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CloneKeenPlus > Programming > Problem


Title: Problem


pizza2004 - December 6, 2009 12:52 AM (GMT)
One of the changes you made to the files makes the Mac build no longer function correctly. It will work, but it doesn't seem to catch the loop and stop it from immediately ending the program once it has started. Any suggestions to fix this problem? I'm at a complete loss to explain it, but I know that the program works, because I can make it catch if I press the right keyboard keys at the right moment.

gerstrong - December 6, 2009 07:12 AM (GMT)
I discovered a problem with the windows build, because the keytable weren't initialized. Maybe it has to do it. I will commit again.

pizza2004 - December 6, 2009 07:44 AM (GMT)
It worked! Good, now development can continue. And that problem I was always having with the game autoloading. That last commit I made was to finally fix that!

gerstrong - December 6, 2009 08:13 AM (GMT)
I don't know about the mac build, but it looks like you found the root of all evils ;-)

At least I hope so...

pizza2004 - December 6, 2009 05:28 PM (GMT)
Yeah, basically there was a thing in the MacMain.m file that dictated what the working directory was, and if it was launched from a regular computer rather than build and run it would find the .app file and use that as the directory. This was however commented out, so the working directory stayed as the root of the computer. Now I have uncommented that and it runs on the regular computer just like on the build and run.

Pickle - December 8, 2009 01:34 PM (GMT)
Glad to hear that problem is solved.

pizza2004 - December 8, 2009 04:18 PM (GMT)
So am I, most people would have thought the program just didn't work due to it taking like half a minute to load at least. Now it is done in seconds! That makes me happy. This makes me think, I've done most everything I can on the menu, I'll continue to upkeep it, but everything but the location of the about screen on the map is above me. It needs to read the about string from the exe and I need to write an about for CG and a help for CG. Then, Gerstrong needs to reimpliment the highscores, and the menu qill be completely finished. I'm going to think about multiplayer a little bit more. I need to decide what is best to do about the multiplayer situation. If you have something else that you think I should qork on, then tell me, but I have to do homework and such so I won't be doing an awful lot of actual programming. And now that we are so close to releasing a good playable test version to the masses, I need a break. Once all of the AI for episode 1 gets polished to correctness, we should be good to go. Oh, did you ever fix the ordering info? It had a problem that just baffled me, and it most definitely a problem.

gerstrong - December 9, 2009 05:47 AM (GMT)
I really wanted to leave you the Ordering Info and stuff of the menu to you.

But well, if you still have problems, I'll look on it. I also have my university where to study. I think everybody has its duties. However it is a hobby project and we should keep it like that.

If you need more time for school, don't worry, take that time. It's more important anyway. I would say the enemies of Ep1 are working. They need to be polished a bit, and the push_player function need to be improved. That is all.

Official Test-Releases will come very soon. I have been uploading Windows Builds, but I will extend it to Linux. It's a simple script that does all the script, in case you are interested. It's done through cmake.

I would like to implement the stuf of Keen 2 and 3, but the menu is more important.

pizza2004 - December 9, 2009 03:14 PM (GMT)
Well, the ordering info was acting weird last time I checked. Rather than displaying like it is supposed to, it chops the left half of the text off. Also we need to add the Garg and Yorp back to the ordering info screen.

I'm going to figure out where the map needs to be moved for the about id part, but I'm not that good at reading from the exe, so you'll have to figure that one out. Then I'm going to write our help file and our about statement to tell about CG and help others understand the exact differences.

I will see what I can do about making the highscores screen display, even if tey can't be set. Them I'm going to attempt to polish out the menu and devise the wotkings of the demo system. Basically, I will program in the demo mode, but I'll need a little bit of help figuring it out. We need a simple way of recording and playing demos, I'll try to figure one out.

gerstrong - December 9, 2009 05:13 PM (GMT)
QUOTE
Well, the ordering info was acting weird last time I checked. Rather than displaying like it is supposed to, it chops the left half of the text off.


Yeah, that problem is familiar. This happens when you try to draw text on the scroll-surface. This surface is only meant for tiles, so you never must draw on that surface other elements. Try to use FGSurface instead. This will fix the problem.

QUOTE
Also we need to add the Garg and Yorp back to the ordering info screen.


I remember to have seen a yorp, but not a Garg. That is simple sprite animation. It's not very difficult, but I think I will take care of it.

QUOTE

I'm going to figure out where the map needs to be moved for the about id part, but I'm not that good at reading from the exe, so you'll have to figure that one out.

Don't do it by trail and fail. This will take you forever. unlzexe the file, open it with some hexeditor and you will get those offsets very quick easily. In and many common notations 0x means hexadecimal, 0 before any number octal. You can use that notation in every integer right away.
QUOTE

Then I'm going to write our help file and our about statement to tell about CG and help others understand the exact differences.

That's a good idea! Saving it as simple txt or similar and we also could read it using CG. Brilliant!
QUOTE

I will see what I can do about making the highscores screen display, even if tey can't be set.

Uh Oh. High isn't implemented at all. Well, this will be another section... We have to do that.
QUOTE
Them I'm going to attempt to polish out the menu and devise the wotkings of the demo system.

Don't go ahead and just program. We need to think about a good demo system first (Design) If you have an idea how you want to do it, let me know. CK, used a file filled with commands and just played those right away. As the old Demo mode is disabled and sucked anyway, we need something good.
QUOTE

Basically, I will program in the demo mode, but I'll need a little bit of help figuring it out. We need a simple way of recording and playing demos, I'll try to figure one out.


Just think about a model and we'll discuss the implementation...

Remember, it musn't be too complex, but yet a good principle



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