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  • #76
    Originally posted by E
    It took a long time but I downloaded the files from the server. Does it do this evertime I have to get an update or can I just get the latest revision?

    And how do I upload stuff? or make my revisions?
    The svn documentation is really very good, and explains everything slowly and carefully, so I suggest you look at that first, but feel free to ask us about anything you don't understand.

    If you want to use TortoiseSVN, I'm not sure how well documented that is, and I can't help you with it, since I'm not using it .

    Comment


    • #77
      Originally posted by E
      It took a long time but I downloaded the files from the server. Does it do this evertime I have to get an update or can I just get the latest revision?
      Well if you followed John's advice it doesn't take so long but still takes a while, as the trunk folder alone contains 119 MB and the tags increase the size up to 1.01 GB.

      Well I only update the trunk as Tortoise has to check whether you have modified files in your working copy, that takes a while and then it has to check whether there are modified files on the server, and then it updates only the files that are necessary and of course that doesn't take so long.

      Originally posted by E
      And how do I upload stuff? or make my revisions?
      That is simple, right click in Explorer on the folder you want to update and you find entries like Update, Commit... and TortoiseSVN. Of course Update is for updating your working copy. Commit... is for uploading and TortoiseSVN gives you some more options like Show Log were you can get a list of the revisions and from there you can go to statistics, the best is you look it that first, as long as you don't use the Commit... option you can't break anything on the server, of course if you use some options like delete on your local copy and forget it you will commit it later, and then you get some nasty results.

      By the way you should also try at the log window the compare function of files and of course you should try the help button.

      The more important is the add option that you can apply on folders but on single files as well, but for the start you don't need this.

      You just have to add your modifications to a file and when it is finished you use th Commit... option.

      But before you commit it you should post it before so that we all can be sure.

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

      Comment


      • #78
        E have you managed to compile it. i keep getting an error when the cod links
        "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
        The BIG MC making ctp2 a much unsafer place.
        Visit the big mc’s website

        Comment


        • #79
          Originally posted by The Big Mc
          E have you managed to compile it. i keep getting an error when the cod links
          And what is the error?

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

          Comment


          • #80
            I think there is an inconsistency. My copy of CityData.cpp I got from the server rev332 didn't match what I had from the last group that was posted in the alt files thread... the old file had this
            Code:
            BOOL CityData::CanBuildUnit(sint32 type) const
            {
            
            	const UnitRecord *rec = g_theUnitDB->Get(type);
            	if(!rec)
            		return FALSE;
            
            	MapPoint pos;
            	m_home_city.GetPos(pos);
            
                if (!g_player[m_owner]->HasAdvance(rec->GetEnableAdvanceIndex()))
                    return FALSE;
            
            	sint32 o;
            	for(o = rec->GetNumObsoleteAdvance() - 1; o >= 0; o--) {
            		if(g_player[m_owner]->HasAdvance(rec->GetObsoleteAdvanceIndex(o)))
            			return FALSE;
            	}
            
            	if(g_exclusions->IsUnitExcluded(type))
            		return FALSE;
            
            	if(rec->GetCantBuild()) {
            		
            		return FALSE;
            	}
            
            	
            	
            	
            	
            	
            	
            	if(rec->GetNumGovernmentType() > 0) {
            		sint32 i;
            		bool found = false;
            		for(i = 0; i < rec->GetNumGovernmentType(); i++) {
            			if(rec->GetGovernmentTypeIndex(i) == g_player[m_owner]->m_government_type) {
            				found = true;
            				break;
            			}
            		}
            		if(!found)
            			return FALSE;
            	}
            
            
            	if(rec->GetNuclearAttack() &&
            	   wonderutil_GetNukesEliminated(g_theWonderTracker->GetBuiltWonders())) {
            		return FALSE;
            	}
            
            	if(rec->GetSlaveRaids() || rec->GetSettlerSlaveRaids() ||
            	   rec->GetSlaveUprising()) {
            		if(wonderutil_GetFreeSlaves(g_theWonderTracker->GetBuiltWonders())) {
            			return FALSE;
            		}
            	}
            
            	if(rec->GetSlaveRaids() || rec->GetSettlerSlaveRaids()) {
            		sint32 i, n = g_player[m_owner]->m_all_units->Num();
            		for(i = 0; i < n; i++) {
            			if(g_player[m_owner]->m_all_units->Access(i).GetDBRec()->GetNoSlaves())
            				return FALSE;
            		}
            	}
            
            	if(rec->GetNoSlaves()) {
            		
            		sint32 i, n = g_player[m_owner]->m_all_cities->Num();
            		for(i = 0; i < n; i++) {
            			if(g_player[m_owner]->m_all_cities->Access(i).CD()->SlaveCount() > 0)
            				return FALSE;
            		}
            
            		n = g_player[m_owner]->m_all_units->Num();
            		for(i = 0; i < n; i++) {
            			if(g_player[m_owner]->m_all_units->Access(i).GetDBRec()->GetSlaveRaids())
            				return FALSE;
            		}
            	}
            
            	if(rec->GetCreateParks() && 
            	   !wonderutil_GetParkRangersEnabled(g_theWonderTracker->GetBuiltWonders())) {
            		return FALSE;
            	}
            
            	if(!g_slicEngine->CallMod(mod_CanCityBuildUnit, TRUE, m_home_city.m_id, rec->GetIndex()))
            		return FALSE;
            
            	if(!rec->GetMovementTypeLand() && !rec->GetMovementTypeTrade() && !rec->GetIsTrader()) {
            		if(g_theWorld->IsWater(pos.x, pos.y) && rec->GetSeaCityCanBuild()) {
            			
            			
            			return TRUE;
            		}
            		
            		if((g_theWorld->IsLand(pos.x, pos.y) || 
            			g_theWorld->IsMountain(pos.x, pos.y)) &&
            			rec->GetLandCityCanBuild()) {
            			
            			return TRUE;
            		}
            		
            		
            		if(rec->GetMovementTypeSea() || rec->GetMovementTypeShallowWater()) {
            			
            			if(g_theWorld->IsNextToWater(pos.x, pos.y)) {
            				return TRUE;
            			}
            			
            			return FALSE;
            		} else if(rec->GetMovementTypeAir()) {
            			return TRUE;
            		}
            		return FALSE;
            	}
            
            	
            	return TRUE;
            }
            where as the server version is
            Code:
            BOOL CityData::CanBuildUnit(sint32 type) const
            {
            // Added by Martin Gühmann
            	if(!g_player[m_owner]->CanBuildUnit(type))
            		return FALSE;
            
            	const UnitRecord *rec = g_theUnitDB->Get(type);
            	if(!rec)
            		return FALSE;
            
            	MapPoint pos;
            	m_home_city.GetPos(pos);
            
            	if(!g_slicEngine->CallMod(mod_CanCityBuildUnit, TRUE, m_home_city.m_id, rec->GetIndex()))
            		return FALSE;
            
            	if(!rec->GetMovementTypeLand() && !rec->GetMovementTypeTrade() && !rec->GetIsTrader()) {
            		if(g_theWorld->IsWater(pos.x, pos.y) && rec->GetSeaCityCanBuild()) {
            			
            			
            			return TRUE;
            		}
            		
            		if((g_theWorld->IsLand(pos.x, pos.y) || 
            			g_theWorld->IsMountain(pos.x, pos.y)) &&
            			rec->GetLandCityCanBuild()) {
            			
            			return TRUE;
            		}
            		
            		
            		if(rec->GetMovementTypeSea() || rec->GetMovementTypeShallowWater()) {
            			
            			if(g_theWorld->IsNextToWater(pos.x, pos.y)) {
            				return TRUE;
            			}
            			
            			return FALSE;
            		} else if(rec->GetMovementTypeAir()) {
            			return TRUE;
            		}
            		return FALSE;
            	}
            
            	
            	return TRUE;
            }
            hould I add the other stuff back in along with my new code?
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • #81
              Originally posted by E
              I think there is an inconsistency. My copy of CityData.cpp I got from the server rev332 didn't match what I had from the last group that was posted in the alt files thread... the old file had this
              That's not the last version of the function that I gave you.

              Originally posted by E
              hould I add the other stuff back in along with my new code?
              No, that's the sense behind it to do manually, the automerge could merge the stuff back in that should be removed.

              Now compare the version from the server with the last version you have and you should know what to do. And by the way you should do the precompiler task that I gave you ages ago, afterwards it is clear what to do.

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

              Comment


              • #82
                martin I have added nothing to the code i get this error the only thing i have done is replaced “$(CDKDIR)” with the direct address.

                Code:
                Linking...
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IDDrawExclModeVideo already defined in strmbasd.lib(strmiids_guid390.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IDvdGraphBuilder already defined in strmbasd.lib(strmiids_guid389.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IDvdInfo already defined in strmbasd.lib(strmiids_guid388.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IDvdControl already defined in strmbasd.lib(strmiids_guid387.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IGraphBuilder already defined in strmbasd.lib(strmiids_guid337.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IBaseFilter already defined in strmbasd.lib(strmiids_guid316.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IMediaEventEx already defined in strmbasd.lib(strmiids_guid297.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IMediaControl already defined in strmbasd.lib(strmiids_guid295.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IMixerPinConfig2 already defined in strmbasd.lib(strmiids_guid188.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _IID_IMixerPinConfig already defined in strmbasd.lib(strmiids_guid187.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _CLSID_DvdGraphBuilder already defined in strmbasd.lib(strmiids_guid161.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _CLSID_OverlayMixer already defined in strmbasd.lib(strmiids_guid136.obj)
                amstrmid.lib(strmiids.obj) : error LNK2005: _CLSID_FilterGraph already defined in strmbasd.lib(strmiids_guid88.obj)
                CivCTP_dbg.exe : fatal error LNK1169: one or more multiply defined symbols found
                Error executing link.exe.
                
                CivCTP_dbg.exe - 14 error(s), 0 warning(s)
                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                The BIG MC making ctp2 a much unsafer place.
                Visit the big mc’s website

                Comment


                • #83
                  Remove strmiids.lib from the libraries to link against in Project Settings. It works fine.
                  Caution! Under no circumstances confuse the mesh with the interleave operator, except under confusing circumstances!
                  -Intercal reference manual

                  People often remark of me, "You say sorry far to much!". To which my common-sense reply is "I apologise".

                  Comment


                  • #84
                    Done
                    Last edited by The Big Mc; April 17, 2005, 18:38.
                    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                    The BIG MC making ctp2 a much unsafer place.
                    Visit the big mc’s website

                    Comment


                    • #85
                      Originally posted by Martin Gühmann


                      That's not the last version of the function that I gave you.

                      -Martin
                      I don't think you got me. These two are the function from the last posted citydata.cpp (without my code) and then the most recent posted in the server. The server posted one seems to be missing a big chunk of the code for CanBuildUnit and I think it should go back in there, unless you see a reason it shouldn't.
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • #86
                        Originally posted by E
                        I don't think you got me.
                        No you didn't get me.

                        Check out this post there I posted the latest vesrion of the function you inserted the code. Now read it again and pay attention on the comments I added there. And then remember what I told you about the preprocessor and what happens if ACTIVISION_ORIGINAL is defined and what happens if ACTIVISION_ORIGINAL is not defined, what is the usual case.

                        Then compare the code at the top with the code in the according method of the Player class.

                        And then you should be able to understand what there happened.

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

                        Comment


                        • #87
                          I got the game to compile but I can't run when i put it in with the latest play test stuff
                          "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                          The BIG MC making ctp2 a much unsafer place.
                          Visit the big mc’s website

                          Comment


                          • #88
                            Originally posted by The Big Mc
                            I got the game to compile but I can't run when i put it in with the latest play test stuff
                            So again any more more specific error message would be helpfull.

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

                            Comment


                            • #89
                              Originally posted by Martin Gühmann


                              No you didn't get me.

                              Check out this post there I posted the latest vesrion of the function you inserted the code. Now read it again and pay attention on the comments I added there. And then remember what I told you about the preprocessor and what happens if ACTIVISION_ORIGINAL is defined and what happens if ACTIVISION_ORIGINAL is not defined, what is the usual case.

                              Then compare the code at the top with the code in the according method of the Player class.

                              And then you should be able to understand what there happened.

                              -Martin

                              yeah I knew a lot of stuff was repeated, but didn't catch that you removed it completely. Ok, will do my adds.
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment


                              • #90
                                how about it just crashes when you click new game or tutorial.
                                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                                The BIG MC making ctp2 a much unsafer place.
                                Visit the big mc’s website

                                Comment

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