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Fromafar
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Activision 1.1 patch reimplementation:
- enable reading of files generated by the Activision 1.1 patch (file type 66)
- prevented CtD when settling in the Alexander scenario
gfx\spritesys\UnitActor.cpp
gs\fileio\GameFile.cpp
gs\gameobj\CityData.cpp
gs\gameobj\CityData.h
gs\gameobj\Civilisation.h
gs\gameobj\CivilisationData.cpp
gs\gameobj\CivilisationData.h
Bug fixes:
gfx\spritesys\UnitSpriteGroup.cpp (do not access files after the open or create has failed)
gs\gameobj\ImprovementEvent.cpp (corrected possible CtD when deleting own data in the middle of execution)
gs\gameobj\TerrImproveData.cpp (do not kill the terraforming object twice)
gs\world\MapPoint.cpp (corrected comment - no code change)
robot\pathing\astar.cpp (corrected Null pointer dereferencing CtD)
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:03
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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- Can't rush buy capitalization/infrastructure: CityData::BuyFront
- Diplomatic proposals/responses sent from UI get the highest priority possible
so that the AI won't override them: DipWizard::SendCallback
- Added auto-center for bombardment: ArmyData::Bombard
Also changed Ahenobarb/Fromafar's InterceptTrade fix to make sure that you only hear the SpecialEffect
sound when the pirating is visable.
\ctp2_code\ui\interface\DipWizard.cpp
\ctp2_code\gs\gameobj\CityData.cpp
\ctp2_code\gs\gameobj\ArmyData.cpp
Attachment: 2004.02.27.incr.zip
This has been downloaded 7 time(s).
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Protra3211
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Diplomat Pictures
Was reading thur the changes listed. Diplo photos restored. I see a blank area where the photo should be.Are you just getting it prepared for pictures later on after bugs are fixed?
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Fromafar
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Something I had on my harddrive for ages, but somehow it managed to escape uploading.
gs\gameobj\bldque.cpp: loading of build queues with capatalisation or infrastructure (modification as posted by Peter Triggs).
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:04
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Protra3211
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Thank you Martin
One more thing which file are they in .
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Fromafar
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Bug fixes:
gs\gameobj\Player.cpp
gs\gameobj\PlayerEvent.cpp
Moved the autosave file generation to just before the StartMovePhase event, to prevent losing the advance that just was completed. See description.
ui\interface\scenarioeditor.cpp
Fixed some more memory leaks.
gfx\spritesys\UnitSpriteGroup.cpp
gfx\spritesys\UnitActor.cpp
Corrected crashes due to uninitialised member variables.
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:04
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Fromafar
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Bug fix: prevent CtD when a tile improvement is created next to a goody hut under the fog of war.
ctp2_code\gfx\tilesys\TileDraw.cpp
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:05
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Fromafar
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Made the pathfinding algorithm more like A*: added updating of a visited node when a better path towards it is found later.
Notes:
1. This sometimes improves the path (see example), but also makes the pathfinding slower. We will have to test what the impact is when there are lots of units around.
2. The efficiency of the current implementation may be improved. When the node was on the closed list, some propagation should be applied. For now, I have chosen an easier implementation, by simply reinserting the node in the open list.
robot\aibackdoor\priorityqueue.h
robot\pathing\Astar.cpp
robot\pathing\Astar.h
robot\pathing\Astarpnt.h
robot\pathing\UnitAstar.cpp
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:06
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Fromafar
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Enable saving and loading of agreement data for more than 28 civilisations. Tested that loading and saving still works as expected with my own games, not tested with more than 28 civilisations.
ai\diplomacy\AgreementMatrix.cpp
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:07
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Fromafar
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Bug fix: prevent invalid memory access + save file corruption when a low priority strategic state is added to a full buffer.
ai\diplomacy\Diplomat.cpp
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:07
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Fromafar
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Design improvement: straight line computation corrected for worlds that do not have east-west wrapping.
robot\pathing\unitastar.cpp
[Edit: link removed. Included in the 2004.03.28 source.]
Last edited by Fromafar on 08-04-2004 at 01:08
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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2004.02.24
..\ctp2_code\gs\gameobj\ArmyData.cpp
..\ctp2_code\ai\strategy\scheduler\Scheduler.cpp
Bug fixes by Fromafar:
ArmyData.cpp: Do not center on invisible pirates.
Scheduler.cpp: Do not consider goals that have become invalid (e.g. threatened cities that have been destroyed).
2004.02.26
..\ctp2_code\gfx\spritesys\UnitActor.cpp
..\ctp2_code\gs\fileio\GameFile.cpp
..\ctp2_code\gs\gameobj\CityData.cpp
..\ctp2_code\gs\gameobj\CityData.h
..\ctp2_code\gs\gameobj\Civilisation.h
..\ctp2_code\gs\gameobj\CivilisationData.cpp
..\ctp2_code\gs\gameobj\CivilisationData.h
Activision 1.1 patch reimplementation by Fromafar:
- Enable reading of files generated by the Activision 1.1 patch. (file type 66)
- Prevented CtD when settling in the Alexander scenario.
2004.02.26
..\ctp2_code\gfx\spritesys\UnitSpriteGroup.cpp
..\ctp2_code\gs\gameobj\ImprovementEvent.cpp
..\ctp2_code\gs\gameobj\TerrImproveData.cpp
..\ctp2_code\gs\world\MapPoint.cpp
..\ctp2_code\robot\pathing\astar.cpp
Bug fixes by Fromafar:
UnitSpriteGroup.cpp: Do not access files after the open or create has failed.
ImprovementEvent.cpp: Corrected possible CtD when deleting own data in the middle of execution.
TerrImproveData.cpp: Do not kill the terraforming object twice.
MapPoint.cpp: Corrected comment - no code change.
astar.cpp: Corrected Null pointer dereferencing CtD.
2004.02.27
..\ctp2_code\ui\interface\DipWizard.cpp
..\ctp2_code\gs\gameobj\CityData.cpp
..\ctp2_code\gs\gameobj\ArmyData.cpp
Bug fixes by Peter Triggs:
- Can't rush buy capitalization/infrastructure: CityData::BuyFront
- Diplomatic proposals/responses sent from UI get the highest priority possible
so that the AI won't override them: DipWizard::SendCallback
- Added auto-center for bombardment: ArmyData::Bombard
Also changed Ahenobarb/Fromafar's InterceptTrade fix to make sure that you only hear the SpecialEffect
sound when the pirating is visable.
..\ctp2_code\gs\gameobj\bldque.cpp
Loading of build queues with capatalisation or infrastructure is now possible. (Modification as posted by Peter Triggs)
2004.02.29
..\ctp2_code\ui\interface\scenarioeditor.cpp
..\ctp2_code\ui\interface\scenarioeditor.h
..\ctp2_code\ui\aui_common\aui_memmap.cpp
..\ctp2_code\gfx\spritesys\Anim.cpp
..\ctp2_data\english\gamedata\ldl_str.txt
..\ctp2_data\italian\gamedata\ldl_str.txt
..\ctp2_data\italian\gamedata\add_str.txt
Bug fixes by Martin Gühmann:
scenarioeditor.cpp: Fixed Auto-Turn-Off-Pollution-Bug. When you opened the scenario editor pollution was turned off automaticly.
scenarioeditor.h: Added to both scnearioeditor files ACTIVISION_ORIGINAL guards for older new code to match this with our current system.
aui_memmap.cpp, Anim.cpp, scenarioeditor.cpp fixed some memory leaks however the game still records memory leaks but what was fixed was clearly a problem.
Text files: Corrected a string in the English version, by Drulius. And Italian translation added provided by sandro.
2004.03.07
..\ctp2_code\ui\interface\spnewgamewindow.cpp
Bug fix by Martin Gühmann: Prevents a crash when you load the single player new single player game screen and the game tries to load an invalid string, concerning world shape, map size and level of difficuilty.
2004.03.13
..\ctp2_code\gs\gameobj\Player.cpp
..\ctp2_code\gs\gameobj\PlayerEvent.cpp
..\ctp2_code\ui\interface\scenarioeditor.cpp
..\ctp2_code\gfx\spritesys\UnitSpriteGroup.cpp
..\ctp2_code\gfx\spritesys\UnitActor.cpp
Bug fixes by Fromafar:
Player.cpp
PlayerEvent.cpp
Moved the autosave file generation to just before the StartMovePhase event, to prevent losing the advance that just was completed. See description.
ui\interface\scenarioeditor.cpp
Fixed some more memory leaks.
gfx\spritesys\UnitSpriteGroup.cpp
gfx\spritesys\UnitActor.cpp
Corrected crashes due to uninitialised member variables.
2004.03.13
..\ctp2_code\gs\gameobj\Player.cpp
..\ctp2_code\gs\gameobj\Player.h
..\ctp2_code\ui\interface\GreatLibary.cpp
..\ctp2_data\XXXXXX\gamedata\ldl_str.txt
Where XXXXXX is english, french, german, italian or japanese; an spanish version of that file is still missing.
Additions by Martin Gühmann:
Setting research goal to something already researched clears the goal. In comparision to the patch 1.1 implementation the player is notified that no goal was set.
Now also advances leading to tile improvements can be set, if there are more then one TerrainEffect fields then the cheapest enabling advance that is not known to the player is selected, if all enabling advances are known then the goal is cleared, too.
Note for the translation: The no goal set string is only available in German and English so far, in all language versions except the German version the English string is used until it is translated.
2004.03.16
..\ctp2_data\ctp2_code\gfx\tilesys\TileDraw.cpp
Bug fix by Fromafar: Prevent CtD when a tile improvement is created next to a goody hut under the fog of war.
2004.03.18
..\ctp2_data\robot\aibackdoor\priorityqueue.h
..\ctp2_data\robot\pathing\Astar.cpp
..\ctp2_data\robot\pathing\Astar.h
..\ctp2_data\robot\pathing\Astarpnt.h
..\ctp2_data\robot\pathing\UnitAstar.cpp
Made the pathfinding algorithm more like A* by Fromafar: Added updating of a visited node when a better path towards it is found later.
Notes:
1. This sometimes improves the path (see example), but also makes the pathfinding slower. We will have to test what the impact is when there are lots of units around.
2. The efficiency of the current implementation may be improved. When the node was on the closed list, some propagation should be applied. For now, I have chosen an easier implementation, by simply reinserting the node in the open list.
2004.03.20
..\ctp2_code\ui\interface\spnewgamemapshapescreen.cpp
..\ctp2_code\ui\interface\spnewgamewindow.h
..\ctp2_data\XXXXXX\gamedate\ldl_str.txt
..\ctp2_data\XXXXXX\uidata\layouts\spnewgamepopups.ldl
..\ctp2_data\XXXXXX\uidata\layouts\spnewgame.ldl
..\ctp2_data\XXXXXX\uidata\layouts\ns_strings.ldl
Where XXXXXX stands for english, french, german, italian and japanese, also for spanish but in that case no ldl_str.txt is included as no one posted a Spanish version of that file, also the translation status of German and English files is complete.
Change by Martin Gühmann: Replaced all Neptune refferences by Uranus refferences.
2004.03.20
..\ctp2_data\ai\diplomacy\AgreementMatrix.cpp
Bug fix by Fromafar: Enabled saving and loading of agreement data for more than 28 civilisations. Tested that loading and saving still works as expected with previous games, not tested with more than 28 civilisations.
2004.03.24
..\ctp2_data\ai\diplomacy\Diplomat.cpp
Bug fix by Fromafar: Prevent invalid memory access + save file corruption when a low priority strategic state is added to a full buffer.
2004.03.27
..\ctp2_data\gs\utility\gameinit.cpp
..\ctp2_data\ctp\civapp.cpp
Additions and fixes by Martin Gühmann:
gameinit.cpp:
- Added player selection, and with player selection color selection.
- Fixed scenarios that allow players other than player 1 to be played.
civapp.cpp:
- Fixed a repetitive memory leak in the Great Libary caused by scenario loading.
- Removed some redundant code, because it is already done somewhere else.
2004.03.27
..\ctp2_data\robot\pathing\unitastar.cpp
Design improvement by Fromafar: Straight line computation corrected for worlds that do not have east-west wrapping.
2004.03.28
..\ctp2_code\ui\interface\scenarioeditor.cpp
..\ctp2_code\ui\aui_ctp2\keypress.cpp
Bug fixes by Martin Gühmann:
senarioeditor.cpp:
- When the scenario editor is for the first time launched in a game session player 1 is not selected anymore.
keypress.cpp:
- Disabled restart key in network, hot seat and email games.
2004.03.28
..\ctp2_data\default\gamedata\colors00.txt
Updated to remove nearly identical colors and some other modifications.
2004.03.28
..\ctp2_data\XXXXXX\gamedata\ldl_str.txt
Where XXXXXX is English, French, German, Italian and Japanese, unfortunatly the Spanish translation is still missing.
[Edit: Link removed to get the latest source file pack see the first post of this thread.]
-Martin
Last edited by Martin Gühmann on 06-06-2004 at 02:08
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Fromafar
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Bug fix for the problem that terraformed tiles can not be improved any more.
gs\gameobj\TerrImproveData.cpp
Reactivated the Kill of completed terraforming objects. Some temporary test code slipped through in the 2004.02.26 update for the invalid memory access. The actual repair was in ImprovementEvent.cpp.
[Edit: link removed. Included in the 2004.04.18 source.]
Last edited by Fromafar on 09-05-2004 at 00:28
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J Bytheway
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England
Jul 2001 time: 05:31
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Here's a revision of my NationalManagementDialog that I posted way back in the second post of this thread - it contains the same code but now has the ACTIVISION_ORIGINAL guards.
[Edit: attachment removed - there's a newer version a few posts down]
Last edited by J Bytheway on 04-04-2004 at 00:48
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J Bytheway
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England
Jul 2001 time: 05:31
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quote: Originally posted by Martin Gühmann
Actual I just zip the whole directory with WinRar and delete all the files I don't need with WinZip afterwards.
That forces me to delete the directories afterwards with WinRar. Actual I use WinZip to unzip it, as it just displays the files it is no problem for me, but I see what I can do. |
Well, don't worry about it if it's a big deal. Winzip will ignore empty directories, so you could unzip it and then rezip it with winzip, which would probably be the quickest way.
quote: For the appstr.txt we shouldn't include this file with the playtest version, as it would go into the ..\ctp2_program\ctp\ directory, and I wouldn't like to see that my German version of that file is being replaced by an English version. |
Whoops - I just uploaded a playtest including it, I assumed it was English in all versions. We should find a way to internationalize it to avoid this problem.
Last edited by J Bytheway on 03-04-2004 at 21:32
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