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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > PROJECT: What a patch should contain. Where to draw a line.
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Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:32
  Old Post 23-12-2003 22:46
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#31 Report this post to a moderator
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I believe the first patch should contain:
--> Fix and changes that ALL CTP2ers will aprove or dont care. Therefore adding new game start optons, bug in general and minor additions like new const.txt options, new slic functions, etc...
--> The questionable acceptance changes should be included as add-on

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:32
  Old Post 24-12-2003 00:52 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Making the player colors optional would require a lot of work probably and only lead to a lot of work, so I doubt that will be done soon (though it'd be nice to have eventually). Other than that, moving some of the options in userprofile.txt to the game setup screen is something that certainly wouldn't hurt anyone and could be included in an early patch, providing it doesn't involve too much work.


I think my view roughly coincides with Keygen (I wrote this earlier today, it roughly comes down to what Keygen already said):

I think there people's ideas on what changes to make to the game with the source code can be divided in roughly 3 philosophies:

1) Keep the game (nearly) identical to how it is now, only fixing known bugs and maybe extending SLIC and mod functionality and similar stuff, but not (or hardly) touching gameplay at all (not dissimilar from the Apolyton Pack philosophy), leaving that to modmakers.

2) Making minor improvements to gameplay (i.e. rebalancing some things, improving the AI, streamlining some awkward SLIC workarounds in C code (e.g. unit updater), etc), but not completely rewriting the existing engine. Most if not all of this could be made optional.

3) Developing a full fledged sequel (or at least an expansion pack), with maybe new combat and economic models, maybe religion, strategic resources, new victory types and Mr Ogre knows what else... These features would require changes in all parts of the game and would be a pain in the @ss to make optional, and also not make much sense since their impact on gameplay is just too huge.

To cater to everyone's wishes, we could develop 3 versions of the game: a v1.2 patch, maybe eventually v1.3 to cater to philosophy #1. A v1.5 upgrade (and later maybe v1.6, v1.7, etc) that caters to philosophy #2 and a v2.0 version (CtP3, if you like) that caters to philosophy #3.

We can work on v1.2 and v1.5 concurrently, adding some improvements just to v1.5 and others to both v1.5 and v1.2. This is basically what's already happening (except that we're not really releasing stuff yet). v2.0 is currently in the early design/brainstorming phase and still a long way off.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:32
  Old Post 24-12-2003 00:56 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I forgot to note (but already implied) that we may develop more than 1 patch as we encounter more bugs or stuff to fix/add over time, where first patch that just fixes bugs (philosophy #1) would be v1.2, the next v1.21 (or v1.25 or v1.3), etc. Just as with the mods...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 24-12-2003 01:38 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Locutus
Making the player colors optional would require a lot of work probably and only lead to a lot of work, so I doubt that will be done soon (though it'd be nice to have eventually). Other than that, moving some of the options in userprofile.txt to the game setup screen is something that certainly wouldn't hurt anyone and could be included in an early patch, providing it doesn't involve too much work.


The player colors are currently associated to the players player 1 has his color also player 2 and so on, so we just need to make sure that the game uses the PlayerNumber from userprofile to start the game and to assign a player to the human. So far you can already download the interface option for this. Making sure that the game uses this index will also fix a bug from the patch 1.1 to do list.

But in fact to associate the color with the civilisation shouldn't be too difficuilt, but then we need to rewrite the colors database, with the dbgen tool it is not a problem. But then the whole copy and paste works comes.

-Martin

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 28-12-2003 01:46 Visit Keygen's homepage!
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BTW, in case there is any improvement or addition to the code from now on and there is a dispute or uncertainty whether it should be included in the first patch post it here for discussion.

drulius is offline drulius
Warlord
Lubbock, Tx USA
Jan 1970
time: 23:32
  Old Post 28-12-2003 02:25
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I think it would be entirely possible to first release all three (2.1.2, 2.1.5, 2.2.0) patches at the same time, in the sense that some changes that are already done might go in all three and some others might only go in one, but whenever one of them is "done" the others could get released at their most recent playable state for playtesting. Of course the 2.2 mod might easily drift far away from the other two, but probably sometime after the first patch release when all the smaller fixes are already made.

Then the debate can center around what kind of changes belong in which patch, instead of which changes deserve priority to be in the first patch release.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 31-12-2003 02:48
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An issue with the current strategy we've been considering here is that the AI needs to be able to deal with anything we include in a patch...

thus if we...

bug fix -> improve the AI -> make significant game balance/improvement alterations

.. then the AI will probably be badly equiped to deal with those changes, and thus we'll need to repeat at least some of the effort, after those changes.

So, in my view, maybe, after we fix the bugs that make sense to fix, we should get together the ideas that are achievable to code, and then vote on those... then code... then do some structured playtesting.. probably with MP.

Thoughts?

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:32
  Old Post 31-12-2003 04:43
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quote:
Originally posted by MrBaggins


An issue with the current strategy we've been considering here is that the AI needs to be able to deal with anything we include in a patch...

thus if we...

bug fix -> improve the AI -> make significant game balance/improvement alterations

.. then the AI will probably be badly equiped to deal with those changes, and thus we'll need to repeat at least some of the effort, after those changes.

So, in my view, maybe, after we fix the bugs that make sense to fix, we should get together the ideas that are achievable to code, and then vote on those... then code... then do some structured playtesting.. probably with MP.

Thoughts?


I cant see the problem in workin in iterations.
We analyse the problems, design the solution, implement the design in the code, test and bugfix the whole thing and then make the AI cope with it.
Thats the way i see it anyway, also we are in the test and bugfix fase right now as we got the code delivered at that stage

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 31-12-2003 04:59
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Well.. we will be working in interations... absolutely... but I'm thinking that dealing with the AI is theoretically the largest job, and thus the one we wish to repeat as little as possible...

Just my 2 pennies.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:32
  Old Post 31-12-2003 07:52
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Why dont we publish a patch with what we have right now?

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 03-01-2004 05:12
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#41 Report this post to a moderator
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quote:
Originally posted by Locutus
I think there people's ideas on what changes to make to the game with the source code can be divided in roughly 3 philosophies:

1) Keep the game (nearly) identical to how it is now...

2) Making minor improvements to gameplay (i.e. rebalancing some things, improving the AI, streamlining some awkward SLIC workarounds in C code (e.g. unit updater), etc), but not completely rewriting the existing engine. Most if not all of this could be made optional.




Thanks Locutus, this is exactly what I am waiting for at this moment, a bug free CtP2 (philosophy #1), a better AI and why not some optional changes (philosophy #2)...

quote:
3) Developing a full fledged sequel (or at least an expansion pack), with maybe new combat and economic models, maybe religion, strategic resources, new victory types and Mr Ogre knows what else...


Now we are talking about another game, though this is not what I am waiting for from the source code I would nonetheless test such a game.

But I am convinced that some changes should still be optional (like strategic resources)... if it is possible.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 03-01-2004 05:22
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quote:
Originally posted by Pedrunn
Why dont we publish a patch with what we have right now?


IMHO there is no point in publishing a patch when the patch that would be released is not at least on par with the 1.1(1) patch released by Activision.

As far as I know the source code's version is that of the original game and though many bugs have been solved many of those that were corrected in Activision's patch are yet to be solved by the current programmers. Am I wrong?

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 03-01-2004 05:45
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The work up until now is partially pre 1.10, partially 1.10 and partially post 1.10.

We've fixed some glaring bugs and omissions, done some SLIC 2.1 functions.

The main area that the patch dealt with, IIRC, was MP stuff, thats not been touched.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 03-01-2004 21:40 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#44 Report this post to a moderator
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We still don't know the exact changes that the Activision 1.1 patch made about MP.

However, unless all SLIC functions from 1.11 are reimplemented in our patch, the game patched with it wouldn't support the popular mods. Other than that, our fixlist already looks great.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 04-01-2004 03:20 Visit Martin Gühmann's homepage!
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We need also the Database access through slic otherwise you can't play mods like CTC.

But it wouldn't be wrong if someone with a clean version of the latest changes could compile a *.exe for testing. Unfortunatly I have some changes in my code that are experimental I don't want remove, and in addition my VC++ is not a professional version rather something like a demo with full functionallity, but with a disclaimer telling everyone that this program was made by MS VC++ Autorenedition and this *.exe is not indended for commercial use of course the disclaimer is in German.

-Martin

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 04-01-2004 03:23
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#46 Report this post to a moderator
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There are several of us with full versions of Visual Studio 6, I believe... compiling a test .exe shouldn't be too big of a problem.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 04-01-2004 03:35 Visit Martin Gühmann's homepage!
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Whoever wants to release an *.exe for playtesting can use this thread.

-Martin

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:32
  Old Post 07-01-2004 04:53
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quote:
Originally posted by Martin Gühmann
Whoever wants to release an *.exe for playtesting can use this thread.

-Martin


ill update it first thing in the morning

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 07-01-2004 22:03 Visit Keygen's homepage!
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#49 Report this post to a moderator
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quote:
Originally posted by Pedrunn

Why dont we publish a patch with what we have right now?


Not until we have all known bugs that are not hard-coded fixed.

In the meanwhile nothing stops you from downloading and compiling the latest developer releases or less frequently compiled executables that are released for testing purposes from time to time.

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 07-01-2004 22:08 Visit Keygen's homepage!
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quote:
Originally posted by Solver

We still don't know the exact changes that the Activision 1.1 patch made about MP.

However, unless all SLIC functions from 1.11 are reimplemented in our patch, the game patched with it wouldn't support the popular mods. Other than that, our fixlist already looks great.


For more detailed changes made with patch 1.1/1.11 or others that are not mentioned in the readme file post them in the Patch 1.1/1.11 list of changes thread.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:32
  Old Post 08-01-2004 01:59
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quote:
Originally posted by kaan


ill update it first thing in the morning


It seems that i promised too much as im not able to compile the source on my newly installed OS

I hope someone else will take the job for the time being.

Klaus

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 14-01-2004 19:03 Visit Martin Gühmann's homepage!
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Well yesterday at home I looked into the memory leak list file, and it was just created from a few turns and was already impressive, so I think we should also take memory leaks as serious.

-Martin

 
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