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PROJECT: To Do List for Patch v1.2

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  • #46
    Originally posted by J Bytheway
    Issue 31 was fixed by Martin recently.

    I've been investigating 32 but can't see anything that could cause it to happen. The relevant code seems to be this from CauseAndEffectTab.cpp. Is there anywhere else that you can change the science rate?
    Code:
    	sint32 scienceTaxLevelSet = spinner->GetValueX();
    	double currentScienceTax = 0.0;
    	player->GetScienceTaxRate(currentScienceTax);
    	if(scienceTaxLevelSet !=
    		static_cast((currentScienceTax * 100.0) + 0.5))	{ 
    		player->SetTaxes(
    			static_cast(scienceTaxLevelSet) / 100.0);
    		UpdateCities();
    	}
    It could be a problem of the cast, actual not very probably, but it could be a problem that the function is called when you don't expect this, that was also the case for the Pollution Button in the Scenario editor also for the player spinner there or for the stop player setting function that caused some problems using other players than player 1. The best way to figure out something like this is to insert an Assert(FALSE); into that function of interest and looking into the civ3logXX.txt in the ..\ctp2_code\ctp\logs\ folder to see from where that code is called. Another thing maybe is that it is just wrongly displayed on the interface, but also the interface can cause the error.

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

    Comment


    • #47
      Since it was system-specific, I assumed it was going to be a problem with the casting. On reflection, it's more likely to be a problem at the other end of the process, when the science is calculated using the science tax - but I wasn't able to figure that out, there seems to be a lot of redundant and obsolete code floating about. What I could find seemed to be using doubles exclusively, and only converting to ints at the very last stage (when the research is added to the running total).

      Anyway, thanks for the advice.

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      • #48
        I think the implementation of mods has to be added

        and increasing the sprite limit
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • #49
          Mods work with the latest playtest build.
          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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          • #50
            I was updating the list after Fromafar's update and I noticed a few things that I had missed a few issues. Maybe it would be a good idea if the coders (especially Martin and Fromafar, who seem to be doing most of the work) could browse through the unresolved issues to check if they are indeed all still unresolved.

            Also, I have a few questions (mostly for Martin, I think):

            #2 * Fixed random civ chooser for scenarios (world map)

            #17 * Fixed difficulty choice in scenarios


            Has this been fixed or not? Martin did some changes to the scenario editor but I'm not entirely sure if they covered this issue.

            #19 * Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.


            Is this covered by the fix that makes trade routes follow roads/rivers/etc?


            Questions for everyone:

            34. * Fixed message tab to always show newest messages


            Has anyone ever noticed this NOT being the case?

            Also, I noticed this fix by Fromafar in the source code thread:

            Great library starts with the current research project of the player [by Fromafar].


            Does this work for anyone else? It doesn't for me, or at least didn't in the last playtest I tested it on (28-3 IIRC).
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

            Comment


            • #51
              #19: Trade route revalidation. You could interpret this as: not using the path as stored in the file, but recomputing it when loading. If so, fixing this would actually introduce a cheat to prevent the caravan loss that occurs when you reroute through the GUI.

              The great library start change can be verified by starting a new game and opening the great library immediately. If you get Advanced Infantry Tactics on display, the change is missing.

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              • #52
                Re #19: And on top of that, whatever they did probably introduced an even worse bug. I remember people complaining to high heaven about how when you loaded a saved game you'd often find that your trade receipts had dramatically declined. Unless someone actually finds a bug with this, I think we should leave it alone.

                Comment


                • #53
                  Originally posted by Locutus
                  #2 * Fixed random civ chooser for scenarios (world map)

                  #17 * Fixed difficulty choice in scenarios


                  Has this been fixed or not? Martin did some changes to the scenario editor but I'm not entirely sure if they covered this issue.
                  I did some changes to the scenario editor, but none of these two issures is related to the scenario editor. The first one is an issure related to the civ chooser you get when you want to select your civilization when you start a new game. The issure is whenever you start with position fixed civs and you should choose a civ it is everytime the civ with that you started the map as random civ game. I didn't went too deep into it, but my assumption is that it is an interface issure.

                  I didn't looked into the other issure, but I guess the problem is that the level of difficuilty is determined by the scenario save game and not by the GUI. In that case it is probably a problem in gameinit or some other related file.

                  Originally posted by Locutus
                  #19 * Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.


                  Is this covered by the fix that makes trade routes follow roads/rivers/etc?
                  Also again something completly unrelated, and I must second Fromafar and Peter, to leave it alone. Espeacilly if I read again and again this fix description, they fixed something that they just encountered once and have no idea how it could happen at all. That sounds like a stupid work around, that could be caused by a memory leak, a not initialized variable or whatever.

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

                  Comment


                  • #54
                    Okay, thanks guys
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                    • #55
                      Unexciting things that could be done:
                      * Remove all the references in the executable to the unused data files so that they can be deleted.
                      * Remove all the references in the executable to the unused entries in the data files and cleanup data files e.g. some data appears in more than one file.

                      This would make it easier for modders...
                      ·Circuit·Boi·wannabe·
                      "Evil reptilian kitten-eater from another planet."
                      Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

                      Comment


                      • #56
                        I hadn't updated this in a while, so just a *bump* to let you know that I have now.

                        Only 16 issues left to fix (8 of which are MP related)...
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #57
                          I know it may take a bit to get the patch upto 1.1 standard, but just curious what will be the next step. Have you guys discussed it?

                          I don't want to get to ahead but it would be nice to see either the Apolyton patch stuff integrated,
                          or an internal modmanager (on the menu screen)
                          or the AI improved.

                          I know everyone will have their own interest but I'm wondering what people are thinking...
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • #58
                            Originally posted by E
                            I don't want to get to ahead but it would be nice to see either the Apolyton patch stuff integrated,
                            or an internal modmanager (on the menu screen)
                            or the AI improved.
                            What do you mean by Apolyton Patch, we are working on an "Apolyton Patch" and everything we have done here will be included in v.1.2. And version 1.2 is reached when all the worth stuff of v.1.1 is in.

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

                            Comment


                            • #59
                              Originally posted by Martin Gühmann


                              What do you mean by Apolyton Patch, we are working on an "Apolyton Patch" and everything we have done here will be included in v.1.2. And version 1.2 is reached when all the worth stuff of v.1.1 is in.

                              -Martin
                              D'oh, I meant the Super Apolyton Pack, the fan based patch. I know a lof that was slic'd and IIRC some people said it might be better if it is hard coded, but I could be wrong.
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment


                              • #60
                                Originally posted by E
                                The fan based patch.
                                It is a mod not a patch. Well it has features of a patch, but that is all. I had my reasons to add the question about the difference between a patch and a mod to the CTP2 FAQ. It confuses me espeacilly since the source code release and since we started to relase playtest versions.

                                Well for adding CityMod2 I would like to see it in our patch, unfortunatly some rework need to be done, so I have to postpone it a little bit, the diplomacy photos on the civ parchments must be replaced by adequate ones with a new diplomanager, and then only slic and some text file changes are left that should be incoorperated on source level for the slic and on the text file level for the text files, given these changes are good.

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

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