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61
More Forks / Re: [1] Fork mod compatiblity reporting
« Last post by Whispers on November 22, 2024, 01:53:05 pm »
I love this idea!
62
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Meridian on November 22, 2024, 01:19:38 pm »
@Meridian
Researching...
...it seems rapidyaml is trying to forward declare certain std types (like std::string) for some reason. But the macro logic isn't able to determine which standard library it is.

Edit:
"Android NDK uses LLVM's libc++, with support for _LIBCPP_ABI_NAMESPACE inline namespace. Older versions of the Android NDK supported GNU libstdc++, indicated by __GLIBCXX__ or __GLIBCPP__."

You shouldn't have gotten the "unknown standard library" error, because the conditions check for those specific macros. I don't get it...

Don't know if it helps, but I am attaching two build logs:
1/ successful build log of OXCE 7.15 with yaml-cpp
2/ failed build log of new version with rapidyaml

There's still a good chance I didn't modify cmake script correctly, but right now I don't know what else to try.

(I wanted to try also a newer Android NDK/SDK, but upgrading doesn't look simple.)
63
OXCE Support / Re: Folders UFO/MAPS and standar/xcom1/MAPS
« Last post by Meridian on November 22, 2024, 12:57:23 pm »
I honestly don't know, I am not the author of the data patch.

The patch can be found here: https://github.com/OpenXcom/XcomDataPatch

Authors seem to be "many".
64
OXCE Support / Re: Folders UFO/MAPS and standar/xcom1/MAPS
« Last post by Flaubert on November 22, 2024, 12:18:38 pm »
Ok, thank you. I had a UFOv1.4 versión (already patched MAP files, so I didn't see differences in most files but 4-5)
Also, RMP files inside xcom1/MAPS are needed there?  Because some are there (i.e. XBASE_01.RMP)  and some others (i.e. XBASE_00.RMP) are also under xcom1/ROUTES folder. In UFO folder they have similar distribution.
Is somehow confusing having so many copies in different sides. For example, XBASE_00.RMP have 4 differently files, but -in my installation with OXCE+ 7.15 and UFOv1.4- only xcom1/ROUTES/ versión is different  to the other 3.




65
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Delian on November 22, 2024, 11:21:42 am »
Ok. Then the reason rapidyaml failed on some platforms was never because of malloc/free. It was other issues like compiler failing to apply NRVO, or failing to detect platform.
66
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Meridian on November 22, 2024, 11:12:40 am »
Meridian, do you remember having any crashes with handling zip files on other platforms in the past?

Actually no, I don't remember any platform-specific issues with zip loader.
Stoddard tested quite extensively on win, linux and android before it was merged. And there were no macos or ios bugreports afaik.
67
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Delian on November 22, 2024, 11:10:14 am »
You're... not wrong. But all those new's together don't add 1ms, because YamlRootNodeReader constructors are rarely called. Which is funny because I put them there to make class is smaller, but that doesn't matter because the class is never copied/moved.
68
XPiratez / Re: A thread for little questions
« Last post by Tamren on November 22, 2024, 05:59:46 am »
You don't need to keep more than 1-2 on hand, they take up a ton of storage space.

If you need more necropirates drop them.
69
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Yankes on November 22, 2024, 01:47:16 am »
> I dunno what allocations you're talking about. There's 1 allocation when yaml is copied to Tree's buffer. And there's 1 allocation (for node data)
I count at least 3 `new` there :P
70
Both are equally easy, I may even do both.

But I'll come back to you later about those hardcoded/dynamic alien mission parameters again, that will be the tricky part.

Awesome, I honestly, really appreciate your time here!

IK this is a different request, but weighted list option for both the SpawnedAlienMission and the SpawnedEvent would honestly be enough, as that seems easier to implement then overriding the hardcoded attributes.
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