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  • #61
    i put an ancient one and a modern one and thats how it worked. i think its an error in how the loop works. i'll check in a day or so

    PS are you committing something soon? i've been doing a lot of cleanup in armydata and citydata to make methods out of my loops in the beginturn. that will certainly conflict if you you upload
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #62
      Originally posted by E
      i put an ancient one and a modern one and thats how it worked.
      But you didn't test if you are supposed to be able to build 1000 buildings or wonders that you can do it.

      Originally posted by E
      i think its an error in how the loop works.
      If you mean that it is your code then I aggree. But that is just stating the obvious.

      PS are you committing something soon? i've been doing a lot of cleanup in armydata and citydata to make methods out of my loops in the beginturn. that will certainly conflict if you you upload [/QUOTE]

      Yes, I am. But I didn't do any code changes, except in CityData.cpp. But there I just outcommented again the not working code in GetNumCityBuildings and GetNumCityWonders so that you can try to fix it again.

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

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      • #63
        Originally posted by E
        tileset.h
        - added MAPICON_ELITE
        Not sure why the game doesn't check concepticon.txt instead of tileset.h though (Martin?)
        That's simple E, I just fixed the obvious mess. Well that involved to move all the map icons into the map icon database. But the second step is to link them to another database. In the case of civilisation flags it is obvious in which database those civ flags should be referenced from - namely the civilisation database. Of course there are now other databases you could reference those things from. Like the building database, the unit database, or the citystyle or even the citystale age databse. Probably some things are constant over the whole game, so they belong into the const database. But before I modify dbgen to be able to create a databse without any objects I would keep those things hard encoded.

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

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        • #64
          Ok I updated the issues

          I'm creating this thread because the revision reports just reports changes and the playtest thread really should only

          be for experiences (good, bad, crashes).

          So this thread will be for problems arising from revision changes that break compiling or bugs detected. I know the

          code now has a lot of TODOs in there and I don't have a way of tracking them all down but I'll try to list them here.

          CURRENT ISSUES, BUGS, REQUESTS

          * Barbarian build lists
          * Player[m_owner] = Null
          * Invisible Units "revealed"
          * Terraform Resouce Bug
          * No Piracy Agreements
          * AI Tile Imp placement/choice
          * Barbs only attack cities
          * Barbs ZOC not updating
          * Missing savegame graph
          * AI sea Invasion Lag
          * Brazil scenario persistence
          * Turnlength not implemented
          * Map Import
          * Growth rate
          * Vanishing Space planes

          FIXED ISSUES
          * Worker Bug && here
          * Unit Upgrades only graphic not DB traits
          * Scenario Loading
          * Great Library errors
          * Unit Herald Rework (not released yet)

          Some of the fixes are in but not released yet. I think in the future I'm going to release a Revision Bug thread because its gettingtough to track down what issues have been fixed and are still persistent.

          I'd release a new playtest, but I have a request. Does anyone have time to jump into te strateegies text and adjust the barbarians. I think we need to change or add a build list sequence for them. Also maybe eige and attack should have the same priority level? thx
          Last edited by Ekmek; June 28, 2007, 17:29.
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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          • #65
            I think you missed this one

            Originally posted by cap601
            An old bug but if you save the game whilst a space plane is in space flight it vanishes. It still appears in the Unit Manager when you first load the file but vanishes on the next turn.

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            • #67
              Hi guys,

              I'm back trying to sync the linux port again. Until the next family or health crisis, anyway. :P

              I'm currently trying to shrink the diff in ctp2_code/ctp/ctp2_utils. I've got it down to 80k, but there is still quite a lot of dross which I think really should be merged into the trunk, to make the significant merging easier to handle. Much of it is whitespace, comments, #ifdef code protecting, etc.

              Problem is, I don't have a windows compile-rig, so I can't test the changes. I'm almost certain that they won't break the Windows build. The question is, are you happy for me to go ahead and merge to trunk, or would you rather I sent someone a diff to compile-test before committing?
              Tea: there is nothing it cannot fix.

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              • #68
                your talking about rolling the files into the trunk so it'll now be windows and linux compatible?

                If you do that I can try and compile it. And worse case we can always go back to revision 753 if you break something (in the meantime)
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #69
                  Ultimately, it would be nice to have both platforms compiling from trunk. I don't know whether it's a realistic goal, but it's worth reaching for. At the very least, it should be possible to reduce the differences between trees to a manageable level.

                  It's gone midnight here and I have to be up in about 5 hours, so I should probably head to bed. If I get chance I'll commit some simple changes tomorrow, and post about it in the 'Revision Reports' thread. I'll do the really simple, impossible-to-cause-breakage stuff in a separate commit. That way, if the slightly more involved changes break the build, you can roll them back without losing everything.

                  Onward!
                  Tea: there is nothing it cannot fix.

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                  • #70
                    755 compiled and i was able to start a game using windows XP...

                    so I'm hoping that once the merge and linux operating is complete you'll be helping with other code issues?
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • #71
                      Maaaaybe. The problem is, I'm not much of a C++ programmer. I do C and Fortran. Anything else is modern rubbish. I'm also not really much of a graphics programmer. But I'll do what I can.

                      Anyway, the linux merge is going to keep me occupied for sometime, I think. I'll be merging some more stuff into trunk over the next couple of days.

                      Onward!
                      Tea: there is nothing it cannot fix.

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                      • #72
                        Ok, r757 committed with more merging. If you wouldn't mind doing another test compile, I'd be grateful
                        Tea: there is nothing it cannot fix.

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                        • #73
                          it compiled...
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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                          • #74
                            Much obliged. The remaining diff for that directory is quite complicated, so I'm going to have to have a think about it before I do anything precipitous.

                            I've just merged the trunk ctp2_code/sound into the linux branch. Am compiling now to see what blows up.
                            Tea: there is nothing it cannot fix.

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                            • #75
                              ok, let me know when you need another compile.

                              the only code issues I need help on are interface, it appears that they use two different formats and the simple thing I want to do is change some code to not be static button banks to list boxes in the Tribe screen at start up, the diplomacy city list, and in the control panel at the bottom for unit orders, and the tile improvements. But we can talk about that later.

                              for the record no one ever accused me of being a programmer - i had one C++ class the rest has been a lot of trial and error, and post-thrashing rom Martin Guhmann
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

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