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MrBaggins
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I complied the stuff and had it working... kind of... yesterday. It was crashing at end of turn.
I did a fresh install of the code and game, and now it crashes at the point of starting a new game, just as the map is started to be displayed. I made a version with debug info, and the damn debugger crashes... :/
Sound works up until it crashes. The regular off the CD version works ok.
I'm running XP.
I just put the new miles.h and miles.lib in the appropriate directories, fixed a couple of warnings in debugcallstack.cpp (unused local var defs - moved inside #ifdndefs)
What OS are the people who got the miles.h and miles32.dll to work, running?
Anyone else having similar problems?
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MrBaggins
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I have Visual Studio 6 Enterprise Edition. I installed and patched to SP5.
DirectX 9.0b (debug) and DirectMedia 6.0
Windows XP Pro. SP1. (not checked build)
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MrBaggins
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Yes, but I think he did something different than that mss.h stub. He did stubs in other files instead, and removed mss.h and mss32.lib.
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MrBaggins
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Ok... I am in the process of compiling completely fresh. When I'm done, I'll see if I can try it on a system other than XP... although its a bit of a pain in the ass, and its a big problem to not have this working on XP.
XP has gotten to be a bit of a standard nowdays.
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MrBaggins
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OK. Done EXACTLY as John has said (from a fresh start), and bang.... Crash. (at the point of the map being displayed when starting a new game.)
Now, this means that there is somehow some difference in the compiled file.
To verify that we (Locutus, me, whoever else) need to try out that exe that John has.
If that works, then we need to find out what John did that we didn't.
I believe that the uninstaller won't delete modified files... so here is my idea:
*Copy the directory to another location.
*Uninstall the CTP Source, using the unwise exe.
*Delete the compiled exe's, the maps and the contents of the final and debug directories.
*Zip/Rar whats left up. That should leave just whichever source files are different from those, as produced that work, plus whichever libs work.
Locutus and myself should be able to figure out what the problem is by testing/comparing those.
Thoughts?
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MrBaggins
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Isn't that a tiff or something (the startup screen?)
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MrBaggins
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Ok. Important to figure out too, since we will be producing (soon I hope) code thats going to need to be playtested...
We will need a method to fulfill the license agreement, and a place to upload the .exe
Locutus? How do you think we should handle this?
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Fromafar
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My setup information:
Windows 2000 Professional, SP 4
DirectX 9.0, libraries copied to ctp2_code\libs\directx
DXMedia 6.0, libraries copied to ctp2_code\libs\dxmedia
Visual Studio Professional 6.0, SP 5
Original sources, except for the following modifications:
- source from the "Altered source files" thread (except for mss.h)
- Miles interface from the "Success with the sound" thread, placed in ctp2_code\libs\miles
PC without sound card
The debug, release, and final versions all work for me. I even got the debug version to work in the debugger, by setting the program arguments to "nonexclusive" (without the quotes). After the black screen comes up, operating the mouse is awkward, but that is to be expected. Unfortunately, I don't have a second monitor to try the "multimon" option.
With the debug version, I do get the occasional assert pop-up, but selecting Ignore will return me to the game.
As I don't have a sound card, the first call to AIL_quick_startup will always return 0 (QSTAT_ERROR), which will cause m_noSound to be set. I did some simulation by modifying the variable in the debugger, and successfully called and returned from subsequent Miles functions, but the results is probably not representative any more.
Can someone attempt to run the debugger and report the results of the AIL_redbook_status and AIL_quick_status calls with a sound card? It could be that the values for the QSTAT_DONE and the various REDBOOK_... constants are incorrect. The same holds for the value of AIL_QUICK_USE_WAVEOUT.
DDowell: what is the message you got in the assert pop-up?
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:31
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A bit of topic perhaps (I'll put it in the FAQ later), but as for the fulfilling the license agreement, we have two situations:
1) Files that contains (sections of) the source code. Only people who've agreed to the EULA are allowed to have access to these. To make sure of that, we created a little script: if you put any source code files available for download, make sure the URL has the format http://apolyton.net/csd.php?{url}, where {url} is the actual URL of the file (Example: http://apolyton.net/csd.php?http://...CTP2_Source.exe -- check your status bar or right-click and select Properties to see the address (ignore the apolyton.net/go.php part); click the link to see the effect).
2) Actual executables to run the game. These indeed require the warning that they're not Activision material and author & email info. At least for the Apolyton project we can simly use 'Apolyton' or 'Apolyton CtP2 Source Code Project' or similar as author, and for email address we can use ctp2source@apolyton.net (we created that address for this purpose). As for where to put it, I guess an error message as John suggests would work nicely, though I was originally thinking of replacing the tga file itself with a photoshopped version.
Alternatively, there's a string indicating a version number in the bottom right corner of the start up screen on the patched version (it says something like 'v1.1'), maybe we could find this string and replace it with our own text (assuming that works in the unpatched version)? I looked it up once and IIRC it should be in the text files somewhere (don't ask me where though)...
Anyway, I'm at work now so can't help with troubleshooting right now...
Last edited by Locutus on 06-11-2003 at 00:07
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MrBaggins
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Gottit. It works like a prince. End turn... plus sound. Thanks J.
OK... now we just need to figure out what you've done differently...
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MrBaggins
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Yes, he does. Well... it works for me, anyway.
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