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Author Topic: Terra Vitae Fork (version 2.0 released!)  (Read 315865 times)

SlatersQuest

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #690 on: September 14, 2018, 10:38:01 pm »

Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.

It's crimesquad, and it's in the src/ directory. You may need to reconfigure and recompile.
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tykavanaugh

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #691 on: September 18, 2018, 09:46:05 pm »

Okay, I'm totally confused. I'm trying to run it on Mac. Where is the executable? I don't even see a readme that isn't the old LCS one.

It's crimesquad, and it's in the src/ directory. You may need to reconfigure and recompile.

Ah, it's just not working for me. I've given up trying to compile, I think something is wrong with my xcode install. Though I have no idea if I 'm doing it right. Is there a new guide on compling?
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SlatersQuest

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #692 on: September 18, 2018, 11:04:15 pm »

What's the error message that you're getting?
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tykavanaugh

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #693 on: September 19, 2018, 10:57:20 am »

What's the error message that you're getting?

Same error if I tried to compile it myself.

Right when I finish choosing a nickname.

Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]
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tykavanaugh

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Re: Terra Vitae Mod (version 0.5 released!)
« Reply #694 on: September 19, 2018, 08:03:13 pm »

Well, if make didn't work because of a compiler error, then it should tell you the error message. If you don't have the tools, though, use the opening post of this thread to install a compilable Mac LCS.

If you already have all of the tools (XCode and autoconf), then type the following:
Code: [Select]
cd terravitae0.5
./bootstrap
 LIBS="/usr/lib/libiconv.2.dylib" ./configure
make clean
make purge
make

Running this series of steps should configure everything as needed, clean out all of the existing LCS files (excluding the source code), and then rebuild them from the source.

If you still get error messages, please post the text of them so that I can have a clearer idea of why it is not compiling.

I just tried this method again, same result with the segmentation fault. Darn.

Quote


What is your name to the People?
Press enter to be known by your real name instead.

Segmentation fault: 11
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]

Music works when I compile it myself suddenly, no idea if that says anything but I appreciate any help, I used to love playing this game.
« Last Edit: September 19, 2018, 08:05:23 pm by tykavanaugh »
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X3Sneaky

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #695 on: September 20, 2018, 01:59:53 am »

In the current windows version (1.49) I am having trouble selling things at the Pawn Shop.
Sometimes I can't select items as no matter how many times I press a key (EX: "A", "D", etc) it won't highlight the item.
This has happened across multiple sessions and makes it a little inconvenient to make money.
For things such as loot you can just press "L", but for documents, and other controversial files it won't sell that way, leaving it sitting in my inventory until I get a newspaper.

Edit: I feel like it only occurs when I have multiple copies of an item, such as "Tablet x3"
« Last Edit: September 20, 2018, 02:08:14 am by X3Sneaky »
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stabbymcstabstab

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #696 on: September 20, 2018, 06:23:49 pm »

I'm having the Save issue as X3Sneaky, If there's multiple of a item I can't sell it, I also can't assign ammunition either.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

SlatersQuest

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #697 on: September 21, 2018, 08:23:39 am »

I have not encountered this bug. I will look for it.
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Shadowxd

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #698 on: September 24, 2018, 05:52:56 pm »

pretty sure this is a bug, this is what the looks like whem i just start my savegame and press w to go to the next day

Spoiler (click to show/hide)

i already tried varies ways to.. fix that like simply 'giving up' the sieges and moving to the savehouses to fight them off, i even tried using the cheats to make every faction nice and not wanting to siege me or rather them but it just keeps happening every day even after starting a new game with different stating options and a different playstyle, i really have no idea what may cause that or what to do about it.. the only other file of interest i found that might tell me somethingis the xmllog with this in it

Spoiler (click to show/hide)
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SlatersQuest

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #699 on: September 26, 2018, 12:53:11 pm »

Version 1.494 released

This release fixes the bug that Shadowxd posted on Sept. 24.
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IsaacG

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LCS 4.12 Thread
https://discord.gg/HYbss8eswM
Quote
Many people, meeting Aziraphale for the first time, formed three impressions: that he was English, that he was intelligent, and that he was gayer than a tree full of monkeys on nitrous oxide.
Constitution of the Confederate States
Article I Sec. 9 4
No bill of attainder, ex post facto law, or law denying or impairing the right of property in negro slaves shall be passe

Ikaruga

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #701 on: September 27, 2018, 06:12:16 am »

Hi, I have a problem with one of my guys who has 50 juice, 1 persuasion, yet he cannot recruit anyone (0/0 recruits displayed).

According to the first page : (1 * (1 + 8) )/ 8 = 1.something.  So, I should be allowed one recruit, right ?
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SlatersQuest

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #702 on: September 27, 2018, 06:52:03 am »

Hi, I have a problem with one of my guys who has 50 juice, 1 persuasion, yet he cannot recruit anyone (0/0 recruits displayed).

According to the first page : (1 * (1 + 8) )/ 8 = 1.something.  So, I should be allowed one recruit, right ?

That's an error in the documentation, not the game.

R = (1 * (1 + 8))/16 = 0.5675.
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Ikaruga

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #703 on: September 27, 2018, 07:01:44 am »

OK, thanks ! So, a normal member with 50 juice needs 8 in Peruasion before he can recruit someone, and only needs 1 when he has 100 juice, right ?
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SlatersQuest

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Re: Terra Vitae Mod (version 1.49 released!)
« Reply #704 on: September 27, 2018, 09:15:41 pm »

Not without persuasion, no. However, since your charisma goes up as you gain levels, your charisma is also increasing...
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