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Athens, Hellas
Jan 2000 time: 07:32
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I think it is about time we discuss the possibility of the release of the CTP2 Patch 1.11 and C:CTP source code to the public as well. Before we do that I need to explain why I consider it important and possible.
1) CTP2 Patch 1.11
Unless the source code of this particular patch is gone I can't find a reason why this should not happen. There might be some workarounds to solve the lack of this code but it would certainly make our work much easier with no cost to Activision at all. I mean even with no licence included in the code of the patch it would be impossible to run the game without the rest of the code or the game itself.
2) C:CTP
There is a significant number of people that play C:CTP and never migrated to CTP2. It is known that the first release of the series sold twice as much as the second one. Thus by fixing the bugs and improving several aspects of the game would greatly enhance and improve its value and durability. Also the code would greatly help to fix and improve the popular PBEM feature that is not working properly in CTP2, the space layer or other stuff that are better implemented in C:CTP. It is said that the C:CTP source code has gone forever and part of it survived through the CTP2 source code. The post-production support of the C:CTP lasted for several months with the release of two patches - 1.1 & 1.2 - so I find it difficult to beleive, during these months and having in mind the large budget of the project, that no back up of the source code had been kept. Unless Activision lost or threw the source code in the garbage, which I find it kind unlikely there must be somewhere.
Apart from fulfilling our expectations and personal joy I beleive it could benefit even more Activision's public profile and perhaps increase the sales of both C:CTP and CTP2, two games relatively dead in sales measurements. Who knows, maybe this craze leads someday to a commercial release of a third succession of the CTP series. A game, derived by a very successful one and developed by the funs, open to further improvements to anyone interested would certainly gain the trust of people, with a practically never ending post-production support, and could have all the perspectives to become a commercial hit. And all these with no to minimum effort and resources on Activision's part. Sounds like a tempting one to me.
What do you think?
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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The most unequivocal statement was from st_swithin:
quote:
No-one kept the code branch of just C:CTP. It got assimilated into the CTP2 codebase, so IT'S ALL THE SAME THING, FOLKS.
C:CTP DOES NOT EXIST AS A SEPARATE ENTITY. Unless maybe Mark Lamia has a record of it, but I don't think anyone on the team actually bothered burning a copy of the C:CTP codebase branch before we started modifying it for CTP2.
Unfortunately, we also killed all the fuzzy logic AI as well, so I don't think there's any of that left. Too bad - if someone could have found a way to defuzzify it, it would have been the best AI ever written.
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The only thing that may be recoverable from CTP1 is robotcom.dll. This is where it's AI lives (including probably the fuzzy logic; it's certainly got some fuzzy logic files in there, but I don't know whether it's the whole system). IIRC, the original intent (c98 or 99) was to release the API for this so that, to paraphrase an unnamed programmer, "people could stop *****ing about the AI in the forums and write their own version". I don't have CTP1 anymore, but if somebody who has got it wants to, they could build robotcom.dll and stick it in the appropriate CTP1 folder to see if the version we have is the original working one. If so, then that means that anyone who wants to could rewrite CTP1's AI.
BTW, this does not mean that you can use this stuff for CTP2. But, IMO, we're better off without it. It might have seemed like a good idea at the time, but CTP2's AI is much cleaner and more easily moddable:
quote: st swithin
And the AI is totally tweakable via text files. I know this because I am doing it now. And I should also mention that the AI text files are about 10 orders of magnitude easier to use than in CTP1. ...
oh yeah, one more thing: FLI rules are gone. No more scary, ambiguous, non-debuggable text files. ...
VERY user-friendly text files, outlining the order of items AI cities build, types of units, and strategies. It's all un-fuzzy (i.e. Boolean) now, which makes it much easier to see what's going on. However, don't mistake "easier" for "less complex" - the number of rules doesn't determine the complexity, it's how they interact.
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Keygen
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Athens, Hellas
Jan 2000 time: 07:32
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quote: Originally posted by Peter Triggs
The most unequivocal statement was from st_swithin:
quote:
C:CTP DOES NOT EXIST AS A SEPARATE ENTITY. Unless maybe Mark Lamia has a record of it, but I don't think anyone on the team actually bothered burning a copy of the C:CTP codebase branch before we started modifying it for CTP2.
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Unless... maybe... I don't think...
Those words do not state certainty for sure. They hide some sort of uncertainty.
Besides the most likely would be that either the lead programmer or the producer would keep a back up copy of the source code and not a simple designer/programmer (though you never know), and as property of Activision it would remain with it and not with the producer or anyone from the team, at list legally.
quote:
Unfortunately, we also killed all the fuzzy logic AI as well, so I don't think there's any of that left.
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Again uncertainty in her words...
quote: Originally posted by Peter Triggs
I don't have CTP1 anymore, but if somebody who has got it wants to, they could build robotcom.dll and stick it in the appropriate CTP1 folder to see if the version we have is the original working one. If so, then that means that anyone who wants to could rewrite CTP1's AI.
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Any suggestion on how to build robotcom.dll?
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Keygen
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Athens, Hellas
Jan 2000 time: 07:32
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quote: Originally posted by kaan
Regarding the CTP1 code then I can only say that i have seen lots of code in there that is permanently commented out and i guess thats where CTP1 is now. There is a known fork of the CTP1 code though as it was ported to Linux and ill bet my best sitting chair that that code is still out there somewhere.
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There will be some C:CTP source code lurking there for sure but how could that help to fix bugs for C:CTP and generate a patch for it? There are lot of bugs there and CTP2 source code could help fix just a few of them though it would be hell to apply them in a patch for CTP1 and would probably require reverse engineering.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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The robotcom.dsp file is in ...\Activision\CTP2\ctp2_code\robotcom and I just tried to build it: 238 error(s), 6 warnings. Some of the errors were because they redefined some of the terrain types between CTP1 and CTP2, but I don't think that this would really be a problem. What probably is an insurmountable problem is that there's lots of 'z' : is not a member of 'MapPointData' errors. This is because they removed the space layer and I don't know what would be involved in trying to put it back in.
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Keygen
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Athens, Hellas
Jan 2000 time: 07:32
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quote: Originally posted by Peter Triggs
The robotcom.dsp file is in ...\Activision\CTP2\ctp2_code\robotcom and I just tried to build it: 238 error(s), 6 warnings. Some of the errors were because they redefined some of the terrain types between CTP1 and CTP2, but I don't think that this would really be a problem. What probably is an insurmountable problem is that there's lots of 'z' : is not a member of 'MapPointData' errors. This is because they removed the space layer and I don't know what would be involved in trying to put it back in.
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Thanks Peter, I'll have a look at it.
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