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Author Topic: Terra Vitae Fork (version 2.0 released!)  (Read 338969 times)

SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #240 on: July 26, 2016, 01:12:07 pm »

Looting at the church and injun reservation so far doesn't actually give loot. Weird execution messages always happen when a liberal in prison is executed, and the first time you go to recruitment and acquisition it says send bug reports. Actually picking an option will remove the "send bug reports" part.

Loot at the church, Amerindian reservation (name changes with laws), as well as the Mafia Don's mansion and the superhero base have been added.

I found and moved the displaced period in the executions back to the proper place.


I discovered another bug in the NEC's corruption. I will work on that.
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lurtze1

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #241 on: July 26, 2016, 01:44:18 pm »

using the new windows version. game still crashes on trying to do secret vitae mission
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #242 on: July 26, 2016, 02:50:42 pm »

using the new windows version. game still crashes on trying to do secret vitae mission

So I see.

There is another bad bug if the TV office or house gets besieged and you have sleepers there. I will work on these.
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bigbillyjohn

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #243 on: July 30, 2016, 10:57:19 pm »

Where is the save file?

Edit: I found it. I'm on a Mac and the file was in Users/me/.lcs
« Last Edit: August 01, 2016, 08:50:28 pm by bigbillyjohn »
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JimmothyLeery

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #244 on: August 01, 2016, 10:04:38 pm »

I found a few bugs:
I get a Segmentation fault: 11 at the end of the day if I have someone "Conduct a secret Terra Vitae mission".
Not necessarily a bug, but "Conduct a secret Terra Vitae mission" is selected with 9, while "Perform athletic activism" is the next option and is selected with 8

The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.
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pikachu17

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #245 on: August 05, 2016, 02:01:16 pm »

How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #246 on: August 05, 2016, 10:26:44 pm »

Quote
The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.

Sorry - I don't understand. Athletics works exactly as it should; I don't know what you mean by 'classes'.


Quote
How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.

Do you mean Athletics? It's in the Engage in Liberal Activism, option #8.
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pikachu17

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #247 on: August 09, 2016, 10:18:18 am »

Quote
How do I get them to exercise? it is in the laws, but I don't seem to have an option for it in activities.

Do you mean Athletics? It's in the Engage in Liberal Activism, option #8.
I've just turned on Terra Vitae but there aren't engage in Liberal Activism options #7 or #8.
Is the download supposed to be the source?
I put the .exe from \workspaces and the other important files in a folder, could I have done something wrong?
« Last Edit: August 09, 2016, 10:19:55 am by pikachu17 »
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JimmothyLeery

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #248 on: August 09, 2016, 10:53:57 am »

Quote
The Terra Vitae mod classes do not work. They were missing from most of the code that implements activities. I edited commondisplay.cpp, activities.cpp, activate.cpp, and getnames.cpp by copying the how the code worked for the other classes and got it to work.

Sorry - I don't understand. Athletics works exactly as it should; I don't know what you mean by 'classes'.


By classes, I mean studying in University. Before my edit, when I set my liberals to study religion, compsci, weaving, fencing, or magic, there stated activity in the "Activate Liberals" screen was "Sending bugs to the dev", and their sills would not increase. As an example of missing code, the Activate.cpp funds_and_trouble function does not push liberals studying these subjects to the students pool:
Code: [Select]
      case ACTIVITY_STUDY_DEBATING:
      case ACTIVITY_STUDY_MARTIAL_ARTS:
      case ACTIVITY_STUDY_DRIVING:
      case ACTIVITY_STUDY_PSYCHOLOGY:
      case ACTIVITY_STUDY_FIRST_AID:
      case ACTIVITY_STUDY_LAW:
      case ACTIVITY_STUDY_DISGUISE:
      case ACTIVITY_STUDY_SCIENCE:
      case ACTIVITY_STUDY_BUSINESS:
      //case ACTIVITY_STUDY_COOKING:
      case ACTIVITY_STUDY_GYMNASTICS:
      case ACTIVITY_STUDY_ART:
      case ACTIVITY_STUDY_TEACHING:
      case ACTIVITY_STUDY_MUSIC:
      case ACTIVITY_STUDY_WRITING:
      case ACTIVITY_STUDY_LOCKSMITHING:
         students.push_back(pool[p]);
Similarly, doActivityLearn does not address these subjects.
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lurtze1

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #249 on: August 16, 2016, 01:00:16 pm »

Is there a actually working Windows version yet?
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Sporemaniac777

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #250 on: August 17, 2016, 04:15:28 am »

Whenever I try to use something new from the mod, the game crashes. So far I've tried it with the Battlesuit and superpowers, it crashed on both occasions. I also can't find the Amerindian reservation, no matter if I turn on National LCS or not. I compiled the game with Codeblocks, but I get the feeling something went wrong.

EDIT: Nevermind, I downloaded the Windows version and it works, who would've thought  :P
« Last Edit: August 17, 2016, 04:41:15 am by Sporemaniac777 »
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #251 on: August 17, 2016, 12:42:24 pm »

Whenever I try to use something new from the mod, the game crashes. So far I've tried it with the Battlesuit and superpowers, it crashed on both occasions. I also can't find the Amerindian reservation, no matter if I turn on National LCS or not. I compiled the game with Codeblocks, but I get the feeling something went wrong.

EDIT: Nevermind, I downloaded the Windows version and it works, who would've thought  :P

It sounds like you were using version 0.1, not 1.0 :p


Thanks for the bug reports. I am working on them.
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #252 on: September 08, 2016, 10:28:30 am »

I have fixed the bug that caused secret missions to crash, and am now thinking seriously about how to implement movies.

The bug-fixed version is uploaded. Go get it!
« Last Edit: September 08, 2016, 11:41:24 am by SlatersQuest »
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BranRhi

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #253 on: September 10, 2016, 10:55:55 pm »

Nice! Good work man! Would love to see movies implemented but even if you can't this mods pretty great
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #254 on: September 12, 2016, 11:10:51 am »

Glad you like it (and nice to see a new face) :)

The issue that I'm facing is how to deal with the fact that I want to include a lot more genres than Ed Boy does, and I want those genres to matter (e.g. a romantic movie is different from a science fiction movie, which is different from a spy-action-thriller, etc.).
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