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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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4thmoon your files are still problematic, I tried to compile it as Western Version without the _JAPANESE flag, but at first I got an error in aui_bitmapfont.cpp line 499 I replaced this:
TT_Char_Index( m_ttCharMap, c16 ),
by:
TT_Char_Index( m_ttCharMap, (uint16)uint8(c) ),
Well that problem was solved and the code compiled very well, unfortunatly I now get not only one Great Libary assert but a lot and finally a access violation, I looked into that file and noticed that you used ACTIVISION_ORIGINAL instead of _JAPANESE, unfortunatly the asserts did not go away, so please test your files first so that you can be sure that a Westerb version is built without any problems.
Edit: It is really the greatlibrary.cpp I only replaced that file with the last version and no problems.
-Martin
Last edited by Martin Gühmann on 19-01-2004 at 21:41
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Fromafar
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Bug fix: repaired some line graph memory leaks.
[Edit: link removed, included in 2004-01-31 source]
Last edited by Fromafar on 01-02-2004 at 20:24
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Fromafar
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Bug fixes:
- agreementmatrix.cpp: CtD prevented in the HasAgreement function
- terrimprovementpool.cpp: CtD prevented when no sound has been defined for a tile improvement
- Citywindow.cpp: unloaded buttons which caused an exit pop-up
- SlicEngine.cpp/slicif.h/slicif.cpp: memory leak repaired.
[Edit: link removed, included in 2004-01-31 source]
Last edited by Fromafar on 01-02-2004 at 20:25
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Fromafar
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Design improvement: made map wrap handling of the trade route computation consistent with the actual map type selection.
[Edit: link removed, see next post]
Last edited by Fromafar on 31-01-2004 at 03:29
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Fromafar
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Bug fix: handled a CtD (stack overflow by infinite recursion) when the advances contain a loop in the prerequisite chain. Occurred (only) with the debug version in combination with the LoTR scenario.
gs\gameobj\Advances.cpp
gs\gameobj\Advances.h
[Edit: link removed, included in 2004-01-31 source]
Last edited by Fromafar on 01-02-2004 at 20:26
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MrBaggins
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For consistancies sake, I think these files should be dated, as per the standard, so that they can be applied in the correct order. The descriptive names are unhelpful in this regard.
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MrBaggins
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Perhaps the "ctp2sc1.2_2003.12.21_All.zip" format that Keygen was using. You could append a small description, like slic, or leaks or whatever, after the date, and before "_All" or "_Incr"
"_All" would mean it included all previous changes, and "_Incr" would mean it was an incremental change.
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MrBaggins
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You want the name to come after the date, so it would be correctly sorted in an alphabetical order.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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OK here is another all release containing all the files posted above, except any no CD cracks.  
..\ctp2_data\default\gamedata\Colors00.txt
..\ctp2_code\gfx\gfx_utils\colorset.h
Color set expansion by Martin Gühmann: Up to 33 players are now supported with their own color.
..\ctp2_code\gs\database\profileDB.h
Modified assert by Martin Gühmann to avoid an assersation falure when you set num players higher the 17.
..\ctp2_code\ui\interface\spnewgameplayersscreen.cpp
..\ctp2_code\ui\interface\spnewgameplayersscreen.h
..\ctp2_code\ui\interface\dipwizard.cpp
..\ctp2_code\ui\interface\dipwizard.h
Here I fixed something in the comments of the files to match the information more adequadly.
..\ctp2_code\mapgen\Crater.cpp
..\ctp2_code\gs\gameobj\Exclusions.cpp
..\ctp2_data\XXXXXX\uidata\layouts\dipwizard.ldl
Where XXXXXX stands for english, french, german, italian or spanish.
Some small changes by Fromafar:
1. Bug fix: Exclusions.cpp, some cut & paste errors repaired.
2. Compatibility: Crater.cpp, removed unnecessary call to sqrt, making .NET compilation of the file succeed.
3. Bug fix: dipwizard.ldl, replaced a reference to a non-existing file updf01.tga (after consultation of Martin - included here to save him some work).
4. Intended functionality implementation: Alexander scenario.slc, replaced the code in the "doesn't work, grrrr..." function with something that seems to do the job.
..\ctp2_code\ui\aui_ctp2\grabitem.cpp
..\ctp2_code\ui\interface\spnewgamediffscreen.h
..\ctp2_code\ui\interface\spnewgamemapshapescreen.h
..\ctp2_code\ui\interface\spnewgamemapsizescreen.h
..\ctp2_code\ui\interface\spnewgamerulesscreen.h
..\ctp2_code\ui\interface\spnewgamescreen.h
Bug fix by Fromafar: The memory of most single player new game setup screens will be released before starting the game.
..\ctp2_code\gs\slic\slic.y
..\ctp2_code\gs\slic\y.tab.c
..\ctp2_code\gs\slic\y.tab.h
..\ctp2_code\gs\slic\slicif.h
..\ctp2_code\gs\slic\slicif.cpp
..\ctp2_code\gs\slic\SlicFrame.cpp
..\ctp2_code\gs\slic\SlicDBConduit.h
Implemented feature of CTP2 v1.1: Slic Database Access and Slic Database Size Determination.
Slicers can now like in the CTP2 v.1.1 access the database and also access it like it is promissed by the slic documentaion, if a flag is not in the database you get now an error message instead of an crash. There is now also a way to access the size of an database.
..\ctp2_code\ctp\c3.h
..\ctp2_code\ctp\ctp2_utils\pointerlist.h
..\ctp2_code\gfx\tilesys\ressourcemap.h
..\ctp2_code\gfx\tilesys\ressourcemap.h
..\ctp2_code\gs\dbgen\ctpdb.cpp
..\ctp2_code\gs\gameobj\CivilisationData.h
..\ctp2_code\gs\gameobj\ID.h
..\ctp2_code\gs\world\MapPoint.h
..\ctp2_code\ui\aui_common\aui_action.h
..\ctp2_code\ui\aui_common\aui_button.h
..\ctp2_code\ui\aui_common\aui_control.h
..\ctp2_code\ui\aui_common\aui_dragdropwindow.h
..\ctp2_code\ui\aui_common\aui_dropdown.h
..\ctp2_code\ui\aui_common\aui_listbox.h
..\ctp2_code\ui\aui_common\aui_radio.h
..\ctp2_code\ui\aui_common\aui_ranger.h
..\ctp2_code\ui\aui_common\aui_region.h
..\ctp2_code\ui\aui_common\aui_resource.h
..\ctp2_code\ui\aui_common\aui_switch.h
..\ctp2_code\ui\aui_common\aui_switchgroup.h
..\ctp2_code\ui\aui_common\aui_tab.h
..\ctp2_code\ui\aui_common\aui_textfeld.h
..\ctp2_code\ui\aui_common\aui_thumb.h
..\ctp2_code\ui\aui_common\aui_ui.h
..\ctp2_code\ui\aui_common\aui_win.h
..\ctp2_code\ui\aui_common\aui_window.h
..\ctp2_code\ui\aui_common\tech_memory.h
..\ctp2_code\ui\aui_ctp2\background.h
..\ctp2_code\ui\aui_ctp2\c3_coloriconbutton.h
..\ctp2_code\ui\aui_ctp2\c3_fancywindow.h
..\ctp2_code\ui\aui_ctp2\c3_hypertextbox.h
..\ctp2_code\ui\aui_ctp2\c3_static.h
..\ctp2_code\ui\aui_ctp2\c3fancywindow.h
..\ctp2_code\ui\aui_ctp2\c3slider.h
..\ctp2_code\ui\aui_ctp2\coloriconbutton.h
..\ctp2_code\ui\aui_ctp2\ctp2_button.h
..\ctp2_code\ui\aui_ctp2\ctp2_hypertextbox.h
..\ctp2_code\ui\aui_ctp2\ctp2_listbox.h
..\ctp2_code\ui\aui_ctp2\ctp2_MenuButton.h
..\ctp2_code\ui\aui_ctp2\ctp2_Static.h
..\ctp2_code\ui\aui_ctp2\ctp2_Switch.h
..\ctp2_code\ui\aui_ctp2\ctp2_Window.h
..\ctp2_code\ui\aui_ctp2\radarmap.h
..\ctp2_code\ui\aui_ctp2\thronecotrol.h
..\ctp2_code\ui\aui_ctp2\thumbnailmap.h
..\ctp2_code\ui\interface\messageadvice.h
..\ctp2_code\ui\interface\messageiconbutton.h
..\ctp2_code\ui\interface\messagemodal.h
..\ctp2_code\ui\interface\workwindow.h
A set of syntax corrections for compilation on other compilers than MS VC++ by Fromafar. These files do not contain any functional changes.
Compilation with MS VC++ 6.0 is still possible - and has been tested.
: This set is incomplete, and will not enable you to generate the main CTP executable without making additional changes yourself.
..\ctp2_code\ctp\civapp.cpp
..\ctp2_code\ctp\civctp_j.dsw
..\ctp2_code\ctp\civctp_j.dsp
..\ctp2_code\gs\fileio\Token.cpp
..\ctp2_code\gs\utility\stringutils.cpp
..\ctp2_code\gs\utility\japanese.h
..\ctp2_code\ui\aui_common\aui_bitmapfont.cpp
..\ctp2_code\ui\aui_common\aui_bitmapfont.h
..\ctp2_code\ui\interface\greatlibrary.cpp
..\ctp2_code\ui\interface\loadsavewindow.cpp
..\ctp2_data\japanese\gamedata\add_str.txt
..\ctp2_data\japanese\gamedata\ldl_str.txt
..\ctp2_data\japanese\uidata\layouts\citystatus.ldl
..\ctp2_data\japanese\uidata\layouts\dipwizard.ldl
..\ctp2_data\japanese\uidata\layouts\ns_strings.ldl
..\ctp2_data\japanese\uidata\layouts\scenarioeditor.ldl
..\ctp2_data\japanese\uidata\layouts\science.ldl
..\ctp2_data\japanese\uidata\layouts\spnewgame.ldl
.. \ctp2_data\japanese\uidata\layouts\spnewgamepopups
.ldl
Japanese source and text files by 4thmoon, note that I changed the path of the Japanese specific text files from ..\ctp2_data\english\ to ..\ctp2_data\japanese\ to ensure compartibility with the other text files. To make it work on a Japanese CTP2 you have to to rename all the folders with the name "english" to "japanese" you find within the CTP2 folders. Then you have to find the civpath.txt's on your system, if you don't have the source code you find one file in your ..\ctp2_program\ctp\ folder. Open this file there you find a line containing "english", replace "english" with "japanese". If you have installed the source code you find another file with that name in your, ..\ctp2_code\ctp\ folder, modify it in the same way as the other file.
Another note I got a problem in line 499 of aui_bitmapfont.cpp when compiling as Western version, therefore I changed that line:
TT_Char_Index( m_ttCharMap, c16 ),
To:
TT_Char_Index( m_ttCharMap, (uint16)uint8(c) ),
I also had some problems with the Great Libary the changes for the Japanese version only were marked in the greatlibrary.cpp were labled with #if defined(ACTIVISION_ORIGINAL) instead of #if !defined(_JAPANESE). So now I the files can generate a separate Japanese and a seperate European language version. The final solution should still be a version for all languages I think of a flag in userprofile: Japanese=Yes/No. If set to yes the Japanese specific code is used, otherwise the non Japanese specific code is used.
../bin/rem_cvs_dirs.sh
../bin/fix2unix.sh
../bin/copy_libs.sh
Some UNIX scripts by ctplinuxfan aka Holger, for more peices of information see this post.
..\ctp2_code\ui\interface\greatlibarywindow.cpp
..\ctp2_code\gs\slic\SlicStruct.cpp
Two memory leaks were fixed.
..\ctp2_code\ui\aui_common\aui_surface.h
..\ctp2_code\ui\aui_common\aui_surface.cpp
..\ctp2_code\ui\aui_ctp2\linegraph.cpp
Bug fix by Fromafar: Repaired some line graph memory leaks.
..\ctp2_code\ai\diplomacy\agreementmatrix.cpp
..\ctp2_code\gs\gameobj\TerrimprovementPool.cpp
..\ctp2_code\gs\slic\SlicEngine.cpp
..\ctp2_code\gs\slic\slicif.h
..\ctp2_code\gs\slic\slicif.cpp
..\ctp2_code\ui\interface\Citywindow.cpp
Bug fixes:
- agreementmatrix.cpp: CtD prevented in the HasAgreement function
- terrimprovementpool.cpp: CtD prevented when no sound has been defined for a tile improvement
- Citywindow.cpp: unloaded buttons which caused an exit pop-up
- SlicEngine.cpp/slicif.h/slicif.cpp: memory leak repaired.
CtD: Crash to Desktop
..\ctp2_code\gs\slic\SlicFrame.cpp
..\ctp2_code\gs\slic\SlicSymbol.cpp
Fixed memory leak in SlicSymbol.cpp, by Martin Gühmann. Unfortunatly there is still more.
Fixed memory leaks in SlicFrame, by Martin Gühmann.
Replaced debug assertion for slic devision by zero by a SlicDebug=Yes message. It is not a problem in C++ code but in slic code, therefore it is a task for the slicer not for a C++ coder to write bug free slic code. (By Martin Gühmann)
Make sure that all new slic messages for database access during runtime only appear with DebugSlic=Yes.
..\ctp2_code\gs\world\wldgen.cpp
..\ctp2_code\gs\world\Cell.cpp
..\ctp2_code\gs\world\Cell.h
..\ctp2_code\robot\pathing\A_Star_Heuristic_Cost.cpp
..\ctp2_code\robot\pathing\A_Star_Heuristic_Cost.h
Implemented World::CalcTerrainFreightCost by Martin Gühmann, now the Fright flags in terrain.txt and tileimp.txt are used. The path of trade routes now follows rivers, roads, railroads and maglevs, the path is now terrain dependent, too.
The wldgen.cpp is based on Fromafar's last version.
The star heuristic files are from Fromarfar's last download, I just added them to save you another download and make shure that you don't apply them in the wrong order . So it also map wrap handling of the trade route computation is now consistent with the actual map type selection.
..\ctp2_code\gs\gameobj\Advances.cpp
..\ctp2_code\gs\gameobj\Advances.h
Bug fix by Fromafar: handled a CtD (stack overflow by infinite recursion) when the advances contain a loop in the prerequisite chain. Occurred (only) with the debug version in combination with the LoTR scenario.
OK let's try a naming style, I think we don't need the version number, because we don't release several files per day with the same name: So far I don't know if the upload server works so I use an external link:
[Edit: Link removed see first post for the lastest source pack.]
-Martin
Last edited by Martin Gühmann on 06-06-2004 at 02:04
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Fromafar
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Bug fixes on earlier bug fixes:
exclusions.cpp: missed a spot (cut & paste error memory leak).
advances.cpp: corrected the computation of the advance level.
[Edit: link removed. Included in the 2004.02.21 source.]
Last edited by Fromafar on 24-02-2004 at 02:47
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Fromafar
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Bug fix: prevent double production when loading a saved game.
[Edit: link removed, replaced with newer version.]
Last edited by Fromafar on 07-02-2004 at 02:39
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ctplinuxfan
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Hi,
this patch substitutes miless sound with sdl sound.
I'm just having trouble with mixer volume of cd; sdl doesn't handle this, so there needs to be a system specific implementation of SoundManager::SetVolume(SOUNDTYPE_MUSIC, ...);...
Quick-Installation:
- unzip
- download sdl and sdl-mixer
- unpack both
- extend include and lib path to hold dirs where you unzipped to
(tools->options->directories)
- add
SDL.lib SDL_mixer.lib
to the library list in linker section of project ctp2
- copy SDL.dll and SDL_mixer.dll from lib dirs to the directory, where the civctp2 executable is located
Ciao
Holger
PS: If links don't work, go to www.libsdl.org and download the corresponding VC6 devel packages from there.
Use either the diff (perhaps you need to run dos2unix on the sources before) ( verify: patch -l --dry-run < 2004-02-01-2-incr_sdlsound.diff,
apply: patch -l -b < 2004-02-01-2-incr_sdlsound.diff) after unpacking the binary replacement (see previous post)
2004-02-01-2-incr_sdlsound.diff
ctp2_bin.zip
Or this zip file containing the files changed as a whole.
2004-02-01-2-incr_sdlsound.zip
SDL 1.2.6
SDL Mixer 1.2.5a
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Fromafar
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This is an increment on the previous post by ctplinuxfan, and contains just a few small corrections to make the Miles version compile again.
civ3_main.cpp: Added some USE_SDL guards where !ACTIVISION_ORIGINAL was not enough.
civsound.cpp: Added a USE_SDL guard on SetChannel, and corrected a misplaced #endif in SetVolume.
civsound.h: Removed the USE_SDL define. I think this should not be set directly in the code, but rather in the project (make?) file.
[Edit: link removed. Included in the 2004.02.21 source.]
Last edited by Fromafar on 24-02-2004 at 02:50
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MrBaggins
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GovernmentModified record implementation. See yonder thread
On its own, it does nothing, but it does allow use of two overloaded accessor functions for the CTPDatabase templated classes, Get and Access, with an additional parameter, govIndex (index of the government). These functions will return the modified record, if one exists.
Coding is based on the original source plus all changes to 31/01/04. I kept out of areas people were working though, I believe.
You need to generate ctpdb again, as well as a debug/final build, ensuring the custom builds of the objectrecords take place.
I tested, and this worked without any issues.
[EDIT] Nearly forgot. This structure is intended for...
- Units
- Tile improvements
- Buildings
- Goods (named resources in the code)
- Wonders
- Feats
Attachment: 2004.02.06.incr-govmod.zip
This has been downloaded 8 time(s).
Last edited by MrBaggins on 07-02-2004 at 02:21
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Fromafar
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Merged the 2004.02.03 update of civapp.cpp (prevent double production in the first turn after loading a game) with the modifications of MrBaggins.
[Edit: link removed. Included in the 2004.02.21 source.]
Last edited by Fromafar on 24-02-2004 at 02:53
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MrBaggins
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Thanks Fromafar
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MrBaggins
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Incremental package (for GovMod 02-06 files)
Didn't include the terrain.cdb file, which included a GovernmentsModifed reference.
Just right click Compile the cdb file, and then right click compile resourcerecord.cpp, before building ctp2_dbg or ctp2 (or just rebuild, if you wish.)
Attachment: 2004.02.08.incr-govmod-terraincdb.zip
This has been downloaded 7 time(s).
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MrBaggins
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Bugfix: Remove annoying unreferenced variable warning during regular compiling, by placing definitions inside #ifndefs, where they are used.
Attachment: 2004.02.08.incr-unref-fix.zip
This has been downloaded 5 time(s).
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Fromafar
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Bug fix: improved wrap behaviour.
See this thread for the way it used to look.
gfx\tilesys\maputils.cpp
gfx\tilesys\resourcemap.h
gfx\tilesys\tiledmap.cpp
gfx\tilesys\tiledmap.h
gs\gameobj\CityInfluenceIterator.cpp
gs\gameobj\CityInfluenceIterator.h
gs\gameobj\CityRadius.cpp
gs\gameobj\CityRadius.h
gs\gameobj\Vision.cpp
gs\gameobj\Vision.h
gs\world\MapPoint.cpp
gs\world\MapPoint.h
ui\interface\MapCopyBuffer.cpp
ui\interface\scenarioeditor.cpp
[Edit: link removed. Included in the 2004.02.21 source.]
Last edited by Fromafar on 24-02-2004 at 03:37
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Fromafar
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Bug fix: repaired some memory leaks for the hotseat screen.
ui\interface\spnewgamescreen.cpp
ui\interface\hotseatlist.h
ui\interface\hotseatlist.cpp
[Edit: link removed. Included in the 2004.02.21 source.]
Last edited by Fromafar on 24-02-2004 at 03:39
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Fromafar
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Bug fix for the game freeze problem reported in the playtest thread.
gfx\spritesys\director.cpp
[Edit: link removed. Included in the 2004.02.21 source.]
Last edited by Fromafar on 24-02-2004 at 03:41
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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2004.02.01
..\ctp2_code\gs\gameobj\Advances.cpp
..\ctp2_code\gs\gameobj\Exclusions.cpp
Bug fixes on earlier bug fixes by Fromafar:
exclusions.cpp: Missed a spot (cut & paste error memory leak).
advances.cpp: Corrected the computation of the advance level.
2004.02.03
..\bin\bzip2.exe
..\bin\bzip2recover.exe
..\bin\copy_libs.sh
..\bin\cp.exe
..\bin\cygiconv-2.dll
..\bin\cygintl-1.dll
..\bin\cygintl-2.dll
..\bin\cygintl.dll
..\bin\cygpath.exe
..\bin\cygpcre.dll
..\bin\cygpopt-0.dll
..\bin\cygwin1.dll
..\bin\diff.exe
..\bin\dos2unix.exe
..\bin\find.exe
..\bin\fixrep
..\bin\flex++.exe
..\bin\flex.exe
..\bin\grep.exe
..\bin\gunzip.exe
..\bin\gzip.exe
..\bin\make.exe
..\bin\mkdir.exe
..\bin\mv.exe
..\bin\patch.exe
..\bin\rm.exe
..\bin\sed.exe
..\bin\sh.exe
..\bin\fix2unix.sh
..\bin\rem_cvs_dirs.sh
Some useful tools by ctplinuxfan aka Holger.
Well Holger could you provide a small description for all the tools so that we know what they do.
2004.02.03
..\ctp2_code\ctp\c3.h
..\ctp2_code\ctp\c3types.h
..\ctp2_code\ctp\civ3_main.cpp
..\ctp2_code\ctp\civ3_main.h
..\ctp2_code\ctp\ctp2_utils\c3files.cpp
..\ctp2_code\sound\civsound.cpp
..\ctp2_code\sound\civsound.h
..\ctp2_code\sound\gamesounds.cpp
..\ctp2_code\sound\gamesounds.h
..\ctp2_code\sound\soundevent.cpp
..\ctp2_code\sound\soundevent.h
..\ctp2_code\sound\soundmanager.cpp
..\ctp2_code\sound\soundmanager.h
Adds optional sdl sound use by ctplinuxfan aka Holger.
2004.02.04
..\ctp2_code\ctp\civ3_main.cpp
..\ctp2_code\sound\civsound.h
..\ctp2_code\sound\civsound.cpp
This is an increment on the previous post by ctplinuxfan, and contains just a few small corrections to make the Miles version compile again.
civ3_main.cpp: Added some USE_SDL guards where !ACTIVISION_ORIGINAL was not enough.
civsound.cpp: Added a USE_SDL guard on SetChannel, and corrected a misplaced #endif in SetVolume.
civsound.h: Removed the USE_SDL define. I think this should not be set directly in the code, but rather in the project (make?) file.
2004.02.06
..\ctp2_code\ctp\civapp.cpp
..\ctp2_code\gs\newdb\wonder.cdb
..\ctp2_code\gs\newdb\building.cdb
..\ctp2_code\gs\newdb\CTPDatabase.cpp
..\ctp2_code\gs\newdb\CTPDatabase.h
..\ctp2_code\gs\newdb\DBLexer.h
..\ctp2_code\gs\newdb\DBLexer.l
..\ctp2_code\gs\newdb\DBTokens.h
..\ctp2_code\gs\newdb\feat.cdb
..\ctp2_code\gs\newdb\pop.cdb
..\ctp2_code\gs\newdb\terrian.cdb
..\ctp2_code\gs\newdb\terrimprove.cdb
..\ctp2_code\gs\newdb\unit.cdb
..\ctp2_code\gs\newdb\advance.cdb
..\ctp2_code\gs\dbgen\RecordDescription.h
..\ctp2_code\gs\dbgen\RecordDescription.cpp
..\ctp2_code\gs\dbgen\ctpdb.y
GovernmentModified record implementation by MrBaggins. See yonder thread
On its own, it does nothing, but it does allow use of two overloaded accessor functions for the CTPDatabase templated classes, Get and Access, with an additional parameter, govIndex (index of the government). These functions will return the modified record, if one exists.
Coding is based on the original source plus all changes to 31/01/04. I kept out of areas people were working though, I believe.
You need to generate ctpdb again, as well as a debug/final build, ensuring the custom builds of the objectrecords take place.
I tested, and this worked without any issues.
This structure is intended for...
* Units
* Tile improvements
* Buildings
* Goods (named resources in the code)
* Wonders
* Feats
2004.02.06
..\ctp2_code\ctp\civapp.cpp
Bug fix by Fromafar: Prevent double production when loading a saved game.
2004.02.08
..\ctp2_code\ctp\debugtools\
Bug fix by MrBaggins: Remove annoying unreferenced variable warning during regular compiling, by placing definitions inside #ifndefs, where they are used.
Modified by Martin Gühmann to add some documentation for the compiler flags.
2004.02.10
..\ctp2_code\gfx\tilesys\maputils.cpp
..\ctp2_code\gfx\tilesys\resourcemap.h
..\ctp2_code\gfx\tilesys\tiledmap.cpp
..\ctp2_code\gfx\tilesys\tiledmap.h
..\ctp2_code\gs\gameobj\CityInfluenceIterator.cpp
..\ctp2_code\gs\gameobj\CityInfluenceIterator.h
..\ctp2_code\gs\gameobj\CityRadius.cpp
..\ctp2_code\gs\gameobj\CityRadius.h
..\ctp2_code\gs\gameobj\Vision.cpp
..\ctp2_code\gs\gameobj\Vision.h
..\ctp2_code\gs\world\MapPoint.cpp
..\ctp2_code\gs\world\MapPoint.h
..\ctp2_code\ui\interface\MapCopyBuffer.cpp
..\ctp2_code\ui\interface\scenarioeditor.cpp
Bug fix by Fromafar: Improved wrap behaviour. For more details see this thread.
2004.02.10
..\ctp2_code\ui\interface\spnewgamescreen.cpp
..\ctp2_code\ui\interface\hotseatlist.h
..\ctp2_code\ui\interface\hotseatlist.cpp
Bug fix by Fromafar: Repaired some memory leaks for the hotseat screen.
2004.02.17
..\ctp2_code\gfx\spritesys\director.cpp
Bug fix by Fromafar for the game freeze problem reported in the playtest thread.
2004.02.20
..\ctp2_data\XXXXXX\gamedata\add_str.txt
Where XXXXXX stands for english, french and german.
Text update for a better description of the Max Player option, so far only English, French and German versions of the new strings are available if you want to have strings for other version then you have to check translation center thread.
French version by Tamerlin, German version by Martin Gühmann and English version by Martin Gühmann and a little bit of help by J Bytheway. If you are not confident with the English version of these strings or any other language version then check out this thread.
2002.09.07 / 2004.02.21
..\ctp2_data\default\gamedata\script.slc
..\ctp2_data\default\gamedata\messageicon.txt
..\ctp2_data\default\graphics\pictures\MGMIXXX.tga
Where XXX ranges from 000 to 057.
New message icons by Martin Gühmann.
script.slc: Removed a doupled message box so that one of the messages just appears once instead of twice. In addition to all message boxes message classes were added to make sure they use the right icon. Additional eyepoint buttons were added to allow moving to a city when necessary.
messageicon.txt: Altered to allow the use of the new message icons.
MGMIXXX.tga: The new message icons themselves.
For more pieces of information see this thread.
2004.02.21
..\ctp2_data\default\gamedata\Colors00.txt
Replaced the Barbarian black color by another color.
[Edit: Link removed see first post of that thread to get the latest file pack.]
-Martin
Last edited by Martin Gühmann on 06-06-2004 at 02:06
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Fromafar
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Bug fixes:
gs\gameobj\ArmyData.cpp: do not center on invisible pirates.
ai\strategy\scheduler\Scheduler.cpp: do not consider goals that have become invalid (e.g. threatened cities that have been destroyed).
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:02
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