by rld » Wed Nov 03, 2010 8:03 am
Garth's Equipment Shop wrote:And mind you, he hasnt even touched the main game engine as so far all attempts at doing so have broken it.
Correct me if im wrong rld. Im just recalling your disclaimer you were using at the beginning of all your old posts introducing the first mods you made. rld can better explain the limitations he is forced to work within right now.
You have it right. I don't know if it's an issue with the build package, or something I need to configure differently in DosBox, but I haven't had any luck rebuilding any of the other game modules (other than the player module) from source.
The source package that Chris provided included automatic make files which allow either 'player', 'editors', or 'all' to be rebuilt. The 'player' setting rebuilds only ACK02 (the EXE and overlay), while the 'editors' setting rebuilds all the other modules (the map editor, macro editor, creature editor, etc, etc.).
'make player' works fine, and is what I have been using to do all the patch mods up to this point. However, trying to rebuild any of the other modules results in a 'Code segment is too large' error.
I'm pretty sure that I tried this on the original source package before making any changes, so I don't think it's due to my edits causing the compiler to run out of space. It's probably a configuration issue, but I'm not familiar enough with the compiler to dig into it any further.
Of course, there are advantages to only rebuilding the player module. This keeps the data files compatible between the official ACK build and the patched build, and it also reduces the amount of code that I have to understand. However, it does mean that many of the new features are more 'hacky' than I would like.
I had hoped that Chris would roll some of the patch features into upcoming ACK releases (cleaning up things in the process), but it looks like he is taking a (very well deserved) break from ACK at this point.
[quote="Garth's Equipment Shop"]And mind you, he hasnt even touched the main game engine as so far all attempts at doing so have broken it.
Correct me if im wrong rld. Im just recalling your disclaimer you were using at the beginning of all your old posts introducing the first mods you made. rld can better explain the limitations he is forced to work within right now.[/quote]
You have it right. I don't know if it's an issue with the build package, or something I need to configure differently in DosBox, but I haven't had any luck rebuilding any of the other game modules (other than the player module) from source.
The source package that Chris provided included automatic make files which allow either 'player', 'editors', or 'all' to be rebuilt. The 'player' setting rebuilds only ACK02 (the EXE and overlay), while the 'editors' setting rebuilds all the other modules (the map editor, macro editor, creature editor, etc, etc.).
'make player' works fine, and is what I have been using to do all the patch mods up to this point. However, trying to rebuild any of the other modules results in a 'Code segment is too large' error.
I'm pretty sure that I tried this on the original source package before making any changes, so I don't think it's due to my edits causing the compiler to run out of space. It's probably a configuration issue, but I'm not familiar enough with the compiler to dig into it any further.
Of course, there are advantages to only rebuilding the player module. This keeps the data files compatible between the official ACK build and the patched build, and it also reduces the amount of code that I have to understand. However, it does mean that many of the new features are more 'hacky' than I would like.
I had hoped that Chris would roll some of the patch features into upcoming ACK releases (cleaning up things in the process), but it looks like he is taking a (very well deserved) break from ACK at this point.