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Posted by vasiliy, May 27, 2012 at 7:10 pm
either you have old mingw, or it's not installed in c:/mingw. they recently changed compiler names from just mingw-g++, etc to mingw32-g++ and so on. also don't try to use 64 bit mingw, it will not work at all.

as a workaround you can copy c:/mingw/bin/mingw-gcc.exe to c:/mingw/bin/mingw32-gcc.exe and c:/mingw/bin/mingw-g++.exe to c:/mingw/bin/mingw32-g++.exe, but you'd better reinstall mingw using the latest packages.

> Eternally sorry for perpetuating the evils of windoze
ah, don't mind it, windoze is just like genetrix versana: it spawns problems here and there, but it can be defeated. it's a question of a good weapons and wands. %-)

sorry for such troubles. k8jam wasn't really meant to support windows, so it's very fragile. and i have neither time nor SoHM to harden it. %-)
Posted by vasiliy, May 27, 2012 at 9:27 am
ok, i did that.

first, you MUST get the latest git snapshot (i just updated build files)

then download this archive and unpack it in main k8I.V.A.N. directory.

read README.WINBUILD file and follow the instructions. if you'll manage to do everything right, you'll be able to build your own windows binary. %-)

feel free to ask me if something is not clear enough.

p.s. my jabber account is ketmar@ketmar.no-ip.org
Posted by vasiliy, May 27, 2012 at 8:32 am
1. i just uploaded new windows build, with cool new array syntax. we don't need that pesky counters anymore! just use ':='.

2. k8jam can be built only with k8jam. %-) yes, the chicken and egg problem. i can give you win32 build of k8jam, but i'm not sure if you'll be able to build my I.V.A.N. under windoze. i myself using mingw cross-compiler in GNU/Linux. i'll try to check it in VirtualBox windoze. stay tuned!

p.s. take a look at this post. %-)
Posted by vasiliy, May 27, 2012 at 6:32 am
2Warheck: as you command, my King!

my fork now allows to put random altars in rooms w/o explicitly assigned DivineMaster, and this will work ok.

and i have even more than that: you can set

AllowedDivineMasters := { CLEPTIA, SCABIES, CRUENTUS; }

for example, and your

Square, Random;
{
OTerrain = BASALT altar;
}

will generate random altar of Cleptia, Scabies or Cruentus!

enjoy.
Posted by vasiliy, May 25, 2012 at 2:57 pm
Warheck wrote
Sadly, I don't know how entity and pool work, or what they are for. Can you explain?
entity is base C++ class for all... well, entities in the game. basically, for everything -- ground, items, chars, etc.

and pool is C++ class that manages entities: call their 'think' functions ( Be() ), processes SendToHell() requests, etc.

i rewrote pool completely (it's still crap though) to get rid of some crashes. seems that it working better this way. just 4 files -- pool.h, pool.cpp, entity.h, entity.cpp -- i'm pretty sure you can just replace yours with mine.

Warheck wrote
I had to tiptoe carefully to avoid causing the game to crash when I built new levels, creatures and materials.
my version reports unknown things instead of crashing. sadly, in windows it have no console to report into. %-) i'll try to add log file with this reports though.

Warheck wrote
It will require documenting for others to be able to quickly make new things for themselves.
my version is hard to build, but it's much easier to add something to it: i splitted huge monolitic files to small and manageable. actually, when i ported features from CLIVAN, i did the same with it's sources (they can't be compiled, but it's easy to pull out changes). my fork now have all features of CLIVAN svnr7 (i think), so if you can build it with your favorite compiler, you can use it as new base version, methinks. it's easier to maintain and extend.

Warheck wrote
Do you think you will change the way the worldmap is created based on what was discussed in the thread with SquashMonster?
seems that i missed that. what thread exactly? %-)

ah, found that. thinking about it.

edit: just added "crash logs". if ivan crashed due to error in script files, it will write some info about crash in crash.log. try it, it's cool!

edit1: no more explicit team and dungeon counters. just extend corresponding enums in defines.dat and add new dungeon/team description. be sure to add empty team description for new team, of the game will crash! (see comments in teams.dat).

edit2: i implemented AllowedDungeons for critters. it's something like SquashMonster's DungeonTags. maybe i'll implement LevelTags instead -- just like DungeonTags, but for specific levels of the dungeon.

edit3: i started to rewriting worldmap generation; it's not yet good, but i can 'register' special worldmap place now and it will be placed by general algo (which will call some class methods to determine where and how it should be placed). it's just a first draft, for now it seems that i didn't broke things too much.

btw. do you know that you can combine data scripts into one file (not by 'cat'! %-), gzip it and game will load it just fine? %-)
Posted by vasiliy, May 25, 2012 at 2:46 pm
windows version updated again. no more crashes on exit. and it is using compressed saves/bones now. i'm cool.
Posted by vasiliy, May 22, 2012 at 10:41 am
2Warheck: also, you have some bugs in script files (inherited either from LIVAN or from cvs). unfortunately i was drunk when comparing my scripts with yours, so can't remember where exactly.

p.s. you can take my pool.cpp, pool.h, entity.cpp and entity.h -- i bet that my versions are better than the originals. %-)
Posted by vasiliy, May 22, 2012 at 9:12 am
wow! i rewrote pool code. seems that some mysterious bugs misteriously disappears. %-)
Posted by vasiliy, May 21, 2012 at 8:05 am
due to my hard work and cool scripts, i ported nearly everything. i still have mysterious bug though (not sure that the original hasn't it): sometimes deleted entity still left registered in pool Be list. dunno why.

btw, i splitted items, critters, etc to separate include files (both cpp and dat). it looks much better this way and it is easier to maintain.
Posted by vasiliy, May 20, 2012 at 1:14 pm
for now i'm ported only muntuno and some critters. the process is far from complete. but i hope to port everything else too. i'm planning a little source resturcturing, so adding new mosters will be a little less complicated.

for now i added zlib support. even with fastest compression method (almost unnoticable speed change), saves becomes 700kb instead of 5mb. and bone files compressed with maximum level takes 70-100kb. but windows version with zlib crashes -- still don't know why (i have no windoze boxes at all). %-)

and tnx for your support. %-)