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RE: couple of issues

Posted: Thu Jan 26, 2012 4:18 pm
by Ron
TortoiseGit said it committed the changes. It changed the little icons to show that it had everything in sync, just like I've seen on other SVN systems. I mean, it was a pain to set up, but once I got it running, it thinks it's doing the job. It has to be on the right fork - I copied the address.Check equiptype.cpp on what you can get from that fork, and see if it has been changed to show shot speed of 9000 and a few other things. If not, then we have another mystery on our hands (like, where in heck is TortoiseGit sending this stuff?).

RE: couple of issues

Posted: Thu Jan 26, 2012 4:26 pm
by robn

Ron wrote:
TortoiseGit said it committed the changes. It changed the little icons to show that it had everything in sync, just like I've seen on other SVN systems. I mean, it was a pain to set up, but once I got it running, it thinks it's doing the job. It has to be on the right fork - I copied the address.
Git operates quite differently to Subversion. You have a fully self-contained repository on your local machine, which is where your commits go. Once you've finished committing things you need to synchronise your local repository with your remote repository stored on Github.I don't know TortoiseGit but I suspect the sync step (known as a "push" in the Git world) hasn't been done. Look for a "push" or "sync" option. Once its done, you'll see your commit in your commit list.

RE: couple of issues

Posted: Thu Jan 26, 2012 6:13 pm
by Brianetta

Ron wrote:
TortoiseGit
Cool, you're Doing It Right. (-:To push, right click on the repository folder. In the context menu, select TortoiseGit then Push.Alternatively, git push from the command line in that directory.

RE: couple of issues

Posted: Thu Jan 26, 2012 6:50 pm
by s2odan

Quote:
If someone with good MSVC powers could fix it all up so that you can just open the project and hit "build", that would be absolutely brilliant.
Its odd as this is actually how it builds for me :) I recently reinstalled my OS (Again) and I literally just had it build with a few clicks, however to debug I had to enter the project directory into the configuration settings this was the only change I had to make.

RE: couple of issues

Posted: Thu Jan 26, 2012 7:06 pm
by Ron
Ok ... sync, then "push" to actually send the thing.Found it ... now it's actually on there.There's just always one more step, somehow. Nothing is ever quite as simple as it sounds.And one more time, for the record - version one is a shot-in-the-dark guess about what the numbers should be. But since the code is about firing weapons into the blackness of space, hey, a shot in the dark sounds like a good place to start.

RE: couple of issues

Posted: Thu Jan 26, 2012 7:10 pm
by Brianetta
It builds cleanly. Just giving it a quick play.Follow-up: And I'm dead. They do look like red tracer rounds.

RE: couple of issues

Posted: Fri Jan 27, 2012 5:23 am
by Ron
Well, let me see. Somebody post an .exe so I can play with it and see what else needs to be modified.If they look like tracer rounds, that's good ... means they work like weapons. No more chunks of neon signs floating about in space, but also that they are not speed-of-light instant either. Step two is to balance the damage so that things don't just go boom in the first half a second ... and that likely means running some tests with shields and different sizes of ships. Also worthy of note, the AI may be too good - if it can pinpoint a target down to a single pixel at maximum range, then a human with a mouse has no chance against it.

RE: couple of issues

Posted: Fri Jan 27, 2012 6:47 am
by Brianetta

Ron wrote:
Well, let me see. Somebody post an .exe so I can play with it and see what else needs to be modified.
You'll now need to wait for a Windows user to take interest. At least it's available to them now... I can only provide this 64 bit Linux version.

RE: couple of issues

Posted: Fri Jan 27, 2012 9:57 am
by s2odan

Quote:
Well, let me see. Somebody post an .exe so I can play with it and see what else needs to be modified.
Hmmm maybe.. Nah on second thoughts I'd rather not waste my time with negative work... After-all its a "long-shot" you'll get it to run right?

RE: couple of issues

Posted: Fri Jan 27, 2012 1:31 pm
by Ron

s2odan wrote:


Quote:
Well, let me see. Somebody post an .exe so I can play with it and see what else needs to be modified.
Hmmm maybe.. Nah on second thoughts I'd rather not waste my time with negative work... After-all its a "long-shot" you'll get it to run right?
Cute....No, it's beyond "long shot" ... unless somebody else compiles the darn thing, it's absolutely assured that ten million things will conspire to make sure that I can't get it to compile for myself. I've done every dang thing I can think of, and it just does not like something on my machine. And if I can't compile it, I can't test it ... However, odds are good that I can, with a working .exe of the modifications, mess with it long enough to get the combat sequence playable and feeling about right. Since the Alpha 18 release worked for me, I know it is possible to make this thing run on my hardware. But I have to see the changes for myself, to know which way to adjust.

RE: couple of issues

Posted: Fri Jan 27, 2012 4:04 pm
by WaveMotion
In the future it might be worth our while to make Pioneer more accessible to mods, e.g. by putting all game data in a formatted text file to be read by the program on startup. This would allow players to make changes without having to deal with the complexities of programming or compiling the source. Dwarf Fortress and Oolite are examples of games that do this, and both have a very active modding community as a result.But the first priority is building enough of a game to make mods around. :)

RE: couple of issues

Posted: Sat Jan 28, 2012 9:15 am
by robn

WaveMotion wrote:
In the future it might be worth our while to make Pioneer more accessible to mods, e.g. by putting all game data in a formatted text file to be read by the program on startup. This would allow players to make changes without having to deal with the complexities of programming or compiling the source. Dwarf Fortress and Oolite are examples of games that do this, and both have a very active modding community as a result.
That's always been the plan, and is the whole reason the script API exists. Over time more and more of the engine will be exposed to scripts including equipment and cargo.

RE: couple of issues

Posted: Sun Jan 29, 2012 7:20 pm
by Overlord
I'm absolutely exhausted after reading that lot...