The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
As I foresaw it I did not understood it adequately... You are right, it is better to create a new thread. Though I could send you the french CtP2 files I think it would be better to work differently... more details in the appropriate thread.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
Originally posted by 4thmoon
now i am trying to make japanese version greatlibary.cpp from lastest english version (2003-12-23All.zip).
and i think the location of japanese.h is not fatal.
it will work in any place if you join it to the project.
OK, I was just interested in the path to make it a little bit easier for everyone to place the files. I notices that the other files were also modifie except japanese.h.
Originally posted by 4thmoon
i forgot an important notification.
these codes are only for japanese.
most of changes are harmless for other language version, but causes over head.
so i 'm not sure that those should be included to the altered souse package....
Overhead? What overhead in particular, is the loading time longer, does it need more memory. If it just needs a little bit longer to be displayed in the interface then it is not a problem the user doesn't notice it. Finally my which is to release a ctp2.exe that can be used for all languages, given of course there are the according text files. So if I understood you correctly the Japanese text files has still to be done? Well no problem once I updated the GreatLibary.txt. Of course you can also start with the other text files earlier. If you want to find other Japaneses here on Apolyton you could check the other fora for instance the Off-Topic forum. Well maybe you shouldn't post there as Settler or expect at least a DL-Dance.
Originally posted by 4thmoon
by the way,
i lost the new 'advance', if i load auto-save-file which was created just after getting it. have you already fixed this bug?
So far there is no fix to that problem, at least I am aware in comparision to others probably of this bug. My idea to solve it is to save the game after the AdvaceScreen poped up.
And by the way if you replace the attachment, please post at least a notification post in the according thread so that everyone can notice it easily, for instance I noticed it by accident that you edited your post. What you added qualifies even as new post.
i tested my codes with altered package and it seems good.
i used original \ctp2source\ctp2_data\english\gamedata and didn't meet error, it causes only blank field in new options.
to update data files is not seems to be difficult if i know the keys to add. is there some list of them?
Originally posted by Martin Gu"hmann
Overhead? What overhead in particular, is the loading time longer, does it need more memory. If it just needs a little bit longer to be displayed in the interface then it is not a problem the user doesn't notice it. Finally my which is to release a ctp2.exe that can be used for all languages, given of course there are the according text files. So if I understood you correctly the Japanese text files has still to be done? Well no problem once I updated the GreatLibary.txt. Of course you can also start with the other text files earlier.
i find that my codes can not treat non-english data (ex. french) correctly.
if you want to know the cause of overhead, you should see aui_bitmapfont.h. ( i updated the attachment because i forgot to escape some changes by macro switch. )
i cant execute english version binary, so i dont know the overhead is remarkable or not.
all language binary is attractive, if you really want to include japanese, i try to fix the probrem. but to use compiler switch to make japanese specialized executable is another solution. i want to know the overhead is acceptable or not.
Originally posted by Martin Gu"hmann
So far there is no fix to that problem, at least I am aware in comparision to others probably of this bug. My idea to solve it is to save the game after the AdvaceScreen poped up.
Originally posted by 4thmoon
i tested my codes with altered package and it seems good.
i used original \ctp2source\ctp2_data\english\gamedata and didn't meet error, it causes only blank field in new options.
to update data files is not seems to be difficult if i know the keys to add. is there some list of them?
NOt yet and it will need some time until I can do it, or anyone else can do it.
Originally posted by 4thmoon
i cant execute english version binary, so i dont know the overhead is remarkable or not.
Actual the source code generates a binary that is for English, German, Frensh or whatever language as long as there are the according text files. But in fact the original CTP2 binary was made on a computer with English language.
Originally posted by 4thmoon
all language binary is attractive, if you really want to include japanese, i try to fix the probrem. but to use compiler switch to make japanese specialized executable is another solution. i want to know the overhead is acceptable or not.
Unfortunatly I wasn't able to test it, as I had and still have some other things to do, but actual I prefer a binary for all languages. At least it should go into the same code base, so at least you should use the precompiler options. This way you don't need to modify your files again whenever we modify the according files of our version of the source code. Maybe you should wait until I was able to test it or someone else was able to test.
i renewed my attachment.
it includes source codes and data.
there still remain some sentence in data file written in english.
to use this, you need original source codes supplied by applyton, directX codes, altered package (2003-12-23All.zip posted by martin) and japanese edition data which attached this post.
firstly, you should prepare to compile original source codes, (i copied directX under lib folder).
and overwrite by altered package,
copy japanese data folders, and rewrite by this package again.
open project civctp_j.dsw, REBUILD 'CTP2 : DEBUG_BROWSE'.
if you meet some trouble, you should use original project and add compiling key '_JAPANESE'.
if the key '_JAPANESE', is not defined, it produces english ( or european langeuage in other words ) editoin. at least i intended to so.
Originally posted by Protra3211
Do I understand right that you have diplomacy photos working in the game now?
Provided you can make an *.exe out of the files in this thread and the source files they are in otherwise you have to wait until someone else does it for your.
Well for the diplomacy photos, I must say they are disappointing, at least better then nothing, and well we have to redesign the diplomanager finally. See this thread.
Originally posted by 4thmoon
an error occurred in DipWizard:: DipWizard
You may have to uncomment the Picture block in dipwizard.ldl. Martin has activated this block in the new versions for the European languages.
Some other small improvement suggestions for your code:
- CivApp:: PostLoadQuickSaveAction still contains an active statement leaderName[6] = '\0'.
- If you modify the file civpaths.txt, and change english to japanese, you may put your changes in separate japanese directories. This could prevent accidental overwriting of 'real' english files when unzipping your files.
- If you generate the Win32 - Release version and set Prophylaxis=No in userprofile.txt, you may generate a non-debug version that does not require the CD. Modifying c3files.cpp is not necessary.
1. Bug fix: Exclusions.cpp, some cut & paste errors repaired.
2. Compatibility: Crater.cpp, removed unnecessary call to sqrt, making .NET compilation of the file succeed.
3. Bug fix: dipwizard.ldl, replaced a reference to a non-existing file updf01.tga (after consultation of Martin - included here to save him some work).
4. Intended functionality implementation: Alexander scenario.slc, replaced the code in the "doesn't work, grrrr..." function with something that seems to do the job.
[Edit: link removed, included in 2004-01-31 source]
Bug fix or design improvement (take your pick ): the memory of most single player new game setup screens will be released before starting the game.
The scenario and editor buttons have not been changed. The other buttons do not cause any memory leaks anymore. If you immediately quit after launch, you should no longer get assert popups in the debug version, and have a much faster exit (smaller CTP_LEAKS_99999.TXT).
[Edit: link removed, included in 2004-01-31 source]
Originally posted by Fromafar
If you immediately quit after launch, you should no longer get assert popups in the debug version, and have a much faster exit (smaller CTP_LEAKS_99999.TXT).
I don't call removing asserts design improvements, asserts are thrown when something happens that should not happen, therefore removing memory leaks is bug fixing.
Well for the smaller CTP_LEAKS_99999.TXT I just played some turns and it took hours to exit the game.
Implemented feature of CTP2 v1.1: Slic Database Access and Slic Database Size Determination.
Slicers can now like in the CTP2 v.1.1 access the database and also access it like it is promissed by the slic documentaion, if a flag is not in the database you get now an error message instead of an crash. There is now also a way to access the size of an database.
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