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91
Other Projects / Re: More Random 3D Stuff
« Last post by Hooman on January 17, 2018, 02:40:12 AM »
Woah, cool!

Yes, but all means post the high res version. I'd like to be able to check out the detail.
92
Just released version 1.0.2 of OP2Archive, which consisted of bugfixes. See the link in the first post for downloading.

Version 1.0.2 (16 Jan 2018)

 * Fix a fatal crash when attempting to extract a directory from a volume file. (Extracting directories from volume files is not possible, but the program should not crash if attempted).

Version 1.0.1 (07 Nov 2017)

 * Add License.txt to project and downloads.
 * Update ReadMe.txt and DeveloperReadMe.txt to reference License.txt.
 * Improve Post Build Script to include zipping PDB file.

-Brett
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Outpost Novellas / Re: Outpost 2 Novellas in eReader form
« Last post by Vagabond on January 16, 2018, 10:23:58 AM »
someonetwo,

I'm glad you are enjoying the novella in eReader form! Thanks for posting.

-Brett
94
Outpost 2 Update / Re: Allowing Outpost2 to load any vol file (*.vol)
« Last post by Vagabond on January 16, 2018, 10:20:02 AM »
Quote
The LoadModuleDll function could format the dllName into a string, and throw that as a runtime_error, which LoadModules could catch, and display in the contents of a dialog box.

Done.
95
OutpostHD / Re: Status Update
« Last post by leeor_net on January 15, 2018, 06:54:09 PM »
Basically the command center can support structures up to 15 tiles away from itself (giving you a 30 tile diameter to work with). This can be expanded by using communication towers (something that was never effectively done in the original game).

The idea is that the command center has a finite amount of resources that it can use to oversee a colony. Eventually I'll add the ability to build new command centers so that you can build additional colonies or maybe re-purpose administration buildings to expand colony management capacity.
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OutpostHD / Re: Status Update
« Last post by Goof on January 15, 2018, 04:01:09 PM »
In fact you add range with the "Communication towers", it extend robot range of actions and building range.
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OutpostHD / Re: Status Update
« Last post by JetMech1999 on January 15, 2018, 02:47:50 PM »
Was poking around the CHANGELOG, and noticed that you have set a limit of 15 spaces from the Command Center for structure placement.  Is this just to keep people from trying to use miles of tubes to then set up a building?  I'm a little confused by this, because if one manages to establish a highly successful colony, they could have structures 50 to 100 tiles out from the Command Center.  A little help please.
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Graphics Update / Re: Icons
« Last post by JetMech1999 on January 15, 2018, 12:20:52 PM »
I agree with Leeor about the gem stones.  I was thinking of different colors, but it looks good and consistent, like he said.  If he was referring to the colored rocks as the mineral ore that he likes better, gotta go with that too.  The new design is hard to distinguish what it is, given the size restraints.  I thought the rocks made for a better description.  As for the metal ores, I'm already kind of partial to what has been put in so far.  Of course, I'm definitely open to seeing any other graphics to use.
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Outpost Novellas / Re: Outpost 2 Novellas in eReader form
« Last post by someonetwo on January 15, 2018, 11:33:20 AM »
This is amazing!
100
Outpost 2 Update / Re: Allowing Outpost2 to load any vol file (*.vol)
« Last post by Vagabond on January 15, 2018, 11:24:07 AM »
I'm limited on time to work on this, so sorry for the delays in getting back. After looking into throwing runtime_errors for missing DLLs, I'd like to unroll the actual final version of op2ext for this release. So this is sort of coming to a last chance to write on changes before I'm done working.


Quote
Yes, op2ext should display that dialog box. I think it would be better display at the point of call, in the LoadModules function. The LoadModuleDll function could format the dllName into a string, and throw that as a runtime_error, which LoadModules could catch, and display in the contents of a dialog box.

I'll look at implementing this shortly. Shouldn't be too difficult.

Quote
I see MaxVolFileCountReached was cleaned up. It's now a proper boolean function. I still find the name a bit wordy and unclear though. Perhaps IsFull?

Changed, good suggestion for the name function's name.

Quote
I just noticed size_t is declared in the <stddef.h> header. I added an include for this. There is also a <cstddef> header, which declares std::size_t. We want to stick to using a C interface for the publicly exported stuff though.

We should consider adding a .c test file, so the compiler can warn if we use C++ features in op2ext.h.

I've never had to include a header to use size_t. Probably because it is always getting included through Windows.h or vector or other headers. Thanks for fixing. Nice to have to pull changes for once. :)

Including a C Test module seems like a good idea. I do not want to repeat all the tests in the current TestModule in both C++ and C code though. Perhaps the correct thing to do would be to rewrite the C++ test module as a C TestModule. I have not written a lick of C code beyond working on these C ABI interfaces. So, for myself to do the work would probably take a lot longer than expected as I muddled through it, which again is something I'm looking to avoid.

From my very brief googling on the subject, it is generally easier to port C code to other languages than C++. For example, it looks like there is a module within Python that allow creating an interface between Python and C code using CMake, but not between Python and C++ code. So in theory, one could use CMake to code a module for Outpost 2 in Python and call/send the correct functions to interface with op2ext.

I'm not advocating writing a module in Python or anything, I'm just saying that if we are intending to use the C ABI for our external interface, it should probably be tested in C code to ensure full compatibility. Even if I'm not doing the work in the short term.

Thanks,

-Brett
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