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DESIGN: CtP2 Source Code released - our actions [brainstorm & discussion]

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  • #91
    well that’s ok as long as we all decide on one slic model we could have moded games with ½ the add slic comments in it. we need to decide on a slandered slic enhancement code that we all agree on and use that way a moder can tell when the code was enhanced with a mark on the file saying

    stranded slic (date)

    so people can know what they are getting.
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
    The BIG MC making ctp2 a much unsafer place.
    Visit the big mc’s website

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    • #92
      If everyone is going the route of using the source code to fix bugs and opening up more mod opportunities perhaps having Modswapper (or similar option) as part of the actual game set up should be pursued. This way all the changes that are to arise can be incorporated depending on the person playing the game instead of wickering a lot of code together.

      But perhaps some of the other stuff done with SLC and modding like goods mod, city expansion, etc should be incorporated into a new Apolyton patch but it could probably be left as a mod and not coded.
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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      • #93
        Yes, a built-in Modswapperism has already been proposed, J's thread, I believe.
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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        • #94
          Originally posted by The Big Mc
          well that’s ok as long as we all decide on one slic model we could have moded games with ½ the add slic comments in it. we need to decide on a slandered slic enhancement code that we all agree on and use that way a moder can tell when the code was enhanced with a mark on the file saying
          I think this is very important. The order of changes should be:

          1) lift the finite limitations on the number of items you can add to the game, so the mod community can flourish (in doing this the coders will get to look at the code and learn a lot about how it is set up)

          2) fix the real bugs in the game (worry about PBEM, and AI city management stuff later)

          3) Improve SLIC -- fix broken functions, add new functions, etc.

          Then when all of this has been done, we should consider whether the changes being proposed could be done with an improved SLIC language rather than a source code change. Changing the source code should be a last resort.

          It is better to fix and improve SLIC and use it to make the majority of the additions we want because it will cause less inadvertant bugs and crashes and it is much easier for someone to cherry pick the additions they want to their own game and slip SLIC in and out than it is to have to make source code changes to incorporate someone's new feature into the game and recompile.

          Imagine if there is a cradle like version of CTP2 (which cradle written into the source code) and someone has a space themed CTP2 in the later ages (written into a different source code) and you want both. It would takes days/weeks for you to put the code together on your own to get a hybrid of the two games. It is far better if these things were SLIC scripts that could be slipped in and out.

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          • #95
            you have a point
            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
            The BIG MC making ctp2 a much unsafer place.
            Visit the big mc’s website

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            • #96
              If stuff is SLC'd then effort should be made to keep stuff as mod specific as pssible. Like the worker slc or city expansion slc. If they remain pure, not having other slc functions then possibly we can make it at a start up screen where you pick which slc mods you want in the game. This might mean a space mod or a cradle mod's slc would have to be broken into components so a player can pick and choose this will allow a lot of customability although it may affect scenarios.
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

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              • #97
                the problem could be that many ideas and functions are related to what is in the exe
                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                The BIG MC making ctp2 a much unsafer place.
                Visit the big mc’s website

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                • #98
                  Yet again, we want to create an "official baseline version". And BTW, PBEM is among the most serious bugs.

                  Now, say, we put in some code that allows to create the space layer in the source. We merely add the code - some SLIC functions, if need be, a button for toggling between space/Earth, like CtP1, that's it. Now, all of that gets worked via SLIC... it's an idea of every modder whether space should be in, it's easily enabled and disabled via SLIC.

                  We will, though, I assume, want to also have some mod for the "official baseline version", and then we can debate whether space should be in it, etc.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #99
                    Originally posted by Solver
                    Now, say, we put in some code that allows to create the space layer in the source. We merely add the code - some SLIC functions, if need be, a button for toggling between space/Earth, like CtP1, that's it. Now, all of that gets worked via SLIC... it's an idea of every modder whether space should be in, it's easily enabled and disabled via SLIC.
                    Actual the space layer should be eneabled via text files than via slic. IIRC in CTP1 the space button was enabled by the space ladder wonder. So if you remove this wonder in CTP1 no space button in the game. Well you can put a lot into the source code, but it should finally depend on what the modders use what you find in a mod.

                    Also porting some stuff from slic to c++ source code will make the game faster, and the implementaion easier. For instance, I don't need then to use this workaround with the good tile improvements. My computer needs on an ultra gigantic map half a minute to improve the map, the AI wouldn't consider the good tiles as improved, so that it would build an tile improvement on the good. I wouldn't have the problem that the Barbarians already know some civs. So I also like to have an additional flag pillagable for the goods and the restoration time in the goods.txt beside the gold, pruduction and food flag that gives additional food, production and gold to the terrain, I like also flags like TradeGold, TradeProduction and TradeFood, for stuff that the reciever city should get.

                    And I like to have the feature back that hided the deep sea in CTP1.

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

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                    • To make the space in CtP2, you would at least have to add a button on GUI nonetheless, that could then be enabled by a wonder. Also, all those considerations of how special space cities are, moving in space (cargo pods), etc.
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • Originally posted by Solver
                        Yet again, we want to create an "official baseline version". And BTW, PBEM is among the most serious bugs.

                        Now, say, we put in some code that allows to create the space layer in the source. We merely add the code - some SLIC functions, if need be, a button for toggling between space/Earth, like CtP1, that's it. Now, all of that gets worked via SLIC... it's an idea of every modder whether space should be in, it's easily enabled and disabled via SLIC.

                        We will, though, I assume, want to also have some mod for the "official baseline version", and then we can debate whether space should be in it, etc.
                        Precisely, there are things for which source code changes will be the only way to implement things. However, source code changes should be reserved for only those things that can only be this way, not for things that could be done with SLIC. A lot of trouble could be saved by increasing the power of SLIC. Perhaps someone could start a thread on SLIC changes? I'm out until next week.

                        Also as an aside, if/when we get into tinkering with the AI, it might be a good idea to take the original .cpp files and break them into several sub files. This way you could have several people working on different aspects of the AI at the same time and making changes without interfereing with each others work. Of course, we haven't actually seen the source yet so it is hard to know if this is possible.

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                        • Yes, increasing SLIC power is on our list pretty high... but bear in mind that code directly implemented executes much faster. I propose that things such as options at city capture are put directly in the source.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • There's also the possibility of improving how SLIC works, so that SLICed stuff becomes faster, although this is likely to be tough at best.

                            Someone was worried about differing versions of SLIC. I was presuming that we would be using a version directive of some sort to distinguish enhanced SLIC from old stuff if necessary (It gets pretty hard to maintain backwards compatibilit any other way, especially since one of the things that needs to be changed is how SLIC handles simple arithmetic).
                            Last edited by J Bytheway; July 31, 2003, 15:08.

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                            • No matter what you do, interpreted scripts will always be much slower.
                              Solver, WePlayCiv Co-Administrator
                              Contact: solver-at-weplayciv-dot-com
                              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                              • Whoa! I disappear for a few months and this happens! Brilliant news!

                                Unfortunetly I'm a Java rather than C++ programmer, though I may get round to learning it one day.

                                Just one note of caution that comes to mind, when changing the source code we've got to be careful not to make more bugs than we fix!

                                Shores Of Valinor.com - The Premier Tolkien Community -

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