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Messages - RenoFox

Pages: 1 ... 12 13 [14] 15 16 ... 38
196
Curses / Re: identifier not found errors in shop.cpp
« on: November 10, 2012, 12:13:23 pm »
I went along modifying creature names and texts, occassionally stopping to see if the game still compiled successfully. At one point, the game started skipping straight from character creation to skipping time, so I restored the creature.cpp and creature.h files back to an earlier version. Now the game doesn't start at all, instead breaking with:

Code: [Select]
Unhandled exception at at 0x7555B9BC in crimesquad.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x00E8F02C.
What should I do?

197
Curses / Re: identifier not found errors in shop.cpp
« on: November 08, 2012, 01:17:51 pm »
It works! Thanks everyone!

198
Curses / Re: identifier not found errors in shop.cpp
« on: November 08, 2012, 10:25:09 am »
Log.cpp and log.h were not in the project explorer, so I added them.

Now when I try to debug run the game, I get a system error popup saying "The program can't start because pdcurses.dll is missing from your computer. Try reinstalling the program to fix this problem." The debug output gives the following errors:

Spoiler (click to show/hide)

199
Curses / Re: identifier not found errors in shop.cpp
« on: November 08, 2012, 07:53:29 am »
RenoFox, try going to the top of shop.cpp and adding the line:

Code: [Select]
#include <functional>
It can be above or below the include line for externs, shouldn't matter any.

If it doesn't work, let me know. There are multiple ways to tackle this problem, this is just the simplest.

That fixed the problem with shop.cpp. Next one was about output file game.exe vs crimesquad.exe, but I (presumably) fixed it by changing the Target Name in project settings to crimesquad. That still left the following errors:

Spoiler (click to show/hide)

200
Curses / Re: identifier not found errors in shop.cpp
« on: November 07, 2012, 03:45:50 pm »
I have Visual Studio 2012 Express, the one linked in the sticky thread.

201
Curses / identifier not found errors in shop.cpp
« on: November 06, 2012, 11:15:30 am »
When trying to compile the game in Visual C++,  I get the following errors:

Spoiler (click to show/hide)

How can I fix them?

202
Curses / Re: Finding a compiler for Windows 7
« on: November 05, 2012, 03:51:30 pm »
...and now the download link on the other thread works, not a day before I made this thread...

203
Curses / Finding a compiler for Windows 7
« on: November 05, 2012, 02:58:35 pm »
My modding has been stuck for a month because of my abysmal googling skills... Where can I get a Visual C++ program for Windows 7?

204
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: November 05, 2012, 01:46:49 pm »
Finally took the time to translate this into english:



Here's also the finnish version, for completions sake:


205
DF General Discussion / Re: Planning Ahead for a Dwarven Funeral
« on: November 03, 2012, 08:26:53 am »
I have already decided that my gravestone memorial slab must have foxes on it. In dwarven style that would probably be a single line reading "Lover of foxes".

206
This would be great! And while a good AI would be hard, I'd be happy to just get something capable of making short-lived forts with some artifacts for adventurers to find. Learning AI must be difficult, but the ability to dig, build and equip would go far regardless of inefficient designs.

207
DF Suggestions / Re: A tag to make genetics less homogenous.
« on: October 29, 2012, 02:37:28 pm »
Regardless of realism, there ought to be a way to override the genetics in things that shouldnt be homogenous, if even dependent on genetics at all.

If I remember correctly, hair- and facial hairstyles are hardcoded and therefore independent of genetics. Being able to mod similarly random appearance modifiers with raws would be what many custom races require.

208
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: October 29, 2012, 12:29:25 pm »
I still don't know who originally posted this, but it's still my all-time favorite injury:

Quote
I tore out a mans skull. Strangely, he survived. I went on my merry way, certain he wouldn't survive LOSING HIS SKULL.

He did. I found him some time later, with a "Massive round scar" on his head. And no skull.

NO SKULL.

209
DF Suggestions / Re: Abstract conversations
« on: October 29, 2012, 06:24:28 am »
Renofox agrees with Toady, citing that reading abstractions makes discussions sounds like a third party told you what was talked about. He writes a long, persuasive reply praising the raws and their possibilities, concluding that abstractions would be even more repetitive.

210
Yay, I just made my first round-trip to Duna and back!



I'm still puzzled by spaceplanes though. This monstrosity carries 7050 liters of jet fuel, but just two aerospike engines devour it all in less than five minutes! Is there something fundamentally wrong with it?

Also, how do the air intakes work?


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