Chittering Clawbug Ircher Posted July 1, 2015 Share Posted July 1, 2015 What's the difference between the current src and the win32 src? I can get the win32 src to compile but not the current src. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted July 1, 2015 Share Posted July 1, 2015 The win32 directory is older and is from before the BIG MASSIVE UPGRADE Celtic Minstrel is doing. Win32 has been frozen and all the current work is in src. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 1, 2015 Author Share Posted July 1, 2015 What's this big massive update, and if I could have a way to compile the current src in CodeBlocks, that would be appreaciated (I'm no Unix guru which is what the Makefile is for). Oh, Win32 is my os. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 1, 2015 Share Posted July 1, 2015 The easiest way to compile the source on Windows is to obtain Microsoft Visual Studio 2013 (I believe there may be an Express version available as a free download from the Microsoft site) and use the MSVC solution located in src/BoE.vsproj. However, if you want to use Code::Blocks, go ahead and create a project (preferably, in a folder named "BoE.cbproj" in the src directory) and then come talk with me in the IRC channel - I can help you figure out what is needed to build a workable project. As for what this update is, that's hard to describe, but... the game no longer accesses WinAPI for most things, instead relying on open source libraries such as Boost (for filesystem stuff) and SFML (for windows, graphics, audio). There's also a brand-new scenario format and a new saved game format. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 1, 2015 Share Posted July 1, 2015 Oh! There might be another option for you! It's very possible that Code::Blocks has an option somewhere to import a Visual Studio solution. If you can find such a thing and import the existing solution, that might get you started a lot quicker. As mentioned before, if you save make a folder called "BoE.cbproj" in the "src" directory and save your Code::Blocks project there, I'll even consider including your project in the official repo. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 2, 2015 Author Share Posted July 2, 2015 Oh! There might be another option for you! It's very possible that Code::Blocks has an option somewhere to import a Visual Studio solution. If you can find such a thing and import the existing solution, that might get you started a lot quicker. As mentioned before, if you save make a folder called "BoE.cbproj" in the "src" directory and save your Code::Blocks project there, I'll even consider including your project in the official repo. I plan on doing development on my own, plus I only know the bare basics of C and C++ (mainly syntax and the standard C library). Still, thanks for the advice! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 2, 2015 Share Posted July 2, 2015 I see. Well, if you do manage to fix any bugs, I'd like to see how you did it, at least. Also, if you want to make and distribute your own separate version of BoE with different features, I would request that you change the following line in scen.fileio.cpp: data.PushElement("type", "oboe"); Just replace oboe with something else. That way, if someone tries to load a scenario created with your version, it'll show an error message instead of trying to load things it doesn't know about (or worse, silently ignoring them). You only really need to do this if you've changed other stuff in the same file, mind you. If you only know the standard C library, you might have a bit of difficulty, since I use the C library almost nowhere. You should definitely learn the standard C++ library as well. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 3, 2015 Author Share Posted July 3, 2015 I see. Well, if you do manage to fix any bugs, I'd like to see how you did it, at least. Also, if you want to make and distribute your own separate version of BoE with different features, I would request that you change the following line in scen.fileio.cpp: data.PushElement("type", "oboe"); Just replace oboe with something else. That way, if someone tries to load a scenario created with your version, it'll show an error message instead of trying to load things it doesn't know about (or worse, silently ignoring them). You only really need to do this if you've changed other stuff in the same file, mind you. If you only know the standard C library, you might have a bit of difficulty, since I use the C library almost nowhere. You should definitely learn the standard C++ library as well. I'm self-taght, so yeah, I probably should learn more.... A few things I ran into: 1. Boost has horrible install/linking directions. Can you put that in English for me? 2. When I did get Boost somewhat linked and tried to compile src/game, I got a ton of syntax errors. Is the src directory not completely stable? 3. Can you explain how the custom dialog engine works? I know Jeff had a note on that, but I still don't understand. 4. Meanwhile, I've been looking at the win32 source. I noticed that changing the size of fields will screw up scenarios in the old format. I'm guessing you took this in account? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 3, 2015 Share Posted July 3, 2015 2. When I did get Boost somewhat linked and tried to compile src/game, I got a ton of syntax errors. Is the src directory not completely stable? Perhaps you need to tell your compiler to use the C++11 standard instead of C++03? 3. Can you explain how the custom dialog engine works? I know Jeff had a note on that, but I still don't understand. Though Jeff does have a note on that (it's even there in doc/), it's no longer relevant. The current dialog engine defines dialogs using XML files. There's a schema for this at rsrc/schemas/dialog.xsd (not dialogue.xsd, that's something different), though the schema might not be a good way to explain the format. There's also a Doxygen config to generate fairly detailed documentation of the dialog engine in src/doxy/; if you don't have Doxygen, most of this documentation can be found in the various header files in src/dialogxml/, and the rest can be read online here on GitHub. 4. Meanwhile, I've been looking at the win32 source. I noticed that changing the size of fields will screw up scenarios in the old format. I'm guessing you took this in account? The old structures are preserved in src/oldstructs.hpp and used for nothing other than loading in old scenarios. They're not quite identical to the old structures, but they should be functionally the same. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 4, 2015 Author Share Posted July 4, 2015 (edited) Well, couldn't get Boost to compile the filesystem library, and SFML doesn'tseem to work properly on my os, so I've given up.Nonetheless, I'm working on a scenaro (that probably won't meet your quality standards) that I hope will be atleast interesting.And yes, syntax errors even with std=c++11 Edited July 4, 2015 by Ir the Great Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 5, 2015 Share Posted July 5, 2015 I don't have any quality standards for scenarios. You're welcome to do whatever you want with them. I'm not soliciting for scenarios to be included with the game, though I'm certainly happy that someone besides myself is working on a new one. If you want to try again with compiling the source later, let me know (and either post the errors or join the IRC). Also! If you happen to notice any bugs while making your scenario, please let me know so I can fix them. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 6, 2015 Author Share Posted July 6, 2015 Well, I was just looking at the new documentation for the updated game and want to ask a few things: 1.) Secret Passage currently cannot be chained/must be the first in a chain. I would like to be able to do stuff like check for Woodsman/Cave Lore before allowing a secret passage 2) The editor docs links are broken -- for some reason, each one adds an extra /appendix/ to the url before the page name. 3. Is there any chance you will release a beta of this new and improved game? It sounds super neat! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 6, 2015 Share Posted July 6, 2015 1.) Secret Passage currently cannot be chained/must be the first in a chain. I would like to be able to do stuff like check for Woodsman/Cave Lore before allowing a secret passageIt must still be the first in a chain. However, you can undo a secret passage node later in the chain. (At least, you're supposed to be able to. I haven't specifically tested it.) In other words, to do what you want, you'd have a chain similar to this: @block-move = 0 # A "Prevent Action" node ex1 = 0 # Allow entry ex2 = 1 # Force goto = 1 @if-trait = 1 ex1 = 4, -1 # If woodsman trait is present, do nothing (end encounter) ex1 = 1, 2 # Same as legacy behaviour (succeed test, ie call node in ex1b, if there's at least 1 member with woodsman) goto = 2 # If no-one has woodsman, go to node 2 @block-move = 2 ex1 = 1 # Disallow entry ex2 = 0 # Cancel "force" setting 2) The editor docs links are broken -- for some reason, each one adds an extra /appendix/ to the url before the page name. Really? That doesn't happen in my version, nor in the version up on Sylae's site. Maybe you're looking at an older version of the docs? 3. Is there any chance you will release a beta of this new and improved game? It sounds super neat! I consider the builds released in the "Finally some progress" thread to be beta versions. I think a non-beta OBoE 2.0 build may be ready "soon". That could potentially be sooner if I had more testers than just ADoS. And how soon is "soon"? That's a very good question that I don't have a good answer for, but you should allow at least a month before getting impatient. (Note that I'm calling this project "OBoE" rather than "CBoE", partly because I like how it looks like an actual word and partly because it's not really based on any of Ormus's Classic BoE work; I copy-pasted+tweaked or reimplemented a few things from his code, but I was working from Mac source that was updated by Khoth, and even the Windows version is now based off that source.) Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted July 6, 2015 Share Posted July 6, 2015 Well, I was just looking at the new documentation for the updated game and want to ask a few things: 1.) Secret Passage currently cannot be chained/must be the first in a chain. I would like to be able to do stuff like check for Woodsman/Cave Lore before allowing a secret passage The best way to do this is usually with a Block Entry node: put it on a version of the desired terrain type that's normally walkable, check for the relevant trait and then silently block the party's entry if it's lacking. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 6, 2015 Author Share Posted July 6, 2015 The best way to do this is usually with a Block Entry node: put it on a version of the desired terrain type that's normally walkable, check for the relevant trait and then silently block the party's entry if it's lacking. I'm sure this idea has been done to death, but I've created an outdoors toll gate. It wouldn't be good if the player knew where the secret passage is... which is basically what would happen if I used a terrain that can be walked on.... Any other suggestions? @Celtic -- The docs were in the /docs folder of the source code from about 5 days ago. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 6, 2015 Share Posted July 6, 2015 Did you try what I suggested? Also, you could always use a terrain that looks like it can't be walked on but is actually set to allow being walked on, like the built-in cave secret passage terrains. As for the docs, that's kinda strange. I'll look into it later. Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 6, 2015 Author Share Posted July 6, 2015 I tried something different: First Node: Secret Passage Second Node: Checks for Woodsman If Woodsman do nothing Else goto Third Node Third Node: Can't Enter (1) As to your most recent experimental build -- Have you worked on images, because if so, they definitely aren't showing up properly for me. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 6, 2015 Share Posted July 6, 2015 I tried something different: First Node: Secret Passage Second Node: Checks for Woodsman If Woodsman do nothing Else goto Third Node Third Node: Can't Enter (1) This implies you're not using my experimental build, as neither Can't Enter nor Secret Passage exist by those names in it. What you describe is essentially equivalent to what I described, and would convert to that when importing into the new BoE. As to your most recent experimental build -- Have you worked on images, because if so, they definitely aren't showing up properly for me. What do you mean by "worked on images"? What do you mean by "not showing up properly"? A screenshot could be useful (you can upload it to an image-sharing site such as imgur, imageshack, photobucket, tinypic). Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug Ircher Posted July 7, 2015 Author Share Posted July 7, 2015 This implies you're not using my experimental build, as neither Can't Enter nor Secret Passage exist by those names in it. What you describe is essentially equivalent to what I described, and would convert to that when importing into the new BoE. What do you mean by "worked on images"? What do you mean by "not showing up properly"? A screenshot could be useful (you can upload it to an image-sharing site such as imgur, imageshack, photobucket, tinypic). No, I'm using CBoE, not one of your builds. Anyway, how do you take screenshots on Windows 7? Edit: See The opening sequence for OBoE itself btw is the only thing that looks decent. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted July 7, 2015 Share Posted July 7, 2015 Ir the Great, CBoE hasn't been developed for a long time and the sole developer doesn't come around here anymore. Filing bug reports for it is useless and if you use that version of BoE to make a scenario it will not run in OBoE. There is exactly one scenario created with CBoE and the designer is one of OBoE's three developers (Sylae) so she'll easily be able to convert it once a playable release is built, but if you are new to BoE and can't program code with any usable skill, nobody will be playing your scenario. Join the beta team! We have T shirts! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted July 7, 2015 Share Posted July 7, 2015 Ah, sorry, if you're using CBoE I can't really help you. That does make me think of something ADoS said about a screen-blanking bug, though. It should work in my builds, if you don't mind a few bugs and don't want to wait for that non-beta version I mentioned. if you use that version of BoE to make a scenario it will not run in OBoE. This is not exactly true. I think the only thing that won't work in the coversion is the Display Picture special node. Mind you, I haven't actually tested this... I should probably download Sylae's scenario to make sure it works. Quote Link to comment Share on other sites More sharing options...
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