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Author Topic: Terra Vitae Fork (version 2.0 released!)  (Read 315824 times)

dungjames

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #780 on: July 09, 2019, 05:14:40 pm »

https://imgur.com/VQ9GmyC This is the initialization location vector error.

https://imgur.com/xJcYHYE

https://imgur.com/Q9wX7Sp The 2 here are me unable to pawn all loot. as well as unable to pawn selectively.

https://imgur.com/YFDJp3s

https://imgur.com/WlorDAr Unable to reload with correct ammo, and I got even more ammo which was unable to be loaded into the gun. The game just wouldn't acknowledge, wouldn't even ask me the "How much ammo do you want" message.

https://imgur.com/FRgvi51 Only incorrect ammo would even show this message.
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SlatersQuest

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #781 on: July 11, 2019, 09:07:30 am »

I've verified some of these bugs and am working on them. I will let you know as I find/do not find and fix them.
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Rick_Locker

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #782 on: December 04, 2019, 09:17:10 am »

Hi, back in 2017 I posted a thread on this board asking about a save editor for IsaacG's version of LCS and since their introduction of storing save files in plain text I have been enjoying the game a lot these past few years. Now I want to try Terra Vitae and I remember in that original thread it was mentioned that SlatersQuest wished to integrate that feature into TV. I was wondering if this ever came to something as I do not see any such feature in TV nor any discussion of such a feature on this thread.

So, yeah, I'm wondering if there are any plans to introduce this feature into TV or if I have to simply get by with the cheat codes and cheat engine.
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SlatersQuest

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #783 on: December 07, 2019, 11:29:03 pm »

I don't currently have a save editor for Terra Vitae. I can, however, add more cheat commands that you could use for editing. Is there anything in particular that you are looking for?  :)
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SlatersQuest

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #784 on: February 03, 2020, 01:23:12 pm »

I've mostly finished with 2.0, although I still need to chase bugs. Who else is still here? :)
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IsaacG

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #785 on: February 05, 2020, 12:56:55 pm »

Still here.  Always still here.

Most of the activity going on is in the LCS Discord server.
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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

SlatersQuest

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #786 on: February 05, 2020, 03:58:01 pm »

There is an LCS discord? Send me the link, please  :)
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ShinQuickMan

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #787 on: February 05, 2020, 07:30:35 pm »

An upcoming update? Nice! I could help with some testing, if ya need it.
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ejseto

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #788 on: February 22, 2020, 04:49:40 am »

I fixed that movie crash that required "Cheat Clear Movies" to bypass, assuming you haven't already. If you have fixed it(but also if you haven't) you really should setup a git or something so people can checkout the newest version and also report and fix bugs. It happened with films with no star, leaving LCSstar at the initialized value of -1. The creature pool is then indexed to that, causing a seg fault.

On line 578 of tvrecord.cpp:
Code: [Select]
if ((LCSdirector >= 0) && (Film->impactalignment >= ALIGN_MODERATE))can be fixed as
Code: [Select]
if ((LCSdirector >= 0) && (Film->impactalignment >= ALIGN_MODERATE) && LCSstar >= 0)although you may actually want to fix it rather than just bypass it.

Oh, and tvrecord.cpp is missing from the Code::Blocks .cbp so it won't compile in CB as is.

Also,
Quote
If you have 80 or more juice, then the number of lovers you can have is limited only by your Seduction skill. Your founder is unaffected by this limitation on loveslaves, and neither is Terra Vitae's founder.
I think your code for checking this is backwards.

Code: [Select]
   //Terra Vitae: sticky part, prevent the player from creating an infinite network of loveslaves!
   if ((cr.hireid != -1) && (cr.type != CREATURE_TERRAVITAE_LEADER)) //No juice limits for LCS or TV leaders!
      betweenloveslavecap = loveslaveseductioncap;
   else
      betweenloveslavecap = min(loveslavejuicecap, loveslaveseductioncap);
The LCS founder has hireid==-1 (since you started it, nobody hired you), so the founder is affected by the juice limit.
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SlatersQuest

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #789 on: February 22, 2020, 04:47:27 pm »

Thanks for catching those - I still haven't joined the discord, because I've been busy. These bugs are now fixed.
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ejseto

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #790 on: February 25, 2020, 05:34:17 pm »

This is probably intentional given the whole liberal decoupling of gender from biological sex thing or the humorous nature of the game in general, but I thought it worth pointing out. It seems men can get pregnant and women can impregnate them.

Quote
Brad Pines is pregnant!                                                                                                                                                                                                                        A pornographic movie has been inspired. The producer is a worthy Elite Liberal so rare in the film industry. The producer remarked that one of the characters is inspired by Vivian Pines, with an organization clearly inspired by Terra Vitae providing support for the heroes. This movie was inspired by Vivian Pines impregnating Brad Pines. Note: this is movie 195 to have been inspired.Vivian Pines impregnating Brad Pines. This is one of the more anticipated movies of the year. A lot of money is going into it.

Good to know Terra Vitae has a future should Vivian be killed. Also, there's a bug in the movie description where it says "inspired.Vivian Pines" instead of "inspired by Vivian Pines".
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dungjames

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #791 on: February 26, 2020, 02:06:13 pm »

Thanks for catching those - I still haven't joined the discord, because I've been busy. These bugs are now fixed.

The bugs I mentioned before still aren't fixed, I tried the latest version.
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ShinQuickMan

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #792 on: February 26, 2020, 06:44:13 pm »

Well, that's cause Slater hasn't actually released the latest version yet.  :P
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Fungus

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #793 on: March 07, 2020, 08:53:06 pm »

Keybindings would be nice for the next release, aiming at legs set to 'b' results in a lot of accidental attacks.

Also, any chance of getting this on Github?

Edit: A LOT of accidental attacks. I knew something put me off, this is my third time trying out the mod in just a year. No idea how many times in all I've returned, made this "discovery" and rage quit. :P
« Last Edit: March 07, 2020, 08:56:59 pm by Fungus »
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SlatersQuest

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Re: Terra Vitae Mod (version 1.6 released!)
« Reply #794 on: March 08, 2020, 07:21:36 pm »

What are you trying to type and hitting 'b' for?  :o

I can try to implement key bindings, but they'd have to be situation-specific.

I do not understand Github. At all. I can't either upload stuff or download it. I have the feeling that there's something with the command protocol that I just don't get. Can I have, like, a tutorial?
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