Announcement

Collapse
No announcement yet.

PROJECT: Altered source files

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by J Bytheway
    I finally got around to making those changes to the barbarian code.

    ctp2_code/gs/gameobj/barbarians.cpp

    Changed the algorithm used in SP games to be the same as that used in MP games.
    Now tested. It appears to work fine.

    Originally posted by Fromafar
    Bug fixes:

    Untested: attempt at a solution for the problem that cities don't grow in PBEM.
    Originally posted by Fromafar
    Bug fixes:

    gs\gameobj\player.cpp
    Untested: handled the science update as the population update of the previous post. An attempt at a solution for the problem that researching is useless with PBEM.
    Both tested, and they do at least improve matters. See here for more details.

    Comment


    • Another minor PBEM fix...

      ctp2_code/gs/utility/TurnCnt.cpp

      Fixed the problem that PBEM saves always say "Turn 0".

      2004.12.31.save.game.name.rar

      And happy new year

      Comment


      • A little fix for the scenario editor

        ctp2_data/[language]/uidata/layouts/spnewgame.ldl

        Changed the names of the barb risk levels in the scenario editor dropsown list to match those in the popup you get whilst creating a new game (previously they were in reverse order and also different choices of name).

        2005.01.02.scenario.editor.barbs.rar

        Comment


        • And yet another PBEM/hotseat fix:

          ctp2_code/gs/gameobj/Player.cpp

          Arranged for science popups to be delayed until the appropriate players turn in hotseat and (hopefully, but not tested yet) also PBEM.

          2005.01.03.email.science.screen.rar

          Comment


          • Originally posted by J Bytheway
            Arranged for science popups to be delayed until the appropriate players turn in hotseat and (hopefully, but not tested yet) also PBEM.
            Now tested in PBEM. Seems to work fine .

            Comment


            • Bug fixes:

              ctp2_code\gs\gameobj\player.cpp
              Synchronise the turn counter when creating a new - revolting - civilisation, to prevent one-sided wars as reported by Lou Wigman.

              ctp2_code\ui\aui_ctp2\keymap.cpp
              Corrected the table order and a range check.

              ctp2_code\net\io\net_thread.cpp
              Memory leaks repaired.

              ctp2_code\ui\interface\initialplayscreen.cpp
              Derive the displayed version date from the executable, to prevent showing a wrong date when a ldl_str.txt file has not been updated.

              2005.01.07.incr.misc.zip

              Comment


              • ctp2_data/[language]/uidata/layouts/spnewgamepopups.ldl

                Decreased the minimum number of players from 3 to 1 - I want to be able to start PBEM games with two players, and I don't see any good reason to prohibit games with only one player (of course they might distort the high score table a little, but I'm sure there are other ways of doing that). I was surprised to discover that you don't win the game instantly when you're the only player right from the start...

                2005.01.06.num.players.rar

                (Sorry this is out of date order - I couldn't get it uploaded until now...)

                Comment


                • Double post 2.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                  Comment


                  • Double post number 1.
                    Solver, WePlayCiv Co-Administrator
                    Contact: solver-at-weplayciv-dot-com
                    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                    Comment


                    • ctp2_code\gs\slic

                      SlicFunc.h
                      SlicFunc.cpp
                      SlicEngine.cpp

                      Implemented the IsOnSameContinent SLIC function that takes two map positions as arguments and returns 1 or 0. Can't figure out how to make that rar store relative file path properly, so bear with me .
                      Attached Files
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                      Comment


                      • Solver,

                        You may need to verify your code base installation. Your recent gs\slic modifications seem to be based on files that are hopelessly outdated. SlicFunc.cpp is missing some changes that were made in May 2004.

                        Comment


                        • Will do that tomorrow... I may have made the changes to an old version indeed, I did keep several versions of the gs folder, so something might've got messed up.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                          Comment


                          • aui_sdl update

                            sdl stub implementation patch from earlier, merged to latest

                            ctp2_code/ctp/c3.h
                            - DX-API-Version to use moved to config_win32.h

                            ctp2_code/ctp/civctp.dsp
                            ctp2_code/gs/dbgen/dbgen.dsp
                            ctp2_code/mapgen/Crater.dsp
                            ctp2_code/mapgen/Plasma2.dsp
                            ctp2_code/mapgen/fault.dsp
                            ctp2_code/mapgen/geometric.dsp

                            - added SDL-Debug Target
                            - added SDL-Final Target
                            - generated *_SDL*.exe use SDL-sound instead of miless sound


                            ctp2_code/os/include/config_win32.h
                            ctp2_code/os/include/ctp2_config.h

                            - DX-API-Version to use moved to config_win32.h
                            - fixed typo in preprocessor directive


                            ctp2_code/ui/aui_sdl/aui_sdl.cpp
                            ctp2_code/ui/aui_sdl/aui_sdl.h
                            ctp2_code/ui/aui_sdl/aui_sdlinput.cpp
                            ctp2_code/ui/aui_sdl/aui_sdlinput.h
                            ctp2_code/ui/aui_sdl/aui_sdljoystick.cpp
                            ctp2_code/ui/aui_sdl/aui_sdljoystick.h
                            ctp2_code/ui/aui_sdl/aui_sdlkeyboard.cpp
                            ctp2_code/ui/aui_sdl/aui_sdlkeyboard.h
                            ctp2_code/ui/aui_sdl/aui_sdlmouse.cpp
                            ctp2_code/ui/aui_sdl/aui_sdlmouse.h
                            ctp2_code/ui/aui_sdl/aui_sdlsound.cpp
                            ctp2_code/ui/aui_sdl/aui_sdlsound.h
                            ctp2_code/ui/aui_sdl/aui_sdlsurface.cpp
                            ctp2_code/ui/aui_sdl/aui_sdlsurface.h

                            - added stub classes in aui_sdl for future SDL-based ui-Implementaion
                            Attached Files

                            Comment


                            • include path fix

                              ctp2_code/ctp/civctp.dsp
                              - fix new include paths for target "ctp2 - Win32 Test"
                              (new paths accidently added in ADD BASE CPP)
                              - added some missing dirs in ai/*, ui/ldl and ui/slic_debug to include path

                              ctp2_code/mapgen/geometric.dsp
                              - fix new include paths for target "geometric - SDL Final"
                              (new paths accidently added in ADD BASE CPP)

                              Just a note: Target ctp2 - Win32 Test does not compile, seems nobody has tried to compile it for ages. Did this target ever compile?
                              Attached Files

                              Comment


                              • final version next post
                                Last edited by Ekmek; February 11, 2005, 01:29.
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

                                Comment

                                Working...
                                X