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BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:36
  Old Post 02-06-2004 02:00 Visit BureauBert's homepage!
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#61 Report this post to a moderator
Inflate your Upload Space

Arrrgh - I am always forgetting that I am using 'generalized' functions for the otherwise repetitive stuff. Sorry for that - here comes the very short function that is missing above:

code:
int_f TileHasFacility(location_t theLoc) { location_t tmpLoc; tmpLoc = theLoc; if(TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS)) || TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES)) ) { return 1; } return 0; }

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 02-06-2004 02:53 Visit Flinx's homepage!
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IIRC there is a constant which limits how much PW the Mayors have access to, and IIRC it is set to 5000. This means that when your PW goes above 5000 the mayors start building as they please.

1) Make sure you keep your PW below 5000 i.e. build stuff every turn, or
2) change the value of the constant (I do no recall which file it is in)

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 02-06-2004 03:06 Visit Martin Gühmann's homepage!
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quote:
Originally posted by BureauBert
Mayors always used to do that - maybe you didn't experience this behaviour due to poor PW reserve


Or they were just disabled. Usually I never engange a mayor, because I can manage my cities better.


quote:

// really odd: != does not work in the above statements


To make it work you have to replace all the || by &&.

And another piece of code you can improve:

code:
int_f TileHasFacility(location_t theLoc) { location_t tmpLoc; tmpLoc = theLoc; if(TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS)) || TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES)) ) { return 1; } return 0; }


TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS))
|| TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES)

That above is a boolean expression and is evaluated to true or false, in terms of slic 1 or 0.

So this piece of code should do the same:

code:
int_f TileHasFacility(location_t theLoc) { location_t tmpLoc; tmpLoc = theLoc; return TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS)) || TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES)); }


Of course this is the theory, but I remember to encountered some strange effects once, but I don't remember if it was this or something else.

-Martin

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:36
  Old Post 02-06-2004 14:04 Visit BureauBert's homepage!
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Put an end to popups!

quote:

Usually I never engange a mayor, because I can manage my cities better.


quote:

// really odd: != does not work in the above statements
To make it work you have to replace all the || by &&.

Actually this is Pedrunn's comment and supposedly corresponds to his experience in testing - I didn't test it myself, it works, though it isn't extremely elegant this way.

code:
return TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS)) || TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES));

quote:

Of course this is the theory, but I remember to encountered some strange effects once, but I don't remember if it was this or something else.

Must have been something like this, since all of the similar functions in GoodMod for checking tile improvements, terrain etc. are written using the explicit assignment of 0 and 1. But of course in theory you are right and I will eventually give the shortened version a try (maybe something will work differently with the AE playtest build).

Zaphod Beeblebrox is offline Zaphod Beeblebrox
King
aachen, germany
Aug 1999
time: 05:36
  Old Post 03-06-2004 10:34
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well, normally i use mayors only in lategame when i just get too bored by micromanagement AND it gets irrelevant whether to use all cities most effectively.

if i see that right, that piece of slic would prohibit myself to turn the fields into farms as well? actually thats what i did 2 turns later after my border had moved quiet a bit.

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:36
  Old Post 03-06-2004 13:10 Visit BureauBert's homepage!
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quote:
Originally posted by Zaphod Beeblebrox
if i see that right, that piece of slic would prohibit myself to turn the fields into farms as well? actually thats what i did 2 turns later after my border had moved quiet a bit.

Well, yes, that's a bit odd - BUT you could still pillage your forts and air bases and build farms afterwards, not very elegant but leads to the same result.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 03-06-2004 19:27 Visit Martin Gühmann's homepage!
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Remove this text

quote:
Originally posted by BureauBert
quote:
Usually I never engange a mayor, because I can manage my cities better.






What is so rediculous about it, I mean the mayors act like the AI would act and the mayors don't know when it is time to engage an entertainer and when not. For example instead of engaging entertainers they do nothing and let the city revolt. So that I have to move the global sliders. That is not a very efficient exploitation of my people.

-Martin

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:36
  Old Post 03-06-2004 20:57 Visit SMIFFGIG's homepage!
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Not only do i never use mayors, i dont even like the idea in them
I mean one of the most fun things about CTP2 and any civ game, is managing your cities, from ur powerhouse cities and cities in prime locations, to your crappy little cities and cities in the middle of nowhere

BureauBert is offline BureauBert
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Vienna, Europe
Apr 2003
time: 06:36
  Old Post 03-06-2004 23:49 Visit BureauBert's homepage!
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quote:
Originally posted by Martin Gühmann
quote:
Usually I never engange a mayor, because I can manage my cities better.

What is so rediculous about it

Sorry, I didn't want to express any doubt about the fact that you are able to manage your cities more efficiently than the (current) AI logic does. It was just the slightly apodictic character of this statement that made me laugh a bit, but I didn't mean to bother you.
quote:
Originally posted by SMIFFGIG
Not only do i never use mayors, i dont even like the idea in them.

I think this is once more a question of individual preferences - I myself prefer using mayors as a basis and interfering where I know the "default" logic does not meet my needs, which are also changing during a game starting with few cities that need to be developed very carefully and probably ending up with 100+ cities and more production and PW than I need to conquer the rest of the world. Therefore I basically like the current system that offers the use of mayors to reduce micomanagement when it becomes tedious but allows the human player to take over control where and whenever he wishes to do so. The mayor's logic can be improved by tweaking the textfiles, by SLICing and maybe by further developments in the source code (which is alltogether more important for the AI than for the HUMAN player, specially when the HUMAN player is Martin or SMIFFGIG ).

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:36
  Old Post 04-06-2004 01:42
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GreatLibrary.TXT Support Apolyton, buy Civilization: The Boardgame

Tracked down the "Debug Assertion Failed!" message that pops up, when executing the current CivCTP_dbg.exe with the german data files.

It's the Assertion from greatlibrary.cpp Line: 387
Expression: entry_pos < MAX_ENTRY - 6


This will be caused by a too long text in the [UNIT_KNIGHT_HISTORICAL] section of the german GreatLibrary.txt. This section contains 4299 characters, but the program will only handle 4090. I don't know if this is also true for other languages than german.

In the normal german version, this leads to a cut in the middle of a sentence after char number 4090.

What's the project conform way to correct this?

Feels someone already responsible for the GreatLibrary.txt and will shorten the mentioned section?

Or is it appropriate, simply to post a modified german/GreatLibrary.txt file in the "Altered Source code" thread?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 04-06-2004 14:41 Visit Martin Gühmann's homepage!
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Re: GreatLibrary.TXT Put an end to popups!

quote:
Originally posted by Lui2
In the normal german version, this leads to a cut in the middle of a sentence after char number 4090.


Is it just a cut in the middle of a word and an additional line wrap is inserted or is the rest cut off. From looking into the code I thought they had a solution if the text is too long, but probably it is just a cut off solution, unfortunatly I don't have the game here to check this.

quote:
Originally posted by Lui2
What's the project conform way to correct this?

Feels someone already responsible for the GreatLibrary.txt and will shorten the mentioned section?

Or is it appropriate, simply to post a modified german/GreatLibrary.txt file in the "Altered Source code" thread?


The solution cannot be to shorten the text there must be another solution. This is a limit for modmakers and this is not good. So until some finds a good solution for that problem, I can live this assertaion.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
Thumbs down  Old Post 06-06-2004 06:04 Visit Flinx's homepage!
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ARGGG!!!!
I just found a bug!

I rush built a Sea Engineer in a city of size one, the warning message came up, and I clicked yes to disband the city, but instead of my Sea Engineer, I has a regular Settler

Now forming a Sea Engineer on a land tile may also cause problems, but I do not want a Settler! An Urban Planner would also be useless to me as there is no (useful) free land to settle.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 06-06-2004 07:09 Visit Flinx's homepage!
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Increase Your PM Length

Two more issues that need to be addressed:

1) Now that we have added the ability to have more than 8 civs in a game we need to add the ability to see more than 8 civs on the Science Manager window.

2) If the AI offers a counter proposal, the leader head chances from the correct one to.... Oh! that is supposed to be my head

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:36
  Old Post 06-06-2004 18:17 Visit SMIFFGIG's homepage!
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I think disbanding cities over a certain size should be an atrocity

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 06-06-2004 18:43
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quote:
Originally posted by SMIFFGIG
I think disbanding cities over a certain size should be an atrocity


You can not disband a city with more than 3 population points.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 06-06-2004 19:04 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Flinx
2) If the AI offers a counter proposal, the leader head chances from the correct one to.... Oh! that is supposed to be my head


Yup, because it is now their parchment on that the treaty is written and the protrait shows their conterpart. However the diplomanager is everything else then excellent, so a total redesign is the way to go.

-Martin

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:36
  Old Post 07-06-2004 02:58
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I'm under the impression that something is wrong with the calculated number of needed caravans in the current version.

Or are there any valid reasons, that are so many caravans needed to establish a trade route?

Attachment: tradecaravans.jpg
This has been downloaded 288 time(s).

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:36
  Old Post 07-06-2004 03:14
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Re: Re: GreatLibrary.TXT Enter the AD-FREE zone

quote:
Originally posted by Martin Gühmann Is it just a cut in the middle of a word and an additional line wrap is inserted or is the rest cut off.

It's a cut in the middle of the text, and the rest is missing.

quote:
Originally posted by Martin Gühmann
The solution cannot be to shorten the text there must be another solution. This is a limit for modmakers and this is not good. So until some finds a good solution for that problem, I can live this assertaion.


A simple raise of the two used constants from 4096 to 5120 does not change anything for the problem. I don't digged deeper, but probably is the 4096 a limit that is set somewhere in the underlying data management. And I'm not sure if it's really worth to change this for one poor historical text about the knights and there history. It's quite simple to shorten this text for 200 characters without leaving any atmosphere.

And that limits will exist for modmakers is clear, but I think, the limit of 4090 chars per text section in the GL, is bearable.

Maybe we can agree to shorten the text?

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 07-06-2004 03:28
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Re: Trade Full PM-box? Change here!

quote:
Originally posted by Lui2
I'm under the impression that something is wrong with the calculated number of needed caravans in the current version.


This is a point that has already been raised, including by me, and it seems to come from the new way the number of caravans needed to open a trade route is computed. As far as I am concerned the new numbers are so high I consider that it is no more worth the pain to build caravans.

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:36
  Old Post 07-06-2004 12:40
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In the thread on Coding conventions and standards, Lui2 tracked down the assert failure re
NO_CONTACT_DECLARE_WAR in the Diplomat:: DeclareWar function and wrote:

quote:

By the way: If anyone has some suggestions what to do, to change this assert or the dependant code so that
only in real wrong situations a assert message pops up, i'm really interested to hear.


In Diplomat::SetDiplomaticState a number of tests are performed before DeclareWar(foreignerId) is
called. How about adding:

code:
declare_war = declare_war && g_player[m_playerId]->HasContactWith(foreignerId);


The DeclareWar function is also called in Diplomat::LogViolationEvent but this is as a result of a
ceasefire being broken and so presupposes contact. There is another function ArmyData::ThisMeansWAR
(calls Player::ThisMeansWAR) which calls DeclareWar but it is, AFAIK, unused.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 07-06-2004 22:39 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Lui2
Maybe we can agree to shorten the text?


That's too easy, and a modder wouldn't be notifies about it, we always whiched to remove limits, here is a chance to do so. Unfortunatly I don't have the source open right now. But the solution would be to replace the datastructure that contains the text by such a data structure with more size. So implement some growing.

-Martin

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:36
  Old Post 08-06-2004 00:02
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Re: Re: Re: Re: GreatLibrary.TXT Inflate your Upload Space

quote:
Originally posted by Martin Gühmann
That's too easy, and a modder wouldn't be notifies about it, we always whiched to remove limits, here is a chance to do so.


I think there are many things to improve in the game, that's more suitable to change than to increase the max entry size of the great library.

But if you like to increase the entry size, it's ok for me.

My only intention was to point out, that one section of the GreatLibray.txt is greater than the program can handle and the text is cut off and brings up a assertion violation.

If it's a problem for you, that the knight historical text is shorten for some characters, ok, let it as ist is. No problem for me. I made only a proposal what's imho the
easiest way to clean up the great library.

I never wanted to set any restrictions for the future development of the program.

So let's look forward to more interesting things to improve the program.

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:36
  Old Post 10-06-2004 14:12
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Slave driver handling Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by Peter Triggs
In the thread on Coding conventions and standards, Lui2 tracked down the assert failure re
NO_CONTACT_DECLARE_WAR in the Diplomat:: DeclareWar function and wrote:

code:
declare_war = declare_war && g_player[m_playerId]->HasContactWith(foreignerId);




Thank you for suggesting a solution proposal.
That would lead to the situation (as it is also now), that a slave driver of a nation, that has no contact yet with the owner of the city or setteler he tries to enslave, will stay unknown to the attacked nation. So this nation can declare no war and does afaik not even remember this act.

But on the other side if the nation is known before the raid, the slave attacked nation declares immediately war.

This feels a bit unbalanced or unrealistic to me. But it's fore sure an interesting tactical aspect. And I also don't know, how to handle this in a better way.

So I would agree with your suggested change in the code.

Any more opinions for this theme?

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:36
  Old Post 10-06-2004 18:28 Visit E's homepage!
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quote:
Originally posted by Lui2


Thank you for suggesting a solution proposal.
That would lead to the situation (as it is also now), that a slave driver of a nation, that has no contact yet with the owner of the city or setteler he tries to enslave, will stay unknown to the attacked nation. So this nation can declare no war and does afaik not even remember this act.

But on the other side if the nation is known before the raid, the slave attacked nation declares immediately war.

This feels a bit unbalanced or unrealistic to me. But it's fore sure an interesting tactical aspect. And I also don't know, how to handle this in a better way.

So I would agree with your suggested change in the code.

Any more opinions for this theme?


is there anyway this function of No_contact and not declaring war can be applied to specific units? This could be a way to emulate Civ3's "hidden nationality" and allow for new units like guerrillas, terrorists, special forces, and pirates doing actions that don't spark full on wars and become difficult....not to go off topic.

Fromafar is offline Fromafar
Prince

May 2003
time: 06:36
  Old Post 10-06-2004 23:04
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Actually, I thought is was just a mild AI cheat. The AI will always know who has performed a slave raid, even if the slaver should have been invisible. Someone at Activision must have felt that the cheat became too obvious when the AI started declaring war against invisible opponents it had not even met.

Implementing something like a hidden nationality could be done by setting the foreigner to barbarian. Or even worse, we could set the foreigner to some other player, to have the SMAC "frame someone else" option .

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:36
  Old Post 13-06-2004 19:38
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#86 Report this post to a moderator
Translation string length Inflate your Upload Space

The length of the two last lines from the extended options of the german translation are too long to fit.

Best would be to extend the width of the window becaus it's hart to shorten the text without loosing the sense.

Attachment: options.jpg
This has been downloaded 240 time(s).

Last edited by Lui2 on 17-06-2004 at 11:31

mnbryan37 is offline mnbryan37
Warlord

May 2002
time: 23:36
  Old Post 13-06-2004 20:31
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I have a problem with the game crashing, only when I play under X/P (see "Game Crashes" thread). I noticed in GordonF's post towards the bottom of page 1, that he references an "X/P patch". Is there such a thing?

Also, since this problem does not occurr under the original game and Activision patch, I would assume that it has not surfaced in the play testing covered in this thread.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 13-06-2004 22:37 Visit Martin Gühmann's homepage!
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quote:
Originally posted by mnbryan37
I have a problem with the game crashing, only when I play under X/P (see "Game Crashes" thread). I noticed in GordonF's post towards the bottom of page 1, that he references an "X/P patch". Is there such a thing?


There is no patch for Windows XP. You talk about a post by GordonF towards the bottom of of page 1 of that thread. Well I cannot find this post, I can just find [/QUOTE]this post in the game crashes thread. However the odd thing is that according to email notifications I got he should have posted in that for two times.

quote:
Originally posted by mnbryan37
Also, since this problem does not occurr under the original game and Activision patch, I would assume that it has not surfaced in the play testing covered in this thread.


Well there is a crash that might occur when you are playing mods that uses Diplomod 3.6 like Apolyton Pack or MedPack. The symptoms are: You have set the entry MaxPlayers in your userprofile.txt higher then NumPlayer, and just after a new player was inserted by a revolt so that number of players in the game is higher then number of players you started the game with, the game crashes. If you /reloadslic on the turn before the crash you can bypass the problem for one turn. I wonder why noone reported this before, because you have now an graphical user interface to set NumPlayer and MaxPlayer and the game is also tested with mods. Maybe it is gone because we had to reimplement some slic functions.

-Martin

mnbryan37 is offline mnbryan37
Warlord

May 2002
time: 23:36
  Old Post 15-06-2004 06:12
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I'm sorry Martin, I was not very clear on where GordenF's quote was. It's towards the end of page one of this thread (Playtest II).

I have not experienced the crash you explain above, but then I have never changed the maxplayers value in my userprofile.

I have just converted an older computer back to Windows ME, from X/P, and will play my next game there to see if I get the same type of crash.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 15-06-2004 16:10 Visit J Bytheway's homepage!
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#90 Report this post to a moderator
Update - 2004.06.15 Full PM-box? Change here!

It's been nearly a month, so I guess it's time for a new version. Lots of little changes this time.

The change which removes the blank age buttons from the MP setup screen might cause problems with mods, but I included it anyway. Complain if you want it removed.

[file removed]

[This version is obsolete. The next version is available here.]

Changes:

Added: Implementation of chance of gaining an advance through conquest
Fixed: Various SLIC bugs
Fixed: Bug which would inappropriately disable the embargo and declare war buttons
Fixed: Miscellaneous sprite-related bugs
Fixed: Possible crash (may be related to Solaris project bug)
Fixed: Memory leak in the wonder movie window
Changed: Score from city sizes to reasonable values
Changed: Things to improve .NET compatibility
Changed: Naming convention for autosaves
Fixed: Blank age boxes in MP setup
Added: More automatic focus changes for cities to standardize behaviour
Fixed: Bug causing incorrect production when pressing F3 after end of turn
Fixed: Possible rounding errors on science calculations
Fixed: Incorrect display in keymapping dialog
Added: New commands in keymapping dialog
Added: New credits

Last edited by J Bytheway on 18-05-2005 at 05:12

 
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