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Computers & Programming General / Re: C# Strings are AWESOME
« Last post by Vagabond on Today at 02:53:57 PM »
Now you can see why I was getting my butt kicked so badly when I started programming in C++ char*/std::string after coming from a C# string background. I stopped just working intuitively like I was used to. :)

So many of the issues Hooman and I deal with in OP2Utility regularly are completely nonexistent problems in C#. I wander if Java is the same way, but I've never programmed in it.

Maybe we will have to do some sort of C# collaboration at some point in the future.

-Brett
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Projects / Re: Cross Platform Outpost 2 Utility Library
« Last post by Vagabond on Today at 02:40:53 PM »
I wanted to tag onto this that I'm glad that I now know how to generate platform specific build systems using CMake. I'm also glad that we tried it out. Just not so sure about its future in the project.

---

Attached are some partially mangled decompressed contents from Sheets.vol. It was produced by updates to the Archive code in OP2Utility in case anyone wants to look at it for troubleshooting what we changed that affected it so negatively.

-Brett
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Yeah. I wonder though if one could use two fonts with the libtcod library; one for the grid-based maps and one for text-based interfaces. I'll look into the feasibility of that later. Right now, I'm working on learning how to create custom menus and interfaces, and hopefully have a redesigned interface for at least a few of the menus for Alpha V13.
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Computers & Programming General / Re: C# Strings are AWESOME
« Last post by lordpalandus on Today at 11:11:34 AM »
Python has pretty good string support too. Just saying :P
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Computers & Programming General / C# Strings are AWESOME
« Last post by leeor_net on Today at 09:05:14 AM »
Referencing this article about how ass C++ strings are, I've recently delved into C# programming and found that not only is it a really awesome language in general, its string handling is AWESOME. It handles typecasting (I believe they call it boxing and unboxing) and everything has a ToString() method attached to it. String concatenation and manipulation is very easy and isn't as verbose as it is in C/C++.

Actually I find that to generally be the case with everything in C#. It's very easy to use, you can use properties as get/set type deals (I realized making explicit get/set functions paled in comparison to using properties). It's class interface is pretty awesome and is how C++ ought to have done it. .Net is kind of cumbersome but it has a huge amount of functionality that makes building GUI apps a breeze... I was able to build a repair ticketing program for work in a day all while learning the language, MySQL connectors and .Net components at the same time.

So yeah, C# is great, C# strings are awesome... I'm not really sure I have a whole lot of negative stuff to say about C#.  :o
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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V12
« Last post by Hooman on August 20, 2018, 11:18:20 PM »
Huh, that article about the fonts was quite informative. Seems libtcod made the decision to use square spaces for fonts to preserve x/y distances on maps, while normal reading typically uses fonts that are taller than they are wide. Hence, if you're limited to a single font, you either have expanded text with extra spaces making it harder to read, or you have squished maps where things look much closer in the x direction than the same distance in the y direction.
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Outpost 2 Update / Re: Updated Video Codec (2018 Edition)
« Last post by Hooman on August 20, 2018, 10:23:44 PM »
Ahh, thanks for looking into this!

A shame about the codec issues. Still, this does provide an alternate solution for people who don't want to install really old codecs that may contain security bugs (which is why I think the old codecs got disabled in the first place).

Though perhaps we could use a link to the wiki article here:
Wiki: In Game Videos
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Outpost 2 Divided Destiny / Re: WTB 3 Bar common/rare.
« Last post by Hooman on August 20, 2018, 08:25:13 PM »
I'd recommend re-purposing an existing map. Making a new map from scratch is tedious.

You'll need a C++ compiler to compile new mission DLLs. You can download a free copy of Visual Studio Express from Microsoft. It's a bit large, but is a pretty decent compiler + editor package. I see there is now a "Community" edition, which I think replaces "Express". Feel free to try either, and let us know how it goes.

You'll need a copy of the Outpost 2 Software Development Kit, which is up on GitHub. If you're unfamiliar with Git, you can just download and unpack a ZIP file of the repository from GitHub. No signup or account needed.

There is a template C++ project for new missions up on GitHub.

Optional: If you want to publish changes to GitHub, you can signup for an account, then "fork" the starter template repository to your own account, and then "clone" the fork to your local computer with a Git client. I believe Visual Studio has a built in Git client. An alternative client is TortoiseGit, which integrates nicely with the Windows shell. After working on, testing, and "committing" changes to your local copy, you can then "push" those changes up to GitHub. Nobody sees your work until you push it.

As for working on the level, I agree with Vagabond in that I think Sirbomber's Outpost 2 Coding 101 tutorials are the most comprehensive set of instructions on how to get started. You might also want to take a look at the source code of the Hooville project up on GitHub, which was meant to be a bit of a mini tutorial, with lots of source code comments to explain what is happening and why.


That's probably enough to get started. You should be able to run into your first set of errors from there!  ;D  And maybe some successes. Hopefully some successes.  :P

Side note: This reminds me I needed to setup the Outpost 2 SDK as a Git submodule for the level template projects so you can get both with a single clone command.
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Outpost 2 Divided Destiny / Re: WTB 3 Bar common/rare.
« Last post by Vagabond on August 20, 2018, 04:14:04 AM »
Hi Sorcer,

It depends on how customized you want the scenario to be and your knowledge level of programming in C++.

There are 2 aspects to a new Outpost 2 scenario. One is creating or reusing a map and the other is programming the actual scenario (like how many people you have and winning conditions, etc). There is an old but decent mapmaker to create the actual terrain. Programming the scenario is done in C++, typically using Visual Studio if you are using Windows, but Linux is probably also doable if you have the knowledge.

I find creating a new map from ground up will take several hours to complete using the mapmaker. It is very tedious. A lot of people just take and existing map and use it or tweak it a bit.

The effort required to code a scenario will vary greatly based on what features you want and your familiarity with C++. If you just want a basic colony game without an enemy base, this isn't too bad. If you want to add a smart AI base that builds itself up and attacks the player, this will take much more time. The good news is there is enough sample code laying around the forum that even if you are unfamiliar with programming, it is possible to sort of learn as you go.

Please ask questions as needed and we will try to help out as much possible.

If you are interested in learning, I would start with the following two links:
 * Mission coding / Mapmaking basics: https://wiki.outpost2.net/doku.php?id=op2_sdk:software_development_kit_sdk
 * Scenario programming tutorials: https://forum.outpost2.net/index.php/board,103.0.html

-Brett
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Outpost 2 Divided Destiny / Re: Outpost 2 concept question
« Last post by leeor_net on August 19, 2018, 03:07:26 PM »
This has been discussed at length. Nobody knows for sure but since Activision is the current holder of the Seirra On-Line branding and IP, it's a safe bet they own the IP but just don't care about it.

Best way to build an OP3 is to just start. That's something that's been tried many times and has failed many times (see this sub forum for the list of projects that came and went). I'm not saying it's impossible to make a fan made OP3, just that there are no dev teams here that have the time to devote to it. The most active projects ATM are my own, some updates to OP2 mission building that Arklon/BlackBox are working on (unannounced, I don't have a lot of details just that it's really interesting) and the OP2 API efforts that Vagabond and Hooman have been working on (multiple topics in that sub forum). Lord Palandus has been working on a few interesting projects unrelated to Outpost (here). Also Zhall was working on a mod to SC2 (I think?) that looked interesting. I think he's stated it's finished but it could be worth checking out.

As for discord, no official channel. I've been pushing for it but the other mod's are... aren't as enthusiastic about it as I am. On the other hand, we do have an IRC channel. You can join using an IRC client your you can use the Chat link at the top of the page to use our web-based IRC client.
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