Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > PROJECT: Altered source files
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
CivGroups
CTP2 Source Code Project (59): Not a Member - Join

bottom of page
  
Author
Thread   
Pages (17): [ <<   12   13   14   15   16   17   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 01-01-2005 01:55 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#421 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by J Bytheway
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.


Now tested. It appears to work fine.

quote:
Originally posted by Fromafar
Bug fixes:

Untested: attempt at a solution for the problem that cities don't grow in PBEM.


quote:
Originally posted by Fromafar
Bug fixes:

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.


Both tested, and they do at least improve matters. See here for more details.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 01-01-2005 02:16 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#422 Report this post to a moderator
Enter the AD-FREE zone

Another minor PBEM fix...

ctp2_code/gs/utility/TurnCnt.cpp

Fixed the problem that PBEM saves always say "Turn 0".

2004.12.31.save.game.name.rar

And happy new year

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 03-01-2005 21:34 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#423 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

A little fix for the scenario editor

ctp2_data/[language]/uidata/layouts/spnewgame.ldl

Changed the names of the barb risk levels in the scenario editor dropsown list to match those in the popup you get whilst creating a new game (previously they were in reverse order and also different choices of name).

2005.01.02.scenario.editor.barbs.rar

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 03-01-2005 21:40 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#424 Report this post to a moderator
Avatar Enlargement: We've got the solution

And yet another PBEM/hotseat fix:

ctp2_code/gs/gameobj/Player.cpp

Arranged for science popups to be delayed until the appropriate players turn in hotseat and (hopefully, but not tested yet) also PBEM.

2005.01.03.email.science.screen.rar

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 03-01-2005 22:32 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#425 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by J Bytheway
Arranged for science popups to be delayed until the appropriate players turn in hotseat and (hopefully, but not tested yet) also PBEM.


Now tested in PBEM. Seems to work fine .

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 08-01-2005 02:32
Edit/Delete Message Reply w/Quote
#426 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

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

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 08-01-2005 04:18 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#427 Report this post to a moderator
Full PM-box? Change here!

ctp2_data/[language]/uidata/layouts/spnewgamepopups.ldl

Decreased the minimum number of players from 3 to 1 - I want to be able to start PBEM games with two players, and I don't see any good reason to prohibit games with only one player (of course they might distort the high score table a little, but I'm sure there are other ways of doing that). I was surprised to discover that you don't win the game instantly when you're the only player right from the start...

2005.01.06.num.players.rar

(Sorry this is out of date order - I couldn't get it uploaded until now...)

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:31
  Old Post 12-01-2005 01:50 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#428 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Double post 2.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:31
  Old Post 12-01-2005 01:50 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#429 Report this post to a moderator
Help yourself to an AD-FREE life

Double post number 1.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:31
  Old Post 12-01-2005 01:50 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#430 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

ctp2_code\gs\slic

SlicFunc.h
SlicFunc.cpp
SlicEngine.cpp

Implemented the IsOnSameContinent SLIC function that takes two map positions as arguments and returns 1 or 0. Can't figure out how to make that rar store relative file path properly, so bear with me .

Attachment: 2005.01.11.slic.samecontinent.rar
This has been downloaded 8 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 14-01-2005 04:20
Edit/Delete Message Reply w/Quote
#431 Report this post to a moderator
Support Apolyton or Terrorists Win

Solver,

You may need to verify your code base installation. Your recent gs\slic modifications seem to be based on files that are hopelessly outdated. SlicFunc.cpp is missing some changes that were made in May 2004.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:31
  Old Post 14-01-2005 04:33 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#432 Report this post to a moderator
Get a bigger avatar today!

Will do that tomorrow... I may have made the changes to an old version indeed, I did keep several versions of the gs folder, so something might've got messed up.

ctplinuxfan is offline ctplinuxfan
Warlord

Jan 2004
time: 06:31
  Old Post 20-01-2005 05:03
Edit/Delete Message Reply w/Quote
#433 Report this post to a moderator
aui_sdl update Help yourself to an AD-FREE life

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).

ctplinuxfan is offline ctplinuxfan
Warlord

Jan 2004
time: 06:31
  Old Post 22-01-2005 18:22
Edit/Delete Message Reply w/Quote
#434 Report this post to a moderator
Put an end to popups!

include path fix

ctp2_code/ctp/civctp.dsp
- fix new include paths for target "ctp2 - Win32 Test"
(new paths accidently added in ADD BASE CPP)
- added some missing dirs in ai/*, ui/ldl and ui/slic_debug to include path

ctp2_code/mapgen/geometric.dsp
- fix new include paths for target "geometric - SDL Final"
(new paths accidently added in ADD BASE CPP)

Just a note: Target ctp2 - Win32 Test does not compile, seems nobody has tried to compile it for ages. Did this target ever compile?

Attachment: 2005.01.20.incr.include_fix.zip
This has been downloaded 11 time(s).

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 26-01-2005 10:55 Visit E's homepage!
Edit/Delete Message Reply w/Quote
#435 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

final version next post

Last edited by E on 11-02-2005 at 10:29

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 11-02-2005 10:28 Visit E's homepage!
Edit/Delete Message Reply w/Quote
#436 Report this post to a moderator
Support Apolyton or Terrorists Win

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

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 22-02-2005 03:59 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#437 Report this post to a moderator
Support Apolyton, buy Call to Power 2

2005.02.21
AI corrections by Martin Gühmann:

..\ctp2_code\ai\ctpai.cpp
- Made the explore resolution a constant and set it to five.
- Roads are now every second turn computed.
- Tile improvements are computed every fifth turn.
- Disabled UnGroupGarrisionUnits and MoveOutofCityTransportUnits methods. At least the latter one must be reconsidered as it seems that the transports are waiting in the city for sleeping units. (One possibility this needs verification)

..\ctp2_code\ai\CityManagement\governor.cpp
- All tile improvements for cities that hasn't grown beyond the first ring get now full utiliziation bonus.
- Replaced my c-style casts by standart static_cast's.

..\ctp2_code\robot\pathing\unitastar.cpp
- Disabled Calvitix check for danger function, to avoid redicious paths. If a army encounters danger on its path the goal should be reconsidered, e.g. attacking the encountered unit. Or the danger calculation should be more flexible.

..\ctp2_code\ai\strategy\squads\squad_Strength.cpp
- Disabled Calvitix change in the > operator. This change caused the massive slow down on maps with more then one continent and prevented the AI from oversea activity. However nevertheless I feel this operator needs some rework, as neither the original version nor Calvitix version seem to be finished.

..\ctp2_code\ai\strategy\goals\ctpgoal.cpp
- Corrected a part of the Compute_Raw_Priority function, target position recieves now unowned bonus if the owner is now -1 instead of 0 (Barbarian).
- Removed unnecessary reinitialization for in Compute_Needed_Troop_Flow for trade routes and tileimps.

..\ctp2_code\ai\strategy\scheduler\Plan.cpp
- Cleaned some comments no code changes. I modified this file to figure out the culprit of the slow down problem anyway.

-Martin

Attachment: 2005.02.21.ai.incr.zip
This has been downloaded 13 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 25-02-2005 04:14 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#438 Report this post to a moderator
Suffering from ads?

2005.02.24
Bug fixes and slic fixes and slic additions compiled by Martin Gühmann:

..\ctp2_code\ai\strategy\squads\squad_Strength.cpp
Replaced Calvitix version of the > operator by a cleaner version, however this version of the > operator is still experimental and therefore it is disabled as well. At least it allows AI sea activity, unfortunately it still slows down the game.

..\ctp2_code\gs\gameobj\bldque.cpp
Fixed the bug that the player doesn't receive a wanring when another player starts to build the first wonder in the database.

..\ctp2_code\gs\slic\SlicFunc.h
..\ctp2_code\gs\slic\slicfunc.cpp
..\ctp2_code\gs\slic\SlicEngine.cpp
- Added new slic functions:
- IsOnSameContinent: Checks whether two locations are on the same continent, by Solver.
- AddSlaves: Adds slaves to a city, this function was suggested by The Big Mc. It is the event based version. The error reported here for instance doesn't seem to be releated to the function itsself. It seems there is a problem in the Governor::AssignSpecialist function a problem. It seems that it ignores the fact that slaves cannot be assigned to other tasks than working in the field. Obviously the problem also occurs if the city has a lot of slaves regardless how they were added.
- CreateUnit function doesn't crash anymore if the given unit type isn't an invalid unit type.

..\ctp2_code\gs\slic\slicif.h
..\ctp2_code\gs\slic\slicif.cpp
..\ctp2_code\gs\slic\slic.y
Slic database access is now also possible if the record name was used as well as symbol in the context. That prevented the gain of great leaders in CTC for instance. As decribed here.

..\ctp2_code\gs\slic\slic.l
..\ctp2_code\gs\slic\sliccmd.y
..\ctp2_code\gs\slic\SlicFrame.cpp
..\ctp2_code\gs\slic\SlicSegment.cpp
Addition of power operator: ** This addition is based on files by tombom posted here. The precidence of the operator isn't solved, yet. But it is time to include the files, because slic.y and slicif.cpp also contain changes concerning this subject.

..\ctp2_code\gs\slic\y.tab.h
..\ctp2_code\gs\slic\y.tab.c
..\ctp2_code\gs\slic\sc.tab.h
..\ctp2_code\gs\slic\sc.tab.c
..\ctp2_code\gs\slic\lex.yy.c
Automaticly generated files based on the *.y and *.l files above.

-Martin

Attachment: 2005.02.24.slic.incr.zip
This has been downloaded 11 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 02-03-2005 04:20 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#439 Report this post to a moderator
Increase the size of your Attachments

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
This has been downloaded 8 time(s).

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 03-03-2005 02:04 Visit E's homepage!
Edit/Delete Message Reply w/Quote
#440 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Martin, did my flag disable settling or something? Also as a reminder a new playest version (not needed for awhile I think) should have the date on start up updated and have the AI unit goals not showing during play other than that I noticed the new AI is pretty good.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 03-03-2005 21:16 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#441 Report this post to a moderator
Support Apolyton buy from Amazon

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

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 04-03-2005 04:00
Edit/Delete Message Reply w/Quote
#442 Report this post to a moderator
Support Apolyton or Terrorists Win

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

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 05-03-2005 04:10 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#443 Report this post to a moderator
Get a bigger avatar today!

2005.03.05
Vision update and miscellaneous corrections by Martin Gühmann

..\ctp2_code\gs\gameobj\bldque.cpp
Fixed a bug that leaded to a crash in the first not reported wonder bug fix.

..\ctp2_code\gs\gameobj\UnitData.cpp
When a city is conquered the city is no more removed from the map and inserted into the map again. That saves some time. The removement of the vision of the old owner is postponed until the city data changed hand, so that the old owner get a last look on "his" city, and everything on the map like city and surrounding terrain is shown with the new owner. If you loose a city you should know who was it. And you should also know which land the attacker has stolen.

..\ctp2_code\tiledmap.cpp
..\ctp2_code\tiledraw.cpp
..\ctp2_code\ui\aui_ctp2\radarmap.cpp
If you own a tile it is displayed on the map as yours even if you didn't visit that tile recently. If fog of war is of or god mode is on the borders of civs with that you have no contact are displayed.

..\ctp2_code\gs\world\UnseenCell.cpp
The city owner is now taken from the city's CityData instead from the unit itsself. This allows the correct display of an owner if you loose a city.

..\ctp2_code\ui\aui_ctp2\InfoBar.cpp
If you move the cursor over a city without actor in the UnseenCell, the game doesn't crash anymore. The missing actor problem was caused by how the owner change was handled during city capture. This problem is now fixed at the root, but old savegames might contain this problem. Another problem with destroyed civilsations and there cities was also fixed.

..\ctp2_data\default\aidata\advancelists.txt
..\ctp2_data\default\aidata\buildlistsequences.txt
..\ctp2_data\default\aidata\strategies.txt
..\ctp2_data\default\aidata\unitbuildlist.txt
Replaced BuildListSequenceElement by those of GoodMod that are based themselfes of those from MedPack.
Replaced build lists sequences by those of GoodMod: The Capitalization and Infrastructure elements are removed from the sequences.
Replaced the advance lists and unit build lists by those of GoodMod. IIRC there are based on those of MyMod or ApolytonPack.
These changes improve the AI.

..\ctp2_data\french\gamedata\ldl_str.txt
City Manager is now translated. This is the file by Tamerlin from 2005.02.07.

..\ctp2_data\italian\gamedata\info_str.txt
..\ctp2_data\german\gamedata\info_str.txt
Some minor alterations like correction a grammatical case in the German version of the wonder almost complete message.

-Martin

Attachment: 2005.03.05.visionmisc.incr.zip
This has been downloaded 8 time(s).

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:31
  Old Post 10-03-2005 05:17
Edit/Delete Message Reply w/Quote
#444 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

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
This has been downloaded 9 time(s).

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:31
  Old Post 14-03-2005 10:13
Edit/Delete Message Reply w/Quote
#445 Report this post to a moderator
Support Apolyton or Terrorists Win

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
This has been downloaded 8 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 22-03-2005 17:37
Edit/Delete Message Reply w/Quote
#446 Report this post to a moderator
Tired of ads?

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.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 23-03-2005 07:06 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#447 Report this post to a moderator
Suffering from ads?

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

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:31
  Old Post 24-03-2005 06:40 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#448 Report this post to a moderator
Avatar Enlargement: We've got the solution

Today I played with the docs:

Revision 294
Changed paths:
M /trunk/ctp2_code/doc/dev
M /trunk/ctp2_code/doc/dev/Makefile
M /trunk/ctp2_code/doc/dev/ctp2_dev.tex
M /trunk/ctp2_code/doc/dev/include
M /trunk/ctp2_code/doc/dev/include/a_deadcode.tex
M /trunk/ctp2_code/doc/dev/include/a_defines.tex
M /trunk/ctp2_code/doc/dev/include/a_dspconfig.tex
M /trunk/ctp2_code/doc/dev/include/a_faq_licence.tex
M /trunk/ctp2_code/doc/dev/include/a_faq_project.tex
M /trunk/ctp2_code/doc/dev/include/eula.tex
M /trunk/ctp2_code/doc/dev/include/make_win32.tex
M /trunk/ctp2_code/doc/dev/include/setup_win32.tex

Developer documentation
- Added appropriate svn:ignore properties
- Fixed spelling errors / typos
- Fixed many underfull hboxes
- Tidied the preamble

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 24-03-2005 10:26 Visit E's homepage!
Edit/Delete Message Reply w/Quote
#449 Report this post to a moderator
Support Apolyton or Terrorists Win

Ctp2_code\gs\gameobj\player.cpp
Ctp2_code\gs\gameobj\CityData.cpp
Ctp2_code\gs\gameobj\unitData.cpp
Ctp2_code\gs\gameobj\wonderutil.cpp

Added CultureOnly and CityStyleOnly flags and GovernmentType (copied from units). Limits who can build what civ by checking citystyle either fo the civ itself (CultureOnly) or of the city(CityStyleOnly). GovernmentType checks government type.

Ctp2_code\gs\gameobj\TerrainUtil.cpp
Added CultureOnly and GovernmentType (copied from units) as well as IsRestrictedToGood (limits terrimp to only a tile with a good).


Ctp2_code/gs/newdb/building.cdb
Ctp2_code/gs/newdb/government.cdb
Ctp2_code/gs/newdb/terimprove.cdb
Ctp2_code/gs/newdb/unit.cdb
Ctp2_code/gs/newdb/wonder.cdb
Ctp2_code/gs/newdb/advance.cdb

Added CultureOnly, CityStyleOnly, GovernmentType, and IsRestictedToGood flags as well as a bunch of flags to be developed in the future.

Attachment: 2005.03.23.only.isrestrictedto.zip
This has been downloaded 4 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 26-03-2005 03:37 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#450 Report this post to a moderator
Increase the size of your Attachments

Revisions 295 - 298 by tombom

Revision 295
M /trunk/ctp2_code/gs/slic/SlicFrame.cpp
M /trunk/ctp2_code/gs/slic/SlicSegment.cpp
M /trunk/ctp2_code/gs/slic/slic.y
M /trunk/ctp2_code/gs/slic/slicif.h
M /trunk/ctp2_code/gs/slic/slicif.cpp
Added '&' operator

Revision 296
M /trunk/ctp2_code/gs/slic/SlicFrame.cpp
M /trunk/ctp2_code/gs/slic/slic.y
M /trunk/ctp2_code/gs/slic/slicif.h
Added '&' operator bugfixes - previous code was untested. Note that this is implemented simply using the C++ '&' operator.

Revision 297
M /trunk/ctp2_code/ai/diplomacy/counterrespnseevent.cpp
No message. But from the source file:
// - AI now considers more before stopping pirating

Revision 298
M /trunk/ctp2_code/gs/slic/slic.y
Hopefully allow type declaration and setting at same time


OK, let's see how the resporitory works for me, obviously I conquered the umlaut problem as well :

Revision 299
M /trunk/ctp2_data/XXXXXX/gamedata/info_str.txt
M /trunk/ctp2_data/XXXXXX/gamedata/cut_str.txt
M /trunk/ctp2_data/english/gamedata/dip2_str.txt
A /trunk/ctp2_data/spanish/gamedata/cut_str.txt

Where XXXXXX stands for english, french, german, italian or spanish.

Moved TREATY_TO_EXPIRE from dip2_str.txt to info_str.txt were it was in CTP1. This holds for the English version of these files. For the other languages it was moved directly from cut_str.txt to info_str.txt.

The other diplomatic messeages in cut_str.txt were moved and updated to CTP2 format as well for future reimplementation.

The Spanish cut_str.txt was taken from one of the others probably they are identiacal anyway. However the rest of the Spanish string files are still missing.

Translations are missing as well for the French, Italian, Spanish and Japanese version. Since these strings are from CTP1 it shouldn't be such a big deal to get translations of those. Except for the Japanese version. Except of two files all the files are missing.

- Martin

 
Pages (17): [ <<   12   13   14   15   16   17   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:31.
Apolyton Time is 00:31.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0672 seconds (90.35% PHP - 9.65% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net