Recent Posts

Pages: [1] 2 3 ... 10
1
General Interest / Re: Happy Chinese New Year
« Last post by leeor_net on February 18, 2018, 06:51:27 PM »
Yas yas.

:P

Good for the Chinese for getting a couple of weeks off... sucks when we need parts that can only be bought from China if you want a reasonable price. I've got a mountain of devices that need repaired and I'm just sitting on them waiting on the parts to be shipped.
2
Outpost 2 Update / Re: Debugging problems with NetHelper on closing Outpost 2
« Last post by Vagabond on February 18, 2018, 12:44:12 AM »
Hopefully it goes well. In the end, if a couple of minutes is taken to properly handle the cleanup, it doesn't bother me as long as it is documented in the readme or somewhere so it is expected behaviour.

-Brett
3
Outpost 2 Update / Re: Debugging problems with NetHelper on closing Outpost 2
« Last post by Arklon on February 16, 2018, 02:25:26 PM »
I'm going to test changing NetHelper to keep a global PortForwarder instance, instead of creating a new instance for opening ports and another instance for closing ports. That should help somewhat, though it could potentially break if your connection drops and reconnects while the game is running. UPnP is an incredibly crappy protocol though. If your router is taking its sweet time to process the messages to close ports, the game is just going to keep waiting and there's not much I can do about it. With the NAT-PMP path I can also change it to not wait for an ACK back from the router after telling it to close the ports, but most routers only support UPnP which I don't know if I can make a similar change for.
4
Outpost 2 Divided Destiny / Re: Outpost 2 for macOS Updated
« Last post by Datan0de on February 16, 2018, 01:38:19 PM »
Awesome. Thanks so much!
5
General Interest / Happy Chinese New Year
« Last post by Hooman on February 16, 2018, 04:53:22 AM »
Woof! Woof!

Happy Chinese New Year

:P

And for good measure:
新年快乐
6
Outpost 2 Update / Re: Debugging problems with NetHelper on closing Outpost 2
« Last post by Vagabond on February 15, 2018, 09:19:38 PM »
It looks like taking 3 minutes isn't unusual for NetHelper. So I'm going to continue with updating Outpost 2 1.3.7.

-Brett
7
Computers & Programming General / Re: Embedded File Resources on Linux
« Last post by Vagabond on February 15, 2018, 09:17:24 PM »
Thanks Hooman.

Sounds like embedding resources would be carried out by the specific compiler/IDE.

In the context of OP2Archive, we could look at defining a function that took a resource key and returned a stream of the resource. This function would need separate bodies, one for Linux and one for Windows. The returned stream would be platform agnostic allowing the rest of the code to handle it regardless of platform concerns.

This function could be an interface or abstract function that was implemented for each platform. Or the body of the function could be a preprocessor directive redirect to the platform specific code.

Then the Archive code would need modifiying to include a constructor that takes a Stream.

I think the different StreamReaders in OP2Utility are already platform agnostic.

The rest of the Archive code would still be platform specific, but at least we wouldn't be adding to the problem.

I took a look at the Windows side of the function. No problem embedding the VolTemplate.vol as a custom resource. I understand the code to get a handle to the resource. I don't understand handles enough to figure out how to get a Stream from the resource handle.

We would just need to make sure the resource is referenced to the same key for both the Linux and Windows build. (If this is possible?)

-Brett
8
Outpost 2 Divided Destiny / Re: Outpost 2 for macOS Updated
« Last post by Drakmar on February 15, 2018, 05:54:54 PM »
Datan0de reached out to me earlier. It's possible the DMGs were damaged, so I'm in the process of testing them now. I've been meaning to update the macOS version for a while now anyway, so I'll have a fix for you guys as soon as I determine where the issue is stemming from.

Edit: I'm getting the same error from the freshly downloaded copies, as well as my developmental install, and I'm thinking it might be a High Sierra issue (possibly related to the new APFS filesystem most SSD-based Macs are now using), as this was not misbehaving before. Give me a bit to work it out over the next couple of days and I'll see what I can come up with.
9
Outpost 2 Divided Destiny / Re: Outpost 2 for macOS Updated
« Last post by Datan0de on February 15, 2018, 03:13:33 PM »
Could someone please post instructions on installation? Getting permission errors that don't quite make sense to me.

Currently on Sierra, I'm able to open the executable, which is a Wineskin app, then click Choose Setup Executable, but I just can't select the .app file. If I Expand the Package and go inside and choose drive_c/Outpost2/outpost.exe, I get "ERROR! cannot write to Info.plist, there are permission problems, or you are on a read-only volume. This cannot run from within a read-only dmg file." I'm not running it from inside the dmg file. I checked the Info.plist file and it has all permissions I need.

For what it's worth, I'm having the same issue. I was sooooo looking forward to revisiting New Terra!

./Datan0de
10
Computers & Programming General / Re: Embedded File Resources on Linux
« Last post by Hooman on February 14, 2018, 08:10:49 PM »
Hmm, good question.

There is a relevant looking article on StackOverflow about Embedding Binary Blobs Using GCC/MinGW.

The solution looks compiler specific, though this likely will be. The Microsoft resource compiler is of course a compiler specific tool. I'm not aware of any standard C++ language features that let you directly include an external file and make it accessible in memory through a symbol name. I know the NASM assembler has such a feature built in. Futher, NASM is cross platform, so it's likely such features could be implemented on multiple platforms. It just seems like the tooling is fragmented here, so you'd need to do it a different way for each platform, or rely on external tools, such as NASM, or possibly have a converter the builds a C++ byte array out of the file, effectively converting the binary data to C++ source code.
Pages: [1] 2 3 ... 10