I then loaded and left my leader in the safe house to see what would happen defending by himself - he popped into the map with a CSS boss sleeper that I had got way before, yet who was still in the Homeless Shelter. I then gave up to the nearest SWAT team and 2 months later my leader was out free and clean of his hundred or so murders, yet the sleeper was still counting as a sleeper and was now showing up as in the police station (he never went to trial).

Maybe you had sleepers in the shelter too?

Anyway, as for my issue: I think the reason the sleeper stayed in my homeless shelter was because he was seriously injured when I brought him back (shot him up in the CSS base and drug him back as hostage) and thus stayed to be healed by my medics instead of going back as a sleeper. Or it could have been because the CSS base was "Closed down" at the time.

3013
DF General Discussion / Re: Tweak for 39e
« on: August 09, 2008, 01:33:57 am »
So you're on a map without magma?

Magma buildings enable by themselves as long as you discover magma properly.

Like I said, the only reason you'd need it is if

A: You don't have magma on map and are hacking it in.
B: You bugged your map by using reveal.

Both of which are easily solveable, either find a map with magma (easily done with the new site finder) or load a game back before you used reveal and dig up the magma before you reveal the map.

I guess hacking magma into every map is convenient, but it's not really necessary.

As far as magma is concerned, I'm the same way - I always find a site with it and can't stand going without it, even if all I'm doing with it is melting the goblin's iron.

3014
DF General Discussion / Re: Tweak for 39e
« on: August 08, 2008, 08:59:08 pm »
Why do you NEED enable magma buildings?

The only reason for it is if you use reveal on a map (which bugs more than just magma). If you REALLY want to reveal a map just discover the magma vent first.

Unless you're just adding magma via tile edit... in which case I guess it's necessary for that, but it really isn't hard to find a location with magma and everything else you need now with the location finder.

3015
In the newer versions you can usually get a mason to build from outside fine by suspending the construction and restarting it.

Also, it could be coincidence that they finally obey me after I do it, but I find setting the side I don't want to restricted seems to help.

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