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  • #91
    Re: Update - 2004.06.15

    Originally posted by J Bytheway
    It's been nearly a month
    Where does the time go?!
    ·Circuit·Boi·wannabe·
    "Evil reptilian kitten-eater from another planet."
    Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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    • #92
      Re: Update - 2004.06.15

      Thanks for compiling a new playtest version.

      Originally posted by J Bytheway
      It's been nearly a month, so I guess it's time for a new version. Lots of little changes this time.

      ...

      Fixed: Incorrect display in keymapping dialog
      Added: New commands in keymapping dialog
      ...
      But for this change you didn't include the needed
      ctp2_data/xxxxxx/uidata/layouts/km_screen.ldl files.

      So this will not work correctly.

      Also there is an other problem with this change, that i described in this thread.

      So take care when playing saved games with this updated version.
      Last edited by Lui2; June 15, 2004, 17:19.
      Ludwig

      Comment


      • #93
        Re: Update - 2004.06.15

        Originally posted by J Bytheway

        The change which removes the blank age buttons from the MP setup screen might cause problems with mods, but I included it anyway. Complain if you want it removed.

        ...

        Fixed: Blank age boxes in MP setup

        ...
        The fix for this problem does not work with this archiv, because the fixed ctp2_dta/xxxxx/uidata/layouts/ns_strings.ldl files are not included.

        Maybe you can update the archiv with these files.
        Ludwig

        Comment


        • #94
          That's not the only thing I missed - I forgot about all the updates needed to the ctp2_data directory. I'd best fix that...

          Edit: crosspost, I see you noticed another symptom of the same problem.
          Last edited by J Bytheway; June 15, 2004, 17:38.

          Comment


          • #95
            OK, I think it's right now. If you downloaded before, please do so again.

            I'm not sure that I've got all the current translations - I've sort of lost track of that sort of thing, so be careful about overwriting any translations you might have done recently which I have failed to include.

            Comment


            • #96
              ...and I just copied the km_screen.ldl from german to the other languages. It seems to work OK for the english at least.

              Comment


              • #97
                still seems to have a bug in caravan calculation that someone mentioned earlier. (not that this has been reportedly addressed yet but that is the first thing i noticed on my first playtest of the sourcecode project.)

                everything else seems to be working ok so far.
                "I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes.
                I set the clouds in motion, turn up light and sound, activate the window, and watch the world go round."


                - from Prime Mover by Rush

                Comment


                • #98
                  You can find a correction here (Out-of-the-box #s) or here (Suggested playtest #s)
                  Last edited by Flinx; July 15, 2004, 11:12.
                  ·Circuit·Boi·wannabe·
                  "Evil reptilian kitten-eater from another planet."
                  Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

                  Comment


                  • #99
                    DB-access: Advance and Buildings

                    The good news is: GrantAdvance() no longer crashes the game. The bad news: It still doesn't work. But as I now got an error message concerning argument type mismatch I could track the problem down to a database access problem. I tried to put the advance into a global variable and tested it using a message box - voilà:

                    This line should make SLIC happy:
                    Code:
                    GrantAdvance(iwwPlayer, VIS_VisiStuffAdvance);
                    ... if this assignment worked:
                    Code:
                    int_t VIS_VisiStuffAdvance
                    
                    HandleEvent(BeginTurn) 'SetupEveryTurnPre' pre {
                    	VIS_VisiStuffAdvance = AdvanceDB(ADVANCE_SUBNEURAL_ADS);
                    	Message(1, 'GeneralGamestatsMsg');
                    }
                    
                    messagebox 'GeneralGamestatsMsg' {
                    	Text(ID_GENERAL_GAME);
                    }
                    The proof of the assignment is the messagebox:
                    Code:
                    GENERAL_GAME	"Visi: {VIS_VisiStuffAdvance}"
                    The message box always displays "Visi: 0" (just to make it clear: ADVANCE_SUBNEURAL_ADS is at the bottom of my Advance.txt, hence certainly not no. 0), so GrantAdvance() would always just grant advanced composites according to my Advance.txt.

                    There seems to be another DB-access-issue with Buildings.txt:

                    Code:
                    Event:CreateBuilding(popCity, BuildingDB(IMPROVE_GERM_THEORY));
                    gives the SLIC error message:
                    type mismatch for argument 2, expected int_t

                    I didn't test this one with a message box yet but I would guess it's similar to the above one.

                    I haven't yet tested HasAdvance() intensively but I wouldn't be surprised if this function wouldn't work, too (and probably due to the same lack of database access), because I already had the feeling in earlier testing that all of my diplomacy and strategy related functions lost all impact on the AI's behavior. It hits me now that many of them are using "if(HasAdvance())"-statements and I am also missing a messagebox that should appear under certain circumstances, among those a neighboring civ having a certain advance . But this is just a feeling and probably related to something completely different. Anyway - it might be useful to take a look into HasAdvance(), too.

                    I am also sure that HasGood() doesn't work - as far as I remember it never did, just wanted to mention my observation: I am telling SLIC not to put my "visible capitol" on a tile if it HasGood(someLoc) - actually SLIC doesn't care at all and still likes to build capitols on cotton fields
                    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                    Comment


                    • Well just used my Debug version with GoodMod, the goods were improved. Well I must admit that I don't have the latest source alteration in.

                      If you want to know if a tile has a good you have to do something like this:

                      if(HasGood(someLoc) > -1){
                      }

                      Note HasGood returns the good database index and the first good in your database has index zero. And zero is treates as false and everything else as true.

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

                      Comment


                      • Note HasGood returns the good database index

                        So THAT's why it
                        doesn't work - as far as I remember it never did
                        I always assumed it should return true or false and just asked:
                        Code:
                        if(HasGood(someLoc)) {
                             it's fine;
                        }
                        This needs to be registered at the "CTP2 Bureau" (under construction) as soon as possible. I should have read the GoodMod files more carefully .
                        The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                        Comment


                        • Sorry, I forgot to report some real good news: player[].government seems to work perfectly now.
                          The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                          Comment


                          • Originally posted by Martin Gühmann
                            Well just used my Debug version with GoodMod, the goods were improved. Well I must admit that I don't have the latest source alteration in.

                            If you want to know if a tile has a good you have to do something like this:

                            if(HasGood(someLoc) > -1){
                            }

                            Note HasGood returns the good database index and the first good in your database has index zero. And zero is treates as false and everything else as true.

                            -Martin
                            you would have thought they would have called a function that returned the database index of the good WhatGood or WhichGood. One would logically assume HasGood would return True/False 0/1.
                            Oh well!
                            ·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 Flinx
                              you would have thought they would have called a function that returned the database index of the good WhatGood or WhichGood. One would logically assume HasGood would return True/False 0/1.
                              Oh well!
                              Before I used this function it would return a value between -1 and 3, -1 for no good at all, 0 for the first good that can appear on the underlieing terrain and so on.

                              At least you find this in the slic documention for that function.

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

                              Comment


                              • BuildingDB broken database access

                                I got the proof for the broken database access for Buildings.txt already reported above - tested it using a global variable and a message box:

                                Code:
                                VIS_CapitolBuilding = BuildingDB(IMPROVE_CAPITOL);
                                assigns "0" to the variable, should be index no. "14" according to my Buildings.txt (a funny effect in my Mod-playtest is that I am getting a lot of "capitol suburbs" - so my "visible capitol"-feature currently works as an "ancient city expansion"-feature ).
                                The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                                Comment

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