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Curses / Re: LCS 4.07.0 Download (Sneak Attacks, April 2013)
« on: September 17, 2013, 10:31:45 am »
Thank you for putting that list together, Liberal Elitist!
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Well, if you take ALL of your people out of the location, even the ones who aren't going to get arrested, they just show up and leave everything alone. No funds are taken, no dismantling of the compound. They wont even take any of the 100+ assault rifles lying around.
If you leave innocent characters there, they will show up and say "You are wanted for Finding a Bug" instead of actually stating any real crimes, leading me to believe that it is actually a bug and not intended behavior.
AHH so it IS a bug! Yes, that text about "Finding a Bug" was put in there precisely to catch bugs like this. Sorry! Yes, you did find a bug.
Windows XP and later have a font display option called ClearType, but ClearType has a bug in it that affects this game. When the ClearType feature is enabled, it causes display problems in Liberal Crime Squad as well as other Win32 Console Applications, especially if different background colors are used, if you are using a TrueType font like Lucida Console for the display of the game instead of a raster font. The bug in ClearType is visible on the screen as vertical lines in between characters on the screen. This is most visible on the newspaper screens, or if you are going back and forth from the main screen when the main screen has a U.S. flag on it, or especially in the colorful Curses text animations (new news anchor, show about rich and famous, caught on camera of black guy getting beaten, etc.). This bug can only be solved by disabling ClearType (since Microsoft obviously isn't going to offer any more non-security-related fixes for Windows XP). However, ClearType is useful in other programs and a lot of people like it. So, a good solution is to temporarily disable ClearType while Liberal Crime Squad is running, and then re-enable it after the game is over. Of course, people might not have it enabled; they might be using standard font smoothing instead or have font smoothing completely disabled. So, there is a new option in init.txt called "fixcleartype". If this is disabled (and it IS disabled by default), the game does not mess with ClearType or font smoothing settings at all. If it is enabled, the font smoothing settings are backed up when the game starts, and then the game switches Windows to use standard font smoothing, which works well with the TrueType font Lucida Console if you chose that for your console window, and has no effect if you are using a raster font. Then when you exit the game, the backed up settings are restored (so whatever your previous setting was, whether it was ClearType on, standard font smoothing on, or all font smoothing disabled, that previous setting gets restored). Additionally, since ClearType only exists in Windows XP and later, all of the ClearType-related code is ignored by the compiler on non-Win32 platforms such as Linux and Mac OS X, so this does not affect compatibility with those operating systems one bit. Furthermore, if you are on a Win32 operating system and have selected the "fixcleartype" option in init.txt, the game looks at your Windows version, and if it is older than Windows XP (version 5.1), all the ClearType-related code is disabled, to maintain compatibility with older versions of Windows. The only issue with the "fixcleartype" option is that, although the game only temporarily changes your font smoothing settings to be standard font smoothing, if the game crashes or if you terminate it in any way other than exiting through the game's keyboard interface, the code that restores your backed up font smoothing settings does not get executed. For this reason, "fixcleartype" is disabled by default. However, for users who choose a TrueType font like Lucida Console for the console display in Windows XP or later, the "fixcleartype" feature may prove to be a valuable workaround for the aforementioned bug in ClearType that Microsoft refuses to fix.
Added an init.txt option to tell Windows to use non-ClearType font smoothing
Enabling the init.txt option "fixcleartype" will cause the game to instruct Windows to use standard font smoothing instead of ClearType. This fixes a display bug with Windows' ClearType smoothing, in which TrueType fonts like Lucidia Console do not display correctly on some screens, showing vertical lines during full screen animations and in the newspaper. If the game exits correctly, it will revert the settings to the same as Windows had prior to the game starting up. This option is disabled by default and has no effect on other platforms, or older versions of Windows without ClearType.
Thank you Jonathan S. Fox ! By the way do you have an idea about this accent problem ?
I made some change in the code and I need to know if this is gonna work.Code: [Select]clearmessagearea();
set_color(COLOR_CYAN,COLOR_BLACK,1);
move(16,1);
addstr(activesquad->squad[p]->name, gamelog);
switch(encounter[0].type)
{
case CREATURE_COP:
if (activesquad->squad[p]->gender_liberal == GENDER_FEMALE) addstr(" est saisie, ", gamelog); //The original string was : is seized
else addstr(" est saisi, ", gamelog); //I will consider the intersex gender as a male
The compilation is ok but this will really return the gender of this liberal "activesquad->squad[p]->name" ? And are there other ways to get the gender of a liberal ?
If you are gonna use !!MAJOR!! cities, you might want to familiarize yourself with some geography. Case in point, Long Island is not a city. It is a massive landmass in New York. Might want to change Long Island to Islip or something, or just cross it out entirely.
Also, for New York, a bunch of suggestions. Central Park should be massive. Or just use Battery Park if you are lazy. Definitely change university district to Greenwich Village or Soho. Cable News Network can become NBC Studios at Rockefeller Center. Latte stand could become a street vendor. (Nothing says New York like hot dogs, kebabs, and knish!) Make the Statue of Liberty and Ellis Island infiltratation sites as well, with raids there bringing incredible amounts of heat and juice for anything. Prison should be Rikers Island. Possibly Governor's Island as well for a really neat abandoned safehouse. (Fun fact: Comes with some several hundred year old forts! Also, it was basically abandoned in 2009, except for a couple of Nation Park Services tours.)
Finally, new mechanic: boats. To visit any of the island locations: (Statue of Liberty/Ellis Island/Etc.), you should have to jack a boat instead of a car. Basically, just duplicate the car mechanics but make them usable only for locations accessible by water. Speedboats would be ideal, but just as a joke, add slow-ass rowboats with no escape chance for epic, high-octane, and downright impossible to survive rowboat chase scene action.
As a subheader under NYC, I was talking about Brooklyn and Queens, and not trying to depict "the City of Long Island" or something like that. I agree that it's too vague though, and I think I did change the name to be more specific when coding it.
Having the same issue, killing them at the de bar and grill doesnt work killed probably 20 ccs and at least 50 "vigilantes" (police) that arrived. Not sure. :/
Killing the lieutenant worked but it forced me into an encounter that caused some heavy casualties. Bug?
I know, I know, hacking is a serious crime, but whatever, as long as you stay in your hideout and there aren't any raids on it you'll be fine, plus hacking doesn't generate any heat so it's not really that dangerous, just don't have your Founder do it, since it's best to keep the Founder out of trouble unless you already have a juiced-up replacement leader ready to take over at a moment's notice.
When I read this, the first thing I thought was it was a spambot that latches on to anything mentioning bugs. Anyways, thanks for the fix. Gotta wonder what JSF is up to right now.

If you have been releasing Debug builds to the public, perhaps they have been Debug builds made in Microsoft Visual C++ rather than Code::Blocks with the GCC compiler, because creating Debug builds with the GCC compiler results in a very large file size. I have also read that, for most software projects at least, Debug builds are typically just used by developers, while Release builds are what is released to end users. Also, the traditional practice, at least with the GCC compiler, is to disable all compiler optimizations for Debug builds, because, while compiler optimizations make the game faster and the file size smaller, they make it harder for debuggers to trace things, and debuggers have the easiest time of it if all compiler optimizations are turned off.
One last thing, I have experimented with a change to the Random Number Generator that would make it stop being deterministic [...] I'm not sure if you'd approve of this though, since it appears that the Random Number Generator being deterministic is by design and was done that way on purpose.
In revision 697, I fixed a bug where if one of your Liberals went to a different city but had meetings and/or dates scheduled with people in their previous city, they would still be able to continue meeting with and dating people in the old city while simultaneously being in the new city (this was in "daily.cpp" in the "daily" directory). Now, when a Liberal moves to a different city, all their existing meetings and dates are canceled.
In revision 698, I fixed a bug where it didn't display the full name of each location (namely, it left out the city at the end) when you were in the moving equipment screen that lets you move equipment between bases. So now you can tell which city's Shelter your equipment is at, if it's at a Shelter, for instance. This was in "equipment.cpp" in the "common" directory.
In revision 699, I added display of the current city to site mode and to dates. Also, since there is so much horizontal room in the top line of the screen in site mode, it displays the full name of the city in site mode, not just a 3-letter abbreviation like everywhere else.
In revision 700, I alphabetized the list of skills in "creature.h", so that when you look at the Profile of a Liberal and press up or down to see all the skills, they'll be in alphabetical order (and of course compiled and built it into Release and Debug builds of "crimesquad.exe" again).
In revision 701, I alphabetized the list of crimes in "includes.h", so that when you look at the Profile of a Liberal and press up or down to see all the crimes they committed, they'll also be in alphabetical order too. And I compiled both builds, yet again.
2. john are you still making this or are you no longer? or are you just taking a break from ZSS for a bit?

The only difference from the previous code is the addition of the one line of codeCode: [Select]case CREATURE_SECRET_SERVICE:strcat(str,"Secret Service");break;into the function. It actually doesn't matter where in the list it is, as long as it comes before the last item, the default, which HAS to be last (I am sure all the other programmers here know that already though). I put it in as the last one before default but if you'd rather move it elsewhere in the list that would work just as well, it doesn't matter, as long as it's in the list, which it wasn't before.
switch(myBreakfast)
{
default:
// Mmm! My meal looks delicious!
// (fall through)
case GREASE_CAKED_SOMETHING: // Skip the delicious part, these sound gross
case GREEN_EGGS_AND_HAM:
// I eat until I am full.
break;
case NOTHING:
// I am a sad panda. :'(
break;
}Well it turns out the reason for this, in the source code, happens to be the source code for when you steal things in apartments... what a coincidence! Anyway, it's a very obvious bug in the code. Basically there are arrays of possible items it could be, and LCSrandom() is called, yet the parameter for LCSrandom() is a higher number than the array size, meaning that sometimes, the array size will be exceeded, which, of course, is something that crashes a program in C++.
Previously, initfile.cpp didn't remove whitespace (spaces and tabs) before or after the text in each line of the init.txt file that was being parsed. Now it does, so if you have spaces or tabs to the left or right of the various lines (currently the 2 variables that get specified in that file are called "pagekeys" and "autosave"), now those spaces and tabs get ignored and initfile.cpp correctly parses them. In addition, it used to check for "off", "0", or "false" for the "autosave", but not "no". I have added a check for the word "no" (so now it checks for "off", "0", "false", or "no").
I have noticed that if I compile Liberal Crime Squad in Code::Blocks with the compiler optimizations all enabled (like I did in the modified "game.cbp" file that is posted in my previous post), the game goes through computationally intensive tasks like many days going by and processing every event that happens, it does this all MUCH faster than in the 4.07.3 beta build downloadable from Jonathan S. Fox's website. Yes, it makes the game run MUCH faster. It's really awesome.