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  • #16
    CoT,
    In Multi-Player games diplomacy works fine, it's only in PBEM and Hotseat where there are problems. And yes, I'm *still* working on a solution, pretty close to finishing it actually, except for a single bug. The only problem is that this bug might be so serious that I have to go back to the drawing table
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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    • #17
      Any details?
      Concrete, Abstract, or Squoingy?
      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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      • #18
        About my PBEM mod? 'fraid not, I ran into a pretty big problem, not sure how to solve it yet. Might be forced to go back to the drawing table
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #19
          about the problem?
          Concrete, Abstract, or Squoingy?
          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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          • #20
            You *really* don't want to know (it requires a fairly thorough understanding of the code - which is the most horrible piece of spagetti code you've ever seen), but it has to do with the way messages are displayed.

            I can display a message with a 'variable string', i.e. one of those {action[0].text} things, but I can't display such a message if the index of action is an array index rather than a constant ('{action[argument[0]].text}') and the contents of the eventual string contains a variable. Still with me?

            Anyway, it's only a UI feature so if all else fails I could just write a different messageline for each and every treaty and combination of treaties that one could possibly ever encounter - but that would be a HUGE amount of work, which I want to avoid (not in the last place because it makes the code even messier than it already is).
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #21
              Originally posted by Locutus
              Still with me?
              Just about.
              Can't you do a line:
              i = argument[0];
              then message {action[i].text} ?

              Have I missed something?
              Concrete, Abstract, or Squoingy?
              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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              • #22
                No, action[i].text doesn't work anyway, regardless of what i is, for some reason you're only allowed to work with constants (that argument[0] is a variable in itself is apparently beyond SLIC's comprehension ).

                MY problem is more advanced than that. I already have a working {action[argument[0]].text}, where argument[0] is for example 4 and in the SLIC code I did a 'SetString(4, ID_TEST_STRING)'. When TEST_STRING is "Leemur poo" it works fine, but when it is "Better one leemur in the hand than {tmpValue} in the air" (where tmpValue is i.e. 10), it doesn't. In the latter case I get to see the message "Better one leemur in the hand than {tmpValue} in the air" instead of "Better one leemur in the hand than 10 in the air".
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #23
                  it just came to me maybe the teststring should be "better one leemur poo in the hand than {tmpValue} in the air" ,might work
                  'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                  Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                  • #24
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                    • #25
                      Ah, I get it.
                      You'd have to break it up.

                      SetString(4, ID_LEMUR_POO_1);
                      SetString(5, ID_TMPVALUE);
                      SetString(6, ID_LEMUR_POO_2);

                      LEMUR_POO_1 "A leemur in the hand is worth"
                      TMPVALUE " {tmpValue} "
                      LEMUR_POO_2 "in the air"

                      Or something. I think I'm lost. Would you then need a string that ran the three in a row?
                      Concrete, Abstract, or Squoingy?
                      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                      • #26
                        Originally posted by Immortal Wombat
                        Would you then need a string that ran the three in a row?
                        That's the whole point. I have one big sentence of 20 or so different clauses and those need to be filled in. Since the location of different clauses may vary, I have to work with 'string variables', since if I put {tmpValue} somewhere, I *must* put a value there, and not a string or nothing.

                        Yes, you're probably lost, but that's okay, so am I
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #27
                          My brain's melting. I'm going back to laugh at Dalgetti the succubus.
                          Concrete, Abstract, or Squoingy?
                          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                          • #28
                            sorry i gave this up. I got back into CTP2..tho I did give it a shot. It wasnt as bad. I dont remember it all.it is saved on my CTP2? But was deleted.


                            No-resyncs at GeneticAge!!! that's great. Keep up the good work
                            reduce sprite image and tags. I can tell you more if I go home and reinstall.


                            Could you give us a screen shot, faded glory? I'd like really know what targas you shrunk down.
                            Havent seen these thread in years. But sure! Smaller units. (Also you should read the graphics making mod bye Harlan for CTp1 but its actually the same process through CTP2)

                            Stop laughing at me

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                            • #29
                              Originally posted by Solver
                              No. The PBEM works easily, but without any diplomacy at all, and that can't be done.
                              Loco's code was bust. The feature is hidden! if Craptivision released the source code. Then we could do somthing about that diplomacy. But that isnt going to happen. And it doesnt look like its possible through slic


                              edit see mr ogre's thrad if you dont know what Im talking about.

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                              • #30
                                Originally posted by Martin Gühmann
                                Do you have an idea how to crack the ctp2.exe? I don't know if someone is there who want and can make a hack patch. CivCTPFan were are you?

                                I meant hacking...(or modding) whatever. i took it up and read Harlan's graphics creator and had an idea on how to fix the MP (this was before 1.1). I went about it...I played with my brother, he was using the modified ancient units I was, and later we got far into the game... Late modern, early genetic before it crashed after using a nuke (Got somthing like a Tga error faulty tag. Probably somthing I goofed on when editing ).


                                hell I just went back to CTP1 and right now Im working on a conscript unit for Communism. I could resurrect CTP2. I returned the CD. But I know where to get a Warez version. I suppose we should capitalize on this new interest in an old game

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