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Post Author Forum Replies Views Posted [asc]
    Thread: Are there any testimonials?
Post: RE: Are there any testimonials?

You can browse through the welcome posts on the forum, but I'm pretty sure most people say that this is the game that introduced them to the basic concepts of coding, not really taught coding itself. ...
krzys_h General 2 6,333 07-28-2018, 04:21 PM
    Thread: I'm working on a code for clearing the waypoint course
Post: RE: I'm working on a code for clearing the waypoin...

Programs always execute in order from top to bottom (with the exception of loops etc.). It goes more like this: "Look for a WayPoint and store it under the name item. If the item was not found, stop l...
krzys_h General 3 7,711 07-21-2018, 12:17 PM
    Thread: I'm working on a code for clearing the waypoint course
Post: RE: I'm working on a code for clearing the waypoin...

First of all, the if (false) condition is not doing anything - you are saying that the code in the following block should execute if the expression false evaluates to true which will never happen. Wha...
krzys_h General 3 7,711 07-19-2018, 08:11 PM
    Thread: Problem z canbuild()
Post: RE: Problem z canbuild()

Code:canbuild() nie sprawdza czy budynek można wybudować w tym miejscu, sprawdza tylko czy budynek jest odblokowany (włączony w misji + wykonane niezbędne badania). Code:space() z kolei znajduje...
krzys_h O wszystkim 1 4,698 07-19-2018, 12:48 PM
    Thread: Turn on other bots
Post: RE: Turn on other bots

I think there used to be a parameter for that but I can't find it now... i have no idea what happened to it, but that feature should definitely be added
krzys_h General 3 8,400 07-01-2018, 01:50 PM
    Thread: Why not possible to create point variable in class?
Post: RE: Why not possible to create point variable in c...

I'm pretty sure the correct syntax to use would be Code:point ma_point = new point(322, 228, 6);
krzys_h Help 1 4,271 06-10-2018, 07:37 PM
    Thread: Moje poziomy
Post: RE: Moje poziomy

@bipel88 Pewnie twój edytor ma włączone BOM albo inne tego typu cudo. Zwykłe UTF-8 na 100% działa.
krzys_h O wszystkim 10 28,802 06-04-2018, 05:55 PM
    Thread: How build my own colobot with CMake?
Post: RE: How build my own colobot with CMake?

(06-01-2018, 10:13 AM)Engelard Wrote: Directory for source code i choose simple copy of colobot directoryThis time you did the reverse - you are using binary package instead of source code. Downloa...
krzys_h Game Engine & General Talk 9 19,665 06-01-2018, 10:43 AM
    Thread: Thread Modes mysterious try...catch block
Post: RE: Thread Modes mysterious try...catch block

It's a known bug. That's why it was never officially documented in original Colobot. See https://github.com/colobot/colobot/issues/474
krzys_h Help 1 4,270 06-01-2018, 10:35 AM
    Thread: Full list of objects
Post: RE: Full list of objects

See https://github.com/colobot/colobot/blob/...p#L34-L117 for a list of CBot names, https://github.com/colobot/colobot/blob/...#L337-L535 for level file names and https://github.com/colobot/colobot/bl...
krzys_h Help 1 4,903 04-27-2018, 02:15 PM
    Thread: light green sphere
Post: RE: light green sphere

I don't think that object is normally accessible via CBot, but you it you really have to you should be able to do radar(715)
krzys_h Help 3 7,844 04-24-2018, 10:08 PM
    Thread: 2 questions
Post: RE: 2 questions

Yeah, exactly. GitHub is better if used properly through, as it gives you better ways to manage version history.
krzys_h Help 2 6,297 01-14-2018, 09:29 AM
    Thread: IPad
Post: RE: IPad

No, at least not yet. The only option of running Colobot on a mobile device is a reaaaaly old Android build that was abandoned as the game is basically not playable on a touch screen. And we are proba...
krzys_h Game Engine & General Talk 5 14,403 12-23-2017, 01:58 PM
    Thread: UserLevels Archive (2008-2012)
Post: RE: UserLevels Archive (2008-2012)

The level structure has changed a lot. The best of old userlevels are already ported (https://colobot.info/forum/showthread.php?tid=676) and you can find some new ones at https://colobot.info/forum/fo...
krzys_h Workshop 2 8,936 12-23-2017, 01:54 PM
    Thread: [Idea] Convert ingame C-BOT Language reference to HTML
Post: RE: [Idea] Convert ingame C-BOT Language reference...

@krueger Not in the current form as the help files are downloaded and converted client-side in JavaScript. A script to convert all the docs into a printable PDF sounds like a good idea though. You can...
krzys_h General 3 9,546 10-15-2017, 02:18 PM
    Thread: New file extensions
Post: RE: New file extensions

(07-31-2017, 05:20 PM)Simbax Wrote: Shell scripts still have a file extensionActually, they often come with no extension at all. You probably don't even realize how often programs you run on Linux a...
krzys_h Game Engine & General Talk 9 24,654 07-31-2017, 09:31 PM
    Thread: New file extensions
Post: RE: New file extensions

I don't think this change is really needed. The fact that everything is immediately openable as simple text files is a part of what makes this game so eaisly moddable, and that's partially what initia...
krzys_h Game Engine & General Talk 9 24,654 07-31-2017, 03:57 PM
    Thread: Nowe czcionki
Post: RE: Nowe czcionki

A nie ma przypadkiem w regulaminie takiego punktu że tego typu dyskusje muszą się odbywać po anigielsku? :P A jak nie to być powinien, polska sekcja jest tylko dla nowo przybyłych userów którz...
krzys_h O wszystkim 11 28,573 07-17-2017, 05:39 PM
    Thread: Prace wznowione
Post: RE: Prace wznowione

Darmowa != możemy sobie jej tak po prostu użyć. Trzeba dokładnie popatrzeć na licencje. Dotyczy to też (a może nawet w szczególności) tych płatnych, bo licencja Colobota wymusza na nas publi...
krzys_h O wszystkim 113 295,880 07-16-2017, 12:47 PM
    Thread: Can't make the programm find 4 items
Post: RE: Can't make the programm find 4 items

If you always go to the furthest ore, your robot will have to travel a lot further than if you chose the closest one that's not on a SpaceShip yet, so @radioactivity's solution is technically more opt...
krzys_h Help 5 15,188 07-10-2017, 07:40 AM
    Thread: Prace wznowione
Post: RE: Prace wznowione

Są związane o tyle że to jest ten sam silnik i niektóre funkcje jak np. cutscenki czy lepsza fizyka kolizji mogą się przydać. Poza tym w planach jest wydanie multiplatformowych wersji tych gier...
krzys_h O wszystkim 113 295,880 07-07-2017, 07:53 PM
    Thread: Alludo -- Basic user level for modders and testers
Post: RE: Alludo -- Basic user level for modders and tes...

Well, technically there IS a thread about it in the archived Polish sections :P https://colobot.info/forum/showthread.php?tid=377
krzys_h Workshop 1 7,140 06-29-2017, 09:55 AM
    Thread: Time Attack [dev-buzzingcars]
Post: RE: Time Attack [dev-buzzingcars]

I think @DavivaD bundled the data files with the download so all you should need is https://compiled.colobot.info/job/colobo.../artifact/ Be aware that this is his is highly experimental and unsupport...
krzys_h Workshop 3 13,488 06-20-2017, 10:36 AM
    Thread: Gource Video of colobot repos on the occasion of the 10th Alpha Release
Post: RE: Gource Video of colobot repos on the occasion ...

11 elements is still 11 elements. But they are nubered starting from 0, so 0...10.
krzys_h Game Engine & General Talk 3 10,000 05-29-2017, 12:16 PM
    Thread: Gource Video of colobot repos on the occasion of the 10th Alpha Release
Post: RE: Gource Video of colobot repos on the occasion ...

It's not 10th, it's 11th. The first alpha release was 0.1.0. You know, programmers count from 0 :P
krzys_h Game Engine & General Talk 3 10,000 05-28-2017, 07:04 PM