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  • #91
    thank you but the world editor bug was not corrected an now i have errors with the city expaniosn mod


    and i habe a question can the playtest bring the space and thronroom from cpt1 back ?

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    • #92
      Originally posted by falloutrose
      thank you but the world editor bug was not corrected an now i have errors with the city expaniosn mod
      Did you try to reload slic, if not here again: Open the chat window by typing the apostrophe key (') for instance and inter: /reloadslic

      Originally posted by falloutrose and i habe a question can the playtest bring the space and thronroom from cpt1 back ?
      If you have a lot of free time and programming skills then you can reimplement space and the throne room. Otherwise I have to tell you that the playtest does not have these features.

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

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      • #93
        omg sorry i have viel free time but im a little silly girl and not a game designer^^

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        • #94
          no problem. we'd like to see a lot from ctp1 but sadly don't have the programmers to do it.
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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          • #95
            cpt1 is better than cpt2 in gamplay but the untis in cpt2 looks better

            hm why is cpt 1 names civiliatzon call to power and cpt2 only call to power 2 ?

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            • #96
              this explains it

              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

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              • #97
                Originally posted by falloutrose
                omg sorry i have viel free time but im a little silly girl and not a game designer^^
                No problem, actually I didn't expect that you can program, like most of the other people here.

                Anyway, at least I can confirm that the bug of the map editor is there.

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

                Comment


                • #98
                  std::exception isn't, erm, std.

                  Microsoft's implementation of std::exception is nonstandard (figures...) - it doesn't accept a string constant, except in the MS implementation.

                  I've merged gfx/gfx_utils/colorset.h into my local linux working copy, and worked around this problem by using std::runtime_error instead of std::exception (and also including <stdexcept>).

                  This seems to be more portable to me, but I don't have a Windows box to test it on. Would someone care to try making those changes to gfx/gfx_utils/colorset.h and seeing if it still works as before? If it works ok, I'll commit it.
                  Last edited by RichardH; October 12, 2007, 17:26.
                  Tea: there is nothing it cannot fix.

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                  • #99
                    Your modifications in colorset.cpp work fine with MSVS 2005.

                    [OT]
                    What is the reason that the standard doesn't accept a parameter for the exception constructor? Since what() is declared in the base class, it looks logical to me - and Dinkumware, apparently - to have some way to set the string there as well.
                    [/OT]

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                    • Thanks for testing, I'll commit later.

                      In the standard, what()'s return is unspecified by the default constructor, and is defined in derived classes. Or so I understand... I didn't dig into it in great detail, just found a blog posting where someone had experienced the same problem porting from MSVC, and had found the solution.
                      Tea: there is nothing it cannot fix.

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                      • I'm unsticking tthis thread since I haven't been able to maintain it. in the future I'll try to do the bug report tracking in the playtest thread since most activity is reported there.
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

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                        • I didn't know where else to post this question, so I'm posting it here.

                          How do I modify the path displayed for a unit?

                          I fixed the MoveBonus flag for units.txt so units don't turn invisible (negative move points), and they have the correct movement too. But the path colour is wrong.

                          For example, the standard warrior with MoveBonus 33 (all as roads), after it moves one square the path turns yellow, but obviously the unit can still move two more squares, so it should be green. It needs to "see" every land tile as a 33 move tile effectively.

                          I tried to modify UnitAstar::ComputeValidMovCost but it had no effect, so I don't know where the right point to fix this is.
                          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.

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                          • Originally posted by Maquiladora View Post
                            I didn't know where else to post this question, so I'm posting it here.
                            I tried to modify UnitAstar::ComputeValidMovCost but it had no effect, so I don't know where the right point to fix this is.
                            Maybe next time you should modify the display stuff. Check out revision 840 you should get some idea.

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

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                            • I am trying to get "turnlength.txt" to be loaded if present in the gamedata folder or the ruleset gamedata folder. Now, I got it to load if its in the default gamedata folder with the code below, but I am at a loss to get it to load a "ruleset" gamedata folder:

                              Code:
                                      if(g_isScenario || (g_scenarioName && *g_scenarioName))
                              		sprintf(overridePath, "%s%s%s", g_civPaths->GetCurScenarioPath(), FILE_SEP, "turnlength.txt");
                              	else
                              	{
                              		MBCHAR tempPath[_MAX_PATH];
                              		g_civPaths->GetSpecificPath(C3DIR_GAMEDATA, tempPath, FALSE);
                              		sprintf(overridePath, "%s%s%s", tempPath, FILE_SEP, "turnlength.txt");
                              	}
                              "

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                              • GetSpecificPath will not look in the ruleset directories. You have to use FindPath for that.

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