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  • Hi there

    Thanks a lot Tamerlin, but now, there's problem with "Brazilian" in Civilization.txt
    I think i understood the problem with your explanation. So i will translate and correct it if i can. I will post complete file here if you want

    I love this project and if i can help, i will

    PS : hey, i see you're in Toulouse ! Great ! I live not so far away !

    Comment


    • Ok i corrected all the file (there was some error with Brazil, Ethiopian and Mexican. And there was some problem with Diplomat_photo too).

      There's the complete file in attachment (it's the french translate file, of course)
      Attached Files
      Last edited by FMP thE mAd; October 4, 2004, 15:58.

      Comment


      • Re: Drat!

        Originally posted by Flinx
        Corrupt saved game from 2004.09.14 playtest
        What did happen to the peaceful Gandhi-civilisation that was #2 on the list before being wiped out? Those guys must have been running around desperately, having no less than 61440 strategies in their dying moments. I can correct the loading from file not to interpret this as a signed 16 bit integer (resulting in -4096 and a probable crash later), so you will be able to continue playing this game. But this is only a partial fix. calvitix or Martin should have a look at the rediculously large number of strategies.

        Originally posted by tigerduck
        Could somebody please explain why why game crashes ? I posted the crash.txt on the side before!
        We appreciate that, and it definitely helps to have these to give us an idea of where to look in the code. However, the number of possible causes is quite large, so it will speed up matters greatly if we are able to reproduce the bug ourselves. For that, we would need to have a description of the game situation and the actions you have been performing. And - if possible - have a save game at or just before the crash.

        Comment


        • mp experiences

          Together with a friend I played a lan game with the newest playtest version. We played without any mod like never before, so I really can't compare with the playtest before, only with modded gameplay.

          What we found:
          - The synchronization is much faster.
          - Even when the sync process is ready many variables aren't right (at the machine that isn't the host)
          - e.g. Money and 'Bautruppen' (sorry, don't know, the english word, the points for building streets, etc.) turn correct, if you open the national manager.
          - You only can move the units if you open the unit manager before.
          - The only variable I wasn't able to correct this way were the turns to the development of the next science. But though the display is wrong you will develop the new invention at the right time.
          - And sometimes the game crashes to desktop without any message (this time at the host). But after reloading there's no problem.

          Because we can't play a lan game very often: Is there a possibility to play an email game with our saved game?

          Comment


          • Originally posted by Martin Gühmann


            Don't you think it is a little bit too much to post 20 city names per civ expecially if you consider that only a small portion of them need to be translated, do you?

            -Martin


            I was not thinking about the civ_str.txt, saying that the said new file was changed in order to include more cities would have been enough. But looking in a new file to spot the changes without knowing what you are looking for is painful.

            Though I don't remember any information about this change in the Translation thread does not mean that it has not been said here. In this case I must have overlooked the information.
            "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

            Comment


            • Re: Re: Drat!

              Originally posted by Fromafar

              What did happen to the peaceful Gandhi-civilisation that was #2 on the list before being wiped out? Those guys must have been running around desperately, having no less than 61440 strategies in their dying moments. I can correct the loading from file not to interpret this as a signed 16 bit integer (resulting in -4096 and a probable crash later), so you will be able to continue playing this game. But this is only a partial fix. calvitix or Martin should have a look at the rediculously large number of strategies.

              I eliminated Polynesia (player 2) on 2575BC (turn 57) they had one Hoplite exploring which died the next turn. At AD100 there should be no strategies for them. Do the other AI players have anywhere near this many strategies?!?
              Attached Files
              ·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 FMP thE mAd
                Ok i corrected all the file (there was some error with Brazil, Ethiopian and Mexican. And there was some problem with Diplomat_photo too).

                There's the complete file in attachment (it's the french translate file, of course)
                Thanks, I must have sent an incomplete version of my corrections with the MissingFrenchStringFiles zipped file. I have edited my initial post in order to include the good files.
                "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

                Comment


                • Re: Re: Re: Drat!

                  Originally posted by Flinx

                  I eliminated Polynesia (player 2) on 2575BC (turn 57) they had one Hoplite exploring which died the next turn. At AD100 there should be no strategies for them. Do the other AI players have anywhere near this many strategies?!?
                  By way their first city have been a very easy target as well. However I must aggree dead players shouldn't have any strategies at all. Is this this strategy index you are talking about, Fromafar, an index into the database or an index for a created strategy?

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

                  Comment


                  • Re: mp experiences

                    Originally posted by rdorau
                    Together with a friend I played a lan game with the newest playtest version. We played without any mod like never before, so I really can't compare with the playtest before, only with modded gameplay.

                    What we found:
                    - The synchronization is much faster.
                    - Even when the sync process is ready many variables aren't right (at the machine that isn't the host)
                    - e.g. Money and 'Bautruppen' (sorry, don't know, the english word, the points for building streets, etc.) turn correct, if you open the national manager.
                    - You only can move the units if you open the unit manager before.
                    - The only variable I wasn't able to correct this way were the turns to the development of the next science. But though the display is wrong you will develop the new invention at the right time.
                    - And sometimes the game crashes to desktop without any message (this time at the host). But after reloading there's no problem.

                    Because we can't play a lan game very often: Is there a possibility to play an email game with our saved game?
                    Thats Great! I think I'll test it again online if I can get someone to play with.
                    "

                    Comment


                    • Re: Update 2004.09.14

                      Originally posted by J Bytheway
                      Well, persistence pays off. Finally, after innumerable failed uploads (about 40 hours worth ), I think I've managed to get the new version uploaded. I wiped and started my codetree from scratch, so that, amongst other things it no longer causes the MSVC++ IDE to crash all the time while I'm compiling, which I take as a good sign.

                      There are lots and lots of changes here. The list below lists all changes since the last version I released, not the last released by anyone (although the list below is probably not complete, and possibly not accurate).

                      If Martin, Fromafar and Flinx could edit the posts in which they posted playtest versions to point at this one, I'd appreciate it.

                      I'm afraid that the playtest has become so bloated that it will no longer fit in a single file. After repeatedly cutting it into ever smaller chunks, I finally managed to get it uploaded in seven parts, each roughly 1MB in size:

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

                      Each file should be extracted into your main CTP2 directory.

                      You should need only one of the last two downloads - whichever contains the language you use.

                      Unfortunately it has taken me so long to upload this that this playtest is already out of date. Feel free to request a more up to date version.

                      I was messing around with these files so much that I would not be surprised to find I had made an error somewhere so if it doesn't work, shout.

                      My sig should be up to date now, too...

                      Changes:

                      Added: Option (In advanced options) to display all orders any unit in an army can perform
                      Added: Recalculation of support costs upon change of government
                      Added: New messages when investigating a city depending on whether spying unit captured
                      Fixed: Possible wrong sorting by "turns till production finished" in National Manager
                      Changed: Sorting logic to speed sorting of lists
                      Fixed: Sorting by govener type
                      Fixed: Possible crash-causing behaviour on missing files
                      Fixed: Text file errors in Alexander scenario
                      Added: Prevention against a city revolting twice in a row to allow the new owner to
                      repair problems with it and stand a chance of keeping it
                      Fixed: Various memory leaks
                      Fixed: Gaia controller messages
                      Fixed: Various hotseat bugs
                      Changed: Behaviour of text in Starting and Ending Age buttons in multiplayer setup to
                      best cope with variations introduced by different mods.
                      Fixed: Some problems with the original fix for the Miles sound library
                      Changed: Many things to improve MSVC.NET compatibility
                      Changed: Behaviour of messages tab so that newest message always displayed
                      Added: New option to put newest messages at the top
                      Changed: String hashing to prevent crash in Cradle
                      Added: Target coordinates to 'armytext' playtest feature
                      Changed: AI personalities system to improve flexibility
                      Fixed: Possible double assignment of same civ at the start of the game
                      Added: New city styles
                      Added: New civs
                      Changed: Buffer size when reading GL texts to prevent truncation of the longest entries
                      Changed: Lots (and lots) of things related to AI movement in an effort to improve that
                      Fixed: Crashes due to invalid units
                      Fixed: Crash caused by starting a new game from the menu
                      Fixed: Crashes due to malformed data files
                      Added: Backwards compatibility with original data files
                      Changed: Freight values to make caravans practical
                      Changed: Sprite limit to 255 (from 200)
                      Changed: Terrain scores to improve AI settling strategy
                      Changed: AI tile improvement placement strategy to allow it to place undersea tunnels
                      and be more intelligent in other placements
                      The pic packages are broken
                      Last edited by Martin Gühmann; May 25, 2008, 17:47.

                      Comment


                      • Re: Re: Update 2004.09.14

                        Originally posted by kaan
                        The pic packages are broken
                        I just have tested it and and from all links I can start downloads, I just had to try the second pic link a second time, Mozilla told me that the requested document contained no data. Not the first time, so a relaod and everything is fine, if you still cannot download the pictures then you could get them from the altered source thread.

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

                        Comment


                        • I get "the requested document contained no data" often at Poly, no idea why but after clicking again it always works.
                          The Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power.

                          Join Eventis, the land of spam and unspeakable horrors!

                          Comment


                          • Well me and EPW tried MP again last night with a few things to report.

                            1. The screen freezes for the non-host when it changes to their turn. You can press buttons and the units and everything is still functioning, except everything on screen doesnt change, you move mouse and the hand moves, but the yellow square cursor doesnt. This didnt happen with the first playtest, so some change from the first to the current did this. The only way we found to "unfreeze" the screen is to open national manager with the button on the wheel on the main interface, the F-keys dont work when its in this frozen state.

                            2. Public works doesnt work consistently. I was non-host so I can only speak for that side, but I wasnt getting full pw that I allocated with the tax everytime. I would allocate say 100% tax for 555pw then it would give me 220 or something seemingly random then it would either reappear with a resynch on a turn later in the game or just reappear without a resynch later in the game.

                            3. As rdorau mentioned, resynchs are ALOT faster. But the same bugs after a resynch occur. ie, graphs getting messed up, science resetting the counter (but thankfully not the internal counter), but these were in the 1.11 game.

                            4. A new bug I noticed was that I exchanged maps with an AI and that revealed some of EPW's cities under the fog of war of course, 2 of his cities had the modern city style (we were in ancient period) also the AI I exchanged maps with had 1 modern city style, obviously EPW didnt see that, he saw all the right styles for his cities. A bug fix that has worked at least is city styles are right for the non-host, they used to always be asian no matter what civ you chose.
                            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


                            • problems with game saving

                              If I try to save a game it always crashes to desktop.
                              A friend has the same problem. It's only possible to play with the autosaved game. We play with the newest playtest (sp).

                              Comment


                              • Well, rdorau, the content of your crash.txt would be helpful, so that we would have at least a chance to locate the problem. But as you mention it I think I encountered this problem as well with my own version, it occurs when I load a savegame from within the game but not when I load a game for the first time of that session.

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

                                Comment

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