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OutpostHD / Re: Negative mResidentialCapacity
« Last post by leeor_net on Today at 02:00:12 PM »
Sweet. Glad you got some sort of execution path nailed down for it.

It's still an unhandled exception in that it's not caught in the saving code which would prevent it from propagating up to the main function. In int main(...) it has a large try/catch block that encompasses any exceptions that are thrown but not handled higher up -- that's the doNonFatalMessage() call -- it's supposed to provide a message box indicating what's going on as a sort of 'catch all'. It's not the best way to deal with it, definitely one of those work in progress type deals. :D

But it sounds like I've got a general idea of where to focus some efforts next.
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OutpostHD / Re: Negative mResidentialCapacity
« Last post by Archy on Today at 05:15:40 AM »
So without any modifications, the list of savegames available is populated from M:\vs\Repos\OutpostHD\data\savegames
However the saving of files is trying to save them to C:\Users\trent\AppData\Roaming\LairWorks\OutpostHD\savegames
The reason it fails is because there is no such folder.  The savegames folder sits within a "data" folder in the OutpostHD folder

To get it to work, I had to change the savegame location in strings.h
const std::string SAVE_GAME_PATH = "data/savegames/";

Strangely, this changes both where the files save to, and are loaded from.  I mean, it's what you'd expect, but operates differently to how it did without the change.


I then reverted my changes and tried what you said by just deleting savefiles, but that didn't change anything.

With regards to the game just closing after a failed save, the main thread (main.cpp) catches the exception, throws a doNonFatalErroMessage, and then continues on to execute SDL_Quit() which I guess quits everything.

Now I can save, I can try and reproduce the negative capacity stuff.
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OutpostHD / Re: Guide to Building from Source
« Last post by leeor_net on June 05, 2020, 10:29:15 AM »
Would appear that my setup has header pollution I need to address. Will look into it. And thanks for providing your experience! Will help me get the projects set up and the wiki updated to make it as seamless as possible.
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OutpostHD / Re: Negative mResidentialCapacity
« Last post by leeor_net on June 05, 2020, 10:26:52 AM »
It does that because it's not looking to write in the program directory (Windows permissions don't allow for that) so they get written to the user directory instead (typically in C:\Users\ somewhere).

The negative capacity is, I think, either an integer overflow or an uninitialized variable. I thought I squashed that... perhaps not. I noticed a similar issue with the resource storage capacity -- I'll have to look into it because those seem to be mostly new? I dunno.

Anyway, I'd recommend deleting any of the save games in data/savegames, should help getting that working properly. If the issue persists let me know -- it's some underlying changes in the NAS2D middleware that aren't playing nice so I'd definitely like to get that taken care of especially if the game just up and quits (probably an unhandled exception being thrown by the filesystem).
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OutpostHD / Negative mResidentialCapacity
« Last post by Archy on June 05, 2020, 09:45:38 AM »
Playing probably my fourth game, thinking I'm getting the hang of it barely. Have about 105 people, but the variable mResidentialCapacity is stuck at -35866109 or some number to that effect.
I debugged a bit but got a bit lost so decided to save the game.
It failed the save saying the savefile doesn't exist (I typed it into the little black box) and then the game just closed....so I have nothing to show sorry.

I then started again and just tried saving a new game:
"Couldn't open 'savegames/MyTest.xml' for writing: not found

I guess it's looking in the wrong location maybe?  All the preloaded savefiles are there in the list though, so I'm not sure why it would try and save in a different folder to the one it's showing.  Maybe it's to do with permissions.

Have read a fair bit on these forums but haven't come across this, so hopefully I didn't miss something.
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OutpostHD / Re: Guide to Building from Source
« Last post by Archy on June 05, 2020, 05:55:36 AM »
Hey all, just got through setting up and building on a relatively new Windows machine.

I got all of my info from this post, and your guide to building from source on the wiki so thanks for that :) But I had the most trouble / time spent guessing, with the Visual Studio dependencies to get the vcpkg stuff sorted.

But yeah, fixed the same way Kyrros did. The only Individual components I had were:
MSVC v142 VS 2019 C++ x64/x86build tools (v14.26)
Windows 10 SDK (10.0.19041.0)
GitHub extension for Visual Studio
Git for Windows

As well as the "workload", Desktop Development with C++.   I know the workload was mentioned but I'm a bit out of the game so didn't immediately recognise what that word meant.
I believe when I tried to open the solution it prompted me to install that workload and so I let it do it's thing. I never actually click it manually.

I didn't have to change any PATH details, but I did have the problem where the includes needed to be added.  Now I haven't written anything in C++ for a long time so I just added them to PopulationPool.cpp as attached. And it ran with no probs!  Let me know if it really should be in one of the headers though.

Oh and I also didn't have any troubles with the data folder.  Although I did initially unzip the whole contents into that root folder (and not inside a 'data' folder) so I had to fix that up.

Time for a lookaround now!
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Outpost 2 Divided Destiny / Re: Outpost 2 is now on GOG
« Last post by steev on June 05, 2020, 01:06:45 AM »
Instant purchase. Wonder if they fixed it up and can run without that minimap crash



Edit: It's not great. Forces you to play at 1024x768 fullscreen and INI changes do nothing. But hey at least it's on gog!
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Outpost 2 Add On Missions / The Exiles (Co-op Campaign)
« Last post by Sirbomber on June 03, 2020, 02:32:55 PM »
Here's something I was working on and forgot about for several years.  Since some people have been asking if there are co-op maps that don't have the Blight, I figured I might as well give out what I have.  Included are 4 mission files, custom maps for the missions that don't use vanilla terrain files, a modified techtree (basically gating off certain techs until later missions, and completely removing Recreation Facilities/Forums since they're worthless anyways), and briefing/story files for each mission (no reading ahead!).  Have fun!
Host "Midas" type games if you want to play these missions.  They're also fully functional in single-player mode, available through the debug menu, but probably not beatable since they're not balanced for solo play.


The story so far:
Basically, the Blight never happened.  The Eden/Plymouth split still took place, but the two colonies remained in contact with each other.  Eden still pursued their terraforming project in secret, but the project became public knowledge before testing had begun due to a leak.  Shortly after this occurred, Chairman Nguyen was found dead in his lab, with all terraforming research data destroyed.  Eden/Plymouth continued to grow and expand, but their relationship was built on distrust and paranoia, and each colony evolved into oppressive regimes at constant war with one another.  You and up to 3 other players are the commanders for a small group of rebels, the eponymous Exiles, fighting back.  Your only hope at survival is staying hidden, playing your enemies against each other, and performing hit-and-run strikes wherever possible.  The fight for your freedom won't be easy.  Are you up to the task?
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Projects / Re: OP2 Mission Hub
« Last post by TechCor on June 01, 2020, 02:58:52 PM »
New (minor) Release:

v0.2
https://github.com/TechCor8/OP2MissionHub/releases/tag/0.2

Linux is now supported.

Updated documentation to make required redistributables clear.
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Projects / Re: OP2 Mission Editor
« Last post by TechCor on June 01, 2020, 02:53:24 PM »
New (minor) Release:

v0.5.1
https://github.com/TechCor8/OP2MissionEditor/releases/tag/0.5.1

Linux is now supported.

Updated documentation to make required redistributables clear.
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