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ctplinuxfan
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Updated documentation sources.
doc/dev/*: Development documentation (pdflatex source)
For the generated pdf, visit the last post of the thread Project: Code Documentation
Attachment: 2004.10.24.incr.doc.zip
This has been downloaded 16 time(s).
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Fromafar
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Activision 1.1 patch reimplementation:
ui\netshell\netshell_game.h: updated GAMEID to match the value in the new anet.inf.
ui\interface\spnewgametribescreen.cpp: improved checking to prevent a crash.
Not source code:
scenarios\alexnew\scen0000\english\gamedata\great_
library.txt: repaired some links that were causing asserts when debugging.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:42
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Fromafar
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Bug fixes:
ctp2_code\ai\diplomacy\diplomat.cpp
ctp2_data\default\gamedata\civilisation.txt
Prevented a crash on invalid input, and corrected the invalid input.
ctp2_code\gs\gameobj\citydata.cpp
Untested: attempt at a solution for the problem that cities don't grow in PBEM.
ctp2_code\net\general\net_packet.h
Preparation for more Activision patch 1.1 reimplementation: added the id of the feat tracker data block.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:43
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Fromafar
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Bug fixes:
net\general\net_info.cpp
Unblock the client user interface when the server has handled the city production, so you don't have to open some manager before being permitted to do anything - for MP.
gs\database\constdb.cpp
Restored database compatibility with the original Activision version when possible - for MP testing.
gs\gameobj\player.cpp
Untested: handled the science update as the population update of the previous post. An attempt at a solution for the problem that researching is useless with PBEM.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:44
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Fromafar
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Bug fix/user interface improvement
ctp\civapp.cpp
ui\interface\musicscreen.cpp
ui\interface\musictrackscreen.cpp
Clean up the music screens when cleaning up the GUI, to reduce the size of the leak log.
Do not reset the - unconfirmed - user changes when returning to the music screen after visiting the music track selection screen.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:46
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Fromafar
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Miscellaneous open issues:
ctp2_code\gfx\tilesys\resourcemap.cpp
Repaired memory leak.
ctp2_code\gfx\tilesys\tiledmap.cpp
Initialised more data (pointers) in the constructor, to prevent a possible access to invalid memory.
ctp2_code\gs\slic\slicfuncai.cpp
ctp2_code\gs\slic\slicfuncai.h
Restored compatibility for WAW/Diplomod.
ctp2_code\gs\gameobj\vision.cpp
Removed leak report cause (not actually a leak).
ctp2_data\default\gamedata\buildings.txt
Corrected arena and aquaduct prerequisite advances.
ctp2_data\default\gamedata\script.slc
Added a Quit button at the interplayer screen for hotseat games.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:46
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Fromafar
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Miscellaneous issues again:
ctp2_code\net\general\net_info.cpp
ctp2_code\net\general\net_info.h
ctp2_code\gs\gameobj\citydata.cpp
Updated kaan's #14 solution after testing against the official Activision patch with a debugger.
ctp2_code\ai\ctpai.cpp
ctp2_code\ai\diplomacy\diplomat.cpp
Improved diplomat cleanup (speed-up, memory leak prevented).
ctp2_code\gs\armydata.cpp
Prevented a memory leak report from some unused variables.
ctp2_code\gs\dbgen\ctdpb.y
Exit dbgen with a proper value, to prevent random "cmd" error build stops.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:47
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Fromafar
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Bug fixes:
ctp2_code\ui\aui_directx\aui_directmouse.cpp
ctp2_code\ui\aui_directx\aui_directkeyboard.cpp
Continue handling events (thus removing these from the input buffer) when an input buffer overflow is reported.
ctp2_code\gfx\spritesys\spritegroup.cpp
ctp2_code\gfx\spritesys\cityspritegroup.cpp
ctp2_code\gfx\spritesys\effectspritegroup.cpp
ctp2_code\gfx\spritesys\projectilespritegroup.cpp
ctp2_code\gfx\spritesys\projectilespritegroup.h
ctp2_code\gfx\spritesys\unitspritegroup.cpp
Repaired crashes when attempting to load a saved file with the new Alexander scenario.
Note for Locutus:
Loading a saved file from the AlexNew scenario will make the program look for files in the AlexanderTheGreat original scenario directory, causing reports of missing sprites, and a crash later. Changing the first line in Scenarios\AlexNew\scen0000\scenario.txt to something unique will correct this.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:48
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Fromafar
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Activision patch reimplementation
ctp2_code\gs\gameobj\citydata.cpp
ctp2_code\net\general\net_city.cpp
Propagate city defensive bonus.
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:49
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Fromafar
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Activision patch reimplementation
ctp2_code\net\general\net_info.cpp
ctp2_code\net\general\net_info.h
ctp2_code\gs\gameobj\feattracker.cpp
ctp2_code\gs\gameobj\feattracker.h
Feat accomplishment propagation from server to client.
Notes: The new net_info code value has been verified with a debugger (as received from a server with the Activision patch), so kaan's PW propagation code value has been moved up some places. Actually, I have never received the PW propagation info message from the server yet. And I still haven't got a clue about the FT data. Maybe it has nothing to do with feat tracking.
FT = First Turn? False Trail?
[Edit: file link removed. Included in the 2004.12.27 source collection.]
Last edited by Fromafar on 05-01-2005 at 01:50
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J Bytheway
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England
Jul 2001 time: 05:31
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I finally got around to making those changes to the barbarian code.
ctp2_code/gs/gameobj/barbarians.cpp
Changed the algorithm used in SP games to be the same as that used in MP games.
I haven't got my CD with me right now so I haven't been able to test it through an actual barbarian generation, but it does compile and CTP2 starts...
Despite the lack of testing I figured I'd better upload it now because I might not get another chance for a while.
2004.12.18.barbarians.rar
Last edited by J Bytheway on 01-01-2005 at 03:39
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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2004.12.27
Vision overhaul by Martin Gühmann
In brief vision should now work as it should be.
..\ctp2_code\gfx\tilesys\tiledraw.cpp
- Displays names and real city sizes of all cities if fog of war is off.
- Improvements on hidden tiles with completness of 100 or more percent are now drawn as complete tile improvements, this way also complete tile improvements can be stored without changing the savegame format.
- If fog of war is off, the current tile improvements are shown instead those from the last visit.
- City radii are drawn according to the last visit instead the current ones. Note this applies to tiles that were visited afterwards this change has been added.
..\ctp2_code\gfx\tilesys\tiledmap.cpp
- If fog of war is off the current tile improvements are displayed on the map instead those at the last visit.
- If fog of war is off current city and unit sprites are displayed at the real locations.
..\ctp2_code\gs\gameobj\Vision.cpp
Creates always hidden information when a tile leaves the vision range of a player, instead of just creating hidden info if there is just a tile improvement under construction. This allows later to display the right boarders and city radius borders.
..\ctp2_code\gs\world\UnseenCell.cpp
..\ctp2_code\gs\world\UnseenCell.h
- Added member and accoring get method to support the accurate display of the city radii from the last visit.
- Modified the storage of unseen tile improvements so that also finished tile improvements are saved so that they can displayed correctly later.
- Added new methods for calculating the food, production and gold values from the last visit.
..\ctp2_code\ui\aui_ctp2\InfoBar.cpp
- Displays information from the last visit instead the current information as long as the fog of war is on about :
- Terrain statitics (food, production, gold)
- The terrain improvements
- Terrain (maybe changed by terraforming)
- If fog of war is on players without contact are hidden.
- The infomation about speacial attacked foreign cities is displayed in the infobar, because it is also displayed on the map.
..\ctp2_code\ui\aui_ctp2\radarmap.cpp
- The radar tile boarder color is now determined by the tile owner at the last visit instead by the current tile owner.
- The radar tile boarders are now determined fully by the tile owner at the last visit instead of half by the current tile owner and half of the tile owner at the last visit.
- If fog of war is of the radar map now shows the current tarrain, the current cities with the current owner instead of no city if there wasn't a city at the last visit and the current positions of all armies.
..\ctp2_code\ui\aui_ctp2\tilecontrol.cpp
The help tile window dims now hidden tiles.
..\ctp2_code\ui\interface\helptile.cpp
The help tile window shows the terrain statistics (food, production, gold) from the last visit instead the currents ones.
-Martin
Attachment: 2004.12.27.vision.incr.zip
This has been downloaded 5 time(s).
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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OK, it is time for a new all pack. Here are the changes additions since the last time:
2004.09.15
Fixes by J Bytheway
..\ctp2_code\gs\slic\slicframe.cpp
Fixed a spelling error ("Devision")
..\ctp2_code\gs\slic\slicobject.cpp
..\ctp2_code\gs\gameobj\Player.cpp
..\ctp2_code\gfx\spritesys\director.cpp
Altered instant message display code to prevent messages being displayed to the wrong player in hotseat mode (most notably message about wonders being started/stopped/etc). The message display is still not quite right (some of the messages are inexplicably duplicated), but I think it's better than it was.
2004.09.17
Bug fixes by Fromafar:
..\ctp2_code\ai\diplomacy\diplomat.cpp
Corrected handling of invalid strategies.
..\ctp2_code\ai\strategy\squads\squad_strength.cpp
Prevented crashes with invalid units.
2004.09.21
AI tile improvement behaviour update by Martin Gühmann
..\ctp2_code\ctp2_code\gs\world\cell.cpp
..\ctp2_code\ctp2_code\gs\world\cell.h
Removed some duplicated code and allow to test cell whether its productivity concerning food, shields and gold would be better then with the current terrain type.
..\ctp2_code\ai\CityManagement\governor.cpp
..\ctp2_code\ai\CityManagement\governor.h
If a terrain has no food tile improvement the AI checks whether there is a terraform option avalable for a terrain with better food stats.
To do:
- The same for gold and production improvements.
- Whether the AI should buld a gold or production improvement. (Low production, hight pollution, etc.)
- Possible tile improvements for the new terrain.
2004.09.23
ArmyMovement Update 1.2 by Calvitex:
..\ctp2_code\ai\strategy\goals\CTPgoal.cpp
..\ctp2_code\ai\strategy\goals\CTPgoal.h
..\ctp2_code\ai\strategy\goals\goal.h
..\ctp2_code\ai\strategy\goals\goal.cpp
Added changes to favorize Respect of non-treaspassing Treaty and retreat units.
Added checks to avoid Army blocked in grouping phasis(grouping in a city when there is garrison,...)
Changed the Group size check (not based on agent size, but on cellunitlist num (as a grouped army is considered as 1 single agent).
..\ctp2_code\ai\strategy\scheduler\scheduler.cpp
Rollback goals in double search (costs too much calculation time, and isn't necessary)
..\ctp2_code\robot\pathing\UnitaStar.cpp
Added methods to check if there is enough room for army along path, check danger along path,
integrated in the Entrycost method.
..\ctp2_data\default\aidata\goals.txt
Changed several values
2004.09.28
Small fixes by Fromafar:
..\ctp2_data\default\gamedata\script.slc
Typo corrected.
..\ctp2_code\ctp\c3.h
Useless compiler warning disabled.
..\ctp2_code\gs\gameobj\army.h
..\ctp2_code\gs\gameobj\army.cpp
Added CanTransport and IsCivilian, and a few other consistency changes.
..\ctp2_code\gs\gameobj\armydata.h
Consistency changes.
..\ctp2_code\gs\gameobj\armydata.cpp
Prevented a crash when a space plane gets assigned multiple orders.
Note: the latter only solves the crash - by ignoring the move order when the space plane has already been launched. The underlying problem of the multiple orders has not been addressed. Somehow, it looks like an attempt is made to move the space plane out of a city - to make room for other units? - and launch it - to collect cargo? - at the same turn.
2004.09.28
DB Generator Update by Martin Gühmann:
..\ctp2_code\gs\newdb\*Record.stamp
..\ctp2_code\gs\newdb\AdvanceRecord.cpp
..\ctp2_code\gs\newdb\BuildingRecord.cpp
..\ctp2_code\gs\newdb\BuildListSequenceRecord.cpp
..\ctp2_code\gs\newdb\TerrainImprovementRecord.cpp
..\ctp2_code\gs\newdb\UnitRecord.cpp
..\ctp2_code\gs\newdb\WonderRecord.cpp
Updated files caused by modified dbgen.
..\ctp2_code\gs\newdb\StrategyRecord.cpp
..\ctp2_code\gs\newdb\StrategyRecord.h
..\ctp2_code\gs\newdb\strategy.cdb
Updated startegy database so that when two strategies are merged values aren't overwritten by the default values of an entry if this value has not beem defined.
..\ctp2_code\gs\dbgen\MemberClass.h
..\ctp2_code\gs\dbgen\MemberClass.cpp
..\ctp2_code\gs\dbgen\RecordDescription.h
..\ctp2_code\gs\dbgen\RecordDescription.cpp
..\ctp2_code\gs\dbgen\Datum.cpp
..\ctp2_code\gs\dbgen\ctpdb.cpp
Updated database generator so that bit pairs can now have default values as well. That allow to have default values in databases with entries that are merged, without merging default values into the merged record.
2004.09.29
Bug Fix by Flinx:
..\ctp2_code\ui\interface\NationalManagementDialog.cpp
Fixed the typo that caused the number of merchants to be displayed in the scientists column the number of merchants to be displayed in the scientists column of the new Specialists tab of the National Manager window.
2004.09.29
DB Generator Update 2 by Martin Gühmann:
..\ctp2_code\gs\newdb\*Record.stamp
..\ctp2_code\gs\newdb\StrategyRecord.h
..\ctp2_code\gs\dbgen\Datum.cpp
..\ctp2_code\gs\gameobj\CityData.cpp
Updated the database generator so that the default values of bits can be accessed if they have any even if no value was set.
2004.10.04
Bug fix by Fromfar: Prevent crash when loading a saved game.
..\ctp2_code\ai\diplomacy\diplomat.cpp
Do not interpret sizes as negative numbers when loading a file.
2004.10.06
Road and food tile improvement AI behaviour update by Martin Gühmann:
..\ctp2_code\gs\gameobj\unitutil.cpp[\b]
[b]..\ctp2_code\gs\gameobj\unitutil.h[\b]
[b]..\ctp2_code\ai\CityManagement\governor.cpp[\b]
[b]..\ctp2_code\ai\CityManagement\governor.h[\b]
Removed an error the should terraform logic and added an assert when the terrain effect is invalid, just wonder why the could be an invalid terrain effect. And removed the non fully utilization penalty for food improvements of ring one cities.
[b]..\ctp2_code\robot\pathing\CityAstar.cpp[\b]
Updated road path generation, roads now follow the lowest PW costs instead of the move costs of that terrain. If the given tile has already a road improvement then reduced costs are used in order to make the path follow the already existing road. The roads path can now go trough foreign terrain but the path costs for that are very high so that such paths are only chose if there is no other route.
[b]..\ctp2_code\gs\dbgen\Datum.cpp
..\ctp2_code\gs\newdb\*Record.stamp
..\ctp2_code\gs\newdb\StrategyRecord.h
..\ctp2_code\gs\newdb\StrategyRecord.cpp
..\ctp2_code\gs\newdb\strategy.cdb
Updated the database generator and exposed the percent of costs for tiles with roads already there for the road path generation.
2004.10.07
Army Movement Update 1.3 by calvitix
..\ctp2_code\ai\strategy\agents\CTPAgent.cpp
Changed the rounds calculation method (not based on default mouvement cost (100),
but based on the minimum cost between start and destination points)
..\ctp2_code\ai\strategy\goals\CTPgoal.cpp
Correct minor bugs :
- Allow incursion permission to stealth units
- Rollback the determination of check_dest (problem with special units that couldn't find their path to goal anymore
- Added other conditions to determine the RETREAT goals (and set max of 2 units per city for that goals, hardcoded (to not depend on threat)
- Corrected the determination of territory owner (not based on target, but on target's cell)
- Forbid to army with settlers to perform ATTACK or SEIGE goals
Allow Units that are grouping to both move (if they are far enough)
..\ctp2_code\gs\gameobj\ArmyData.cpp
..\ctp2_code\gs\gameobj\ArmyData.h
..\ctp2_code\gs\newdb\goal.cdb
..\ctp2_code\ai\diplomacy\Diplomat.cpp
..\ctp2_code\robot\pathing\RobotAstar2.cpp
Added an isStealth parameter in CharacterizeArmy method (used by STEALTH_EXPLORE goal)
..\ctp2_code\robot\pathing\UnitAstar.cpp
Corrected typo error in } that disabled the check danger in update 1.2
Improved the CheckForDanger Method to only consider danger if owner is Neutral or less or if it's at war
..\ctp2_data\default\aidata\goals.txt
..\ctp2_data\default\aidata\strategies.txt
Added a neversatisied flag in SEIGE Goal to always have an attacking force with 12 units.
Added a SPECIAL_RETREAT to retreat the special units too (instead of staying in enemy territory when no goals
Added SquadClass:Stealth flag (to permit the stealth units to enter territory even if there is nontreaspassing treaty)
+ minor values changes.
..\ctp2_data\french\gamedata\Great_Librairy.txt
..\ctp2_data\french\gamedata\info_str.txt
Correct some broken links in librairy + Add several translations I made long ago
2004.10.08
Bug fixes by Fromafar:
..\ctp2_code\ai\ctpai.cpp
..\ctp2_code\ai\diplomacy\diplomat.cpp
Improved cleanup of the data of a dead player, to not keep old strategies hanging around.
..\ctp2_code\gfx\spritesys\unitactor.cpp
Prevented a crash when a city with walls or a forcefield gets destroyed, probably causing this crash.
2004.10.12
Addition of new civilisations by Locutus
..\ctp2_code\ui\interface\spnewgametribescreen.cpp
Allowed choice of 64 instead of 44 playable civs to be selected.
..\ctp2_data\english\uidata\layouts\spnewgamepopups.ldl
..\ctp2_data\french\uidata\layouts\spnewgamepopups.ldl
..\ctp2_data\german\uidata\layouts\spnewgamepopups.ldl
..\ctp2_data\italian\uidata\layouts\spnewgamepopups.ldl
.. \ctp2_data\japanese\uidata\layouts\spnewgamepopups
.ldl
..\ctp2_data\spanish\uidata\layouts\spnewgamepopups.ldl
Enlarged the civ selection window to make room for the extra slots.
..\ctp2_data\default\gamedata\civilisation.txt
..\ctp2_data\english\gamedata\civ_str.txt
Added 18 new civilizations now they can be fully supported:
(Australian) Aborigine (own work)
Argentinian (own work)
Austrian (previously inactive)
Babylonian (previously inactive)
Bantu (from SAP/MM2)
Byzantine (previously inactive)
Carthaginian (previously inactive)
Celtic (previously inactive)
Etruscan (from Cradle)
Italian (from SAP/MM2)
Harappan (from Cradle)
Hittite (from Cradle)
Khmer (own work)
Malian (own work)
Minoan (from Cradle)
Shang (from Cradle)
Slavic (from SAP/MM2)
Swedish (previously inactive)
Total number of civs in the game is now at its maximum: 62 playable civs + Barbarians.
2004.10.14
..\ctp2_code\ui\interface\controlpanelwindow.cpp
Bug fix by Martin Gühmann: Crossed Sword Bug
2004.10.15
Tile Info Update by Martin Gühmann
..\ctp2_code\ui\interface\controlpanelwindow.cpp
Fix of another Crossed Sword Bug caused by the previous bug fix that caused the crossed sword to appear even if the player didn't discovered the city yet.
..\ctp2_code\ui\aui_ctp2\InfoBar.cpp
The infobar no longer displays cities that the player did not discovered - yet. Unfortunatly it still reveals the tile improvements around the city.
And finally here is the link to the new all pack after Part I of the change log:
Edit: Link obsolete, use the repository to get the latest source code.
-Martin
Last edited by Martin Gühmann on 22-07-2005 at 00:08
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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2004.10.15
Bug fixes/moddability improvement by Fromafar:
.. \ctp2_code\ctp2_code\ui\aui_ctp2\ctp2_hypertextbox
.cpp
.. \ctp2_code\ctp2_code\ui\aui_ctp2\ctp2_hypertextbox
.h
..\ctp2_code\ctp2_code\ui\interface\GreatLibrary.cpp
..\ctp2_code\ctp2_code\ui\interface\GreatLibrary.h
.. \ctp2_code\ctp2_code\ui\interface\ScienceManagemen
tDialog.cpp
.. \ctp2_code\cpt2_data\english\uidata\layouts\scienc
e.ldl
Improved the robustness of the hyperlink string handling - to prevent crashes when accessing data past the end of a string.
Also added a feature to perform automatic text lookup for database links: when encountering something like ATABASE_UNITS,UNIT_STEALTH_BOMBER>, with the the immediately following the , the text from gl_str.txt ("Stealth Bomber" for the English version) will be displayed.
These changes should enable you to use the science manager with the WAW mod.
..\ctp2_data\english\gamedata\WAW_Great_Library.txt
Fixed a typo. Note: this one does not really belong in the source code collection, but should go to the WAW mod.
2004.10.16
Terrain improvement vision update by Martin Gühmann:
..\ctp2_code\gs\gameobj\TerrImproveData.cpp
When a turn is added to a tile improvement under construction then the vision on that tile is updated so that the progression of the completeness of the tile improvement is visualized.
2004.10.20
Multiplayer update by Klaus Kaan:
..\ctp2_code\gs\gameobj\Player.cpp
fix for bug #21
..\ctp2_code\net\general\net_action.cpp
fix for bug #26
..\ctp2_code\net\general\network.cpp
fix for bug #30
2004.10.20
Multiplayer update 2 by Klaus Kaan:
..\ctp2_code\gs\utility\TurnCnt.cpp
..\ctp2_code\gs\gameobj\Player.cpp
..\ctp2_code\gs\gameobj\PlayerEvent.cpp
..\ctp2_code\net\general\net_info.cpp
..\ctp2_code\net\general\net_info.h
This is an attempt at fixing the problem with PW not being propagated. It is inspired by the way gold is propagated.
2004.10.22
Bug fixes by Fromafar:
..\ctp2_code\gs\slic\slicfunc.h:
Corrected return type of IsVeteran.
..\ctp2_code\ai\diplomacy\diplomat.cpp:
Prevented some crashes on incorrect input.
2004.10.23
Multiplayer update 3 by Klaus Kaan:
..\ctp2_code\gs\utility\TurnCnt.cpp
..\ctp2_code\gs\gameobj\Player.cpp
..\ctp2_code\gs\gameobj\PlayerEvent.cpp
..\ctp2_code\net\general\net_info.cpp
..\ctp2_code\net\general\net_info.h
This is an attempt at fixing the problem with PW not being propagated. It is inspired by the way gold is propagated.
Updates as suggested by Fromafar.
..\ctp2_code\gs\gameobj\CityData.cpp
Fixed bug #14 "Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players".
2004.10.24
Documentation source update by ctplinuxfan:
doc/dev/*: Development documentation (pdflatex source)
For the generated pdf, visit the last post of the thread Project: Code Documentation
2004.10.29
Activision 1.1 patch reimplementation:
..\ctp2_code\ui\netshell\netshell_game.h:
Updated GAMEID to match the value in the new anet.inf.
..\ctp2_code\ui\interface\spnewgametribescreen.cpp:
Improved checking to prevent a crash.
Not source code:
.. \scenarios\alexnew\scen0000\english\gamedata\great
_library.txt:
Repaired some links that were causing asserts when debugging.
2004.11.05
Slic builtin update by Martin Gühmann:
..\ctp2_code\gs\slic\SlicBuiltin.cpp
The following builtins have been updated:
- player.capital: The player's capital as string or city_t.
- player.largestcity: The player's largest city as string or city_t.
- player.researching: The database index or name of the current player's research project.
- player.militarystate: The player's military state as index or string.
- player.leaderperonality: The player's leader's personality type as string or personality database index.
- player.govttype: The player's government type as string or government database index.
..\ctp2_code\gs\slic\SlicSymbol.cpp
GetText function now returns FALSE to be able to check whether there according slic symbol has a valid string.
..\ctp2_code\gs\slic\sliccmd.cpp
Modifed the integer checker function so that they return FALSE if there is a valid string associated with the given slic symbol, so that the slic builtins above still work in string replacement as used.
..\ctp2_code\ai\diplomacy\sstateevent.cpp
Added two ! so that the code for the AI to respect the city limit is used in non-ACTIVISION_ORIGINAL builds instead the way around.
2004.11.05
Bug fixes by Fromafar:
..\ctp2_code\ctp2_code\ai\diplomacy\diplomat.cpp
.. \ctp2_code\ctp2_data\default\gamedata\civilisation
.txt
Prevented a crash on invalid input, and corrected the invalid input.
..\ctp2_code\ctp2_code\gs\gameobj\citydata.cpp
Untested: Attempt at a solution for the problem that cities don't grow in PBEM.
..\ctp2_code\ctp2_code\net\general\net_packet.h
Preparation for more Activision patch 1.1 reimplementation: Added the id of the feat tracker data block.
2004.11.08
Bug fixes by Fromafar:
..\ctp2_code\net\general\net_info.cpp
Unblock the client user interface when the server has handled the city production, so you don't have to [http://apolyton.net/forums/showthre...672#post3336672]open some manager before being permitted to do anything[/URL] - for MP.
..\ctp2_code\gs\database\constdb.cpp
Restored database compatibility with the original Activision version when possible - for MP testing.
..\ctp2_code\gs\gameobj\player.cpp
Untested: handled the science update as the population update of the previous post. An attempt at a solution for the problem that researching is useless with PBEM.
2004.11.11
Bug fix/user interface improvement by Fromafar:
..\ctp2_code\ctp\civapp.cpp
..\ctp2_code\ui\interface\musicscreen.cpp
..\ctp2_code\ui\interface\musictrackscreen.cpp
Clean up the music screens when cleaning up the GUI, to reduce the size of the leak log.
Do not reset the - unconfirmed - user changes when returning to the music screen after visiting the music track selection screen.
2004.11.16
Miscellaneous fixes open issues by Fromafar:
..\ctp2_code\gfx\tilesys\resourcemap.cpp
Repaired memory leak.
..\ctp2_code\gfx\tilesys\tiledmap.cpp
Initialised more data (pointers) in the constructor, to prevent a possible access to invalid memory.
..\ctp2_code\gs\slic\slicfuncai.cpp
..\ctp2_code\gs\slic\slicfuncai.h
Restored compatibility for WAW/Diplomod.
..\ctp2_code\gs\gameobj\Vision.cpp
Removed leak report cause (not actually a leak).
..\ctp2_data\default\gamedata\buildings.txt
Corrected arena and aquaduct prerequisite advances.
..\ctp2_code\ctp2_data\default\gamedata\script.slc
Added a Quit button at the interplayer screen for hotseat games.
2004.11.26
Civilisation text update by Martin Gühmann
..\ctp2_data\english\gamedata\civ_str.txt
..\ctp2_data\french\gamedata\civ_str.txt
..\ctp2_data\german\gamedata\civ_str.txt
..\ctp2_data\italian\gamedata\civ_str.txt
Updated to match latest civ additions. Note the Italian file only contains untranslated strings in English. The according files for the Spanish and Japanese version are missing. Latest English version based on a file by Locutus. Latest French version based on a file by Tamerlin.
..\ctp2_data\german\gamedata\str_loc.txt
..\ctp2_data\italian\gamedata\str_loc.txt
Localized civ grammer for the new civs, note that only the file for the German version contains real data, the Italian file was filled with dummy data. A French version could also have filled with dummy data but I think in this case we can wait for the file with the real data. And note such a file is missing for the Spanish version. I don't know whether there is such an file for the Japanese version.
2004.12.01
Miscellaneous issues again:
..\ctp2_code\net\general\net_info.cpp
..\ctp2_code\net\general\net_info.h
..\ctp2_code\gs\gameobj\citydata.cpp
Updated kaan's #14 solution after testing against the official Activision patch with a debugger.
..\ctp2_code\ai\ctpai.cpp
..\ctp2_code\ai\diplomacy\diplomat.cpp
Improved diplomat cleanup (speed-up, memory leak prevented).
..\ctp2_code\gs\armydata.cpp
Prevented a memory leak report from some unused variables.
..\ctp2_code\gs\dbgen\ctdpb.y
Exit dbgen with a proper value, to prevent [http://apolyton.net/forums/showthre...701#post2858701]random "cmd" error build stops[/URL].
2004.12.03
Bug fixes by Fromafar:
..ctp2_code\ui\aui_directx\aui_directmouse.cpp
..ctp2_code\ui\aui_directx\aui_directkeyboard.cpp
Continue handling events (thus removing these from the input buffer) when an input buffer overflow is reported.
..\ctp2_code\gfx\spritesys\spritegroup.cpp
..\ctp2_code\gfx\spritesys\cityspritegroup.cpp
..\ctp2_code\gfx\spritesys\effectspritegroup.cpp
..\ctp2_code\gfx\spritesys\projectilespritegroup.cpp
..\ctp2_code\gfx\spritesys\projectilespritegroup.h
..\ctp2_code\gfx\spritesys\unitspritegroup.cpp
Repaired crashes when attempting to load a saved file with the new Alexander scenario.
2004.12.06
Activision patch reimplementation by Fromafar
..\ctp2_code\gs\gameobj\citydata.cpp
..\ctp2_code\net\general\net_city.cpp
Propagate city defensive bonus.
2004.12.11
Activision patch reimplementation by Fromafar
..\ctp2_code\net\general\net_info.cpp
..\ctp2_code\net\general\net_info.h
..\ctp2_code\gs\gameobj\feattracker.cpp
..\ctp2_code\gs\gameobj\feattracker.h
Feat accomplishment propagation from server to client.
Notes: The new net_info code value has been verified with a debugger (as received from a server with the Activision patch), so kaan's PW propagation code value has been moved up some places. Actually, I have never received the PW propagation info message from the server yet. And I still haven't got a clue about the FT data. Maybe it has nothing to do with feat tracking.
FT = First Turn? False Trail?
2004.12.18
Barbarian appearance behaviour change by J Bytheway
ctp2_code/gs/gameobj/barbarians.cpp
Changed the algorithm used in SP games to be the same as that used in MP games.
2004.12.27
Vision overhaul by Martin Gühmann
In brief vision should now work as it should be.
..\ctp2_code\gfx\tilesys\tiledraw.cpp
- Displays names and real city sizes of all cities if fog of war is off.
- Improvements on hidden tiles with completness of 100 or more percent are now drawn as complete tile improvements, this way also complete tile improvements can be stored without changing the savegame format.
- If fog of war is off, the current tile improvements are shown instead those from the last visit.
- City radii are drawn according to the last visit instead the current ones. Note this applies to tiles that were visited afterwards this change has been added.
..\ctp2_code\gfx\tilesys\tiledmap.cpp
- If fog of war is off the current tile improvements are displayed on the map instead those at the last visit.
- If fog of war is off current city and unit sprites are displayed at the real locations.
..\ctp2_code\gs\gameobj\Vision.cpp
Creates always hidden information when a tile leaves the vision range of a player, instead of just creating hidden info if there is just a tile improvement under construction. This allows later to display the right boarders and city radius borders.
..\ctp2_code\gs\world\UnseenCell.cpp
..\ctp2_code\gs\world\UnseenCell.h
- Added member and accoring get method to support the accurate display of the city radii from the last visit.
- Modified the storage of unseen tile improvements so that also finished tile improvements are saved so that they can displayed correctly later.
- Added new methods for calculating the food, production and gold values from the last visit.
..\ctp2_code\ui\aui_ctp2\InfoBar.cpp
- Displays information from the last visit instead the current information as long as the fog of war is on about :
- Terrain statitics (food, production, gold)
- The terrain improvements
- Terrain (maybe changed by terraforming)
- If fog of war is on players without contact are hidden.
- The infomation about speacial attacked foreign cities is displayed in the infobar, because it is also displayed on the map.
..\ctp2_code\ui\aui_ctp2\radarmap.cpp
- The radar tile boarder color is now determined by the tile owner at the last visit instead by the current tile owner.
- The radar tile boarders are now determined fully by the tile owner at the last visit instead of half by the current tile owner and half of the tile owner at the last visit.
- If fog of war is of the radar map now shows the current tarrain, the current cities with the current owner instead of no city if there wasn't a city at the last visit and the current positions of all armies.
..\ctp2_code\ui\aui_ctp2\tilecontrol.cpp
The help tile window dims now hidden tiles.
..\ctp2_code\ui\interface\helptile.cpp
The help tile window shows the terrain statistics (food, production, gold) from the last visit instead the currents ones.
2004.12.27
Bombard range increasement by E, Solver and Peter Triggs
..\ctp2_code\gs\armydata.cpp
Increased bombard range, as decribed here.
2004.12.27
Miscellaneous changes by Martin Gühmann:
..\ctp2_code\gs\armydata.cpp
..\ctp2_code\gs\armydata.h
Made sure that the bombard range code does compile, unfortunatly it still does not work.
..\ctp2_data\french\gamedata\ldl_str.txt
..\ctp2_data\french\gamedata\civ_str.txt
..\ctp2_data\french\gamedata\str_loc.txt
Tamerlin's latest files for the French version.
..\ctp2_data\german\gamedata\str_loc.txt
Fixed some wrong grammar concerning genetives.
..\ctp2_data\english\gamedata\Great_Library.txt
..\ctp2_data\german\gamedata\Great_Library.txt
..\ctp2_data\italian\gamedata\Great_Library.txt
..\ctp2_data\spanish\gamedata\Great_Library.txt
Added Tamerlin's proposal for the computer age to the Great Libary. Note that the entries for the Italian and the Spanish version remain untranslated.
And finally here is the link to the new all pack again:
Edit: Link obsolete, use the repository to get the latest source code.
-Martin
Last edited by Martin Gühmann on 22-07-2005 at 00:08
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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quote:
Made sure that the bombard range code does compile, unfortunatly it still does not work.
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There were some typos in that code I posted. I'm working on incorporating my ArmyData into the project. Shouldn't take too long now.
One issue I'd like to raise is the function "void ArmyData::InformAI". There are numerous calls to it but it works on a switch that is set only for UNIT_ORDER_STEAL_TECHNOLOGY. The upshot is that all but one of these calls do nothing and I think could be removed.
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Maquiladora
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...\ctp2_data\default\gamedata\terrain.txt
Rebalanced terrain values discussed in this thread.
quote:
Defence values doubled.
Food/Production/Commerce
vanilla > modified
River
+5/+5/+5 > +5/+0/+5
Forest
Add advance agri. rev. > conservation
Add time 2 > 5
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
10/5/10 > 5/15/5
Plains
remove advance toolmaking > agricultural rev.
Add time 1 > 5
Tundra
add advance > advanced composites > NONE
Remove time 2 > 5
0/5/0 > 5/5/0
Glacier
Add advance adv. composites > NONE
Remove advance adv. composites > gaia theory
Remove time 5 > 10
Grassland
Add advance toolmaking > agricultural rev.
Add time 1 > 5
Remove advance toolmaking > agricultural rev.
Desert
Add advance agri. rev > NONE
Remove time 1 > 7
Remove cost 400 > 800
0/0/5 > 0/10/5
Swamp
add advance industrial rev. > NONE
remove advance industrial rev. > agricultural rev.
Remove time 1 > 5
Remove cost 400 > 800
Jungle
Add advance agri. rev. > conservation
Add time 2 > 5
Remove advance agri. rev. > toolmaking
Remove time 1 > 3
Remove cost 200 > 400
5/10/5 > 10/10/5
Mountain
add advance fusion > NONE
Remove time 5 > 10
0/15/10 > 0/15/5
Hill
add advance explosives > NONE
Remove time 3 > 10
Remove cost 600 > 1000
5/10/10 > 5/10/5
Shallow Water
10/10/5 > 10/5/10
Deep Water
10/10/5 > 10/5/10
Submarine Volcano
0/25/15 > 10/20/10
score 70 > 90
Beach
10/10/10 > 10/5/10
Continental Shelf
5/10/5 > 10/5/10
Sand Dunes
add advance explosives > NONE
Remove time 3 > 10
Remove cost 600 > 1000
Movement 2 > 3
Desert Mountain
add advance fusion > NONE
Remove time 5 > 10
0/10/10 > 0/15/5
Polar Hill
add advance explosives > NONE
Remove time 3 > 10
Remove cost 600 > 1000
0/5/5 > 0/10/5
Movement 2 > 3
Polar Mountain
add advance fusion > NONE
Remove time 5 > 10
0/10/5 > 0/15/5
Kelp Bed
15/10/5 > 15/5/10
Coral Reef
10/15/5 > 10/10/10
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Last edited by Maquiladora on 29-12-2004 at 15:53
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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Also, once you've fixed those do you get an assert failure in SlicStack::Eval ?
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