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GENERAL: lets get are Bearings

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  • #16
    And the location to add in our ASTAR_JOINUNIT_ENTER (or whatever we call it)......

    Code:
    void Astar::PropagatePathCost(AstarPoint *node, AstarPoint *parent, 
       const MapPoint &start, const MapPoint &dest, AstarPoint **cost_tree)
                                  
    {  
    ..
    ..
    ..
        if (node->GetEntry() != ASTAR_CAN_ENTER) { 
    		return; 
    	} 
    ..
    ..
    ..

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    • #17
      If we change this to true, wonder what happens.....

      bool g_e3Demo = false;

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      • #18
        Originally posted by Dale
        If we change this to true, wonder what happens.....

        bool g_e3Demo = false;
        It seems to me from the source that it does then start the game right away, without main menu or other stuff.

        Edit: and after the game ends, it goes straight out too, no menus or stuff.
        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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        • #19
          Originally posted by The Big Mc
          any body seen this yet

          BOOL ChatWindow::CheckForEasterEggs(MBCHAR *s)
          {
          if (!strcmp(s, "pacman")) {
          return TRUE;
          Originally posted by Peter Triggs
          Shucks. Now we'll never know what would have happened if that line hadn't been there and we'd typed "pacman" into the chat window.
          Why? strcmp(s, "pacman") returns 0 if s == "pacman", so the decision, translated to English, is:

          if the string s is "pacman" then return TRUE

          I'd search for calls to CheckForEasterEggs() and see what the caller does when the return value is TRUE...

          Misha

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          • #20
            Because, IIRC, st_swithin said the operative pacman code had been commented out. And now all the comments have been removed. Otherwise it could have been uncommented and we'd see what it did.

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            • #21
              Returning to the "getting our bearings" theme. Once we have a core group of people who can compile the code (about 5-6 public admissions at this point), the community can turn to the To Do list we developed a while back in this thread. Item 1, IIRC, is to lift the build in mod limits, which Immortal Wombat located.

              So, if someone makes the necessary changes, lifts the 200 sprite limit and compiles a working version of the game. How do they get a copy out to everyone?
              Last edited by ahenobarb; October 31, 2003, 14:57.

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              • #22
                As far as lifting limits goes, someone will also have to look into lifting the 64 limit for buildings and wonders (probably similar to the sprite limit).

                As for getting a copy out to everyone, I think it would be useful to fix more than 1 bug at a time, so we don't get new releases every hour or so As most software companies, we'll probably want to put out patches which fix a whole bunch of issues simultaneously.

                A patch would presumably simply be a zip file with a new ctp2.exe (plus maybe other DLLs and files that have changed) and a readme explaining what the patch fixes (and containing the warning that it's not an Activision product, blah, blah -- as the EULA requires). So not much different from a mod really...

                Edit: oh, since the patches will probably be pretty big (ctp2.exe alone is about 6 MB large, IIRC), the final release version of the patches will probably have to be built by me, so I can upload them directly to the Apolyton server (too big to attach in the forums, and probably soon gets too big for the upload feature as well).
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #23
                  Originally posted by Locutus
                  As far as lifting limits goes, someone will also have to look into lifting the 64 limit for buildings and wonders (probably similar to the sprite limit).
                  I located the limit on the numbers of civilizations as well.

                  Edit: oh, since the patches will probably be pretty big (ctp2.exe alone is about 6 MB large, IIRC), the final release version of the patches will probably have to be built by me, so I can upload them directly to the Apolyton server (too big to attach in the forums, and probably soon gets too big for the upload feature as well).
                  That's the answer I was looking for! However, what will happen when there is the Official Apolyton patch 2.0 (or whatever) and then several independent patches that are bifurcations of other patches? I guess what I am getting at is that distribution of different patches and versions in the future my become a real problem. How much storage space will Apolyton allow us to use? The number of patches worth sharing will quickly grow after the first one we produce. Without trying to get ahead of ourselves, in a year or so, the CTP/CTP2 community may need its own server and domain.

                  Just some rhetorical questions to think about.

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                  • #24
                    How much storage space will Apolyton allow us to use?
                    Some of the current mods also take up 20 MB or more (think MedMod, Cradle) and we have quite a few of those (not just for CtP but for other games as well).

                    The Apolyton Staff always has a few open positions but worrying about diskspace and other technical issues is one position that's already taken

                    We'll let you know if there are any openings in the future
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                    • #25
                      BTW, the debug exefile of CtP2 that I built is over 14 MB in size.
                      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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                      • #26
                        Yes, but the release version is only about 9 MB (quite a big difference, actually). Which is odd as the in theory exactly identical ctp2.exe file on the game CD is only 6 MB

                        Either way, nothing Apolyton won't be able to handle.
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #27
                          I think the 'final' version (called ctp2.exe) is the actual release. It is almost as large as the original in the ctp_program directory. The difference must be caused by our removal of some sound library calls.

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                          • #28
                            Ah yes, now I see. That explains it....
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                            • #29
                              Yep, Final comes out at about 6MB. It's probably smaller than Release due to additional optimisations.

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                              • #30
                                Does anyone think we should look into the making of binary patches, rather than uploading whole copies of the executable - that would take rather less space.

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