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Athens, Hellas
Jan 2000 time: 07:31
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quote: Originally posted by maiku
I guess I'm the new guy here. I just wish I'd heard of this project earlier!
Anyway, I just wondered if there was any way I could join in and help out (just basically as a fan of Call to Power II).
I'm mainly good at writing; technical documents, user manuals, grammar checking, etc.. I majored in Linguistics (with a strong English Language slant) at College. I have programming experience with C, VB, C# and a few scripting languages (I've played around with C++, but never actually had to use it in a working environment so I'm not sure how useful I would be as a programmer on a project of this scale).
I speak English and Japanese (I'm English, though, but I worked in Japan for a couple of years and studied the language). Maybe I could help with a Japanese translation, if there is someone out there (like a native Japanese) I could liase with, I don't think I could manage it single-handedly, my skills are passable, but not outstanding.
Also, in the past I've done a fair amount of software testing, as well as development (mostly database UIs).
I would be mostly interested in the documentation side of things if there's an opening, I reckon that's where I can prolly be most useful. I would love to get an opportunity to help with the coding side, but I guess you're prolly inundated with every computer-major college student wanting to get their name in the credits without me joining the crowd
Oh, BTW, I'm Mike, all my details are in my profile but to repeat, its
mail: maiku@uymail.com
ICQ: 18092372 
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Hi maiku,
You could help in the quality assurance (QA) by testing the playtest binaries that are released from time to time in the PROJECT: Playest II thread. A bug tracking system is pending but it will take some time until is up.
I am not sure if a Japanese version of the game ever released but if it hasn't and you're interested you could help in translating the game into Japanese. However there were some files translated into Japanese some time ago. You may find which ones in the PROJECT: The Translation Center thread. I will soon start (currently working at) a new thread with directions on what files should be altered in order to fully localize the game into a new language that the game has never been translated into before.
Regarding the documentation part, the only work that has been done so far is commenting the files altered. No solid documentation about the code has been made and if you're interested in participate in such a task that would be great. I am also planning on starting a thread about documenting the code but that will not come in the following days.
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Athens, Hellas
Jan 2000 time: 07:31
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quote: Originally posted by Calgary B
Howdy all,
I'd just like to start by saying how excited I am by this source code project. It's really the first time I've heard of such a well known full retail game's internal workings being released. The possibilities are endless.
That said, here's my deal: I am going into fourth year computer engineering at the University of Toronto and I have received a research grant to study complexity over the summer leading into a thesis on the topic. The area which I am focusing on is the real VS perceived complexity of the human-computer interface. The basic idea behind this is how does the type and amount of information displayed on the screen relate to how well tasks can be performed on a system. The applications range as wide as graphic editors to power plant control, but this Civilization code has amazing potential as a test vehicle and will most likely be a major part of my work. So basically I'm throwing my hat in the ring.
I've done a fair bit of C/C++ programming, and Java too, so I'm definitely on top of the OOP. I'm also a veteran of CIV II & III and have been playing CTP2 quite a bit this last week. However, I'm way too busy with the research and summer classes to do any substantial work on improving the code. I'm sure from time to time I'd like to get dirty on a few routines though, so I'll be sure to let you know.
In the meantime, my goal is to gain a thorough understanding of how things work as is. The fact that Activision deleted all the comments is a real kick in the pants. I have 2 questions right now. My first is, has anyone done any work on or seen some sort of overall design documentation or flow chart or started adding back in comments that could help give an idea of how things work together as a system? My second question is, has anyone attempted contact with Activision at all? Are they interested in helping at all, or did they just say "here's the code, leave us out of it"?
That's all I got for now. Talk to y'all soon.
Peas,
B
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Hi there 
Your programming skills could be useful in the project. Regarding the user interface have a look at the DESIGN: City Manager Screen thread. We are currently working in a patch and there are no thoughts on major changes in the user interface. We might attempt it in the future but I don't think it will be in this summer. However your theoritical knowledge could possibly help a lot as a guide when the time comes to alter the UI in a great extend.
About your first question. The answer is in child of Thor's post and in my previous post.
About the second one I will supplament child of Thor's answer by adding that two Activision ex-employees who originally worked on the game provided us with some early help but I haven't seen them since Christmas so we are completely on our own but that's not bad since some of us have got quite familiar with the code already.
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maddogmpe01
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Husky zone Maine
Jun 2004 time: 00:31
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I have the following 9 years with C++, Borland C++ Builder, and enough VC++ to get by.
Also have a big game system server, Network,
Borland C++ builder 6, Visual Studio with VC++ 6.0.
I was going to try and play with the code on my own for a while, but the batch builders that came with the source are screwed up, for the DB engine.
I would be very happy to help with any coding work, but will need the lattest of the source able to compile on VC++ 6.0.
I am best at low level code work, and light on directx, would love to get better at the graphics stuff.
If you need a resume I can send.
Thanks.
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LStanley
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Lubbock Texas
Sep 2004 time: 23:31
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SECTION: Artist, 3D rendering/animation, limited programming, will compile projects for coders w/o c++ 6 (I have it )
COMPILER (only for applications in programming): C++ Builder 6
AREA OF INTEREST/Speciality: I'd like to do animated movie scenes for wonders/ units/ etc. I have full access to 3D Studio Max 6 and VERY expierenced with it. I can simply create basic models, skin wrap them, render and animate them for custom unit graphics and animations. beats the crap out of the plain jane bitmap animations.. YES I can render them as gif's and YES I can reduce the color depth to 16 bit. I can also do VERY (I can't express very enough) dramatic and realistic full 3d animated sequences, translusency, reflectivity, bump mapping, specular limits and variations, inverse kinematics, anything animation related.. just name it.
BACKGROUND: I have very limited knowledge in C/C++, I've studied 3d Studio Max for 7 years, professionaly (as a student) and unprofessionally (as a hobby), I've been moding Call to Power for some time now (text editing, and simple sprite texture replacement), playing civ 1, 2, 3 CTP 1 and 2, and Master of Magic (remember that one?? ) Oh I have a girlfriend who hates Call to Power
AVAILABILITY: I can work all the freaking time, I'm bored out of my mind in college... its easy .
CONTACT: Email: Lathan_Stanley@hotmail.com, ICQ# still need one... AIM: LathanStanley Yahoo: LathanStanley
COMMENTS: Who wants to make new units, wonders and buildings PART of the game?? I'm up for it 
Edit:
Examples of what I can do..
tile graphics... give me dimensions and an "idea" of what you want and a few hrs and I'll crank em out..
animated tiles, units etc. give me a day (maybe a lil longer on complexity)
Battle scene graphics I can design and render them on 3dmax and they will look AMAZING! I promise you....
full scale animation (cutscenes etc.)... (this gets ugly on time.... depending on detail level)
Real life detail (yes I can do it..) umm... anywhere up to about a day per second of video... (I acutally kinda enjoy working on these, challenges myself alot)
HIGH details, lots of reflections and details like facial features, etc. about a day per 5 seconds of video... so a 2 min video, 24 days
lower quality videos, same level as CTP2 ... about a day per 10 seconds video.. 2 mins = 12 days
Low quality garbage... (dunno why you'd want it..) give me like a day per 30 seconds video. 2 mins = 4 days
Argh, I'll attach a couple of rendered images, on the next post, of the Sylvian Hill Residence in Washington, on 3dsmax on a very high level of detail, not as high as I can go by any means.. and I cut alot of corners... but what the heck... they are pretty nice if you ask me 
Last edited by LStanley on 06-11-2004 at 16:48
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sekel
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São Paulo
May 2004 time: 05:31
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Signing up
SECTION: Playtester and Programmer (not imediatly, as I need to get a good c++ compiler and this will take time)
COMPILER : I have DevC++, but will get a better one.
AREA OF INTEREST: I´d like to get involved in the AI programming.
BACKGROUND: Very experienced with Object Pascal and Assembler. Learned c formaly in university. Little true experience with c++, but it should be very similar to object pascal.
AVAILABILITY: Good on vacations .... only sporadicly during the rest of the year
CONTACT: Email: felipemonteiro.carvalho@NOSPAMgmail.com
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devoblue
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I'd like to sign up.
I've been playing these games since civ1, but my ctp2 cd has been sitting on the bookshelf for a few years now. I've just picked it back up an am keen to get involved again.
I'm not a programmer, but I do a lot of programming and scripting for work. I can compile on VC6, VS.NET on windows or GCC on linux. I've seen older copies of the source and am starting to get to know my way around.
I'd like to be able to get current versions of the source code and gradually make fixes and tweaks here and there as I discover various anoyances and bugs.
Contact me via PM
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