Not only you
Iāll restore that behavior with next patch (tomorrow i think)
Iām working on properly implementing combination artifacts, and Iām thinking it might just be better if these artifacts just set their own bonus and when the engine retrieves the bonus for an artifact it will collect the bonuses of the constituents at that point.
This means if a future script were to change a constituent artifact the combination artifact is automatically updated, same would also apply to adding/removing constituents.
I gave you SVN access, so you can commit your changes directly to the repository. āHowtosā depends on your system - Iām using TortoiseSVN but itās win-only. You may look for graphic Linux-compatible tools (like RapidSVN) or commit changes via terminal. Syntax is described in SVN manual ( svnbook.red-bean.com/en/1.1/re06.html ).
But I believe that if youāve managed to download sources from SVN, you shouldnāt have troubles with commiting your changes
I gave you also developer status at bugtracker, so you are now able to mark bugs as resolved.
You may, especially when modifying that parts of interface. The code works same, itās an aesthetic difference.
There are also other new features introduced to GUI btw. Itās possible to create parent - children hierarchy between CIntObject-s. If you put in the constructor OBJ_CONSTRUCTION_CAPTURING_AL macro, all CIntObjects subsequently created (till the end of scope) will be automatically assigned as children of that object. Itās useful for automatic propagation of some calls among object.
All activate/deactivate/show/delete/move* calls will be also made on children controls if the defActions (for parent) and recActions (for child) are appropriately set.
Child object position is initialized with itās parent position (if it parent->defActions & SHARE_POS), so itās easy to code relative positions between GUI objects (just add rel pos to base value).
For examples of usage of modern GUI features, you may check CAdventureOptions, CSlider, or pregame classes.
Makes sense.
It will be great to have combination artifacts working, good luck on your work!
Have you thought about spell scrolls handling?
I donāt have a clean idea for them. They all have the same ID and therefore are considered as same artifacts. But we need another number to store id of spell - not possible within current CArtifact class.
Actually command to download source code is present in linux.readme - but not diffs & commit commands. Iāve find out how to work with svn already so this is not a problem now.
On weekend Iāve made a small bits of kingdom overview window. Nice place to try out them
Tow, after your recent changes (rev 1402 & 1403) I can not compile VCMI.
Connection.cpp:50: error: template<class Serializer> class CISer used without template parameters
Connection.cpp:51: error: template<class Serializer> class COSer used without template parameters
Files from previous revision compiled fine. But some new glitches appeared after end turn. Is that problem only on my side?
@spell scrolls
I think its best to make spellscrolls make new type of herobonus tempspell and spellID willl be subtype of bonus
or is it indifrientable now which scroll contains which spell?
also maybe add to CArtifact a field
vector BindHBonuses
which will be handled as adding those bonuses to hero when equip?
then it will be able not only to check type of spellscroll, but also thee will be a possibility to enchant artifact which may be good subject of future mods
It seems inevitable that there needs to be a new class representing artifact instances which can hold these parameters. Will be a lot of work migrating from using CArtifact to that, though.
@majaczek: The problem is that the CArtifact class represents the different artifact types, not each individual artifact you might encounter in the game. If you were to change bonuses of a CArtifact you would change bonuses for all artifacts of that type.
So do class CScroll which derives from CArtifact
OR maybe create class which have function I though - class of individual artifact with CArtifact as friendā¦ so things like Spell scrolls will be resolved also my thought of enchanting etc.
Thereās also a third error on line 52, which is some sort of circular dependency that gcc cannot figure out how to deal with (and neither can I).
Connection.h: In instantiation of 'CPointerLoader<CISer<CConnection>, CGTownInstance>':
Connection.h:482: instantiated from 'void CISer<Serializer>::registerType(const T*) [with T = CGHeroInstance, Serializer = CConnection]'
../lib/RegisterTypes.cpp:23: instantiated from 'void registerTypes1(Serializer&) [with Serializer = CISer<CConnection>]'
../lib/RegisterTypes.cpp:158: instantiated from 'void registerTypes(Serializer&) [with Serializer = CISer<CConnection>]'
Connection.cpp:52: instantiated from here
Connection.h:437: warning: 'class CPointerLoader<CISer<CConnection>, CGHeroInstance>' has virtual functions but non-virtual destructor
which keeps repeating until gcc throws in the towel.
Deriving CArtifact wonāt really change anything. If you stick to just using CArtifact youāll end up with a solution where you assign new artifact IDs to each spell, giving lots of different spell scroll artifacts.
@deriving
understood. of course if CArtifact is assigned via artifact ID it wont change anything I feel like silly boy
@scrolls
I vote for Class which represent artifact instances! so instead having ID only we will be having this class. the most important field of this class will be artifact ID (so acces to CArtifact isnāt broken) and a few more fields like
vector UniqueArtHeroBonuses;
which will be applied if that instance of artifact will be worn and disapplied if it will be worn out. so we will make only one CArtifact for scrolls like now, we will have difffrient scrolls, and we will be able to enchant artifacts (add bonuses to one instance keeping rest the same) for a mod
The code you pasted is not about an error but about a warning.
But actually G CC is right. CBasicPointerLoader / *Saver should receive virtual destructors. And be deleted. There was a possible leak.
Fixed in r1411.
Are there any further issues with code on G CC?
PS. Mysterious g cc issue hit again
Looks like I was wrong, I thought I fixed the errors and then it still wouldnāt compile. It compiles now (r1412), but the compile time is a bit extreme. gcc didnāt get stuck as I thought, it just took literally 3 minutes to compile CGameState.cpp. I suppose itās a pathological template case. Hereās a slew of warning output for these files, lots of non-virtual destructor complaints.
All in all it takes about half an hour to compile VCMI from scratch with gcc , but I guess thatās to be expected with C++.
I also still get the gcc posting issue, but I use a zero-width workaround by typing
g****cc
It is not, I think it must be some issue with gcc.
With MSVC it takes 10-12 secs to compile CGameState.cpp in debug mode or 7 secs in release mode. Rebuild solution in debug mode takes one minute. I have Intel i7 860 CPU which surely helps a lot but even on slow CPUs single file absolutely shouldnāt take 3 minutes!
Should be better now. (r1415)
Tricky!
Maybe this could be the answer for this problem (a part of GCC 4.5 changelog gcc.gnu.org/gcc-4.5/changes.html ):
CGameState.cpp instantiates a lot of templatesā¦ but then this issue should have been noticed long time ago (or nobody cared about compilation time?)
Hello everybody, Iām new on this forums. Yesterday I tried compiling the VCMI source code like itās written here, but it didnāt compile.
The first problem I enountered was that a file named CMapInfo.h was missing (CGameState.cpp was trying to include it).
I was using windows XP SP3 and Visual C++ 2010 Express edition, I included the boost libraries afaik, and downloaded the sources with tortoisesvn (else I couldnāt have compiled:) )
I hope someone can help.
Thanks,
Ozsy
ps.: I tried to register yesterday, but the CAPTCHA is not showing up.
Jezusā¦
[forum.vcmi.eu/t/cant-register/335/4)
As to missing files, solutions may be outdated. Just add/ remove files to projects, following recent revision and compilation errors. With MSV it should be relatively easy.
I canāt see CMapInfo in repository anymore, possibly it was removed / renamed.
Thanks for the link, but I managed to find the post a bit after my last message.
So, after several hours of trying, I managed to compile and link VCMI_lib and genius, but not the client and server. I had to change back to revision 1817, because in revisions 1818 and 1819 CMapInfo.h is included in CGameState.cpp, which I still donāt have.
There was a problem with my boost install, but managed to solve it (the multithread debugger version was requied of the libraries).
Iāll try to compile revision 1817, then change to newer versions.
I lied, CMapInfo is indeed missing. I was not able to find such a file in repository at all, so it must have been added recently.
What a messā¦
Iāve uploaded missing files, sorry for trouble.
Thanks, both of you itās almost working now! I managed to compile all 4 projects (revision 1822), and link each except for the client. As far as I can tell, it misses the files of CMapHandler.
I managed to start the server, so I think itās the only thing left before I can ask: āHow can I help?ā
Edit:
I managed to find it, itās just called maphandler.cpp, the client is built succesfully.
Edit2:
The client is working, I managed to run 2 instances and start up a MP lobby
So, how can I help?
Just have a look
wiki.vcmi.eu/index.php?title=TODO_list
However, itās not a good moment to add new functionalities as old code is hardly working and needs fixes, though no one has time for that.