Announcement

Collapse
No announcement yet.

PROJECT: Multiplayer

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by mapfi

    For trying out the other setup - I couldn't patch my copy of ctp2 last time I tried, after a new, single install the patch program would still return 'can't find ctp2'...
    Well at least for this you can use the patch in zip format from the directory here.
    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


    • #17
      Originally posted by mapfi
      So is there anything I can do to my version or do we have to wait for a playtest version with your newest fix?

      For trying out the other setup - I couldn't patch my copy of ctp2 last time I tried, after a new, single install the patch program would still return 'can't find ctp2'...
      Yes, you have all the English text files, just not all the *.ldl files, but they should be identical, so go to your ..\ctp2_data\german\uidata\layouts\ folder and copy all the *.ldl files from there to the ..\ctp2_data\english\uidata\layouts\ folder that are missing.

      Then you have to copy the sound files, you find them in ..\ctp2_data\german\sound\ copy there the sound.zfs to ..\ctp2_data\english\sound\.

      Finally you have to switch language, to do this go to the ..\ctp2_program\ctp\ folder and replace there in the civpath.txt the term german by english, and vola you have an English version of CTP2 with German sounds.

      The alternative is of course to ask John for a new playtest, the fix is done.

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

      Comment


      • #18
        I did just that, but then it was missing the str_loc.txt - I copied that over, will that be a problem? we'll try again tomorrow - cu then Maq.

        Comment


        • #19
          Originally posted by mapfi
          I did just that, but then it was missing the str_loc.txt - I copied that over, will that be a problem? we'll try again tomorrow - cu then Maq.
          The english version does not have a str_loc.txt, that's true for the Spanish version as well, by the way. It doesn't matter whether you put it into the directory as long as you don't copy the German Strings.txt into the English version, because that would import the str_loc.txt and that could lead again to a out of synch error due to different string databases.

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

          Comment


          • #20
            Maq and I had a very good game yesterday, unfortunately I didn't get to posting the results until now. Overall, mp seems to work fine, which is great! There were of course some bugs nevertheless:

            - wonder messages: when the client starts building a wonder, the host got the message he stopped building it, the other way around the messages were, however, correct

            - diplomanager human-human on both sides: when you make a proposal and then have to threaten -> just after the threat the diplowindow appears where you are supposed to select tone & recipient - when the answer to the threat arrives, this window instantly disappears again

            - a unit that received a move order during the other players turn does not move when you press 'o' - it moves when you end the turn but then, e.g. if it meets a enemy unit and stops you're not able to react and the moving points left are not used

            - one thing we were not able to explain was when we started froma save game, the trade routes had significantly lower values (like a third of what it was before) and it stayed that way - new trade routes due to a newly available good, however, had the assumedly right value again

            - Maq (client) had two crashes to the desktop during the game, which we suspect to be due to a revolting city, but we're not sure - reloading the savegame and playing on worked although on the first instance we had to go back 3 turns for Maq being able to join the game properly again

            - one thing that we were not sure as if it qualified as bug: when your opponent finishes a wonder, you get the message on his turn and therefore are able to change your build queue before it is your turn. Thus you won't loose the shields you've already accumulated for the same wonder.

            Miscellaneous:
            - The optimize slider button also optimizes specialist (at least farmers) - I didn't know that, consequently the button should be named differently.
            - A very useful feature to implement would be, that when you press 'o' and no unit is left to move the screen centers on a city with an empty build queue, if such a city exists
            - if you need any savegame or the output log (which is 45megs large) say so

            Comment


            • #21
              Well i was writing a long post with a lot of ramble, but you got the points a lot quicker.

              The game was much smoother than i was expecting on the whole though, and none of the "missing PW" bugs of the playtests last year.

              On the logs, i think fromafar wanted the start of the game only, from a 1.11 patch save and a playtest save (?), so perhaps we need to generate that 1.11 log at some point?
              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


              • #22
                Originally posted by mapfi
                Maq and I had a very good game yesterday, unfortunately I didn't get to posting the results until now. Overall, mp seems to work fine, which is great! There were of course some bugs nevertheless:
                Originally posted by mapfi
                - wonder messages: when the client starts building a wonder, the host got the message he stopped building it, the other way around the messages were, however, correct
                From a short look into the code, I didn't find anything, actually I didn't find out how the messages are sent from the Client to the host.

                Originally posted by mapfi
                - a unit that received a move order during the other players turn does not move when you press 'o' - it moves when you end the turn but then, e.g. if it meets a enemy unit and stops you're not able to react and the moving points left are not used
                I think this is also a problem in SP but of course not as obvious as in MP.

                Originally posted by mapfi
                - Maq (client) had two crashes to the desktop during the game, which we suspect to be due to a revolting city, but we're not sure - reloading the savegame and playing on worked although on the first instance we had to go back 3 turns for Maq being able to join the game properly again
                Any crash.txts?

                Originally posted by mapfi - one thing that we were not sure as if it qualified as bug: when your opponent finishes a wonder, you get the message on his turn and therefore are able to change your build queue before it is your turn. Thus you won't loose the shields you've already accumulated for the same wonder.
                That's a bug, however is this bug also present in the original game 1.0 or 1.1?

                Originally posted by mapfi
                Miscellaneous:
                - The optimize slider button also optimizes specialist (at least farmers) - I didn't know that, consequently the button should be named differently.
                And entertainers.
                Any suggestions that fit on the button?

                Originally posted by mapfi
                - if you need any savegame or the output log (which is 45megs large) say so
                And what is the log size compressed?

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

                Comment


                • #23
                  Any crash.txts?
                  Unfortunately in my haste to install last time i forgot to enable the logs. Theres a chance that loading the particular save might generate a crash in SP though, or we could simply reload it in MP and hope for a repeat.

                  BTW theres another bug that only happened to me as client, the diplomacy manager wasnt updated on my side, i noticed when we had to reload the game and our peace treaty and withdraw agreements had all disappeared, of course they ended properly after 20 turns on mapfis side, i think.
                  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


                  • #24
                    ah yes - i completely forgot the severe diplo bug:
                    my diplomanager temporarily didn't let me send any proposals, saying it wasn't my turn or I was awaiting a reply (though I wasn't) - I suspect it's somehow connected to the agreements because it first happened when our peace treaty was about to expire - then the treaty didn't disappear but lasted another 20 turns and when I got again the message, that it was expiring, it finally did and the diplomanager became again available to me.

                    suggestion: optimize ressources?

                    Comment


                    • #25
                      since were addressing some bugs here I was wondering: is it a bug that you cant add a settler to an existing city (increasing the city's population and disbanding the settler) or a missing feature?
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • #26
                        Well its definitely not a bug, but some kind of flag in units.txt would be useful to do that for certain units.
                        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


                        • #27
                          Originally posted by mapfi
                          suggestion: optimize ressources?
                          This sounds good.

                          So if I understand it correctly, the treaty expire messages aren't received at the client side?

                          And another thing I could give you the debug version, which could generate a lot of more logs and leak reports. I suppose you don't play with any slowing down AIs anyway.

                          An speakig of logs the best is to post them so again what is their size in compressed form after using WinZip or WinRar?

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

                          Comment


                          • #28
                            Originally posted by Martin Gühmann

                            So if I understand it correctly, the treaty expire messages aren't received at the client side?
                            That seems to be whats happening.

                            And another thing I could give you the debug version, which could generate a lot of more logs and leak reports. I suppose you don't play with any slowing down AIs anyway.
                            We played with 2 AIs last time, to basically have a full range of settings, to test as much as possible.

                            An speakig of logs the best is to post them so again what is their size in compressed form after using WinZip or WinRar?
                            Well I have 5 logs, which looks like they started each time i joined the game. The longest is the first which is 43mb and the rest add to around 3mb. Together they all compress down to 4.5mb in a rar.

                            Ill have time to upload them tomorrow if mapfi hasnt done before then. I assume our logs will be identical?
                            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


                            • #29
                              Originally posted by Maquiladora
                              Well its definitely not a bug, but some kind of flag in units.txt would be useful to do that for certain units.
                              hmm i think i found it here why it doesnt let you add a pop to the city:

                              Code:
                              BOOL UnitData::Settle()
                              {
                              	DPRINTF(k_DBG_GAMESTATE, ("Unit %lx settling\n", m_id));
                              
                                  if (CanSettle(m_pos) == FALSE) {
                              		DPRINTF(k_DBG_GAMESTATE, ("CanSettle false!\n"));
                                      return FALSE; 
                              	}
                              
                              
                                  Unit    nearbyCity  = g_theWorld->GetCell(m_pos)->GetCityOwner();
                              
                                 	if (nearbyCity.IsValid()) 
                                  {
                                      SlicObject *so = new SlicObject("29IASettlingTooClose") ;
                                      so->AddRecipient(m_owner);
                                      so->AddCity(nearbyCity);
                                      g_slicEngine->Execute(so);
                              
                              		DPRINTF(k_DBG_GAMESTATE, ("Tile already owned!\n"));
                                      return FALSE;
                                  }
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment

                              Working...
                              X