Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 31 to 60 of 105

Thread: DEBUG: Code Questions (Compiling, Bugs, Revision Reports, Etc)

  1. #31
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    I'll add it

    Thanks for your debugging work
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  2. #32
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    cap

    you're right I think there are still errors. i think disband has some (i found it when i was thinking about adding an upgrade entry)

    After the readme and other stuff I'd like to expand the great Library and add the new gameplay concepts from the AE to it. But I may need help from other people to get that finished and to do a good job. Maq, do you still have some stuff for the AE? maybe we should just make them great library entries?
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  3. #33
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    Disband does have bugs (incorrect link and incomplete sentence). I can take a look through the library in more detail (last one was mostly spelling errors) and see if there are any more bugs if you want.

    Slightly off topic - why is there a file called WAW_Great_Library.txt in English/Gamedata? It appears to be the GL for a mod (World at War?) but what is it doing in the sourcecode?

  4. #34
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    08:41
    Originally posted by E

    After the readme and other stuff I'd like to expand the great Library and add the new gameplay concepts from the AE to it. But I may need help from other people to get that finished and to do a good job. Maq, do you still have some stuff for the AE? maybe we should just make them great library entries?
    Some stuff like what E?
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  5. #35
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    I have no idea how WAW got in there but maybe it has some corrected stuff?

    Maq: IIRC you were working on an updated manual? If not then forget I thought maybe you were. But if you were maybe some stuff like concept changes and the terrain value changes should be updated into the GL?
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  6. #36
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    08:41
    Originally posted by E

    Maq: IIRC you were working on an updated manual? If not then forget I thought maybe you were. But if you were maybe some stuff like concept changes and the terrain value changes should be updated into the GL?
    To be honest I completely forgot that I had offered to do it Seeing as noone else offered since though, I'll start it now.

    Reading through these threads:

    http://apolyton.net/forums/showthrea...hreadid=124347
    http://apolyton.net/forums/showthrea...hreadid=101878

    From what I've read the latest work is in the repository? It contains the merged work of Child of Thor and Locutus' template?

    If you can send/attach the current source of the manual from the repository, I'll continue work on that.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  7. #37
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    I looked on the repository and saw .tex files. Not sure what they are done in. but they are here

    https://ctp2.darkdust.net/svn/trunk/doc/user/manual/

    but if its possible I'd rather see them added to the great library that way its more accessible in game and more likely to be read.

    essentially these flags need to be added

    http://www.ctp2.info/

    and I still have a few to add and update. But I guess we can talk more on where to go with this. I am bit busy and slow on releasing a new build (and readme)
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  8. #38
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    08:41
    Ah, I didn't know the server had anonymous access.

    Yeah, they were created using LaTeX. I'm gonna see what I can do with it now.

    but if its possible I'd rather see them added to the great library that way its more accessible in game and more likely to be read.

    essentially these flags need to be added

    http://www.ctp2.info/

    and I still have a few to add and update. But I guess we can talk more on where to go with this. I am bit busy and slow on releasing a new build (and readme)
    Well anything useful (or more useful than whats in the current GL) related to gameplay can go in the GL aswell, but I'll continue it in a separate manual for now.

    As for modding documentation, that should go only in the manual IMO.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  9. #39
    Maquiladora
    Emperor
    Join Date
    17 Jun 2001
    Posts
    7,714
    Country
    This is Maquiladora's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    08:41
    This LaTeX format seems overly complex for what we need. I managed to produce a load of errors trying to output the current files to PDF, and I don't really have the time to investigate/learn a completely new format.

    Also considering theres only one person here willing to write and collate the manual now, I'm just going to convert what we've got so far to HTML instead.

    I'll put the manual online somewhere and update it as I go, so anyone that wants to can still keep the LaTeX version up to date quite easily.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  10. #40
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    excellent! thanks maq!
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  11. #41
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    One thing I've been looking at is adding an entry for the Longbowman (currently it is shared with Archer). I can see that I need to add the data to Great_Library.txt and it appears that I need to add the references to this in /Default/gamedata/uniticon.txt. I believe, however, that this would break the other languages' respective GLs, although I could just create copies of the Archer entry like present. I've also noted a description property in Units.txt. As this leads to junk_str.txt should this just be left as referring to the Archer?

    Still fiddling with the existing GL entries (errors and clarity changes)

  12. #42
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    The way we get around the language problem is to just paste the english (or whichever lang) into those language files and have it translated when we get someone to help out. French, German, and Spanish get updated periodically this way
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  13. #43
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    Originally posted by cap601 As this leads to junk_str.txt should this just be left as referring to the Archer?
    As its name says junk_str.txt just contains junk, so you can leave it like it is.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  14. #44
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    Longbowman GL entry - Draft 1
    [UNIT_LONGBOWMAN_PREREQ]
    Requires:
    <L:DATABASE_ADVANCES,ADVANCE_FEUDALISM><e>
    [END]

    [UNIT_LONGBOWMAN_STATISTICS]
    Attack: {UnitDB(UnitRecord[0]).Attack / 100}
    Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
    Defense: {UnitDB(UnitRecord[0]).Defense / 100}
    Armor: {UnitDB(UnitRecord[0]).Armor / 100}
    Damage: {UnitDB(UnitRecord[0]).Firepower}
    Vision: {UnitDB(UnitRecord[0]).VisionRange}
    Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
    Max HP: {UnitDB(UnitRecord[0]).MaxHP}

    Costs: {UnitDB(UnitRecord[0]).ShieldCost}
    Upkeep: {UnitDB(UnitRecord[0]).ShieldHunger} Shields
    Food Hunger: {UnitDB(UnitRecord[0]).FoodHunger}
    [END]

    [UNIT_LONGBOWMAN_SUMMARY]
    Ancient <L:DATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
    [END]

    [UNIT_LONGBOWMAN_GAMEPLAY]
    Improvements in bow design give the Longbowman a stronger offense and defense than the <L:DATABASE_UNITS,UNIT_ARCHER>Archer<e> with stronger offense and defense. Like its predecessor the Longbowman is an excellent unit to support slower moving footsoldiers by providing ranged attack.
    [END]

    [UNIT_LONGBOWMAN_HISTORICAL]
    The English longbow was originally developed in Wales during the early Medieval period. By increasing the length of the bow to around six feet and using high quality yew the longbow was able to have a range of up around 200m and a rate of up to 20 aimed shots per minute. An army of longbowmen could thus create a cloud of arrows, inflicting massive casualty rates on their targets. This tactic was most famously used by the English against French at Crecy, Poitiers and Agincourt during the Hundred Years' War and the longbow became one of the most feared weapons of the period. To become effective, however, a longbowman needed years of training leading to its being replaced in the 16th century by the less effective, but easier to use, musket.
    [END]
    I probably also need to change the current Archer and Ballistics entries which refer to the longbow.

  15. #45
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    Another bug - Cargo Helicopters are set to transport only Medium sized land units rather than the Small (i.e. infantry) ones they are meant to. Added to this the old bug with Tanks being Small sized is still present.

  16. #46
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    that is weird because now it can carry artillery. I'll try to fix it today. I also found that we lost three lines in ldl.txt that I've started to restore.
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  17. #47
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    Originally posted by E
    I also found that we lost three lines in ldl.txt that I've started to restore.
    No E, we haven't. I moved those lines to info_str.txt to all those other message strings.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  18. #48
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    Another bug - Using cheat mode I set up a civ with all the techs and 1,000,000 gold. If I then tried upgrading an Archer (move onto city and sleep) it upgrades to a Marine. Sleeping again upgrades to a Hover Infantry. This also happens to all the upgradable infantry units I tested but not the cavalry. Siege units, however, suffer from a similar and must upgraded through all the stages up to War Walker (Catapults are an exception in that they miss out Cannon when upgraded).

  19. #49
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    Originally posted by cap601
    Another bug - Using cheat mode I set up a civ with all the techs and 1,000,000 gold. If I then tried upgrading an Archer (move onto city and sleep) it upgrades to a Marine. Sleeping again upgrades to a Hover Infantry. This also happens to all the upgradable infantry units I tested but not the cavalry. Siege units, however, suffer from a similar and must upgraded through all the stages up to War Walker
    Not a real bug, I made the upgrade unit selection simple, it upgrades to the first unit from the list. And actually I added to the revision report how this worked, so that it was no problem to put them into the right (reverse) order. Of course I could change the for loop to run in reverse. However I see that it seems not to check for obsolete units.

    Originally posted by cap601
    (Catapults are an exception in that they miss out Cannon when upgraded).
    Maybe the Cannon is missing from the upgrade path.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  20. #50
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    Thanks for that explanation. I think all of it can be explained by the fact that the upgrading automatically skips obsolete units: Marines are the first infantry unit in the chain not to obsolete; all cavalry obsolete; and only catapults and cannon obsolete in the siege branch.

  21. #51
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    Originally posted by Martin Gühmann


    No E, we haven't. I moved those lines to info_str.txt to all those other message strings.

    -Martin
    the slic error says it cant find these three messages (missing string). restoring them in the ldl lets the game start

    Code:
    CANT_ATTACK_HAVE_TREATY "This action will break our treaty with the {player[0].civ_name_plural}.  Are you sure you wish to continue?"
    AT_LEAST_ONE_COULDNT_BE_EXPELLED "The {player[0].civ_name_plural} were not able to find accomodations for all their armies in our territory.  They pledge to remove their units as soon as possible."
    ATTACK_WARNING "This action is an act of war! Do you REALLY want to declare war on the {player[0].civ_name_plural}?"
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  22. #52
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    Originally posted by E


    the slic error says it cant find these three messages (missing string). restoring them in the ldl lets the game start

    Code:
    CANT_ATTACK_HAVE_TREATY "This action will break our treaty with the {player[0].civ_name_plural}.  Are you sure you wish to continue?"
    AT_LEAST_ONE_COULDNT_BE_EXPELLED "The {player[0].civ_name_plural} were not able to find accomodations for all their armies in our territory.  They pledge to remove their units as soon as possible."
    ATTACK_WARNING "This action is an act of war! Do you REALLY want to declare war on the {player[0].civ_name_plural}?"
    Well all three messages are there where they are supposed to be. So you shouldn't get any slic errors.

    So when exactly do you get the slic errors? And by the way I asked you to add the missing *.ldl files to the repository, so that I could test the game in English.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  23. #53
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    the ldl on the svn for english is the current one that gives me errors
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  24. #54
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    Originally posted by E
    the ldl on the svn for english is the current one that gives me errors
    What do you mean by that? All I want is the full set of files that can be found in your ..\ctp2_data\english\uidata\layouts\ folder. Those files have the extension ldl. So what is the problem of uploading all of them to the respository?

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  25. #55
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    oh I see, i thought they were already identical
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  26. #56
    cap601
    Chieftain
    Join Date
    24 Jan 2006
    Posts
    98
    Country
    This is cap601's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 25, 2013
    Local Time
    07:41
    I seem to only be able to build one wonder per city. This is the original game at rev 735. This appears to be a code bug as Const.txt has MAX_CITY_WONDERS 1000 (I assume that's the relevant line).

  27. #57
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    damn...well then its kind of working then... I'll see what the deal is
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  28. #58
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    E, did I tell you that you should test your code, didn't I.

    In fact I don't understand what your problem is to compile the game, to start the game taking an existing save game and see whether you can build wonders and buildings.

    If this seems to work what is the problem to go to const.txt and set MAX_CITY_WONDERS to 1 and see then whether you can build another wonder in a city with one wonder already present?

    Actually it is a one looker to see that your code does anything else than you want to do.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  29. #59
    Ekmek
    Emperor Ekmek's Avatar
    Join Date
    26 May 1999
    Posts
    3,156
    Country
    This is Ekmek's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 24, 2013
    Local Time
    23:41
    i did test but i set it to 2 then put two wonders in a city and couldnt build any more. based on the code it appeared to work
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  30. #60
    Martin Gühmann
    Administrator Martin Gühmann's Avatar
    Join Date
    02 Mar 2001
    Location
    Tübingen, Germany
    Posts
    7,248
    Country
    This is Martin Gühmann's Country Flag
    Thanks
    2
    Thanked 4 Times in 4 Posts
    Local Date
    May 25, 2013
    Local Time
    09:41

    Post

    Originally posted by E
    i did test but i set it to 2 then put two wonders in a city and couldnt build any more. based on the code it appeared to work
    That might work if you put the right wonders into the city but if you put other wonders into the city, may just build one of them.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

Page 2 of 4 FirstFirst 1 2 3 4 LastLast

Similar Threads

  1. PROJECT: Revision Reports 2
    By Martin Gühmann in forum CtP2 Source Code Project
    Replies: 191
    Last Post: June 11, 2011, 20:07
  2. Debug my crappy-ass VB code
    By loinburger in forum Technology Forum
    Replies: 30
    Last Post: September 25, 2009, 23:59
  3. PROJECT: Revision Reports
    By Martin Gühmann in forum CtP2 Source Code Project
    Replies: 516
    Last Post: October 7, 2008, 19:27
  4. DEBUG: Bugs in buildingutil.cpp ?
    By NelsonAndBronte in forum CtP2 Source Code Project
    Replies: 5
    Last Post: November 4, 2003, 18:31
  5. Cradle questions & bugs
    By Hermann the Lombard in forum CtP2-Creation/AI/Mods/Scenarios-Archive
    Replies: 14
    Last Post: April 17, 2002, 11:30

Visitors found this page by searching for:

debugging code questions

Bookmarks

Posting Permissions