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Author Topic: Terra Vitae Fork (version 2.0 released!)  (Read 339016 times)

IsaacG

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #285 on: October 16, 2016, 11:12:54 pm »

All right; I am having some issues here. I cannot reliably replicat ehe bug that causes the game to crash in Vivian Pines' bed. Sometimes I get it, and sometimes I don't. This makes it a pain to debug...
I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.
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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

SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #286 on: October 17, 2016, 08:38:58 pm »

 
Wow, glad I get to see that you managed to spit in your doubters faces.

 :)


I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.

I am unable to load this save file whatsoever. I can try to run diagnostics on it to see where the load is failing, but the times that I have encountered this in the past is when trying to run with an incompatible version. Can you tell me if you are running any other mods as well with this?
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IsaacG

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #287 on: October 18, 2016, 04:02:31 pm »

Wow, glad I get to see that you managed to spit in your doubters faces.

 :)


I don't know how helpful it will be, but I have a savefile that it has crashed every time.
http://www.mediafire.com/file/252oyws94md2cnz/saveTV1.0.dat
I attached my debugger to the process, and it didn't give any useful information.  It seemed to believe the game was exiting normally.

I am unable to load this save file whatsoever. I can try to run diagnostics on it to see where the load is failing, but the times that I have encountered this in the past is when trying to run with an incompatible version. Can you tell me if you are running any other mods as well with this?
No mods, just the windows port.  Odd.
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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

Befuddled Muse

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #288 on: October 18, 2016, 08:02:05 pm »

...Wow. Back when I initially started getting into LCS, this mod was in its early stages, and kinda didn't have many implemented features. The fact that it's this far now is just kinda mind-boggling.
I'm definitely putting TV on my list of stuff to fiddle around with <3
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #289 on: October 23, 2016, 11:17:37 am »

Since I can't find the bug in the Terra Vitae bed yet, I am uploading version 1.03.

Then I'll start working on the movies.
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IsaacG

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #290 on: October 25, 2016, 06:46:06 am »

Since I can't find the bug in the Terra Vitae bed yet, I am uploading version 1.03.

Then I'll start working on the movies.
w00t, movies!
And, business.
Windows Port
http://www.mediafire.com/file/4og8bmwi6w07o79/Terra_Vitae_1.03_for_Windows.zip
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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

BranRhi

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #291 on: October 26, 2016, 08:19:40 pm »

Movies! How does this change things? In regard to interacting with the other factions I mean.
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I have a DREAM! where kobolds will be able to join hands with dwarf men and women as partners and lovers. And man, do I love imagining this dream again and again...

SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #292 on: November 03, 2016, 10:44:54 am »

Sorry for the late reply; the way that movies are planned to work are summarized in post #264.
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Lenin_Cat

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #293 on: November 03, 2016, 10:03:43 pm »

for me the game crashes upon successfully completeing a secret mission and also CONSTANT random segmentation faults(second one). On linux,


Code: [Select]
Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
complete_secret_mission (missionskillplusone=28) at daily/daily.cpp:2034
2034       location[pool[AgentList[i]]->location]->loot.push_back(newloot);
(gdb)
 mission

Thread 1 "crimesquad" received signal SIGSEGV, Segmentation fault.
Creature::drop_weapons_and_clips (this=0x562400000006, lootpile=0x0)
    at creature/creature.cpp:2299
2299    has_thrown_weapon=false;
(gdb)
« Last Edit: November 04, 2016, 11:36:15 am by Lenin_Cat »
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #294 on: November 04, 2016, 11:13:23 am »

Code: [Select]
location[pool[AgentList]->location]->loot.push_back(newloot);
Well, I see why that would cause a segv, but I can also tell you that it is an error in the code as there is no line in daily.cpp that has that. The line that I have in my code is:

Code: [Select]
location[pool[AgentList[i]]->location]->loot.push_back(newloot);
My guess is that something happened to your source before you compiled it. I'll also note that the line numbers disagree, so I suspect that there are other problems as well. Can you download it again and look at the code and see what you have? That will tell us if the download stored on DFFD is itself corrupted, or if something went wrong on your computer.

As for the random segfaults, I am guessing that it's probably again alterations to the code that are causing it. I have been playing myself without those segfaults, and moreover, deletions to the code might cause overwriting of addresses in the game as it is running, which can cause segfaults like that as well, so I suspect that whatever happened to your code is responsible for both problems.
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Lenin_Cat

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #295 on: November 04, 2016, 11:16:52 am »

I might of edited out my edits incorrectly to post this, hold on. Ill redownload, etc.
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Lenin_Cat

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #296 on: November 04, 2016, 11:19:33 am »

Yes, same errors just with the additional i.

edit:werid, I feel like dwarf fortress forum is deleting the i.

Code: [Select]
     
      //Move returning agents to homeless shelter if current safehouse is besieged.
      for (i = 0; i < listlength; i++)
      {
         if (location[pool[AgentList[i]]->base]->siege.siege)
         {
            pool[AgentList[i]]->base = find_homeless_shelter(*pool[AgentList[i]]);
            pool[AgentList[i]]->location = pool[AgentList[i]]->base;
         }
      }
     
      Item *newloot = new Loot(*loottype[getloottype("LOOT_TERRAVITAESECRETS")]);
      location[pool[AgentList[i]]->location]->loot.push_back(newloot);
      addstr(pool[AgentList[i]]->name, gamelog);
      addstr(" has also brought back a record of Terra Vitae activities, ready for the Liberal Guardian!", gamelog);
     
      if (supersuccessful && (necstrength <= (NEC_STRENGTH_MAXIMUM - 4)) && (necstate == NEC_DORMANT))
      {
         Item *newloot = new Loot(*loottype[getloottype("LOOT_NEC_REPORTS")]);
         location[pool[AgentList[i]]->location]->loot.push_back(newloot);
         addstr(pool[AgentList[i]]->name, gamelog);
         addstr(" In addition, our heroes have brought back evidence of a globe-spanning conspiracy that will shatter the world's perceptions of... everything!", gamelog);
      }
     
      //Weaken the NEC's corrupting influence!
      necstrength--;
      change_public_opinion(VIEW_TERRAVITAE,10);
   }
   else
   {
      set_color(COLOR_RED, COLOR_BLACK, 1);
      addstr(pool[AgentList[teamleader]]->name, gamelog);
      addstr("'s team's mission was a dismal failure.", gamelog);
   }
   
   gamelog.nextMessage();
   getch();
   
   
   //Nuke the dead agents
   for (i = 0; i < casualties; i++)
   {
      for (j = 0; j < pool.size(); j++)
      {
         if (DeadAgents[i] == pool[j]->id)
         {
            delete_and_remove(pool, j);
            break;
         }
      }
   }
   
   //Final step: free all of this memory we've allocated
   free(AgentList);
   free(BonusList);
   free(SkillRolls);
   free(CombatRolls);
   free(DodgeRolls);
   if (DeadAgents != 0)
      free(DeadAgents);
}

EDIT: Ah ok, forgot code brackets, but same line numbers.

Can someone upload a complied version for arch 64 bit? perhaps my system is compiling it wrong.
« Last Edit: November 04, 2016, 12:13:17 pm by Lenin_Cat »
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #297 on: November 05, 2016, 12:24:31 pm »

I am testing it out, but it will be a little while before I get a squad ready to finish a mission, and see if I can replicate the error.

I do not get constant random segmentation faults, though, so I suspect that is something on your end.
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Lenin_Cat

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #298 on: November 05, 2016, 12:46:19 pm »

Are you testing on linux? I should note the included binary doesnt work on my system.

Also you can hack tillyour at 50 juice then sell brownies till your persuation is high then buy business front, hack till 200 juice, learn security skill and your 90% done to get a character good enough. :P
« Last Edit: November 05, 2016, 12:51:42 pm by Lenin_Cat »
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SlatersQuest

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Re: Terra Vitae Mod (version 1.0 released!)
« Reply #299 on: November 05, 2016, 04:14:48 pm »

Bug found and fixed.

Edit: unfortunately, without modifying the save file, you will not be able to continue your broken game. What happened was that I failed to move agents back to their home base after they returned from whatever it was that they were doing. This means that your agents are at location -1, and anything attempting to access location -1 is going to cause a segv.

Version 1.04 is uploaded!


Quote
Are you testing on linux?

No, Mac OS


Quote
Also you can hack tillyour at 50 juice then sell brownies till your persuation is high then buy business front, hack till 200 juice, learn security skill and your 90% done to get a character good enough.

Or just use my "Make Mary Sue" cheat code :p

(Seriously, that's why the cheat codes are there - for setting up scenarios and debugging!)
« Last Edit: November 05, 2016, 04:17:29 pm by SlatersQuest »
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