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Messages - Maszek

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Programming / Re: Compiling... How do I do that?
« on: December 16, 2013, 03:35:53 pm »
Thanks, you are my hero :D

Edit: I have copied the resulting executable and .dll files to my OpenXcom folder, and upon launching, was treated to this error: https://puu.sh/5OuPx.jpg

Pretty sure I haven't touched yaml-cpp.

Edit2: Disregard, my ruleset file was formatted badly.

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Programming / Re: Compiling... How do I do that?
« on: December 15, 2013, 03:31:49 pm »
I am using Windows 7 64-bit and trying to compile for that, but failing pretty hard.

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Programming / Compiling... How do I do that?
« on: December 13, 2013, 03:27:24 pm »
Sorry for creating yet another thread, any moderator is, of course, free to move/merge/delete this.

I know of the guide on compiling on the ufopaedia, but it isn't quite detailed enough for someone who never changed anything before.

All I did is change about two variables, and now when I try to compile I get errors in every single file, and even if it does compile it is 32 bit and loading takes eons.

So, could someone please give me a detailed guide on 1, how to get the very latest source code
2, how to set up folders and where the compiled executable will be
3, how to actually compile it for 64-bit systems

4
Programming / Re: Base size & damage calculation
« on: December 13, 2013, 12:00:55 am »
Thanks for your help, it's been very useful. However, wouldn't a multi-level base solve both of your issues with more space? :P

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Programming / Base size & damage calculation
« on: December 12, 2013, 03:31:51 pm »
Hey, tried the search function but did not find anything on either of these.

Where is the damage range for weapons (0-200%) and explosives calculated, which file do I need to edit?

And is it possible to allow bigger bases, like 2 more columns/rows or perhaps multiple floors?

Thanks!

Edit: And where would I edit the stat modifiers of aliens related to difficulty levels?

6
Programming / Re: Coding new Psi actions
« on: July 16, 2013, 09:00:43 pm »
It might be worthwhile to push the logic for determining psi attack / defense strength into the BattleUnit to prevent the different bits of code from getting out of sync.

My main goal right now is getting rid of 10 errors :P
Noob programmer.

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Programming / Re: Coding new Psi actions
« on: July 16, 2013, 07:09:42 pm »
the actionMenuState, the psiAttack function in tileEngine, the getActionTUs function in BattleUnit, the projectileFlyBState, the RuleItem and the aggroBAIState (if you want aliens to be able to use it), at the very least.

Thanks!

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Programming / Coding new Psi actions
« on: July 16, 2013, 03:54:40 pm »
Sup everyone, first post. My question would be - where do I start coding new Psi actions? I'm not exactly knowledgeable about the structure of this project even after downloading the source code.

Thanks in advance.

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