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Post by crovea on Apr 11, 2016 17:03:19 GMT
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Post by crovea on Mar 16, 2016 21:14:02 GMT
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Post by crovea on Mar 15, 2016 22:15:55 GMT
The console window I'm talking about actually opens up before the game windows does. After it says "stopped responding" try alt-tabbing and find the black console window
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Post by crovea on Mar 10, 2016 22:17:07 GMT
Hey
Modern C++11 and onwards can be used very similarly to a high level language. You shouldn't actually be doing or worrying about any memory management if you're doing things the proper modern way with smart pointers and everything the language handles for you automatically.
Writing code will be a little bit slower than with something like C# as you will have to be more explicit with a number of small things and errors in your code can be more tricky to figure out in some cases, compiling also takes time. This is why we also use the scripting language lua, which makes quick changes and implementations easy to do and also enable modders to change the game without recompiling (we have a c++ library that interprets the lua code while the game is running).
Easy cross platform and performance are indeed the major reasons why we use C++, but also the fact that C++ is commonly used for game development meaning that there are a good amount of libraries and tools we can use.
The examples of naming things you are talking about are bad habbits people have from C programming where you don't have namespaces and classes, hopefully you shouldn't find much of any of such nonsence in our codebase.
The best advice I can give for learning C++ from a background in higher level languages would just be to get experience through using it. Make sure you know how pointers work and you shouldn't have too much trouble. I'm sure you can also find guides explaining the differences from your favorite high level language, if that helps you as well.
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Post by crovea on Mar 6, 2016 21:09:13 GMT
You really shouldn't have the game crash with that MainMenu.layout When you run the game, there will be a black text console window in teh background, could you upload a screenshot of what that says when thrive stops responding with that MainMenu.layout?
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Post by crovea on Mar 6, 2016 20:26:30 GMT
Hrmm alright. It's not a priority right now but I'll keep this issue in mind, especially if anyone else experiences it as well
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Post by crovea on Mar 5, 2016 18:02:44 GMT
Are you running Thrive 0.3.1 or 0.3.0?
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Post by crovea on Mar 5, 2016 18:01:45 GMT
Interesting. This looks like it is an issue with Ogre (our graphics engine). How big of a problem is this for you? Can you easily adjust the DPI?
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Post by crovea on Mar 5, 2016 17:59:51 GMT
Thanks for the report, We already had an issue listed on github with small issues, so I added high resolutions and we'll get it looked into. It's not a high priority atm though
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Post by crovea on Mar 3, 2016 20:52:53 GMT
Hey Try replacing the contents of your MainMenu.layout with this: pastebin.com/X3C5MhLYYou should get a black background of nothingness, so it should show if the buttons are hiding behind the background or if they are not showing at all. If you still don't see the buttons try replacing the contents of your gui/schemes/thrive.scheme with this: pastebin.com/edYxCEGC
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Post by crovea on Mar 1, 2016 18:25:31 GMT
I spent a long time on the openAL errors a couple months ago, I thought I fixed the crashing but I couldn't quelch all the error messages. It's quite possible that I only reduced the frequency of the crashes. Moopli suggested switching to a different sound engine which could solve a number of problems.
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Post by crovea on Feb 22, 2016 17:38:14 GMT
AS oliveriver put it, we'd need moopli to really resolve this. What you could do is make an ubuntu 14.04 (which was used to make the script) virtual machine and run the script there and it should work there (or at least be much much easier to help debug).
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Post by crovea on Jan 31, 2016 18:06:11 GMT
Try this version: mega.nz/#!URJi0SCT!47BC69Z1wRphzhHkQ9ykeTjn6IMu1sVXa96RQR5l-n4
If that also crashes, let me know and we can try and figure out the problem!
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Post by crovea on Dec 21, 2015 20:27:47 GMT
There are many ways! If you just want to default unlock chloroplast, you can remove this line Engine:playerData():lockedMap():addLock("chloroplast") in scripts/microbe_stage/setup.lua. If you want the unlock to spawn randomly in the environment, you can add spawnSystem:addSpawnType(ChloroplastOrganelleSpawnFunction, 1/10000, 50) next to the other spawnSystem:addSpawnType lines.
HF modding!
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Post by crovea on Dec 17, 2015 22:06:40 GMT
Thanks for trying! This version helped someone else with the same issue: mega.nz/#!URJi0SCT!47BC69Z1wRphzhHkQ9ykeTjn6IMu1sVXa96RQR5l-n4 It will ask you to enter which audio device you want to use in the commandline window when you start it (it will try all of them anyway)
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Post by crovea on Dec 7, 2015 18:33:32 GMT
Oh no worries, it won't be anything in a rush, it would just be a bit pointless for me to try figuring it out without a way to verify if things are working! I'll start working on a version that retries to connect to your audio driver instead of just giving up, I'll post a link here when it's ready for you to try. EDIT: Here is a build, try this (copy full line): mega.nz/#!gJ5SmZRK!h_OYlLjsHSafSNzH8167ac_aIAmO5k_tp5qc08TvS3k EDIT: Attempt 2: mega.nz/#!0F4G2B7A!y1zKlQZoOLzMml1Zp6dA44mwoUgkgmczQ9IgV3ZuEoE
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Post by crovea on Dec 6, 2015 18:22:20 GMT
TheredtardisI'd like to work on that issue tomorrow, but I'll need your help with testing the fixes
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Post by crovea on May 8, 2015 21:16:11 GMT
Looks good!
As the lead programmer I'll make sure to check here frequently!
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