Announcement

Collapse
No announcement yet.

PROJECT: Playest II

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by E
    Flinx or anyone, how applicable is SLIC code to the source code. I see that SLIC uses a lot of the same functions and accesses the same data. But is it possible to make a SLIC file into a cpp and h file in order to make its functions part of the actual code.
    It's certainly possible to port it to C++, and in most cases this will not be too dificult, but it cannot be used as-is as source for the game.

    Comment


    • Originally posted by Maquiladora
      Calvitix, that exe doesn't require the CD so it's probably illegal to destribute here.
      It's an executable, not source code, so that shouldn't be a problem.

      Comment


      • Originally posted by Maquiladora
        Calvitix, that exe doesn't require the CD so it's probably illegal to destribute here.
        Actually that question is yet undetermined.
        You could argue that if the game required the cd for installation and nothing else it would still satisfy the Activision lisence.

        Comment


        • I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe.
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • Originally posted by Maquiladora
            I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe.
            Why not asking Activision?
            "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

            Comment


            • crash.txt

              @Martin

              I can't find 'crash.txt'. Where is it?
              The crash occurs when I try to save the game. At loading there is no problem. But so I just can load the autosaved game.

              Comment


              • Originally posted by Maquiladora
                I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe.
                And you're right...

                I didn't mind to provide a no-cd exe, I was just upset to forget to put the CD in my drive everytime I want to develop, so I desactivated the check.

                I replaced the file :

                Edit: Removed link, the latest version of the Apolyton Edition can be found here.

                This is now my last compiled ctp2.exe, so it certainly needs Locutus new files (civ_str,...)
                Last edited by Martin Gühmann; May 25, 2008, 17:50.

                Comment


                • Re: crash.txt

                  Originally posted by rdorau
                  @Martin

                  I can't find 'crash.txt'. Where is it?
                  The crash occurs when I try to save the game. At loading there is no problem. But so I just can load the autosaved game.
                  You have to enable logging, to do it open the userprofile.txt in your ..\ctp2_program\ctp\ folder with any text editor of your choice and change there the line from:

                  EnableLogs=No

                  to

                  EnableLogs=Yes

                  Then the crash.txt is generated automaticly in a subfolder called logs.

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

                  Comment


                  • Originally posted by Maquiladora
                    I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe.
                    Sorry, I misunderstood you. Ignore my previous comment.

                    Comment


                    • Originally posted by calvitix
                      And you're right...
                      I didn't mind to provide a no-cd exe, I was just upset to forget to put the CD in my drive everytime I want to develop, so I desactivated the check.
                      I replaced the file :

                      Edit: Removed link, the latest version of the Apolyton Edition can be found here.

                      new files (civ_str,...)
                      Has someone made changes to the path-finding algorithm? Using the build provided by Calvitix, I am getting ridiculous path suggestions. As an example, clicking the green move arrow to move my slaver two squares past an enemy city, which I had successfully captured a slave from last turn, suggests a seven turn route around a city to the south.

                      It seems to me that longer routes 100% over grassland/plains are suggested over shorter routes crossing forest or hills. Routes which would pass cities or units of another player are never (?) offered, and the shortest bypass route over forest or hills is rejected for longer bypass routes over grassland/plains.
                      Last edited by Martin Gühmann; May 25, 2008, 17:51.
                      ·Circuit·Boi·wannabe·
                      "Evil reptilian kitten-eater from another planet."
                      Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

                      Comment


                      • Originally posted by Maquiladora
                        I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe.
                        I was courius and tried to find the rules of this forum, in the FAQ i could find no mention of that rule. Do you know where to find it?

                        Comment


                        • From the Upload FAQ (bolding mine):

                          What kind of files are accepted?
                          Only files related to the games we cover are accepted. NO ILLEGAL FILES will be tolerated. All uploads are logged!
                          The owners of this site have defined no-CD hacks/cracks/patches/whatever as illegal. In fact, pretty much all hacked exes of any kind are deemed illegal, unless the companies who produced the original exes give explicit permission for publication (e.g. as was the case with the v1.21 hack for CtP1, and basically this source code project as well).
                          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                          Comment


                          • Originally posted by Locutus
                            From the Upload FAQ (bolding mine):



                            The owners of this site have defined no-CD hacks/cracks/patches/whatever as illegal. In fact, pretty much all hacked exes of any kind are deemed illegal, unless the companies who produced the original exes give explicit permission for publication (e.g. as was the case with the v1.21 hack for CtP1, and basically this source code project as well).
                            Thanks Locutes, thats what i found in the FAQ and the definition you provide gives insight.

                            For the point of argument: If it is within the boundaries of the souce code EULA, then its OK with apolyton.
                            Is this true?

                            Comment


                            • Basically, yes. But if multiple interpretations of the EULA are possible (such as the issue of whether the game should require a CD to play or just for installation), Apolyton's interpretation may differ from yours (or anyone elses).

                              And obviously, all decisions always lie with the owners of the site. If at any point for any reason they decide they want to impose further restrictions on top of the EULA, they of course have every right to do so for all files made available on this site (though they wouldn't do so without good reason of course).
                              Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                              Comment


                              • Originally posted by Flinx


                                Has someone made changes to the path-finding algorithm? Using the build provided by Calvitix, I am getting ridiculous path suggestions. As an example, clicking the green move arrow to move my slaver two squares past an enemy city, which I had successfully captured a slave from last turn, suggests a seven turn route around a city to the south.

                                It seems to me that longer routes 100% over grassland/plains are suggested over shorter routes crossing forest or hills. Routes which would pass cities or units of another player are never (?) offered, and the shortest bypass route over forest or hills is rejected for longer bypass routes over grassland/plains.
                                it isn't a terrain types problem. I added a checkfordanger method to the pathfinding, to prevent AI's armies or civilian to be easily killed by bombarding or enemie armies.

                                the criterion are for now :
                                if civilian, avoid tiles near cities and enemies armies
                                if not civilian, avoid tiles near cities and tiles near bigger enemy armies.
                                when I say avoid, it adds a 'additional' cost to cross those tiles (10000 I think). So in your case the pathfinder prefer that 7 tiles path.

                                it works great for AI (it save a lot of units), but can be problematic in your case. I wanted to improve it by only checking the tile that ends the movement (armies can cross near the city if they don't stay near at the end of turn), but I didn't have time for now.

                                What I suggest is to keep that pathfinding for AI, and to make an option to activate it or not for player.

                                - Calvitix

                                Comment

                                Working...
                                X