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  • Originally posted by Solver

    Hey Keyg, glad to see you here .

    Err yes, there is no "official" statement, but Activision doesn't want to do anything with CtP anymore. When they release the source, they will make a statement. And yeap, there's no guarantee yet, that's bad.

    BTW - has anyone heard from Mr Ogre? He was supposed to have the source and be stripping it by now.
    Hey Solv, I see you are an active member here

    In such events like the possible release of the source code of the CtP 1&2 to the public how can I be absent

    This should be announced to the CtP community as well.

    Comment


    • Originally posted by Locutus

      I wouldn't count on getting the CtP1 code seperately...
      That would mean that they worked directly in CtP1 code to make CtP2 without backing it up?

      I don't know if it is a strategy that is usually followed in the computer gaming industry but I have the feeling that the source code, art and any documentation related with it managerial or other should be archived for possible future reference or property issues even if new releases of the games have been released.

      Comment


      • I wouldn't count on getting the CTP code at all - there is less reason for them to release that, mainly since we didn't ask for it.

        I guess we could try to add CTP-imitation mode to CTP2, though (And that would be a significant task... adding the space layer, worker placement, the old science victory, etc )

        Originally posted by Solver
        BTW - has anyone heard from Mr Ogre? He was supposed to have the source and be stripping it by now.


        I suspect that Mr Ogre will not post anything until he has significant new information to impart. I take it to be a good sign that he is saying nothing, since it could well mean that everything is happening as he said it would .

        Comment


        • No-one kept the code branch of just C:CTP. It got assimilated into the CTP2 codebase, so IT'S ALL THE SAME THING, FOLKS.

          C:CTP DOES NOT EXIST AS A SEPARATE ENTITY. Unless maybe Mark Lamia has a record of it, but I don't think anyone on the team actually bothered burning a copy of the C:CTP codebase branch before we started modifying it for CTP2.

          Unfortunately, we also killed all the fuzzy logic AI as well, so I don't think there's any of that left. Too bad - if someone could have found a way to defuzzify it, it would have been the best AI ever written.

          Fuzzy logic thinking caps off, everyone!
          -30-

          Comment


          • Wow, now that's interesting. Why build the game atop of CtP1 source if you could merely take the engine, and do a rewrite of some parts. Also, if you were building at CtP1, why remove the best parts of it? Like the message icons after turns, instead of message tab... I can't understand that design decision, and probably never will .
            Solver, WePlayCiv Co-Administrator
            Contact: solver-at-weplayciv-dot-com
            I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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            • You can re-enable the message icon popups easy enough.

              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


              • Not exactly the same though, eh?
                Solver, WePlayCiv Co-Administrator
                Contact: solver-at-weplayciv-dot-com
                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                Comment


                • I think their idea for changing it was that the msg tab involves less clicking, you just check the tab when it has a new msg and theyre there in a log, rather than clicking on every icon.

                  Its not exactly the same either, no. When you enable the popups, if you get more than one popup on a turn it only pops the first one, IIRC.
                  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


                  • Originally posted by Maquiladora
                    I think their idea for changing it was that the msg tab involves less clicking, you just check the tab when it has a new msg and theyre there in a log, rather than clicking on every icon.
                    And you have a scroll bar at the side that allows you to browse through hundrets of messages easily. And they stay for more than one turn, well I think this is rather a bug, as we have the Duration(1) function present in the unit build message for instance, well the message disappears, but not after one turn IIRC.

                    Originally posted by Maquiladora
                    Its not exactly the same either, no. When you enable the popups, if you get more than one popup on a turn it only pops the first one, IIRC.
                    I think they all pop up at least this is true for the wonder messages.

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

                    Comment


                    • I think they all pop up at least this is true for the wonder messages.
                      Yeah your right Martin. I only tried enabling the popups a few times and didnt notice one popped-up once you close another one.
                      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


                      • Originally posted by J Bytheway

                        I guess we could try to add CTP-imitation mode to CTP2, though
                        So do I and completely new features as well.

                        Comment


                        • Originally posted by st_swithin

                          No-one kept the code branch of just C:CTP. It got assimilated into the CTP2 codebase, so IT'S ALL THE SAME THING, FOLKS.

                          C:CTP DOES NOT EXIST AS A SEPARATE ENTITY. Unless maybe Mark Lamia has a record of it, but I don't think anyone on the team actually bothered burning a copy of the C:CTP codebase branch before we started modifying it for CTP2.

                          Unfortunately, we also killed all the fuzzy logic AI as well, so I don't think there's any of that left. Too bad - if someone could have found a way to defuzzify it, it would have been the best AI ever written.

                          Fuzzy logic thinking caps off, everyone!


                          How could they had not spent less than a dollar for an empty CD (or two) to archive what it probably cost them some hundred thousands or perhaps millions of dollars, paid even more and a year or so of development?

                          At list some CtP1 code survived at the heart of CtP2

                          Thanks for the info st_swithin

                          Comment


                          • Originally posted by Solver

                            Wow, now that's interesting. Why build the game atop of CtP1 source if you could merely take the engine, and do a rewrite of some parts.
                            Perhaps that is what happened.
                            Only these parts along with new ones might needed an extend modification of the engine as well with the known implications, a.k.a. luck of PBEM.

                            Originally posted by Solver

                            Also, if you were building at CtP1, why remove the best parts of it? Like the message icons after turns, instead of message tab... I can't understand that design decision, and probably never will .
                            I think the concept was pretty good but in action proved to be pretty awkward.

                            Comment


                            • HAPPY BIRTHDAY st_swithin!



                              Solver, WePlayCiv Co-Administrator
                              Contact: solver-at-weplayciv-dot-com
                              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                              • That's horribly OT, but for this I'll join you

                                Happy Birthday

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