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alt Re: Open Source

Mc Leaf
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You have to create an executable of strandedII.bb in B3D (but turn off the debugmode in b3d first).

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TheHamzan6
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hmm thanks, i get to learn how to make games through blitz becuz of this source code

though if cs2d is made of blitz, why not use a blitz decompiler and see?

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Geez
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C++ is better why Blitz Basic?

basic is veeery old (it was used in Commodore in 1982 (!!!) )

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DC
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1. Blitz3D is another basic of course.

2. saying "c++ is better" in general is nonsense. both have pros and cons.

3. there would probably be no Stranded II if I had used C++ because it's much more work and more difficult. so be glad that I used Blitz3D instead!

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Geez
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but using ~30 years old programming language?

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Psytechnic
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Qrchack hat geschrieben
C++ is better


Qrchack hat geschrieben
but using ~30 years old programming language?


Do you know how old C++ is?

Wikipedia on C++ hat geschrieben
It was developed by Bjarne Stroustrup starting in 1979 at Bell Labs as an enhancement to the C language and originally named C with Classes. It was renamed C++ in 1983.[3]


Basic itself has been around for years, but modified versions spring up at different times for different purposes. Blitz3D is a specific adaptation of Basic designed specifically for the purpose of making 3D games.

Your statement is equivelant to someone saying "Why are you using a hammer to push in that nail when you could use a new iPhone to do the same job!". Yeah, the iPhone might work, but the hammer, as old as it is, was designed specifically for banging in nails.

Also, the game has been written! It's finished! Done! The name of the "Gold" release was kinda indicative that it would be the final release. Asking the guy to go back and reprogram the entire game in a new programming language to suit your needs is quite ungreatful. Why not show your respect for his work by trying to rewrite it in C++ for him?

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DannyDeth
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He means BlitzBasic, I do believe. U are thinking of BASIC in it's own essence, yes it is very old. BlitzBasic is VERY different! It was made not even 10 years ago, if i am correct.

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Geez
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but basic is simple and it have very limited performance

like pascal for eg.

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pupp3tStudios
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I simply do not understand it. I tried to compile the changes I made to the source (some sound effects) and it keeps saying an error of "Function 'p_add' not found".
I did what something suggested: I turned off the debug in Blitz 3D. But still nothing. Any help?

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Mc Leaf
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user pupp3tStudios hat geschrieben
I simply do not understand it. I tried to compile the changes I made to the source (some sound effects) and it keeps saying an error of "Function 'p_add' not found".
I did what something suggested: I turned off the debug in Blitz 3D. But still nothing. Any help?

You should turn the debug mode on to find bugs...

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Mc Leaf
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user pupp3tStudios hat geschrieben
I put it on, as well. It only says the "Function: 'p_add' not found" statement.

Ok, got it. I renamed that function in 'p_addx' and got same error while compilation. So BB3D simply doesn't find that.

Make sure that you have 'StrandedII.bb' in the main folder of SII. There also have to be a folder named 'includes' with the source code files. There again you should have a file named 'particles.bb'. This file again contains the function 'p_add'.

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pupp3tStudios
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Yes,everything is petty much included in the folders.
I put "StrandedII.bb" into the main folder, alongside the folder of "includes".
So, I just rename the function "p_addx"?

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Mc Leaf
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user pupp3tStudios hat geschrieben
Yes,everything is petty much included in the folders.
I put "StrandedII.bb" into the main folder, alongside the folder of "includes".

Maybe you try to use the function 'p_add' before the include file was loaded...?

Would be helpful to know what you've changed by the way...

user pupp3tStudios hat geschrieben
So, I just rename the function "p_addx"?

No...! I just did that to check bb's error message/debug...

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pupp3tStudios
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I changed the load_material.bb to where a sound is emitted when you walk upon metal, just as a simple test. The message began to appear when I included the include.bb WITH the StrandedII.bb
Well, when I compiled it, anyhow. Or "Run" as the program states. :3

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Mc Leaf
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user pupp3tStudios hat geschrieben
I changed the load_material.bb to where a sound is emitted when you walk upon metal, just as a simple test. The message began to appear when I included the include.bb WITH the StrandedII.bb
Well, when I compiled it, anyhow. Or "Run" as the program states. :3

What 'include.bb'...? Actually there's no include.bb to include...

And I just don't get behind that error... There seems to be something wrong with the declaration of 'p_add'. But minor changes in the load_materials.bb shouldn't effect that... I guess everything was fine before the changes were made?

If you really don't have any clue, you could try the following method to find the bug:

First you take the latest properly working version (I guess, the downloaded one?). So you have two nearly equal versions - one which works, and another which doesn't.
Now you begin to replace or add your newer code step by step to the latest working version and check when the error occurs.

You should find the relevant function or line of code with that method in any case but maybe have some effort, of course.

PS: Get Total Commander for better managing projects...

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1× editiert, zuletzt 05.12.11 01:04:56

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pupp3tStudios
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Oops. I mean the folder of Includes.
And I did find the error code using the debug.
If I deleted 'p_add', then it states ANOTHER error. So, deleting 'p_add' may not help much.
I guess on a little else notion, I compiled StrandedII.bb, and to be honest, I wasn't sure what that did.
Does Total Commander work with the S2 coding?

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Mc Leaf
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user pupp3tStudios hat geschrieben
Oops. I mean the folder of Includes.
And I did find the error code using the debug.
If I deleted 'p_add', then it states ANOTHER error. So, deleting 'p_add' may not help much.
I guess on a little else notion, I compiled StrandedII.bb, and to be honest, I wasn't sure what that did.
Does Total Commander work with the S2 coding?

Forgotten an 'endif'-Statement and bb3d didn't noticed that...? Nice bug...

I could tell you a story about another bug that really cracked me up for days because bb3d sometimes doesn't notice, when you try to get access to an array out of range... But that's a long story.

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pupp3tStudios
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I can imagine. It got me REAL frustrated. I never touched Blitz 3D since trying to update the source code upon a simple sound effect. Which was yesterday.
All I pretty much did was just copy/paste the same code, like:
Wood
(whatever was below here.)
And replaced the 'wood' with 'metal' in that copied line.

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Mc Leaf
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user pupp3tStudios hat geschrieben
I can imagine. It got me REAL frustrated. I never touched Blitz 3D since trying to update the source code upon a simple sound effect. Which was yesterday.
All I pretty much did was just copy/paste the same code, like:
Wood
(whatever was below here.)
And replaced the 'wood' with 'metal' in that copied line.

I can't exactly remember... but the first changes I made where the possibility of bigger maps. And therefore I just had to 'activate' (by deleting ';') some lines of code...

And you'll really need the Total Commander or some other good program for file management if you ever want to understand the hole code. For example just hit a hotkey to search the hole source code for the function 'p_add'... Such and much other things can't be made by hand.
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