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Author Topic: Terra Vitae Fork (version 2.0 released!)  (Read 339327 times)

Pseudonym

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #315 on: November 28, 2016, 03:34:15 pm »

There's some semi-persistent crash that occurs on the Windows build of 1.04 at the end of some months.
I haven't figured out how to reproduce it, as reloading the same save that's created before the crash and playing through the end of month events again does not usually cause another crash, but it seems to occur often enough that you should encounter it in a normal playthrough within an in-game year.

The Linux version doesn't seem to suffer from the same crash, or at the very least not at the same frequency, but it does have its own segmentation fault crash that seems to occur at the end of some days. Specifically I had it occur once when the police shot one of my liberals who were selling t-shirts to death, but I haven't been able to get that crash to happen again with the same circumstances.

Haven't figured out how to build on Windows or I'd try to debug it and fix it myself. gcc in MinGW spits out a bunch of undefined reference errors after I commented out the *nix-specific part of the Makefile:
http://pastebin.com/rt9H7xcm

EDIT:
Managed to reproduce the Nix crash at least. This is the output of bt full inside gdb.
Code: [Select]
#0  0x00007ffff6df5067 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
        resultvar = 0
        pid = 6568
        selftid = 6568
#1  0x00007ffff6df6448 in __GI_abort () at abort.c:89
        save_stage = 2
        act = {__sigaction_handler = {sa_handler = 0x7ffff6e0b99a <_IO_vfprintf_internal+22490>,
            sa_sigaction = 0x7ffff6e0b99a <_IO_vfprintf_internal+22490>}, sa_mask = {__val = {10, 140737488342816, 140733193388032, 140733193388032, 0,
              140737488343814, 0, 140733193388032, 18446744073709551615, 1, 10, 18446744073709551392, 140733193388032, 140733193388032, 140733193388032,
              140737488343895}}, sa_flags = 0, sa_restorer = 0x2900000000}
        sigs = {__val = {32, 0 <repeats 15 times>}}
#2  0x00007ffff6e331b4 in __libc_message (do_abort=do_abort@entry=1, fmt=fmt@entry=0x7ffff6f28210 "*** Error in `%s': %s: 0x%s ***\n")
    at ../sysdeps/posix/libc_fatal.c:175
        ap = {{gp_offset = 40, fp_offset = 0, overflow_arg_area = 0x7fffffffd120, reg_save_area = 0x7fffffffd0b0}}
        fd = 6
        on_2 = <optimized out>
        list = <optimized out>
        nlist = <optimized out>
        cp = <optimized out>
        written = <optimized out>
#3  0x00007ffff6e3898e in malloc_printerr (action=1, str=0x7ffff6f285b0 "malloc(): memory corruption (fast)", ptr=<optimized out>) at malloc.c:4996
        buf = "000000000103f9d0"
        cp = <optimized out>
#4  0x00007ffff6e3ad2b in _int_malloc (av=0x7ffff7165620 <main_arena>, bytes=48) at malloc.c:3359
        p = 0x0
        fb = <optimized out>
        pp = <optimized out>
        nb = 64
        idx = <optimized out>
        bin = <optimized out>
        victim = <optimized out>
        size = <optimized out>
        victim_index = <optimized out>
        remainder = <optimized out>
        remainder_size = <optimized out>
        block = <optimized out>
        bit = <optimized out>
        map = <optimized out>
        fwd = <optimized out>
        bck = <optimized out>
        errstr = <optimized out>
        __func__ = "_int_malloc"
#5  0x00007ffff6e3c020 in __GI___libc_malloc (bytes=48) at malloc.c:2891
        ar_ptr = 0x7ffff7165620 <main_arena>
        victim = 0x6
        __func__ = "__libc_malloc"
#6  0x00007ffff76e12e8 in operator new(unsigned long) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
No symbol table info available.
#7  0x00000000005a03f3 in Weapon::clone (this=0x7fffffffd380) at ./items/weapon.h:10
No locals.
#8  0x000000000059f8a2 in Weapon::split (this=0x7fffffffd380, number=1) at items/weapon.cpp:71
        newi = 0x7fffffffd380
#9  0x000000000043a5f7 in Creature::give_weapon (this=0x10c6cd0, w=..., lootpile=0x0) at creature/creature.cpp:2287
No locals.
#10 0x000000000043a656 in Creature::give_weapon (this=0x10c6cd0, wt=..., lootpile=0x0) at creature/creature.cpp:2294
        w = {<Item> = {_vptr.Item = 0x602c10 <vtable for Weapon+16>, number_ = 1, itemtypename_ = "WEAPON_AUTORIFLE_M16", itemtypeid_ = 24},
          loaded_cliptype_ = "", ammo_ = 0}
#11 0x00000000005760b2 in makecreature (cr=..., type=58) at creature/creaturetypes.cpp:184
        superchance = 0
        crtype = 0x10c9fb0
        attnum = 40
        attcap = {10, 10, 10, 10, 10, 10, 10}
        possible = std::vector of length 32, capacity 64 = {17589648, 0, -149531016, 32767, 4, 5, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 19, 20, 21, 22,
          23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33}
#12 0x00000000004623c9 in namecreaturetype (creaturetype=58) at monthly/tvrecord.cpp:46
        LocalCreature = 0x10c6cd0
#13 0x0000000000462df3 in TVRecord_InputSleeperView (viewnumber=-1, creaturetype=58) at monthly/tvrecord.cpp:201
        listlength = 1986
        liblist = {21, 20, 14, 5, 36, 21, 20, 14, 5, 1, 8, 0, 6, 36, 8, 5, 17, 1, 8, 0, 6, 36, 8, 5, 19, 6, 8, 17, 17, 10, 12, 0, 0, 17, 10, 12, 0}
        i = 1986
        libcount = -863384
        numsleepers = 0
        stalist = {10, 12, 0, 17, 18, 10, 12, 0, 17, 10, 12, 0, 0, 0, 14, 12, 17, 18, 0, 10, 12, 12, 0, 14, 11, 21, 17, 18, 10, 12, 0, 17, 18, 0, 10, 1, 14}
        stacount = 0
        localview = 0
#14 0x0000000000464483 in TVRecordMonth () at monthly/tvrecord.cpp:666
        i = 58
        j = 1
        basecount = 0
#15 0x0000000000524c9c in passmonth (clearformess=@0x7fffffffe08b: 1 '\001', canseethings=1 '\001') at monthly/monthly.cpp:709
        libpower = {-31, -111, -33, -140, -12, -15, -71, -52, 67, -45, -44, -30, -86, -33, -22, 165, -62, -57, -11, -32, -12, -59, -1, -49, -22, 125, -41,
          -16, -23, -46, -19, 0, 0, 0, 0, 0, 0}
        mediabalance = -5204
        guardianpower = 0
        conspower = 140
        issuebalance = {-171, -251, -173, -186, -152, -155, -211, -192, -73, -185, -184, -170, -226, -173, -162, 25, -202, -197, -151, -172, -152, -199,
          -141, -189, -162, -15, -181, -156, -163, -186, -159}
        tally = -674
        tvmaximum = 8
        oldlaw = {-1, -1, -1, -1, -1, -1, 0, -1, 0, -1 <repeats 11 times>, -2, -1, -1, -1, -1, -1}
        l = 55
        v = 37
        p = 1
        nploc = std::vector of length 0, capacity 0
#16 0x0000000000467bc8 in mode_base () at basemode/basemode.cpp:565
        clearformess = 1 '\001'
        c = 119
        partysize = 1
        safenumber = 3
        siege = 0x10bacc4
        haveflag = 1 '\001'
        cannotwait = 0 '\000'
        loc = 0x10bac30
        sieged = 0 '\000'
        underattack = 0 '\000'
        num_present = 0x10c65a0
        canseethings = 1 '\001'
        forcewait = 0 '\000'
        nonsighttime = 0
        oldforcemonth = 10
        l = 55
#17 0x0000000000443821 in mode_title () at title/titlescreen.cpp:618
        str = "Press M to turn off the Music.\000our Liberal Agenda!\000progress to be saved.\000\216\v\001\000\000\000\000@c\a\001\000\000\000\000\215\037\274\367\377\177\000\000\312\000\000"
        c = 10
#18 0x0000000000404aba in main (argc=1, argv=0x7fffffffe418) at game.cpp:500
        wtitle = "LCS Terra Vitae mod 4.07.5\000\367\377\177\000\000\001\000\000\000\377\177\000\000 V\026\367\377\177\000\000\220\217"
        xml_loaded_ok = true
EDIT:
Oh man, another segfault!
Code: [Select]
Program received signal SIGSEGV, Segmentation fault.
0x0000000000412778 in CursesMoviest::playmovie (this=0x844ec0 <movie>, x=0, y=0)
    at cursesmovie.cpp:231
231                      if((movie.picture[frame[f]->frame][fx][fy][0]==' '||
#0  0x0000000000412778 in CursesMoviest::playmovie (this=0x844ec0 <movie>, x=0,
    y=0) at cursesmovie.cpp:231
        fy = 0
        fx = 0
        f = 16
        c = 0
        timer = 0
        finalframe = 422212465157734420
        cont = true
        pted = true
#1  0x0000000000559834 in run_television_news_stories ()
    at news/majorevent.cpp:1727
        n = 0
        del = 0 '\000'
#2  0x00000000004e6ab0 in majornewspaper (clearformess=@0x7fffffffe08b: 1 '\001',
    canseethings=1 '\001') at news/news.cpp:44
        n = 0
#3  0x00000000004dd8c6 in advanceday (clearformess=@0x7fffffffe08b: 1 '\001',
    canseethings=1 '\001') at daily/daily.cpp:1076
        w = 0
        healing2 = 0x109a010
        pday = 20
        pmonth = 12
        p = 1
        caridused = std::vector of length 0, capacity 0
        oactivesquad = 0x10941b0
        healing = 0x10966e0
#4  0x0000000000467b9d in mode_base () at basemode/basemode.cpp:564
        clearformess = 1 '\001'
        c = 119
        partysize = 1
        safenumber = 3
        siege = 0x108e3f4
        haveflag = 1 '\001'
        cannotwait = 0 '\000'
        loc = 0x108e360
        sieged = 0 '\000'
        underattack = 0 '\000'
        num_present = 0x10966e0
        canseethings = 1 '\001'
        forcewait = 0 '\000'
        nonsighttime = 0
        oldforcemonth = 5
        l = 55
#5  0x0000000000443821 in mode_title () at title/titlescreen.cpp:618
        str = "Press M to turn off the Music.\000our Liberal Agenda!\000progress to be saved.\000\306\b\001\000\000\000\000\060~\005\001\000\000\000\000\215\037\274\367\377\177\000\000\312\000\000"
        c = 32
#6  0x0000000000404aba in main (argc=1, argv=0x7fffffffe418) at game.cpp:500
        wtitle = "LCS Terra Vitae mod 4.07.5\000\367\377\177\000\000\001\000\000\000\377\177\000\000 V\026\367\377\177\000\000\220\217"
        xml_loaded_ok = true

Perhaps this is related to the first one?
Code: [Select]
Invalid weapon type for CREATURE_MAFIA_GOON: WEAPON_CIVILIAN
type_name not defined for CREATURE_TERRAVITAE_SPOUSE.
« Last Edit: November 28, 2016, 05:18:19 pm by Pseudonym »
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Pseudonym

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #316 on: November 28, 2016, 05:20:13 pm »

When building on debian I get this error

common/consolesupport.cpp: In function ‘int addch_unicode(int)’:
common/consolesupport.cpp:246:38: error: ‘setcchar’ was not declared in this scope
       setcchar(&cch, &wch, 0, 0, NULL);
                                      ^
common/consolesupport.cpp:247:26: error: ‘add_wch’ was not declared in this scope
       return add_wch(&cch);
                          ^
By the way, this happened because you were missing curses.
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lurtze1

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #317 on: November 29, 2016, 12:35:22 pm »

question, can the founder get superpowers, magic or supersuit in any way?
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #318 on: December 02, 2016, 04:09:53 pm »

Well, I recognize one crash happening in the play movie code that I have never modified, so I am not sure what is causing that.

Quote
question, can the founder get superpowers, magic or supersuit in any way?

Superpowers and magic, presently, no. You can get supersuit powers by simply equipping one on your founder and then training with it.

My future plans are to add some more options during character generation that will give access to super-powers and possibly also magic. I was also thinking of having the university offer courses in magic when religious freedom laws are L+.
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Waladil

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #319 on: December 05, 2016, 09:58:47 pm »

Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

I've only had it happen so far is when I recruit a high-statted Mutant and they bring along their spouse. But I've gotten three spouses from high-statted Mutants so far: In one, the Mutant is married to a low-statted Fireman (who brought his flamethrower, so that's nice), and the Mutant was wanted for Sexual Treason, NOT the Fireman. In the second, the high-statted Mutant is married to a high-statted Dancer, and they're BOTH wanted for Sexual Treason, and in the last the high-statted Mutant is married to another moderately high-statted Mutant, and neither are wanted for Sexual Treason.

What is the full logic/lore behind Sexual Treason?
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #320 on: December 06, 2016, 08:05:14 pm »

Quote
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

In order to be eligible to commit sexual treason, the sum of your raw health and intelligence must be 18 or higher.  Then, your mate must be inappropriate. Your mate can be inappropriate in one of two ways:

1. Your mate is low-quality. High-quality mates must be one (either) of the following:
     a. have high enough attributes to be eligible to commit sexual treason themselves;
     b. be important conservatives (corporate managers, hanging judges, eminent scientists, etc.)

2. Your mate is not conservative.


If you commit sexual treason (either #1 or #2, above, is the case), then you must pass either a street sense or a stealth check, or your mate must (remain) a sleeper. If you pass either skill check, then you are guilty of the crime, but the law does not suspect you for it because you managed to hide your liaisons. If your mate remains a sleeper, then again, you are guilty, but nobody knows about it (you will still need to pass the check if your sleeper is outed, though!).


In your case, the following happened:
-In the first case, the low-statted Fireman was judged to be a low-quality mate, which means your mutant had committed the crime before joining the LCS.
-In the second case, the mutant and dancer are both liberal, and are so guilty for that reason.
-In the third case, they're guilty all right, but managed to pass their skill checks.


Spoiler (click to show/hide)
« Last Edit: December 06, 2016, 08:08:03 pm by SlatersQuest »
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IsaacG

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #321 on: December 07, 2016, 02:10:35 pm »

Quote
Could you explain how "Sexual Treason" works? All I found was a post in this saying it happens if high-statted people or high-class people have sex with "unapproved" people, but it seems to be applied with no logic.

In order to be eligible to commit sexual treason, the sum of your raw health and intelligence must be 18 or higher.  Then, your mate must be inappropriate. Your mate can be inappropriate in one of two ways:

1. Your mate is low-quality. High-quality mates must be one (either) of the following:
     a. have high enough attributes to be eligible to commit sexual treason themselves;
     b. be important conservatives (corporate managers, hanging judges, eminent scientists, etc.)

2. Your mate is not conservative.


If you commit sexual treason (either #1 or #2, above, is the case), then you must pass either a street sense or a stealth check, or your mate must (remain) a sleeper. If you pass either skill check, then you are guilty of the crime, but the law does not suspect you for it because you managed to hide your liaisons. If your mate remains a sleeper, then again, you are guilty, but nobody knows about it (you will still need to pass the check if your sleeper is outed, though!).

*shudder*
I'm getting flashbacks from reading 1984.
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LCS 4.12 Thread
https://discord.gg/HYbss8eswM
Quote
Many people, meeting Aziraphale for the first time, formed three impressions: that he was English, that he was intelligent, and that he was gayer than a tree full of monkeys on nitrous oxide.
Constitution of the Confederate States
Article I Sec. 9 4
No bill of attainder, ex post facto law, or law denying or impairing the right of property in negro slaves shall be passe

cider

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #322 on: December 16, 2016, 10:11:19 pm »

Am I understanding it correctly that this mod does not work on Windows?
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IsaacG

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #323 on: December 17, 2016, 12:26:08 pm »

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LCS 4.12 Thread
https://discord.gg/HYbss8eswM
Quote
Many people, meeting Aziraphale for the first time, formed three impressions: that he was English, that he was intelligent, and that he was gayer than a tree full of monkeys on nitrous oxide.
Constitution of the Confederate States
Article I Sec. 9 4
No bill of attainder, ex post facto law, or law denying or impairing the right of property in negro slaves shall be passe

corgi

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #324 on: December 18, 2016, 05:01:41 pm »

Maybe I'm a complete idiot, but in 1.04 I'm not seeing any of the TV specific locations. I'm seeing priests, superheroes, mafia etc., but in the location list I don't see the church, mafia house, reservation or any of those. Is there something really obvious I'm missing?
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Taberone

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #325 on: December 20, 2016, 12:38:19 am »

Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Not sure if this has been reported yet, but trying to illegally rescue an endangered tree on Windows 1.04 crashes Terra Vitae. You'll know it's endangered because it says something about treason when you "U"se the tree.
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IsaacG

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #326 on: December 20, 2016, 01:48:09 pm »

Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Not sure if this has been reported yet, but trying to illegally rescue an endangered tree on Windows 1.04 crashes Terra Vitae. You'll know it's endangered because it says something about treason when you "U"se the tree.

Unfortunately, the Windows port is unstable, and I have no idea what to do about it.  The saves aren't even compatible across the Windows and Mac version, and I have no idea why.
Unless the bug is present in the Mac version, about your only option is to try recompiling it, I'm out of my depth.
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LCS 4.12 Thread
https://discord.gg/HYbss8eswM
Quote
Many people, meeting Aziraphale for the first time, formed three impressions: that he was English, that he was intelligent, and that he was gayer than a tree full of monkeys on nitrous oxide.
Constitution of the Confederate States
Article I Sec. 9 4
No bill of attainder, ex post facto law, or law denying or impairing the right of property in negro slaves shall be passe

zaimoni

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #327 on: December 20, 2016, 02:15:20 pm »

Windows vs. Mac save incompability: that's from using binary read/save rather than going the Angband route of enforcing a consistent endianess for integers, etc. (Windows is little-endian, Mac is big-endian).

E.g., short 258 is 02h 01h to Windows, 01h 02h to Mac.

long 258 is 02h 01h 00h 00h to Windows, 00h 00h 01h 02h to Mac.
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esran

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #328 on: December 20, 2016, 11:56:41 pm »

So, I recruited the president twice, and had two of the same president. That doesn't seem right...
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cider

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #329 on: December 21, 2016, 08:29:08 am »

Am I understanding it correctly that this mod does not work on Windows?
http://www.mediafire.com/file/gdrauv80daz6zp8/Terra_Vitae_1.04_for_Windows.zip

Cheers! I have another possibly silly question; is there a way to resize the window? When I play (whether it's TV or just the regular game) the window looks like this, which makes it a pain in the ass to play more than a short while.
« Last Edit: December 21, 2016, 08:35:40 am by cider »
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