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Thread: GENERAL: E-Cafe III

  1. #61
    Maquiladora
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    I can't remember who suggested it (perhaps Martin) that we could use the CtP1 shield design (bottom left) in place of the old CtP2 herald, and use a new flag above it. So heres the new shield.

    It might be a little big though, but because CtP2 uses double figure armies the shield had to be wider than the CtP1 shield, which made the whole thing bigger. Its roughly the size of the Civ2 shield though compared to unit size.

    I'm using the old CtP2 herald as the national flag (and some flags designs I made), but the flag needs to be moved 1 pixel higher (in the source?), because it seems I couldn't do it by just editing the flag.tga.

    The icons below the shield need to be moved back up as well, if we decide to use the shield.
    Attached Images Attached Images
    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.

  2. #62
    Maquiladora
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    The pictures for the shields
    Attached Files Attached Files
    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.

  3. #63
    Ekmek
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    Originally posted by Maquiladora


    I'm using the old CtP2 herald as the national flag (and some flags designs I made), but the flag needs to be moved 1 pixel higher (in the source?), because it seems I couldn't do it by just editing the flag.tga.
    nice. I recall the code is unitactor or atleast drawherald. The hardcoded pixels maybe unhardcoded if martin wants to make it something that you can take from text file. but that may be too much.
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  4. #64
    TomPoes
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    Hello there, sorry for intruding, but after 2 years I finally got back my interest (and time!) in going through the sourcefiles I downloaded ages ago. I really was interested then in making the AI-strategy much better and would like to give that a try. I found myself lucky to read (before doing anything yet) a ton of messages here and am now quite confused what to do first.

    I think I need the newest files you already altered, the music/sound files and a copy of MSVC to start with, but can anyone here please put me in the right direction ? Is there a ZIP I can download with all in it ?

    I have a copy of the game (I and II) I accept the eula-thing and I am only interested in being able to make my "own" game. Later on I have that dream to complete something like a standard module or what-to-do-list that can be used in any other game where the AI is below average in attack and defense. However I'm not sure that I will finish such ever ;-)

    Thanks in advance!

  5. #65
    Ekmek
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    Tom

    First check out this:

    http://ctp2.darkdust.net/

    I think you can get a Visual C++ compiler here:

    http://msdn2.microsoft.com/en-us/visualc/default.aspx

    if not just google for MS Visual C++ 6.0 atleast, there should be a freedownload out there
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  6. #66
    Martin Gühmann
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    Post

    Originally posted by Maquiladora
    I'm using the old CtP2 herald as the national flag (and some flags designs I made), but the flag needs to be moved 1 pixel higher (in the source?), because it seems I couldn't do it by just editing the flag.tga.

    The icons below the shield need to be moved back up as well, if we decide to use the shield.
    OK, I fixed it so that the pixels aren't hard-encoded anymore. Now the it uses the icons heights.

    -Martin
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  7. #67
    Maquiladora
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    Originally posted by Martin Gühmann

    OK, I fixed it so that the pixels aren't hard-encoded anymore. Now the it uses the icons heights.

    -Martin
    Thankyou Martin, that is perfect
    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.

  8. #68
    TomPoes
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    @ mr E

    Thanks for your directions. I found C++V6.0 somewhere in taiwan since MS doen't offer that anymore ;-(

    I asked for an account for the darkdust-site but did not get an answer yet.

    The SDK-files i found also, being very hard since my W98 computer is not accepted as genuine ;-(

    I couldn't download the files
    http://users.tpgi.com.au/jonwil/mss32.lib
    and
    http://users.tpgi.com.au/jonwil/mss.h

    Where can I find these two now ?

    Hope to hear soon from you for the next steps.

  9. #69
    Ekmek
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    tom,

    I think you can find those in the lib directory at dark dust's anonymous access site
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  10. #70
    TomPoes
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    E,
    I compiled my first .EXE from basic-sourcecode and it runs ! Got some errors after choosing quit-game about "debug-assertion failed", but nothing strange so far.

    I got the playtest archive #849 from 10-02-08 but that's not the sourcecode. I will start playtesting this week, but need the source of that version before I can start "reading". Can I get the complete sourcecode #849 somewhere , since I still have no answer from the darkdust-account-side.

    BTW does the game play music, sice I hear nothing at the moment. I once installed a no-cd-crack, but with the new executable and the CD present there is no music, and without the CD the new executable doesn't ask for the CD either !?

    Tll next message ;-)

  11. #71
    Ekmek
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    try pming darkdust through here: select the pm option above his post (if its a problem then I'll try and contact him)

    http://apolyton.net/forums/showthrea...hreadid=149224


    all the lat 849 is viewable in the anonymous access but only an svn from darkdust is the way to get the latest. Did you get tortoise svn yet?

    As for music. I cant recall if it plays but now with the source code you can run your media player while the game is running to hear any music that way.
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  12. #72
    Protra3211
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    Hey anyone try the new playtest?AI is a much better .Early rush tactics against its AI,s cites is much harder to do.This was my way of gainning a early lead and more space to grow.Matain has listed all the changes and most were AI use of units.AI loves to fight in the open field -not waiting till you have stacks of units sitting outside its city.

  13. #73
    TomPoes
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    E,

    Turtoise won't install on my win-98 machine. I downloaded a zip-file but that contains tons of .cpp and .h files, I assume to built the application yourself !? Did not see any setup.exe or install.exe The msi-installers want above win2K ;-(

    Do I really need that to get a complete set of code-files of revision 849 at this moment !? I want to start test-playing and reading/experimenting with the sources as soon as posible.

    Can't I obtain a zip with all current files in it somewhere to start with ?!

  14. #74
    Ekmek
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    Tom,

    you may have accidentally downloaded the tortoise source code (for those thath work on). the actual program is: http://tortoisesvn.net/downloads

    and download the one that says:

    TortoiseSVN-1.4.7.11792-win32-svn-1.4.6.msi Installer

    it should take you here:

    http://sourceforge.net/project/downl...or=superb-east


    If you wnat to start play testing just get Martin's latest playtest in the playtest thread.

    http://apolyton.net/forums/showthrea...66#post5199266

    But if you want files we have it in the svn because there are a lot files. You can try, but I don't recommend, downloading them anonymously but then you have to do it one by one.




    I'll contact darkdust about your access
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  15. #75
    Fromafar
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    Version 1.4.7 of TortoiseSVN will not work with Windows 98.
    The last version of TortoiseSVN that supported Windows 98 was 1.1.7.

    TortoiseSVN FAQ entry.

  16. #76
    TomPoes
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    I am already playtesting with 849 and encountered some problems;


    A goody hut gave a new town 2 tiles next to my capital ;-( Discovered from NW by a warrior, that warrior could enter that new town but thereafter couldn't exit that new town to SE,S,E but could to N,NW,W



    Several barbarian attacks to towns where the barbarian was killed caused 4 x a slicerror in sequence, all armies disappeared from the screen (suddenly fortified in town)

    Parameter #0 of type GEA_Army of event RunCombat is invalid
    the event was added during the event runcombat and was called from the executable
    possible the data became invalid between event-call and event-execution



    Attacking a neighbour city with an army of 5 mixed bowmen, warriors and 1 hoplite caused a crash to the desktop ! Just before I was asked if I wanted to continue with this act of war and declare war. Ofcourse I did ;-)



    Furthermore ; if I can't get a working tortoise version for W98 I can't get the 849 source files ?! I really want to start reading what is done the last years. The download page only offered downloads for versions of the last 2-3 years, so older versions are no longer available there.

    Was nun, geehrter man ;-)

  17. #77
    Ekmek
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    Originally posted by TomPoes

    Furthermore ; if I can't get a working tortoise version for W98 I can't get the 849 source files ?! I really want to start reading what is done the last years. The download page only offered downloads for versions of the last 2-3 years, so older versions are no longer available there.

    Was nun, geehrter man ;-)
    you can still read them online with anonymous access here:

    http://ctp2.darkdust.net/anonsvn-eula.html
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  18. #78
    Ekmek
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    Tom,

    Darkdust told me he will be sending your access shortly!
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  19. #79
    Martin Gühmann
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    Post

    Originally posted by TomPoes
    A goody hut gave a new town 2 tiles next to my capital ;-(
    Well at the start you should look for goody huts and enter them, in the first few turns no Barbarians will turn up. If you still don't like your city you should build there a settler while the city is still size one.

    Originally posted by TomPoes
    Several barbarian attacks to towns where the barbarian was killed caused 4 x a slicerror in sequence, all armies disappeared from the screen (suddenly fortified in town)
    Parameter #0 of type GEA_Army of event RunCombat is invalid
    the event was added during the event runcombat and was called from the executable
    possible the data became invalid between event-call and event-execution[/QUOTE]

    That looks like a real problem since RunCombat is supposed to have a valid army argument.

    Originally posted by TomPoes
    Furthermore ; if I can't get a working tortoise version for W98 I can't get the 849 source files ?! I really want to start reading what is done the last years. The download page only offered downloads for versions of the last 2-3 years, so older versions are no longer available there.
    For some reason Fromafar put a link into his post, maybe it would be a good idea to follow it.

    -Martin
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  20. #80
    TomPoes
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    Oops, sorry martin. I overlooked that completely. I read his warning about the versions which I already knew and thought it was an answer to E with a SIG-line

    Followed the link now and will install this evening the working version.

    BTW
    Do you think it is worthy to continue my game ? The army that was attacked by the barbarian and caused the error causes now an desktop-crash if I attack the Americans. Is my save-game now corrupt and is it better to start over ?

  21. #81
    TomPoes
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    Hi again,

    I got SVN to work, downloaded all #849 trunk files and compiled the stuff. Unfortunately I got a lot of errors in several cpp files

    civapp.cpp , ArmyData.cpp , Barbarians.cpp , CityData.cpp
    GoodyHuts.cpp , Pollution.cpp , DataCheck.cpp
    worldutils.cpp , SlicEngine.cpp , ReligionRecord.cpp (missing!)
    net_crc.cpp , scenarioeditor.cpp , spnewgamediffscreen.cpp

    Attached a file with >some< lines from the log.

    What did I forget or what went wrong!?

    Help please !
    Attached Files Attached Files

  22. #82
    Martin Gühmann
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    Post

    Originally posted by TomPoes
    I got SVN to work, downloaded all #849 trunk files and compiled the stuff. Unfortunately I got a lot of errors in several cpp files
    Looks like the database files aren't build. So far I can only tell you that you should read carefully the "Apolyton CTP2 Source Code_Readme.txt" again.

    If this doesn't work we have to dig a little bit deeper.

    -Martin
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  23. #83
    TomPoes
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    Hi Martin,

    I re-read all instructions again and found 2 "new" things.

    1) \\\\ctp2_code\compiler\msvc6\stlfixes which I added in the settings before the standard stuff but after the DX-references

    2) C:\DXSDK\Samples\C++\DirectShow\BaseClasses\Debug_ Unicode
    which I don't have ! and thus did not enter.

    Whilst not being an expert-expert in C I think the error
    fatal error C1083: Cannot open source file: 'C:\\\\gs\newdb\ReligionRecord.cpp': No such file or directory
    seems to indicate that I didn't got all files by SVN

    Furthermore almost all errors refer only to

    C:\\\\ctp\civapp.cpp(715) : 'g_theMapDB' : undeclared identifier
    C:\\\\ctp\civapp.cpp(735) : 'g_thePollutionDB' : undeclared identifier
    C:\\\\gs\gameobj\ArmyData.cpp(10918) 'g_theRiskDB' : undeclared identifier.
    C:\\\\gs\slic\SlicEngine.cpp(3033) : 'RiskRecordAccessorInfo' : undeclared identifier
    C:\\\\gs\database\maprecord.h(11) : see declaration of 'MapRecord'
    C:\\\\gs\database\pollutionrecord.h(27) : see declaration of 'PollutionRecord'
    C:\\\\gs\gameobj\Pollution.cpp(171) : 'Phase' : is not a member of 'PollutionRecord'


    For g_theMapDB I saw no include in civapp as for others and it seems if there existed before "MapDB" without "the" ?!

    I saw for example;

    #include "MapIconRecord.h"
    extern MBCHAR g_mapicondb_filename[_MAX_PATH]; // New map icon database

    #include "MapRecord.h"
    extern MBCHAR g_mapdb_filename[_MAX_PATH];

    But nothing for g_theMapDB

    How can I check if for example civapp.cpp is the right version ?

    If you need more info please let me know.

    Gr, Tom
    Last edited by TomPoes; February 16, 2008 at 18:20.

  24. #84
    Martin Gühmann
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    Post

    Originally posted by TomPoes
    C:\\\\gs\database\maprecord.h(11) : see declaration of 'MapRecord'
    C:\\\\gs\database\pollutionrecord.h(27) : see declaration of 'PollutionRecord'
    Those files do not exist anymore, they prevent the source from compiling. Obviously you put the code from the SVN over the original code. Bad idea. So remove the ctp_code directory and replace it by a clean verson from the SVN repository.

    -Martin
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  25. #85
    TomPoes
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    Thank you Martin. You were right ! How is that possible ? I suppose that "build all" does not build everything new each time ? Otherwise old stuff can not cause errors no ?

    However I followed your advise and I am left with only 1 error now :

    ReligionRecord.cpp
    fatal error C1083: Cannot open source file: 'C:\\\\ctp2_code\gs\newdb\ReligionRecord.cpp': No such file or directory

    Any idea how that is caused ? I do have an religion.cdb file there.


    >>>>>>>
    Searching for 'ReligionRecord.cpp'...
    C:\\\\ctp2_code\ctp\civctp.dsp(6467):SOURCE=..\gs\ newdb\ReligionRecord.cpp

    gr.

  26. #86
    Ekmek
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    did the religion cdb compile?
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  27. #87
    TomPoes
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    E,

    No idea. The only file containing 'religion' in the tree is religion.cdb and that is nowhere mentioned in any log. I imagine that OR I need a religion.cpp file OR the reference sould be to religion.cdb ?!

    gr.

  28. #88
    Ekmek
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    if you open the religion.cdb you should be able to compile it using VC++ 6.0 upon compile it will create a cpp.

    HOWEVER the problem maybe that the cdb was removed from the ctp2project but the project file still looks for the cpp. I think this may be the case if Martin removed the cdb but left his cpp files from a previous compile so he wouldn't catch this change. Martin would be better at confirming this.

    To get you through the week I've uploaded my ReligionRecord.cpp & h. It goes in your

    trunk/ctp2_code/gs/newdb folder
    Attached Files Attached Files
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  29. #89
    Locutus
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    On an unrelated note, we're planning a major forum restructuring. The CtP2 forums won't be affected too much, but just so you know:

    http://apolyton.net/forums/showthrea...hreadid=174597

    The main things that will happen to CtP2 is that we plan to move the AoM forum into CtP2-General as a subforum, and we're considering to place the only remaining CtP1 forum under the CtP2 category and renaming the category to simply Call to Power, so it'll look like this:

    Code:
    Call to Power
    	CtP2 General
    		CtP2 Creation
    		CtP2 Ages of Man
    	CtP2 Source Code Project
    	C:CtP General
    The other option is to move CtP1 to Other Games (where RoN, MoO and eventually GalCiv will also go). If you have any thoughts on this, please post them in the thread above.
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

  30. #90
    Ekmek
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    I like the first option. other games just isn't the place for CTP1
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    Replies: 102
    Last Post: August 15, 2003, 19:28

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