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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 Flinx
Going through the 2004.04.30 .RAR, the great library is not included for French, Italian or Japanese; the German version is ok as it includes both overcrowding and maxpop; the Spanish version is the same as the English except the value is missing so it says: |
Well obviously I wasn't so careful for the English version then for the German version, but nevertheless we should remove the line with the zero value in the German version as well.
quote: Originally posted by Flinx
OK, this I am able to fix, and post the corrected files for each language if you would like. Could I get a French GL from someone? Are there any Italians or Japanese around? |
For the French version your could ask Tamerlin, and maybe also for the rest of the French files, I know he already offered them, for the other languages I don't know, espeacilly for the Japanese version it's a pain.
-Martin
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Fromafar
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Bug fixes:
gs\gameobj\PlayerEvent.cpp
Corrected the index of the 'cause' argument in the GrantAdvanceEvent handler.
gs\slic\SlicFunc.cpp
Added input checks and an optional 'cause' argument to the GrantAdvance SLIC handler.
Added reading of the 'army' argument of the ArmyIsValid SLIC handler, instead of returning 0 always - even when the army would have been valid.
gs\slic\SlicStack.cpp
Prevented crashes that may occur when SLIC argument values are invalid.
Notes for SLIC writers:
The crashes could occur with seemingly harmless constructs like:
code: if (IsValid(x) && AssumeValidUsage(x))
When using C/C++, the AssumeValidUsage(x) part would not have been evaluated when the IsValid(x) part is false, but with SLIC, the AssumeValidUsage(x) part is evaluated regardless of the IsValid(x) result.
With the new SlickStack.cpp code, invalid usage should not cause a CtD anymore. There is a catch, however: invalid expressions may now return 0. When guarded as in the code example above, this is not a problem - after full evaluation, the expression in the if will become false. When unguarded, as in a
code: if (AssumeValidUsage(x) == 0)
naive test to find out whether the Barbarian player is involved, the result may not be what you expect.
[Edit: link removed. Included in the 2004.06.05 source collection.]
Last edited by Fromafar on 13-06-2004 at 19:43
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Fromafar
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Support for the added built-in Slic data members as accessors.
gs\slic\SlicBuiltIn.cpp
AddMember changed to AddAccessor for g.last_player, g.max_player, g.num_of_players, and player[].government. This file is part of the 2004.05.19 playtest release, and has not been changed.
gs\slic\SlicStruct.h
gs\slic\SlicStruct.cpp
Implementation of accessor functionality. These files have been modified to correct problems with the player[].government access as reported by BureauBert.
[Edit: link removed. Included in the 2004.06.05 source collection.]
Last edited by Fromafar on 13-06-2004 at 19:44
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Fromafar
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Activision patch reimplementation: keep the embargo and declare war buttons enabled when the user cancels the action.
ui\interface\diplomacywindow.cpp
ui\interface\intelligencewindow.cpp
[Edit: link removed. Included in the 2004.06.05 source collection.]
Last edited by Fromafar on 13-06-2004 at 19:45
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Fromafar
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Bug fix: corrected the ArmyIsValid function once more.
gs\slic\SlicFunc.cpp
[Edit: link removed. Included in the 2004.06.05 source collection.]
Last edited by Fromafar on 13-06-2004 at 19:45
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:31
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The same question in three threads!? One right below a post with the answer!?!
In the PROJECT: Altered source files thread people post altered files to be included in the next playtest version of the game. Peridocally a zip of all the updated files is posted. You can find the files you are looking for in one of these.
2004.01.31 can be found at the bottom of the first post.
2004.03.28
2004.04.18 was the last time this all-inclusive zip was made. you will need to download the changes one-by-one from that point on
Last edited by Flinx on 03-06-2004 at 01:26
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Fromafar
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Bug fixes
gfx\spritesys\BattleViewActor.cpp
gfx\spritesys\TradeActor.cpp
gfx\spritesys\UnitActor.cpp
Prevented some possible crashes. Not sure that these are really useful. I got one of these - after clicking away a GC000.spr not found in asset tree message - when loading a CTC save file with the original game setup selected in the ModManager.
gs\gameobj\CityEvent.cpp
Prevented a possible crash. Untested, but might solve the Solaris project bug.
ui\interface\wondermoviewindow.cpp
Repaired a memory leak with the wonder movie pop-up window.
[Edit: link removed. Included in the 2004.06.05 source collection.]
Last edited by Fromafar on 13-06-2004 at 19:47
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:31
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2004.04.21
..\ctp2_data\gs\gameobj\CityData.h
..\ctp2_data\gs\gameobj\CityData.cpp
..\ctp2_data\ai\CityManagement\Governor.cpp
AI improvement by Fromafar: Make the governor take the CTP2 style partial worker utilisation into account when placing tile improvements around a city.
2004.04.22
..\ctp2_data\gs\slic\SlicFrame.cpp
..\ctp2_data\gs\gameobj\UnitData.cpp
Bug fixes by Fromafar:
SlicFrame.cpp: Changed reporting of modulo 0 errors to match division by 0 error reporting.
UnitData.cpp: (Activision 1.1 patch reimplementation) Corrected active defense movement type check.
2004.04.27
..\ctp2_code\gs\gameobj\gaiacontroller.cpp
Bug Fix by Martin Gühmann: Neutral pillage tile improvement bug, the game doesn't crash anymore when a tile improvement is pillaged that noone owns.
2004.04.30
..\ctp2_code\gs\slic\SlicFrame.cpp
..\ctp2_code\gs\slic\slicif.cpp
Games that uses slic database access can now be reloaded without the need to /reloadslic to prevent a crash, unfortunatly this applies only to games that are saved with this version of the slic database access, games saved with Activision's patch v.1.1 and with slic code that uses database access may not be continued without a /reloadslic.
2004.04.30
..\ctp2_code\ctp\civapp.cpp
Bug fix by Martin Gühmann: A memory leak that occured in the Great Libary when a saved game was loaded, only regular saves with the ranking and world map *.rim, not the quicksave.
2004.05.08
..\ctp2_code\ui\interface\GreatLibrary.cpp
..\ctp2_code\gs\database\ProfileDB.cpp
..\ctp2_code\gs\database\ProfileDB.h
..\ctp2_code\ctp\civapp.cpp
User profile option and repaired memory leaks by Fromafar.
Repaired more memory leaks that were caused by reloading the great library data.
Added a "ColorSet" option to userprofile.txt, to make variation between the colors##.txt files easier.
Note: Some previous changes by Martin Gühmann in civapp.cpp were undone. Those are no longer needed now that the great library memory leaks have been repaired at the root.
2004.05.09
..\ctp2_code\gs\newdb\terrimprove.cdb
..\ctp2_code\gs\world\cell.cpp
Bug fix by Fromafar: tile improvements without Freight cost modification no longer have 0 Freight cost for the trade route computation. This should prevent funny paths from being computed.
2004.05.15
..\ctp2_code\gs\newdb\CTPDatabase.cpp
..\ctp2_code\gs\newdb\CTPDatabase.h
Bug fixes
Repaired memory leaks and cleaned up the government modification code somewhat.
2004.05.09
..\ctp2_code\ui\interface\sci_advancescreen.cpp
Activision patch 1.1 reimplementation by Fromafar: Start the "change research" screen with the current research selected.
2004.05.16
..\ctp2_code\gs\gamedata\ArmyData.cpp
Activision patch 1.1 reimplementation by Fromafar: Corrected a check that prevented sueing of franchises.
2004.05.18
..\ctp2_code\gs\gameobj\GameSettings.cpp
Activision patch 1.1 reimplementation by Fromafar: Use the difficulty and barbarian risk level as selected by the user when starting a new (scenario) game.
2004.05.22
..\ctp2_code\gs\gameobj\CityEvent.cpp
..\ctp2_data\default\gamedata\script.slc
..\ctp2_data\XXXXXX\gamedata\info_str.txt
Where XXXXXX is english, german and french, the needed strings for the English and German version are added to the according info_str.txt, there are also strings added to the French version of the info_str.txt unfortunatly in English in the lack of a French translation. The Italian, Japanese and Spanish version of the info_str.txt are missing. And therefore even English text for these versions of CTP2 are missing.
CTP1 reimplementation by Martin Gühmann: During conquest there is now a chanche of 0.5 accoriding to our const.txt that the attacker takes an advance, given the victim has any advances that the attacker does not have. Both the attacker and the victim get a message about the stolen advance.
2004.05.23
..\ctp2_code\gs\dbgen\RecordDescription.cpp
..\ctp2_code\gs\newdb\*Record.cpp
..\ctp2_code\gs\newdb\*Record.h
..\ctp2_code\gs\newdb\*Record.stamp
The * stands as usual for very combination of letters, meaning every in that directory with Record in its name is included so that no one has to build a debug version before the release version.
The pupose of this is to stop .NET to complain about the fact that all these Init functions in these files don't have a reurn type, the return type void was added to that function. Odd that dbgen did not generated all of the new Record files, well some hand editing solved that problem.
2004.05.24
..\ctp2_code\gs\gameobj\PlayerEvent.cpp
Bug fix by Fromafar: Corrected the index of the 'cause' argument in the GrantAdvanceEvent handler.
2004.05.24
..\ctp2_code\gs\slic\SlicFunc.cpp
Bug fixes by Fromafar:
Added input checks and an optional 'cause' argument to the GrantAdvance SLIC handler.
Added reading of the 'army' argument of the ArmyIsValid SLIC handler, instead of returning 0 always - even when the army would have been valid.
2004.05.24
..\ctp2_code\gs\slic\SlicStack.cpp
Bug fix by Fromafar: Prevented crashes that may occur when SLIC argument values are invalid.
2004.05.27
..\ctp2_code\gs\slic\SlicBuiltIn.cpp
Modifications by Fromafar: AddMember changed to AddAccessor for g.last_player, g.max_player, g.num_of_players, and player[].government. This file is part of the 2004.05.19 playtest release, and has not been changed.
2004.05.27
..\ctp2_code\gs\slic\SlicStruct.h
..\ctp2_code\gs\slic\SlicStruct.cpp
Implementation of accessor functionality by Fromafar. These files have been modified to correct problems with the player[].government access as reported by BureauBert.
2004.05.31
..\ctp2_code\ui\interface\diplomacywindow.cpp
..\ctp2_code\ui\interface\intelligencewindow.cpp
Activision patch reimplementation by Fromafar: Keep the embargo and declare war buttons enabled when the user cancels the action.
2004.05.31
..\ctp2_code\gs\slic\SlicFunc.cpp
Bug fix by Fromafar: Corrected the ArmyIsValid function once more.
2004.06.01
..\ctp2_data\default\uidata\credits.txt
The credits from June the first, by Locutus.
..\ctp2_data\gfx\spritesys\BattleViewActor.cpp
..\ctp2_data\gfx\spritesys\TradeActor.cpp
..\ctp2_data\gfx\spritesys\UnitActor.cpp
Prevented some possible crashes by Fromafar. He is not sure that these are really useful. He got one of these - after clicking away a GC000.spr not found in asset tree message - when loading a CTC save file with the original game setup selected in the ModManager.
..\ctp2_data\gs\gameobj\CityEvent.cpp
Prevented a possible crash by Fromafar. Untested, but might solve the Solaris project bug.
..\ctp2_data\ui\interface\wondermoviewindow.cpp
Repaired a memory leak with the wonder movie pop-up window by Fromfar.
2004.06.04
..\ctp2_code\gs\gameobj\Score.cpp
..\ctp2_data\XXXXXX\gamedata\exp_str.txt
Where XXXXXX is english, german, spanish, italian and french. The Japanese version of the exp_str.txt i had not changed but needs a change probably also.
Bug fix by Lui2: City sizes for the score calculation are now in the current setup can now be reached.
New limits for score calculation are:
300.000 to 30.000
1.000.000 to 100.000
5.000.000 to 500.000
All numbers represent number of city inhabitants.
2004.06.05
..\ctp2_code\ui\aui_common\tech_wllist.h
Fix by Martin Gühmann to make sure that tech_wllist.h copiles on copilers which do not support implecit typenames.
Here is the latest source file pack:
[EDIT]Link removed see my next big post in this thread.[/EDIT]
-Martin
Last edited by Martin Gühmann on 01-08-2004 at 22:13
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Lui2
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Saarbruecken
May 2004 time: 06:31
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quote: Originally posted by Martin Gühmann New limits for score calculation are:
300.000 to 30.000
1.000.000 to 100.000
5.000.000 to 500.000
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Here is the text a little bit misleading. These values are not the new ranges, they are the original values and the changed to values.
The original value of 300.000 was set to 30.000 ,
the 1.000.000 to 100.000
the 5.000.000 to 500.000.
Easier said, all values were diveded by 10. As it seems, it was originally intended in this way (for the unmodded version).
Last edited by Lui2 on 06-06-2004 at 03:18
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:31
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quote: Originally posted by Lui2
The original value of 300.000 was set to 30.000 ,
the 1.000.000 to 100.000
the 5.000.000 to 500.000.
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Tamerlin, Martin and Lui2 have all raised good points here with respect to these values.
Currently, you get score points based on these values. For each city with
pop <300,000 ≡ 30 gets 10 points
pop <1,000,000 ≡ 100 gets 25 points
pop <5,000,000 ≡ 500 gets 50 points
pop >5,000,000 ≡ 500 gets 100 points
The points awarded are externalised in the DiffDB.txt file code: CITIES0TO30_FACTOR 10.0
CITIES30TO100_FACTOR 25.0
CITIES100TO500_FACTOR 50.0
CITIES500PLUS_FACTOR 100.0
The suggestion to externalise the limit values is a good one, and they should probably go in DiffDB.txt
Cities can only grow to size 60 in the un-modded game, based on the limits in citysize#.txt files
code: CITYSIZE_SIX {
Population 60
SquaredRadius 20
IntRadius 4
MaxWorkers 60
GrowthRate 75
MinGrowthRate 20000
MaxSurplusFood 2000
BaseOvercrowding 4
BaseMaxPop 18
VisionRadius 4.472
}
and thecode: RaiseOvercrowdingLevel #
RaiseMaxPopulation #
modifiers of all buildings in buildings.txt
Based on a max city size of 60 I think the numbers Lui2 choose are logical.
I have made a mod where the max city size is around 120 and it would be good to be able to change the three limits correspondingly.
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Fromafar
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Activision patch reimplementation?
gs\fileio\GameFile.cpp: use 6 (was 5) characters of the leader name when generating a scenario autosave directory name.
[Edit: link removed. Included in the 2004.08.01 source collection.]
Last edited by Fromafar on 04-08-2004 at 01:55
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Lui2
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Saarbruecken
May 2004 time: 06:31
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2004.06.10
..\ctp2_code\ui\aui_ctp2\SelItem.cpp
..\ctp2_code\ui\interface\CityControlPanel.cpp
..\ctp2_code\ui\interface\Citywindow.cpp
..\ctp2_code\ui\interface\EditQueue.cpp
Standardization of the behaviour for selecting and focus on a city.
Added the missing focus behaviour when selecting a city for the following cases:
1) CityControlPanel: next & prev button and the dropdown selection
2) CityWindow: dropdown selection
3) BuildManager: next & prev button and the dropdown selection
Also took care, that the user option "focus on the active unit or city" works as expected.
The focus handling from the national manager, to select and focus a city with a double mouse click, was not changed. Because considering here, the user option not to focus, makes no sense.
Attachment: 2004.06.10.incr.cityfocus.zip
This has been downloaded 7 time(s).
Last edited by Lui2 on 10-06-2004 at 06:12
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Fromafar
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Bug fix: prevent incorrect city production when pressing F3 after end of turn. Reported by Lui2 for MP. Only tested for SP, where it was reproducible as well.
ui\interface\interfaceevent.cpp
ui\interface\screenutils.cpp
OT: Yes, the pathfinding uses the same base code for the computation of trade and unit paths.
[Edit: file link removed. Included in the 2004.08.01 source collection.]
Last edited by Fromafar on 04-08-2004 at 01:56
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:31
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quote: Originally posted by Martin Gühmann
Well both path finding classes are derived from the same base so maybe it is the same code, but actual in comparision to unit path finding it is not such a big deal. -Martin |
I brought it up because as I was testing various freight values, I noticed trade routes would cross tiles with higher freight cost when it should have crossed the next tile over with a lower freight cost. I no longer notice units talking strange paths, but the trade routes were clearly non-optimal.
Last edited by Flinx on 11-06-2004 at 00:56
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Fromafar
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Possible Activision patch reimplementation:
Use the same code - round by adding 0.5 before converting from double to int - for all science percentage display occurrences.
ctp\ctp2_utils\c3math.h
gs\gameobj\GSLogs.cpp
ui\interface\CauseAndEffectTab.cpp
ui\interface\DomesticControlPanel.cpp
ui\interface\knowledgewin.cpp
ui\interface\sciencewin.cpp
[Edit: link removed. Included in the 2004.08.01 source collection.]
Last edited by Fromafar on 04-08-2004 at 01:56
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