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91
Outpost 2 Divided Destiny / Re: Bug building common ore smelter without using convec
« Last post by djshaw on November 21, 2017, 04:26:59 PM »
Yeah, we've known about this for years, but you need frame-perfect timing to pull it off, so nobody has ever bothered to fix it I think.

I had no idea. Is there any more information on it? Is there a list of bugs somewhere?
92
IDK... sounds like some intense hacking to me. At least you got an extra smelter instead of a vortex appearing directly above you.
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Game Discussion General / Re: Cataclysm of Chaos V8
« Last post by Vagabond on November 20, 2017, 09:49:12 PM »
lordpalandus, I wouldn't offer something for free on itch.io and then a paid somewhere else. Think more you want to offer it for free to anyone and just suggest/recommend they donate if they have the money. There is probably other ways to achieve this through PayPal, etc. I'm not sure about donating more later but you can definitely donate more on initial purchase. Itch.io allows you to set the amount they make for being the distributor from 0-100%. To my knowledge they don't treat you software differently based on what you chose to give them in return. I wasn't impressed by Steam Greenlight either, so I understand your frustration there.

Beta testing one of Jeff Vogel's game sounds fun. I've always appreciated his games as well. The Avernum series in particular is very enjoyable to play.

Well, I'll try to stop sidetracking this thread. :) Let me know when some more testing would be useful and I'll work it in.

-Brett
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Outpost 2 Update / Re: Allowing Outpost2 to load any vol file (*.vol)
« Last post by Arklon on November 20, 2017, 09:16:21 PM »
It would have been nice if this newer op2ext code had been committed overtop of the op2ext project in the SVN repository or Hooman and I told about it before we cloned the subversion repository. I'm starting to understand how Leeor posted 1.3.6 with an outdated version of op2ext.dll. Oh well...
I told Leeor about it when we were putting together 1.3.6, and I thought he committed it to the SVN, but I guess that never ended up happening? Supposedly it went in on Nov 15 2016.
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Outpost 2 Update / Re: Allowing Outpost2 to load any vol file (*.vol)
« Last post by Vagabond on November 20, 2017, 08:40:40 PM »
Quote
Uhh, you must not be using the latest version of the op2ext code. A while back I changed it so it doesn't use the DEBUG ini setting anymore, among other things like allowing ini mods to call cleanup functions on exit, and moved as much logic out of DllMain as possible. http://arklon.outpost2.net/other/op2ext_1-3-6.zip

Yeah, the op2ext code on GitHub looks out of date. I'd suggest busting out a 3-way code diff/merge tool. KDiff is a decent free one.

It would have been nice if this newer op2ext code had been committed overtop of the op2ext project in the SVN repository or Hooman and I told about it before we cloned the subversion repository. I'm starting to understand how Leeor posted 1.3.6 with an outdated version of op2ext.dll. Oh well...

I quickly scanned the code Arklon posted, and from a cursory pass, the changes look as though they should be doable to merge in with the current work Hooman and I have done.

I've used KDiff before with Mercurial. Oddly, it didn't occur to me that KDiff could be used with any files and not just within TortoiseHg.

I may wait for another pair programming session before working the merge. Let me look at it a little closer and make sure I feel comfortable and understand the new code well enough before committing to doing it on my own.

-Brett
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Outpost 2 Divided Destiny / Re: Bug building common ore smelter without using convec
« Last post by Sirbomber on November 20, 2017, 06:12:18 PM »
Yeah, we've known about this for years, but you need frame-perfect timing to pull it off, so nobody has ever bothered to fix it I think.
97
Outpost 2 Divided Destiny / Bug building common ore smelter without using convec
« Last post by djshaw on November 20, 2017, 06:10:32 PM »
Hey!

I'm a big outpost 2 player, but I really only play colony games. I found a bug yesterday. I was playing Colony Builder, Plymouth 2. I set a convec to build a common ore smelter, but decided to change the location at the last minute. Construction started, but the convec didn't go into construction mode--and it still had a common ore smelter in it. Effectively, I got two smelters for the price of one. I presume there's a bug the requires frame accurate input to begin construction, then provide a move command to the convec.

I've attached a screenshot of a building under construction without a convec. I've attached my save game files. The game is saved as 'bug' (I'm not sure which SGAME file it is, so I'm attaching all of them).

I'd love to find a way to reliably reproduce this issue. It would change the game so much and open it up to speed running, beating plymouth space ship builder (on normal or hard), or plymouth cold war (on normal or hard).

If anyone is able to better explain what happened, if anyone has a reliable way to reproduce the bug, or if anyone has any thoughts, I'd love to hear from you!
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Outpost 2 Update / Re: Allowing Outpost2 to load any vol file (*.vol)
« Last post by Arklon on November 20, 2017, 03:00:35 PM »
* Encapsulate ModMgr in a class.

Currently, the DEBUG section of the Outpost2.ini file is not being destroyed. I've noticed an empty Outpost2.ini file is created in the source code directory when debugging. The DEBUG section is added properly to the game directory on initialization. My theory is that the wrong directory is being used for destruction, but have not tested in code.
Uhh, you must not be using the latest version of the op2ext code. A while back I changed it so it doesn't use the DEBUG ini setting anymore, among other things like allowing ini mods to call cleanup functions on exit, and moved as much logic out of DllMain as possible. http://arklon.outpost2.net/other/op2ext_1-3-6.zip

Yeah, the op2ext code on GitHub looks out of date. I'd suggest busting out a 3-way code diff/merge tool. KDiff is a decent free one.
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Outpost 2 Programming & Development / Re: Needed Future Projects
« Last post by Arklon on November 20, 2017, 01:05:06 PM »
Also, I think it would be better to implement some type of high level API to design and build mission files/AI with. Maybe a library that provides binding to Python or some other higher level and easier to use language.
Python bindings for the API were mentioned earlier in this thread. They're a thing being made.
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Outpost 2 Programming & Development / Re: Needed Future Projects
« Last post by angellus on November 20, 2017, 11:57:52 AM »
As for C# on Linux, there is Mono. Though there is something concerning about the "Get Mono" heading.  :o

You would want to use .NET Core.

Also, I think it would be better to implement some type of high level API to design and build mission files/AI with. Maybe a library that provides binding to Python or some other higher level and easier to use language.
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