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Posted by fejoa, May 27, 2012 at 6:20 pm
Ok this is great so far. I updated the k8-i-v-a-n on my system by pulling it from your repo, got the latest MinGW, I moved your compiled k8jam into the k8-i-v-a-n folder and proceeded the build attempt. But then I ran into another problem, when I typed 0build.bat into cmd I got a bevvy of errors that began with this:

C:k8-i-v-a-n>0build.bat
The JAM_TOOLSET environment variable is not defined, defaults to MINGW
Compiler is GCC with MinGW
MSG: 'standard' profile
MSG: windoze build
MSG: using local saves
MSG: sound support enabled
MSG: support for compressed saves turned on
...found 845 targets...
...updating 42 targets...
(  2%) C++ ._wbuildsrcfelibbitmap.o
mingw32-g++: error: CreateProcess: No such file or directory

c:mingwbinmingw32-g++ -c -o ._wbuildsrcfelibbitmap.o -O2 -march=native -m
tune=native -Wall  -static-libgcc -static-libstdc++ -g  -DWIZARD -DLOCAL_SAVES -
DUSE_ZLIB -Isrcfelib -I./src/felib -I./windoze/include -I./windoze/include/SDL
 srcfelibbitmap.cpp

...failed C++ ._wbuildsrcfelibbitmap.o ...
(  4%) C++ ._wbuildsrcfelibconfig.o
mingw32-g++: error: CreateProcess: No such file or directory

c:mingwbinmingw32-g++ -c -o ._wbuildsrcfelibconfig.o -O2 -march=native -m
tune=native -Wall  -static-libgcc -static-libstdc++ -g  -DWIZARD -DLOCAL_SAVES -
DUSE_ZLIB -Isrcfelib -I./src/felib -I./windoze/include -I./windoze/include/SDL
 srcfelibconfig.cpp

...failed C++ ._wbuildsrcfelibconfig.o ...
(  7%) C++ ._wbuildsrcfeliberror.o


continuing in the same fashion for all 42 targets, and finished up like so:

...failed C++ ._wbuildsrcgametrapset.o ...
( 92%) C++ ._wbuildsrcgamewmapset.o
mingw32-g++: error: CreateProcess: No such file or directory

c:mingwbinmingw32-g++ -c -o ._wbuildsrcgamewmapset.o -O2 -march=native -m
tune=native -Wall  -static-libgcc -static-libstdc++ -g  -DWIZARD -DLOCAL_SAVES -
DUSE_ZLIB -Isrcgame -I./src/felib -I./windoze/include -I./windoze/include/SDL
srcgamewmapset.cpp

...failed C++ ._wbuildsrcgamewmapset.o ...
( 95%) C++ ._wbuildsrcgamewskill.o
mingw32-g++: error: CreateProcess: No such file or directory

c:mingwbinmingw32-g++ -c -o ._wbuildsrcgamewskill.o -O2 -march=native -mt
une=native -Wall  -static-libgcc -static-libstdc++ -g  -DWIZARD -DLOCAL_SAVES -D
USE_ZLIB -Isrcgame -I./src/felib -I./windoze/include -I./windoze/include/SDL  s
rcgamewskill.cpp

...failed C++ ._wbuildsrcgamewskill.o ...
...skipped ivan.exe for lack of <src!game>actset.o...
...failed updating 40 targets...
...skipped 2 targets...

C:k8-i-v-a-n>

The folders ._wbuildsrcfelib etc are empty, so no object files were built. The path of MinGW is set to C:MINGWBIN (should this be C:MINGWBIN ? I tried both ways). Eternally sorry for perpetuating the evils of windoze.

P.S. There should be backslashes in between things like "c: mingw bin mingw32-g++" in the above code
Posted by fejoa, May 27, 2012 at 7:41 am
Hi Vasily. I have to say, your development efforts are simply heroic. The changes are coming very quickly, but they are well documented so that makes it easier to keep up. I think the least I can do to help you out is to test your builds of IVAN.
I have downloaded your repository, but now I'd like to compile on windows to see if I can compile it and ultimately run it.
So I understand I have to run your distribution of k8jam to compile your version of IVAN, however, I'm having troubles compiling k8jam using FTjam (as jam.exe). I don't know what else I have to configure besides setting

set MINGW=/install/path/to/mingw/compiler
set JAM_TOOLSET=MINGW

When I try to build k8jam with FTjam I get:

C:k8jam>jam
Compiler is GCC with Mingw
warning: unknown rule set-profile
warning: unknown rule set-target-locations
warning: unknown rule gcc-suggest-attrs
warning: unknown rule softinclude
warning: unknown rule softinclude
warning: unknown rule BuildFileList
warning: unknown rule IncFile
warning: unknown rule ObjectNoAliasing
don't know how to make <src>jamgram.c
...found 161 target(s)...
...using 24 temp target(s)...
...updating 3 target(s)...
...can't find 1 target(s)...
...can't make 3 target(s)...
...skipped <src>jamgram.o for lack of <src>jamgram.c...
Cc srchsregexp.o
srchsregexp.c:87: hsregexp_unicode_mapping.c: No such file or directory

gcc -c -o srchsregexp.o  -DNT  -DMKJAMBASE_COMPACT -Isrc  srchsregexp.c

...failed Cc srchsregexp.o ...
Cc srckstrings.o
srckstrings.c:9: warning: invalid character in macro parameter name
srckstrings.c:9: badly punctuated parameter list in `#define'

gcc -c -o srckstrings.o  -DNT  -DMKJAMBASE_COMPACT -Isrc  srckstrings.c

...failed Cc srckstrings.o ...
Cc srcscan.o
srcscan.c:24: jamgram.h: No such file or directory
srcscan.c:33: jamgramtab.h: No such file or directory

gcc -c -o srcscan.o  -DNT  -DMKJAMBASE_COMPACT -Isrc  srcscan.c

...failed Cc srcscan.o ...
...skipped libjam.a for lack of libjam.a(jamgram.o)...
...skipped jam.exe for lack of libjam.a...
...failed updating 3 target(s)...
...skipped 3 target(s)...

I must be missing something obvious.
Posted by fejoa, May 22, 2012 at 1:45 pm
Sadly, I don't know how entity and pool work, or what they are for. Can you explain?
I'll try have a wee diff of what you changed to understand better.

I know that the script is really full of big mines. I had to tiptoe carefully to avoid causing the game to crash when I built new levels, creatures and materials. It will require documenting for others to be able to quickly make new things for themselves.

Do you think you will change the way the worldmap is created based on what was discussed in the thread with SquashMonster?

Edit: From your developments -> "klein bottle contents can't be dumped"
Posted by fejoa, May 22, 2012 at 1:22 pm
dlbeswick wrote
Next I'll try and get it accepted into the main Ubuntu software source, so more people can play and download it more easily. For now, here's my PPA for anyone who'd like to play or test original IVAN ("CVS"):

Great stuff Beswick. Good focus on continuing world domination plans for IVAN. Using CVS is great since it is the most recent version the original devs put out and is relatively stable.

Posted by fejoa, May 21, 2012 at 4:52 pm
I have reason to beleive that the bug which is caused by offering to one of the shrines in the forest is the result of the following:

In the script file, a room is generated, which has DivineMaster = 0. An altar is generated inside the room. The altar successfully generates, and is devoted to a random god, which is the intention.
When the player comes to offer at the altar,
 if(game::GetGod(Square->GetDivineMaster())->ReceiveOffer(Item)) 

is called during the offering, which checks the square underneath the altar to see who the room is devoted to. If the room has no DivineMaster, then this is consequently zero. This results in a crash due to the above code.

This can be solved in a number of ways, but I propose a function that randomly assigns a DivineMaster to a room if it is set to DivineMaster = Random; in the script file. Altars are normally randomly generated by the game, and if an altar is assigned to a room, then the game changes that room's DivineMaster to the appropriate god.

I'd like to be able to set DivineMaster = 10:15; which would select a random chaotic god, to give the room and altar some evil flavour.

The other way to solve this is to hard-code the DivineMaster for each shrine, but that would make life boring.
Posted by fejoa, May 20, 2012 at 10:23 am
Hey that's great news! Good to see you back

vasiliy wrote
... features ported from CLIVAN ...

Try not to remember to port the bugs. I've recently observed a bug in CLIVAN that crashes the game when you make an offering in one of the altars in the forest. I'll be looking into it to see what the fatal exception is.

Here's the new repo reposted here

Keep up the great work my man. If you have any questions about some of my implementations then feel free to ask.
Posted by fejoa, May 14, 2012 at 4:37 pm
Thanks D. This is one of those crazy bugs that tempts you to code more IVAN.
Posted by fejoa, May 11, 2012 at 10:30 am
Hi dlbeswick and welcome! It's a great day when someone works on IVAN.
Can you explain how you fixed the bug?
Posted by fejoa, Apr 1, 2012 at 4:55 pm
It must be this year's april fool's day trick...
Posted by fejoa, Mar 25, 2012 at 3:45 pm
4zb4 wrote
... Maybe there could be a few conditions on whether the ghost is summoned after the character's death?
You could perhaps consider any creature with significant intelligence as having a soul too?

A good criterion. I think that mistresses would make great ghosts too.

Re chao, there could be a chance for ghost to spawn from a specific death of a character. Also, levels could have a flag like "AllowGhostsToSpawnFromDeadChars = true" type of thing. There could be a cooldown timer between the time of creature death and the time when the ghost shows up.

Should the ghost show up on the level where they died? Or can they show up at any level where you happen to be? Should they show up where their corpse is?

You could offer a dead creature's corpse to a god to prevent the ghost from rising. (not every creature would have a soul, but say if you wanted to be sure that Sherarax didn't show up in ghost form...)

Ghosts could arise out of their former avatars being killed in a certain way (beheading?) or there could be simply a 10% chance of them showing up at all, after the death.

Another idea:
Engraving could be modified to require a tool, like a pen or something. Then you would dip the pen in some ink, and it would "engrave" onto the surface of the floor. Other ways to write would be by engraving with a tool that is harder than the floor on which is being engraved.

I introduce that idea because I thought it would be cool if ghosts could write threatening things in blood all over the dungeon floors.