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Messages - criusmac

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17
Coding / Re: CodeBlocks problem
« on: December 12, 2009, 10:01:36 pm »
Ah, hmm, I was worried that might be the case.

http://ufoai.ninex.info/forum/index.php?topic=2216.msg32609#new contains my medikits.diff file which is all of the differences I'm working with. As long as you don't modify the project files (adding the g_linkedlist.c), the exact errors I'm seeing should appear.

18
Coding / Re: CodeBlocks problem
« on: December 12, 2009, 04:36:36 am »
These are my plugins:
12/11/2009  10:32 PM           264,834 astyle-1.2.cbplugin
12/11/2009  10:32 PM            67,488 autosave-0.1.cbplugin
12/11/2009  10:32 PM           114,533 AutoVersioning-1.2.cbplugin
12/11/2009  10:32 PM            99,822 BrowseTracker-1.2.74_2008_03_15.cbplugin
12/11/2009  10:32 PM            75,600 byogames-1.0.cbplugin
12/11/2009  10:32 PM            51,694 cb_koders-0.1.cbplugin
12/11/2009  10:32 PM            69,509 classwizard-0.3.cbplugin
12/11/2009  10:32 PM           237,852 codecompletion-0.7.cbplugin
12/11/2009  10:32 PM           548,851 codesnippets-1_3.92_2008_08_23.cbplugin
12/11/2009  10:32 PM            54,120 codestat-0.5.cbplugin
12/11/2009  10:32 PM           512,609 compiler-0.99.cbplugin
12/11/2009  10:32 PM            47,717 copystrings-1.00.cbplugin
12/11/2009  10:32 PM           251,126 debugger-0.3.cbplugin
12/11/2009  10:32 PM            54,765 defaultmimehandler-1.0.cbplugin
12/11/2009  10:32 PM            96,402 devpakupdater-0.2.cbplugin
12/11/2009  10:32 PM            85,530 DragScroll-1.3.23_2008_08_26.cbplugin
12/11/2009  10:32 PM            76,993 envvars-0.97.cbplugin
12/11/2009  10:32 PM           401,642 Exporter-1.0.cbplugin
12/11/2009  10:32 PM           272,632 headerfixup-0.80.cbplugin
12/11/2009  10:32 PM           342,273 help_plugin-1.1.cbplugin
12/11/2009  10:32 PM           324,077 HexEditor-0.5.cbplugin
12/11/2009  10:32 PM            74,383 IncrementalSearch-0.5.cbplugin
12/11/2009  10:32 PM            91,673 keybinder-1.0.46_2008_02_12.cbplugin
12/11/2009  10:32 PM           190,423 lib_finder-2.0.cbplugin
12/11/2009  10:32 PM            41,179 openfileslist-1.0.cbplugin
12/11/2009  10:32 PM            83,715 Profiler-1.0RC2.cbplugin
12/11/2009  10:32 PM            84,180 projectsimporter-1.0.cbplugin
12/11/2009  10:32 PM            44,715 RegExTestbed-0.2.cbplugin
12/11/2009  10:32 PM           127,419 scriptedwizard-0.9.cbplugin
12/11/2009  10:32 PM            61,883 SymTab-1.0.cbplugin
12/11/2009  10:32 PM           116,285 ThreadSearch-1.11.cbplugin
12/11/2009  10:32 PM           114,482 todo-0.2.cbplugin
12/11/2009  10:32 PM            63,579 wxsmith-1.0.cbplugin
12/11/2009  10:32 PM           116,264 wxSmithContribItems-0.1.cbplugin
12/11/2009  10:32 PM            37,114 xpmanifest-1.0.cbplugin

19
Coding / Re: CodeBlocks problem
« on: December 12, 2009, 04:21:53 am »
So, I take it the error could not be reproduced on your system with that file.

Did you download the file and try to compile it, and then double click on the last error to see what happens?

I can't guarantee my HD and mem are ok, but my POST has never indicated a problem.

The error is 100% reproducible for me, and very easy to do, every time I try, exiting CodeBlocks and restarting it doesn't make a difference.. This suggests memory isn't my problem since memory errors tend to be a bit more random.

The file can be opened up properly and contains all the information if I open it up via the project interface. It is only blank if I open it up by double clicking on the error message itself. This suggests it's not a HD problem since the file can be opened up properly through other methods. Also, there is no error of any kind when double clicking the compile/linking errors. This suggests it's not a HD problem.

Since I can reproduce this problem through very easy to follow steps, and it is 100% reproducible, this suggests it is a bug. The location is the bug is most likely CodeBlocks, but it could also be the operating system, or something else.

I am not seeing any symptoms of any hardware defects or problems.

When I first downloaded CodeBlocks as requested on these forums, I downloaded the package from the CodeBlocks web page, and I manually downloaded all the dependencies and installed them myself. I probably also got some plugins for CodeBlocks, but I don't know which ones or where they are. So, it is possible one of the plugins I grabbed originally is doing this.

In any case, what I am seeing suggests a software glitch since there are no errors reported at any stage, and it is 100% reproducible. Since I have overwritten my original install with the CodeBlocks package supplied by UFO: AI several times now, there may be some problem that came to surface in this way as well. -- The only way to be certain is to see if the problem can be reproduced on someone else's computer, hence this post. Since there has been no mention that this problem could not be reproduced yet, I can't eliminate my setup as a problem yet.

20
Hunting aliens would require a rewrite of the AI, which I think is happening, but I don't know how.

I think eventually they are trying to get lua scripting so that people can code the AI without having to touch the c code, but that's a long way off from what I understand.

An upgradeable AI would be a great thing. Every AI I've ever written has, well, been so bad, it could not hope to beat a monkey randomly hitting keys on the keyboard. Actually, I tend to get polished off easily by most well written AIs in strategy games.

If you want a hunting AI, probably the first thing you should do is choose how you want the AI to behave in any given circumstance. Mainly, what sets a hunting AI apart from any other random AI?

Do they tend to stick together? Do they rush the enemy when they see the enemy? Do they take pop shots off from a distance?

Myself, I take pop shots from a distance. I favour sniper rifles, with only a few assault guns for when they creep within close range. I shoot at things with a 1-5% chance to hit, and I love large groups of aliens since even if I miss what I'm aiming for, I might hit something else. Currently, my favourite weapon is the rocket launcher since it's very accurate, and if I miss, the explosions tend to not miss.

21
Coding / Re: CodeBlocks problem
« on: December 12, 2009, 12:41:05 am »
I never update via svn while the project or any files are open in CodeBlocks, so I probably skirt around that issue.

I'm on
OS Name   Microsoft Windows XP Home Edition
Version   5.1.2600 Service Pack 3 Build 2600

The file in question in this case is g_actor.c, though I've lost g_combat.c several times too, and, oddly, I don't recall losing any files that didn't start with g_ before... It's always g_ files I lose...

22
Design / Re: Medikits
« on: December 11, 2009, 10:00:37 pm »
Hmm. Maybe it would be confusing..

Well, it sounds like you are suggesting a basic colour coded picture depicting the injured parts of the body. Since there are only 4 parts that have any effect (head, arms, chest, legs), this wouldn't be too hard to do... It would however take some time and rearranging to figure out.

It may make more sense to have a popup on the picture to indicate the actual damage, if they are interested.. But I'm probably getting too far ahead of myself. I'll look into it more to see if there's an easy way to do this. It does sound more involved than displaying more information on the status screen, but it does sound better.

As for idle animations, that is not something I will ever touch. Such a change will work fine even without my medikit changes, and it would not need to be changed. So, this sounds more like an unrelated feature request, and I'm all for it.

23
Coding / Re: CodeBlocks problem
« on: December 11, 2009, 09:43:45 pm »
Yes, I did a full svn update since I was preparing to start coding the medikits project again.

Ok, I tested with build, without using save all, and build wiped out the file too. The file became empty, and I got a *ton* more new errors.

Sadly, I forgot I removed the file from my backup location after I restored it, and all my changes to this file were lost. Thank goodness I uploaded it here, or I'd have lost it.

24
The direct link to page 7 of the medikits thread is http://ufoai.ninex.info/forum/index.php?topic=2216.90

My todo list is located at http://ufoai.ninex.info/forum/index.php?topic=2216.135 .

It has grown a bit though. I feel it may be needed to determine how badly hurt someone is, more than just their hit points. I'm not sure of this though...

I think the problem you specifically are hoping to have fixed will be done during balancing, and not by the actual coding I'm doing. All I had planned was changing the medikits a bit to introduce bleeding wounds, and less of a recovery from wounds in the field. This means my changes will make it easier to die than currently, which is the opposite of what you hope...

25
Feature Requests / Re: Make Hide My Email Address work in the forums
« on: December 11, 2009, 12:19:05 pm »
My bad. When I log out the option is missing, so best I can assume is the mail icon shows up only because it's my mail icon.

Why this is confuses me - it seems weird to have me email myself, but I guess it doesn't matter much. I panic too much these days due to getting so much spam as it is. Alas, that's what happens when you have the same email address for a decade I guess.

26
Feature Requests / Re: Make Hide My Email Address work in the forums
« on: December 11, 2009, 12:10:33 pm »
When you look under my name in these forum posts, on the left hand side, do you see a mail item? This is what I mean. The mail item I see reveals my email address as a mailto: on the left hand side on this forum post.

27
Coding / CodeBlocks problem
« on: December 11, 2009, 09:25:48 am »
I posted this somewhere before, but now I have some proof.

The problem is CodeBlocks sometimes deletes files on me, removing all of my changes. Attached is a file that causes a compile error in CodeBlocks.

The errors I get are:
.objs\game\src\game\g_actor.o||In function `G_ActorDamage':C:/cprogs/UFOAI-2.3-dev-medikits/src/game/g_actor.c:213: undefined reference to `LIST_AddPointer'|
.objs\game\src\game\g_actor.o||In function `G_ActorTreat':C:/cprogs/UFOAI-2.3-dev-medikits/src/game/g_actor.c:404: undefined reference to `LIST_GetByIdx'|
:C:\cprogs\UFOAI-2.3-dev-medikits\src\game\g_actor.c|419|undefined reference to `LIST_Remove|

These errors are expected since I lost my linked list file additions to the workspace upon updating my project with the repository's.
Now, when I click on these errors, nothing happens until I click on the last one, which opens an empty file, with nothing in it, which has the same name and location as the file with the error.

I probably clicked save all or something without noticing this originally. Upon saving this file, which I successfully did in my test just a couple minutes ago, I lost the entire contents of the file. Luckily, I made a backup of the file before trying to save it, so I was able to replace the file.

28
Feature Requests / Re: Make Hide My Email Address work in the forums
« on: December 11, 2009, 08:44:09 am »
I checked my own settings before my post to make sure it was still hidden, and:

Hide email address from public?     checked.

There is a chance that I can see my own email address regardless, but I really don't know if that's how it works.

If nothing has changed server side, then maybe I just suddenly noticed I can see my email address, and had simply never noticed it before... It's possible since everything is.. Just seems odd. XD

29
Feature Requests / Make Hide My Email Address work in the forums
« on: December 11, 2009, 06:22:54 am »
Something has recently changed, and my email address is clearly visible, as are the email addresses of various other people. I'm not sure if this is just for me or something, but it kinda worries me since this email address is not a spam account or anything, and I really use it. @.@

30
Design / Re: Medikits
« on: December 11, 2009, 06:15:03 am »
I have finally gotten some more free time, but I suspect this will only last for about 3 weeks. I'll see what I can complete in this time.

First off, I'll need to figure out how to modify the people you look at so you can tell how much they are wounded. This is going to be a fairly time consuming change though, since it needs to be reflected both during battle, and in the geoscape.

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