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Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 01-11-2003 04:17 Visit Martin Gühmann's homepage!
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I was able to build ctp2r.exe it is a 12.143 kb file. Unfortuinatly I get after loading an slic error message "GM1_APOL_Slic.slc: No function named OpenBuildQueue." And then the game is closed.

OK now the missing file is there I can try again the debug version.

-Martin

J Bytheway is offline J Bytheway
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Jul 2001
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  Old Post 01-11-2003 04:21 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
Costum build setting where can I find this option, John?


Right-click on the file in question, go to Settings, and it should be the second tab - there will be a line like:

code:
$(CDKDIR)\flex -i -o$(ProjDir)\..\gs\slic\lex.yy.c $(InputPath)

That is what you need to run (with the various $(...) variables substituted for the appropriate things). I suggest that before doing it manually you first try compiling individually through the option in the right-click menu.

J Bytheway is offline J Bytheway
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time: 05:31
  Old Post 01-11-2003 04:26 Visit J Bytheway's homepage!
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Cross-posting galore...

quote:
Originally posted by Locutus
On the Debug build I get this:

quote:
Debug Assertion Failed!

Program: D:\Games\Activision\source\ctp2_code\CivCTP_dbg.exe
File: D:\Games\Activision\source\ctp2_code\gs\fileio\Gam

eFile.cpp
Line: 2093

Expression: g_soundManager != NULL


I guess I must have outcommented a bit too much


It will inevitably be NULL - see the function SoundManager::Initialize, where you have presumably commented out the line which creates the SoundManager. I'm slightly worried because just after the assertion in GameFile.cpp the function returns when there's no SoundManager, and that means it misses the last few lines of the function which look like they are setting up starting locations and scenario settings, which might be important.

On the other hand, it seems to work properly at least at first glance... Certainly my settlers are being created at some location. Perhaps the problem will arise if a scenario with custom start locations is used.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:31
  Old Post 01-11-2003 04:26 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by J Bytheway
I got a couple of assertion errors in GameFile.cpp line 2093 where the non-NULLity of the sound manager is asserted, so I commented that one out


Solving a bug by deleting an asserting, cute

But in this case it makes sense of course, 'cause the Assertion *should* fail with the soundmanager being a stub. Didn't realize the assertion was actually causing the crash, I initially thought it was a symptom.

Locutus is offline Locutus
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time: 06:31
  Old Post 01-11-2003 04:32 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Yet more crossposting

quote:
I'm slightly worried because just after the assertion in GameFile.cpp the function returns when there's no SoundManager, and that means it misses the last few lines of the function which look like they are setting up starting locations and scenario settings, which might be important.

I agree, this could in the future prove to be a problem, but from what I can tell can simply be solved by moving the soundmanager part to the very end of that function, after the startingPlayer line.

J Bytheway is offline J Bytheway
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time: 05:31
  Old Post 01-11-2003 04:43 Visit J Bytheway's homepage!
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Well, in my latest test I successfully started a game, played a few turns and quit without any assertion or other errors, so I'll take that as a good omen and go to bed now.

I am surprised by how much slower the debug version is - about a factor of 5-10, I think. It's rather annoying, because it will make testing more difficult... I wonder how the original developers coped given that their processors were almost certainly considerably slower than ours (Although mine's only 1.6GHz).

J Bytheway is offline J Bytheway
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  Old Post 01-11-2003 04:45 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
I was able to build ctp2r.exe it is a 12.143 kb file. Unfortuinatly I get after loading an slic error message "GM1_APOL_Slic.slc: No function named OpenBuildQueue." And then the game is closed.

OK now the missing file is there I can try again the debug version.


I was getting lots of SLIC errors like that - I suggest that for the moment you switch back to original game settings. We'll try to get the mods working properly later...

Locutus is offline Locutus
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Nov 1999
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  Old Post 01-11-2003 04:47 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Strange, I really haven't noticed that much of a difference between debug and the other builds...

However, I do get an assertion error when using the /rnd command, which is *very* annoying for testing...

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 01-11-2003 05:06
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Locutus:

I have retried it from scratch (the CTP_Source.exe). When starting with a final build the first time, the Command and Output fields for e.g. ui\ldl\ldl.l are definitely empty. As J.Bytheway suggested, doing a debug build first will solve the problem by generating the .c and .h files.

On the other hand, the final build for me has the same behaviour as the original ctp2.exe with regard to the CD check. I tested this by placing the generated file in the ctp_program\ctp directory.

I do not get the intro movie at all. This is probably because my PC has no sound card and has been this way for the original version as well. Without the CD inserted, I get as far as launching a new game, but then a popup appears. Inserting the CD and pressing Retry makes it proceed with the launch. The funny thing is, that the release (9 MB) version does not look for the CD at all, and just launches the game.

For what it is worth, I have not modified any source file (yet). I only have modified project settings, and added a stub for mss.h in libs\miles.

Attachment: mss.zip
This has been downloaded 52 time(s).

Admiral PJ is offline Admiral PJ
Prince
Southeast England , UK
Dec 2000
time: 05:31
  Old Post 01-11-2003 05:47
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When using Net, one issue is that it no longer supports Stream classes as STANDARD, such as CIN and file handling.

(This is because these functions aren't thought of as good programming practice.. they break the official standards supposedly.. )

Add the following to the beginning of the code, in the main header file :-

line1> // REQUIRED FOR VSC NET to allow C streams etc.

line2> using namespace std ;


I think this will fix the file handling errors in CTP2 as it appears to use streams.

I use the old stream functions in my code.. seems to be the easiest way to do file handling.


DIRECTX may work fine , its mainly directinput that has some differences with dx9 etc.. and that dosen't appear to be in CTP2.. (haven't checked the mouse code yet tho)
DirectDraw might need some rewriting, it seems to use more clippers etc now, its not even fully supported in DX9 so maybe we should stick to the original compiler.

I think its just stricter than the old compiler .. the code will probably compile but there might be more run time errors, if its anything like converting my code from vc6 to 7.


IN GENERAL:

It dosen't appear that bad , its written well , and it shuldn't take too long to add more features using the original code.. fixing bugs might be a bit tricky , but with time and manpower we'd have a better chance than the original programmers who had a strict timelimit (they were doing it commercially ).

Its good the original text files are included.. but people like me don't have a copy of CTP which might be difficult..
interesting the game references that its Civilisation 3 in the code file names.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:31
  Old Post 01-11-2003 06:11 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by Fromafar
I have retried it from scratch (the CTP_Source.exe). When starting with a final build the first time, the Command and Output fields for e.g. ui\ldl\ldl.l are definitely empty. As J.Bytheway suggested, doing a debug build first will solve the problem by generating the .c and .h files.

Ah... that explains it then...

quote:
On the other hand, the final build for me has the same behaviour as the original ctp2.exe with regard to the CD check. I tested this by placing the generated file in the ctp_program\ctp directory.

D'oh! Should've thought of this myself... The CD checks works properly for me as well when placed in the correct folder.

quote:
The funny thing is, that the release (9 MB) version does not look for the CD at all, and just launches the game.

Yes, I noticed this as well. Not surprisingly when you think about it: when the Activision team was working on the game, they obviously didn't have the CDs yet

quote:
For what it is worth, I have not modified any source file (yet). I only have modified project settings, and added a stub for mss.h in libs\miles.

That's brilliant A far more elegant solution than replacing existing code with stubs. Will download and use it myself as well, thanks

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:31
  Old Post 01-11-2003 06:58 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
t dosen't appear that bad , its written well , and it shuldn't take too long to add more features using the original code..


Yes, that was my impression as well, the code looks quite okay

quote:
but people like me don't have a copy of CTP which might be difficult..

If you want to, you should be able to pick up a copy of CtP2 really cheap from the bargain bin. Not all shops have the game anymore of course, but there are still plenty that do...

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:31
  Old Post 01-11-2003 14:19 Visit J Bytheway's homepage!
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I believe the reason for the lack of CD check on non-final versions is in ProfileDB.h, around line 510, where it defines ProfileDB::IsProtected differently depending on the definition of the _BFR_ constant (_BFR_ is defined in the final build). The CD checking code looks this property up.

Mine also successfully finds the CD when I copy it into the other directory... Now I'm going to try and figure out why it's any different.

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:31
  Old Post 01-11-2003 14:25 Visit J Bytheway's homepage!
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Further, if you want to override this behaviour you can set Prophylaxis=Yes in userprofile.txt - that will cause it to perform the CD check even on builds other than the final build (Unsurprisingly, you can't change the final build behaviour). This explains why noone was able to figure out what the Prophylaxis option did.

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:31
  Old Post 01-11-2003 14:35 Visit J Bytheway's homepage!
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I've figured it out - there's a file called texture.dat in ctp2_program/ctp in a normally installed version. This file contains the track lengths it looks for in an encrypted form. If you copy this file over to ctp2_code/ctp then it should make the CD check successfully.

J Bytheway is offline J Bytheway
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  Old Post 01-11-2003 16:49 Visit J Bytheway's homepage!
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I've been researching the missing SLIC function errors and I think the simple answer is that they just don't exist. IIRC more functions were added with the patch, and I think we are missing those ones. Does anyone know where I can find out exactly what functions were added, so I can check this theory?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:31
  Old Post 01-11-2003 17:15 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Yes, I've been looking into that as well, and I'm strongly getting the impression that our version of the code is in fact v1.0, not v1.1 as advertised.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:31
  Old Post 01-11-2003 17:33 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Interestingly, I still have the "great_library.txt not found in asset tree" message when running either the Debug or Final build. Will try moving the files...

Locutus is offline Locutus
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Hengelo, The Netherlands
Nov 1999
time: 06:31
  Old Post 01-11-2003 17:36 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Yup, I'm pretty sure we're dealing with the unpatched version.

Evidence 1:
I'll post the list of SLIC functions from the patch below (from the XLS file on my old website), if I'm not mistaken all of these are missing from our source code, and I've seen error reports on at least some of these functions being missing when running the game with mods.

ArmyIsValid
CanFormAlliance
CityHasWonder
DestroyBuilding
FindCityToExtortFrom
GetAgreementDuration
GetAtRiskCitiesValue
GetBioWeaponsCount
GetBorderIncursionBy
GetCounterProposalResult
GetCurrentPollutionLevel
GetDesiredAdvanceFrom
GetDesireWarWith
GetEmbargo
GetLastBorderIncursion
GetLastCounterResponseArg
GetLastCounterResponseType
GetLastNewProposalArg
GetLastNewProposalTone
GetLastNewProposalType
GetLastResponseType
GetLastThreatResponseArg
GetLastThreatResponseType
GetMostAtRiskCity
GetNanoWeaponsCount
GetNewProposalPriority
GetNewProposalResult
GetNextAdvance
GetNuclearWeaponsCount
GetPersonalityType
GetPiracyIncomeFrom
GetPollutionLevelPromisedTo
GetProjectedScience
GetRelativeStrength
GetRoundsToNextDisaster
GetStopResearchingAdvance
GetTotalValue
OpenBuildQueue
PersonalityDB
PlayerHasWonder
RoundGold
RoundPercentReduction
SetEmbargo
SetStrategicState
TileHasImprovement
WonderOwner


Evidence 2:
One of the bugs solved by the patch was that if you pressed the Embargo button in the Diplomacy screen but then pressed Cancel on the final confirmation, the Embargo button would be disabled. The patched version of CtP2 in my regular game folder doesn't have this bug, but the home-made build from the source code does.

Locutus is offline Locutus
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  Old Post 01-11-2003 17:37 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Solver: if your ctp2.exe file is in e.g. c:\ctp2\source\ctp2_code\ctp, then the data folder should have the path c:\ctp2\source\ctp2_data (so at the same level as ctp2_code). This confused me as well, at first.

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Apolyton Duke Of Something
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Sep 2000
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  Old Post 01-11-2003 17:41 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Thanks Loc, that fixed it. I have just ran the Final build of CtP2 compiled on VC++6. Will now try a few things with it.

Solver is offline Solver
Apolyton Duke Of Something
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  Old Post 01-11-2003 17:43 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Interestong... it keeps thinking for a while after I click new game, and then fails the CD check. I wonder...

Locutus is offline Locutus
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Nov 1999
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  Old Post 01-11-2003 17:45 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Solver, see the above posts by Fromafar and J Bytheway. Either move the exe file to your regular game folder (ctp_program/ctp), or move texture.dat from the regular game folder to the build folder (ctp_code/ctp).

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  Old Post 01-11-2003 18:06 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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OK, I have gotten the CD check to succeed in two ways. One was copying the texture.dat, another was compiling a version that only does the CD check if Profylaxis is set to Yes.

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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Post  Old Post 01-11-2003 20:36 Visit Martin Gühmann's homepage!
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We have definatly the unpatched version of the game, I checked with a ressource ripper the version info of the files: The self build files are version 2.0 the file from the patch installer is version 2.1. So the question is where is the patch.

-Martin

J Bytheway is offline J Bytheway
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  Old Post 01-11-2003 22:22 Visit J Bytheway's homepage!
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Sorry - wrong thread .

Locutus is offline Locutus
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Nov 1999
time: 06:31
  Old Post 02-11-2003 02:57 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I'm still having a problem I mentioned before: in the release and final build, the game crashed to desktop right after it has finished loading a new game. Right when the settlers are supposed to show up. In the debug build this bug does not exist, the game runs fine there

Am I the only one? What's the debug build doing the other's aren't (or the other way around)? I first suspected a problem related to the Assertion error on soundmanager mentioned earlier, but that's not it (for one thing because Assertions only exist in the debug build and not in final/release, that's the whole point of assertions; for another, because outcommenting or creating a proper soundmanager doesn't help). It seems to crash long before that, but I can't really seem to pinpoint the location in the source.

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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Post  Old Post 02-11-2003 05:22 Visit Martin Gühmann's homepage!
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I have now some versions that does crash when I start a new game and some that don't crash. The crashed occured afterwards I modified the rankingtab.cpp and rankingtab.h. And only the *.exe's built afterwards crash. Fortunatly I made backups before. So I replaced them with their original versions. But the game still crashs. Well that was 5 hour, ago. But I had to defragmentate my harddrive urgently. And now I should have only two altered files in addition to the altered sound files and the dummy mss.h that are altered. I am going to delete all the precompiled *.obj files and compile everything again, tomorow.

-Martin

Locutus is offline Locutus
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  Old Post 02-11-2003 05:34 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I made a new copy of the source code folder and started all over from scratch, but I'm still getting crahes in release and final (which have no alterations to their code at all, completely original, only the mss.h stub was added).

Atahualpa is offline Atahualpa
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Hawthrone
Mar 1999
time: 06:31
  Old Post 02-11-2003 05:55 Visit Atahualpa's homepage!
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Locutus: it could be due to compiler optimizations. As far as I have seen compiler optimizations are disabled in the Debug build. Dont know about Release though. It would be the first thing however that I would check.

ata

 
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