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  • Activision 1.1 patch reimplementation:
    - enable reading of files generated by the Activision 1.1 patch (file type 66)
    - prevented CtD when settling in the Alexander scenario

    gfx\spritesys\UnitActor.cpp
    gs\fileio\GameFile.cpp
    gs\gameobj\CityData.cpp
    gs\gameobj\CityData.h
    gs\gameobj\Civilisation.h
    gs\gameobj\CivilisationData.cpp
    gs\gameobj\CivilisationData.h

    Bug fixes:

    gfx\spritesys\UnitSpriteGroup.cpp (do not access files after the open or create has failed)
    gs\gameobj\ImprovementEvent.cpp (corrected possible CtD when deleting own data in the middle of execution)
    gs\gameobj\TerrImproveData.cpp (do not kill the terraforming object twice)
    gs\world\MapPoint.cpp (corrected comment - no code change)
    robot\pathing\astar.cpp (corrected Null pointer dereferencing CtD)

    [Edit: link removed. Included in the 2004.03.28 source.]
    Last edited by Fromafar; April 7, 2004, 16:03.

    Comment


    • - Can't rush buy capitalization/infrastructure: CityData::BuyFront

      - Diplomatic proposals/responses sent from UI get the highest priority possible
      so that the AI won't override them: DipWizard::SendCallback

      - Added auto-center for bombardment: ArmyData::Bombard

      Also changed Ahenobarb/Fromafar's InterceptTrade fix to make sure that you only hear the SpecialEffect
      sound when the pirating is visable.

      \ctp2_code\ui\interface\DipWizard.cpp
      \ctp2_code\gs\gameobj\CityData.cpp
      \ctp2_code\gs\gameobj\ArmyData.cpp
      Attached Files

      Comment


      • Diplomat Pictures

        Was reading thur the changes listed. Diplo photos restored. I see a blank area where the photo should be.Are you just getting it prepared for pictures later on after bugs are fixed?

        Comment


        • Originally posted by Protra3211
          Diplomat Pictures

          Was reading thur the changes listed. Diplo photos restored. I see a blank area where the photo should be.Are you just getting it prepared for pictures later on after bugs are fixed?
          No, Activision's original diplomacy photos appear in the game, well if you adapted a mod like Cradle or ApolytonPack then you don't see photos of the additional civs, simply because noone added them as the game didn't use them anyway. Oh and of course you need to select a civ first.

          Oh and by the way incr is very general, it needs an additional description so that we now by looking on the file name what is in.

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

          Comment


          • Something I had on my harddrive for ages, but somehow it managed to escape uploading.

            gs\gameobj\bldque.cpp: loading of build queues with capatalisation or infrastructure (modification as posted by Peter Triggs).

            [Edit: link removed. Included in the 2004.03.28 source.]
            Last edited by Fromafar; April 7, 2004, 16:04.

            Comment


            • Thank you Martin

              One more thing which file are they in .

              Comment


              • Originally posted by Protra3211
                Thank you Martin

                One more thing which file are they in .
                You can find the photos in the pic555.zfs and pic565.zfs use Martin the Danes's zfs-viewer, to find them in it.

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

                Comment


                • ..\ctp2_code\ui\interface\scenarioeditor.cpp
                  ..\ctp2_code\ui\interface\scenarioeditor.h
                  ..\ctp2_code\ui\aui_common\aui_memmap.cpp
                  ..\ctp2_code\gfx\spritesys\Anim.cpp
                  ..\ctp2_data\english\gamedata\ldl_str.txt
                  ..\ctp2_data\italian\gamedata\ldl_str.txt
                  ..\ctp2_data\italian\gamedata\add_str.txt

                  Bug fixes by Martin Gühmann:
                  scenarioeditor.cpp: Fixed Auto-Turn-Off-Pollution-Bug. When you opened the scenario editor pollution was turned off automaticly.
                  scenarioeditor.h: Added to both scnearioeditor files ACTIVISION_ORIGINAL guards for older new code to match this with our current system.
                  aui_memmap.cpp, Anim.cpp, scenarioeditor.cpp fixed some memory leaks however the game still records memory leaks but what was fixed was clearly a problem.
                  Text files: Corrected a string in the English version, by Drulius. And Italian translation added provided by sandro.

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

                  Comment


                  • 2004.03.07
                    ..\ctp2_code\ui\interface\spnewgamewindow.cpp

                    Bug fix by Martin Gühmann: Prevents a crash when you load the single player new single player game screen and the game tries to load an invalid string, concerning world shape, map size and level of difficuilty.

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

                    Comment


                    • DP
                      Civ2 military advisor: "No complaints, Sir!"

                      Comment


                      • Bug fixes:

                        gs\gameobj\Player.cpp
                        gs\gameobj\PlayerEvent.cpp

                        Moved the autosave file generation to just before the StartMovePhase event, to prevent losing the advance that just was completed. See description.

                        ui\interface\scenarioeditor.cpp

                        Fixed some more memory leaks.

                        gfx\spritesys\UnitSpriteGroup.cpp
                        gfx\spritesys\UnitActor.cpp

                        Corrected crashes due to uninitialised member variables.

                        [Edit: link removed. Included in the 2004.03.28 source.]
                        Last edited by Fromafar; April 7, 2004, 16:04.

                        Comment


                        • ..\ctp2_code\gs\gameobj\Player.cpp
                          ..\ctp2_code\gs\gameobj\Player.h
                          ..\ctp2_code\ui\interface\GreatLibary.cpp
                          ..\ctp2_data\XXXXXX\gamedata\ldl_str.txt

                          Where XXXXXX is english, french, german, italian or japanese; an spanish version of that file is still missing.

                          Additions by Martin Gühmann:

                          Setting research goal to something already researched clears the goal. In comparision to the patch 1.1 implementation the player is notified that no goal was set.

                          Now also advances leading to tile improvements can be set, if there are more then one TerrainEffect fields then the cheapest enabling advance that is not known to the player is selected, if all enabling advances are known then the goal is cleared, too.

                          Note for the translation: The no goal set string is only available in German and English so far, in all language versions except the German version the English string is used until it is translated.

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

                          Comment


                          • Bug fix: prevent CtD when a tile improvement is created next to a goody hut under the fog of war.

                            ctp2_code\gfx\tilesys\TileDraw.cpp

                            [Edit: link removed. Included in the 2004.03.28 source.]
                            Last edited by Fromafar; April 7, 2004, 16:05.

                            Comment


                            • Made the pathfinding algorithm more like A*: added updating of a visited node when a better path towards it is found later.

                              Notes:

                              1. This sometimes improves the path (see example), but also makes the pathfinding slower. We will have to test what the impact is when there are lots of units around.

                              2. The efficiency of the current implementation may be improved. When the node was on the closed list, some propagation should be applied. For now, I have chosen an easier implementation, by simply reinserting the node in the open list.


                              robot\aibackdoor\priorityqueue.h
                              robot\pathing\Astar.cpp
                              robot\pathing\Astar.h
                              robot\pathing\Astarpnt.h
                              robot\pathing\UnitAstar.cpp

                              [Edit: link removed. Included in the 2004.03.28 source.]
                              Last edited by Fromafar; April 7, 2004, 16:06.

                              Comment


                              • Enable saving and loading of agreement data for more than 28 civilisations. Tested that loading and saving still works as expected with my own games, not tested with more than 28 civilisations.

                                ai\diplomacy\AgreementMatrix.cpp

                                [Edit: link removed. Included in the 2004.03.28 source.]
                                Last edited by Fromafar; April 7, 2004, 16:07.

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