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Fromafar
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Bug fixes:
ctp2_code\gs\gameobj\player.cpp
Synchronise the turn counter when creating a new - revolting - civilisation, to prevent one-sided wars as reported by Lou Wigman.
ctp2_code\ui\aui_ctp2\keymap.cpp
Corrected the table order and a range check.
ctp2_code\net\io\net_thread.cpp
Memory leaks repaired.
ctp2_code\ui\interface\initialplayscreen.cpp
Derive the displayed version date from the executable, to prevent showing a wrong date when a ldl_str.txt file has not been updated.
2005.01.07.incr.misc.zip
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ctplinuxfan
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sdl stub implementation patch from earlier, merged to latest
ctp2_code/ctp/c3.h
- DX-API-Version to use moved to config_win32.h
ctp2_code/ctp/civctp.dsp
ctp2_code/gs/dbgen/dbgen.dsp
ctp2_code/mapgen/Crater.dsp
ctp2_code/mapgen/Plasma2.dsp
ctp2_code/mapgen/fault.dsp
ctp2_code/mapgen/geometric.dsp
- added SDL-Debug Target
- added SDL-Final Target
- generated *_SDL*.exe use SDL-sound instead of miless sound
ctp2_code/os/include/config_win32.h
ctp2_code/os/include/ctp2_config.h
- DX-API-Version to use moved to config_win32.h
- fixed typo in preprocessor directive
ctp2_code/ui/aui_sdl/aui_sdl.cpp
ctp2_code/ui/aui_sdl/aui_sdl.h
ctp2_code/ui/aui_sdl/aui_sdlinput.cpp
ctp2_code/ui/aui_sdl/aui_sdlinput.h
ctp2_code/ui/aui_sdl/aui_sdljoystick.cpp
ctp2_code/ui/aui_sdl/aui_sdljoystick.h
ctp2_code/ui/aui_sdl/aui_sdlkeyboard.cpp
ctp2_code/ui/aui_sdl/aui_sdlkeyboard.h
ctp2_code/ui/aui_sdl/aui_sdlmouse.cpp
ctp2_code/ui/aui_sdl/aui_sdlmouse.h
ctp2_code/ui/aui_sdl/aui_sdlsound.cpp
ctp2_code/ui/aui_sdl/aui_sdlsound.h
ctp2_code/ui/aui_sdl/aui_sdlsurface.cpp
ctp2_code/ui/aui_sdl/aui_sdlsurface.h
- added stub classes in aui_sdl for future SDL-based ui-Implementaion
Attachment: 2005.01.19.incr.sdl_build.zip
This has been downloaded 10 time(s).
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:31
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final version next post
Last edited by E on 11-02-2005 at 10:29
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:31
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ctp2_code/gs/gameobj/UnitData.cpp
ctp2_code/gs/newdb/unit.cdb
- Added CanSettleOn function allowing modders to limit city-building only
on specific terrain. (thanks to Martin G for help).
http://apolyton.net/forums/showthre...threadid=128077
updated to feb 11 version
Attachment: 2005.02.11.cansettleon.zip
This has been downloaded 9 time(s).
Last edited by E on 11-02-2005 at 23:15
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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2005.03.02
AI population assignement improvement and misc. fixes by Martin Gühmann
..\ctp2_code\ai\CityManagement\governor.cpp
- Fixed AssignPopulation function , at least it is now in the state as supposed to be, however this is still far from perfect: - Fixed population assignment if city has slaves.
- Allow usage of the first record in the pop database
- Minimum entertainers are now assigend, even if there are otherwise no specialists left to assign.
- Minimum farmer assignment has to be done, but first necessary tools in CityData have to be created.
- Optimization for the food, production, happiness, science and gold have to be implemented, again the problem of missing tools. ..\ctp2_code\gs\newdb\unit.cdb
..\ctp2_code\gs\newdb\UnitRecord.cpp
..\ctp2_code\gs\newdb\UnitRecord.h
..\ctp2_code\gs\newdb\UnitRecord.stamp
..\ctp2_code\gs\gameobj\UnitData.cpp
Fixed some things here, to make UnitData.cpp compile and make sure that you can settle again. Replaced this additional unit flag in unit.cdb by GoldHunger to match the other hunger flags, and made this flag optional. And added the other files created from unit.cdb, so that you are ready to compile them.
-Martin
Attachment: 2005.03.02.specialists.incr.zip
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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quote: Originally posted by E
Martin, did my flag disable settling or something? |
Not the flag, but you forgot to undo something I told you to undo and I overlooked it in the end. But maybe I should post the final code in the according thread.
quote: Originally posted by E
(not needed for awhile I think) |
I disagree.
quote: Originally posted by E
Also as a reminder a new playest version should have the date on start up updated |
Maybe you should read this thread. After reading you will know that Fromafar implemented a solution, at least for Windows builds. 
quote: Originally posted by E
and have the AI unit goals not showing during play  |
If John compiles it then it isn't in. 
quote: Originally posted by E
other than that I noticed the new AI is pretty good. |
Are you sure? I noticed that it doesn't build special units, the version out has severe problems with AI naval activity, on the wrong map it's slow without any benefit. Conquests seems also be very slow, it could settle more agressively. There is a crash if you move the cursor on cities that you lost to the enemy, and you don't see the city sprite of such cities.
Some of these problems are fixed, but other remain, and should be fixed before a new playtest.
-Martin
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Fromafar
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Bug fixes and MP improvements:
Prevented crashes:
ui\aui_common\aui_image.cpp
ui\aui_common\aui_imagebase.cpp
ui\aui_common\aui_progressbar.cpp
gs\gameobj\strengths.cpp
Relaxed Assert, so it does not trigger in a valid situation:
utility\newturncount.cpp
Removed usage of the funny header file "common.h" to prevent compilation problems:
robot\pathing\a_star_heuristic_cost.h
robot\pathing\a_star_heuristic_cost.cpp
Updated Anet game number (Activision patch reimplementation):
net\io\net_anet.h
net\io\net_thread.h
Include the finish production handling in the MP turn start:
net\general\net_info.cpp
Disable autosave for MP client:
gs\gameobj\playerevent.cpp
Repaired memory leaks, prevented crash, added feat tracking at the start of a (resumed) game:
net\general\network.cpp
net\general\net_feat.h
net\general\net_feat.cpp
Note: these are updated versions of the ones in the DEBUG: MP feat tracking thread. Lots of unknows are still in.
2005.03.03.incr.backlog.zip
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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sekel recently suggested that we should have a button on the scenario editor to enable showing the AI army text. Well, until someone manages to squeeze a button on to that window, here's another way.
To show the AI army text, open the chat screen (type " ' ", apostrophe), type "/debugai", and press "enter". If the text is being shown and you want to turn it off, do exactly the same thing.
To show the map cell text (if you're interested in seeing the AI settling map), open the chat screen, type "/debugcells", and press "enter". Again, repeating the procedure toggles the cell text off.
Finally, press "enter" to close the chat screen.
BTW, Martin's recent SLIC fixes have unblocked the Poly code for me. More to follow. 
Attachment: 2005.03.09.chatbox.zip
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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Some diplomatic agreements have limited duration. (This is good for the AI: it means that when the agreement expires the AI can re-consider it's options.)
..\ctp2_code\ai\diplomacy\diplomat.cpp
..\ctp2_data\default\gamedata\script.slc
..\ctp2_data\english\gamedata\dip2_str.txt
..\ctp2_data\english\gamedata\cut_str.txt
Sorry about the lack of paths in the zip. I've forgotten how to get non-full paths (like the above) in there.
Attachment: 2005.03.13.diplomat.zip
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Fromafar
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ctp2_code\ai\citymanagement\governor.cpp
Fixed a crash (for the debug version)
2005.03.22.incr.servertest.zip
Note: This file has been committed to Kaan's SVN server. When you have access to the server, you do not have to download this file.
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J Bytheway
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England
Jul 2001 time: 05:31
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I think at least some of the following changes were already posted here but didn't make it into version control, but anway, I've just submitted:
Revision 293
Changed paths:
M /trunk/ctp2_code/ctp/civctp.dsp
M /trunk/ctp2_code/mapgen/geometric.dsp
M /trunk/ctp2_code/ui/ldl
civctp.dsp
- Added net_feat.{h,cpp} to project to fix linking errors
geometric.dsp
- Added os\include to include directories for Win32 Final
ui/ldl
- Set properties to ignore ldl.output
Last edited by J Bytheway on 24-03-2005 at 06:40
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