Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - d2uriel

Pages: [1] 2 3
1
Programming / Re: DogfightState development
« on: November 05, 2012, 03:50:06 pm »
Thanks to radius75 I was able to fix everything.

@SupSuper: can I send a Pull Request now?

2
Programming / Re: DogfightState development
« on: October 27, 2012, 10:59:16 pm »
Should be fixed in new build. I also fixed the bug where the music did not go back to the Geoscape music after interception is finished. Not committed yet, though.

radius75 noticed some problems while he was trying to pull my latest build (some conflicts). I tried fixing those and it seems to be okay. Any testers willing to try out the dogfights?

3
Programming / Re: HOW TO WORK ON GitGUI 1.7.11
« on: October 27, 2012, 11:44:43 am »
Good job!

4
Programming / Re: DogfightState development
« on: October 27, 2012, 09:44:05 am »
Well, dogfights should be finished soon. I mean everything that I could think of and what was found should've been fixed by now. If anything gets found I'll try to fix it ASAP. They're playable now and as soon as I won't have any bug reports for a week or two I will fill in a PR for this.

5
Programming / Re: DogfightState development
« on: October 26, 2012, 10:00:12 pm »
LOL!  ;D

6
Programming / Re: DogfightState development
« on: October 26, 2012, 09:41:57 pm »
Yes, internally the game is all 320x200 and scaled in post, makes it a lot easier to manage. :P The only time you need to account for the real screen resolution is when doing advanced stuff like handling the mouse cursor position.

That explains a lot. Well, next time I'm not gonna make the same mistake again (hopefully) ;).

Anyway... how's the testing going?

7
Programming / Re: DogfightState development
« on: October 26, 2012, 02:28:46 pm »
Geoscape buttons are enable if the dogfight window  is open ;)
[661cec6f3e395601...]
Fixed.

The other one with changing interceptors target while it's interception window is minimized is also fixed.

8
Programming / Re: DogfightState development
« on: October 26, 2012, 01:29:07 pm »
I'm experiencing a different issue now. Creating a new DogfightState object takes about 200ms in debug mode (a little less in release). Because of that you can see a small slowdown when a dogfight is about to be started (just before the zoom in effect).

Does someone have save with four interceptors in Base? He necessary is to tests  :-[

Edit
OK, I already have him :)

https://www.speedshare.org/download.php?id=4086F13A1
Haha, good one ;-). Fixed.

Edit: Don't use that saved game for testing now though. It has the wrong values saved. Well, you can do it but you need to return all crafts to the base and make them intercept again.

Edit2: New build available. Cosmetic changes to code... which may break stuff ;-).

Edit3: Regarding the creation time issue - I'm wondering if the dogfight handling shouldn't be a bit different. Maybe I should create 4 instances of DogfightState class when the game starts and then just use them when necessary without deleting them? That would make this issue disappear. What do you think? Is the slowdown really frustrating?

9
Programming / Re: DogfightState development
« on: October 26, 2012, 10:31:41 am »
Not really fine, but it works ;-).

I'll update the first post with bugs that are still present. Check it please before posting a bug you find ;-).

10
Programming / Re: DogfightState development
« on: October 26, 2012, 10:10:38 am »
Yes, does it every time

Release. The game won't start if I run the Debug mode (not figured out why).

Anyhoo... I found this little gem:

_dogfights[0]._x = 80
_dogfights[0]._y = 304

_dogfights[1]._x = 80
_dogfights[1]._y = 0

Edit:
Could this be a scaling issue?

Edit 2:
Call me n00b, but where the frigg does _y get set? there's a _y(0) suffixed on the constructor, but I don't understand where it gets set?!
Aah, I know what's wrong! Thanks for this piece of information. Try the newest build.

AFAIR, when I used screen resolution for calculating window positions it wasn't working. I guess we still work with 320 x 200 and then the image is up-scaled to whatever resolution you have chosen in the settings, right?

11
Programming / Re: DogfightState development
« on: October 25, 2012, 11:52:38 pm »
I'm using 2010 but it shouldn't make any difference IMO. So it does happen every time you start a new game and launch two interceptions?

I know radius75 also tried it - you haven't had this kind of issues, right? You had others, though :P.

What the heck? Every time I try it - it works without any problems. Umm... weird.

Edit: can you set a breakpoint at line 385 in GeoscapeState.cpp file and run the game again in debug mode? Ooh... are you running debug or release version?

12
Programming / Re: DogfightState development
« on: October 25, 2012, 11:19:53 pm »
No, it doesn't. Can you try to fork my code to a seperate repo instead of pulling it to yours? Maybe there's a different issue here.

There are other bugs found but it does work for me pretty well.

Edit: Have a look: https://www.youtube.com/watch?v=-rI6VkDLzo8&feature=youtu.be

13
Programming / Re: DogfightState development
« on: October 25, 2012, 10:47:15 pm »
This is weird. Are you using the latest sources of mine? Does it happen every time you do it?

14
Programming / Re: Github looks like a warzone
« on: October 24, 2012, 11:03:54 pm »
I'll do my best to send PR's only for things that are fool-proof ;-).

15
Programming / Re: Github looks like a warzone
« on: October 24, 2012, 10:36:55 pm »
Ugh, sorry for that. I didn't actually realize that it's gonna e-mail you every time I add something to my repo. I closed this PR and I hope it'll be good now. One again I apologize.

Pages: [1] 2 3