 |
|  |
 |
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:36
|
|
I just tried to reproduce the error BureauBert, but no success. In fact I was able to find something that went wrong afterwards I applied all the mini files from the alterd source files thread, but nothing slic releated. Here is the slic I did:
code:
int_t int0;
int_t int1;
int_t int2;
int_t int3;
int_t int4;
int_t int5;
int_t int6;
int_t int7;
int_t int8;
int_t int9;
int_t int10;
int_t int11;
int_t int12;
int_t int13;
int_t int14;
int_t int15;
int_t int16;
int_t int17;
int_t int18;
int_t int19;
int_t int20;
int_t int21;
int_t int22;
int_t int23;
int_t int24;
int_t int25;
int_t int26;
int_t int27;
int_t int28;
int_t int29;
HandleEvent(ArmyClicked)'MG_TestSomething'pre{
int0 = BuildingDB();
int1 = AdvanceDB();
MessageAll('MGMAETestMessage');
}
MessageBox'MGMAETestMessage'{
Text(ID_TEST_MESSAGE_FOR_MAE);
Duration(1);
MessageType("GIFT");
}
And the string:
quote:
TEST_MESSAGE_FOR_MAE "0: {int0}, 1: {int1}, 2: {int2}, 3: {int3}, 4: {int4}, 5: {int5}, 6: {int6}, 7: {int7}, 8: {int8}, 9: {int9}, 10: {int10}, 11: {int11}, 12: {int12}, 13: {int13}, 14: {int14}, 15: {int15}, 16: {int16}, 17: {int17}, 18: {int18}, 19: {int19}, 20: {int20} 21: {int21}, 22: {int22}, 23: {int23}, 24: {int24}, 25: {int25}, 26: {int26}, 27: {int27}, 28: {int28}, 29: {int29}"
|
And the result is that int0 = 52 and int1 = 107, so 52 buildings and 107 advances in the original game, nothing unexpected regarding slic in my *.exe unfortunatly it contains something unexpected the const.txt. 
-Martin
Attachment: slictext.jpg
This has been downloaded 264 time(s).
|
|
|  |
 |
|  |
 |
|
BureauBert
|
 |
Vienna, Europe
Apr 2003 time: 06:36
|
|
Here is all of the relevant code. Meanwhile I have also tested all databases systematically, and I can get the size of all databases and the index of a particular record in most of the databases except for buildings and advances.
code:
int_t MOD_NUMOFTILEIMPS; // no. of tileimps in this Mod
int_t MOD_NUMOFWONDERS; // no. of wonders in this Mod
int_t MOD_NUMOFBUILDINGS; // no. of buildings in this Mod
int_t MOD_NUMOFUNITS; // no. of units in this Mod
int_t MOD_NUMOFADVANCES; // no. of advances in this Mod
int_t MOD_NUMOFSTRATEGIES; // no. of strategies in this Mod
int_t MOD_NUMOFGOVERNMENTS; // no. of governments in this Mod
int_t MOD_NUMOFTERRAINS; // no. of terrains in this Mod
int_t TEST_Tileimp;
int_t TEST_Wonder;
int_t TEST_Building;
int_t TEST_Unit;
int_t TEST_Advance;
int_t TEST_Strategy;
int_t TEST_Government;
int_t TEST_Terrain;
code:
HandleEvent(BeginTurn) 'SetupGamestart' pre {
.
.
.
GetModInfo();
.
.
.
DisableTrigger('SetupGamestart');
}
code:
void_f GetModInfo() {
MOD_NUMOFTILEIMPS = TerrainImprovementDB();
MOD_NUMOFWONDERS = WonderDB();
MOD_NUMOFBUILDINGS = BuildingDB();
MOD_NUMOFUNITS = UnitDB();
MOD_NUMOFADVANCES = AdvanceDB();
MOD_NUMOFSTRATEGIES = StrategyDB();
MOD_NUMOFGOVERNMENTS = GovernmentDB();
MOD_NUMOFTERRAINS = TerrainDB();
}
code:
HandleEvent(BeginTurn) 'SetupEveryTurnPre' pre {
int_t setupPlayer;
setupPlayer = player[0];
TEST_Building = BuildingDB(IMPROVE_CAPITOL);
TEST_Tileimp = TerrainImprovementDB(TILEIMP_COLONIAL);
TEST_Wonder = WonderDB(WONDER_GLOBAL_SURVEILLANCE_CENTER);
TEST_Unit = UnitDB(UNIT_SETTLER);
TEST_Advance = AdvanceDB(ADVANCE_SUBNEURAL_ADS);
TEST_Strategy = StrategyDB(STRATEGY_GOVT_FUNDAMENTALISM);
TEST_Government = GovernmentDB(GOVERNMENT_ADV_GANG);
TEST_Terrain = TerrainDB(TERRAIN_SPECIAL2);
if (setupPlayer == 0) {
// TEST
Message(1, 'GeneralGamestatsMsg');
}
.
.
.
}
code:
GENERAL_GAME "(Tileimps: {MOD_NUMOFTILEIMPS}, Wonders: {MOD_NUMOFWONDERS},
Buildgs: {MOD_NUMOFBUILDINGS}, Units: {MOD_NUMOFUNITS}, Advances: {MOD_NUMOFADVANCES},
Strat: {MOD_NUMOFSTRATEGIES}, Govs: {MOD_NUMOFGOVERNMENTS}, Terrains: {MOD_NUMOFTERRAINS})\n
TestTileImp: {TEST_Tileimp}, TestWonder: {TEST_Wonder}, TestBldg: {TEST_Building}, TestUnit: {TEST_Unit},
TestAdv: {TEST_Advance}, TestStrat: {TEST_Strategy}, TestGov: {TEST_Government}, TestTerrain: {TEST_Terrain}"
And this is the resulting messagebox:

Everything is fine, except TestBldg and TestAdv. I have also compared the textfiles coming with the playtest build to my modded textfiles - but as far as i can see nothing has been changed in their structure. I am clueless ...
|
|
|  |
 |
|  |
 |
|
Maquiladora
|
|
In hotseat the game loading bar appears and the top control bar appears but it crashes to desktop before the map or the bottom control bar appears. Crashes without any error too.
PBEM crashes to desktop without any error either as soon as the loading bar is complete, most of the time. However i tried it a few times and one time it didnt crash but immediately ended player 1's turn (human) and gave the regular quit or close popup. I never saw the map of course because it all happened instantly.
|
|
|  |
 |
|
Maquiladora
|
|
Martin can i extract this new playtest over the previous one? Or do i need a completely new ctp2 install?
|
|
|  |
 |
|
Maquiladora
|
|
I had one crash. The first time i unzipped the new playest over the previous one, it just crashed to desktop when i started a new game. I havent had any errors since then, and ive played about 100 turns of a single player game and 50 turns of a 3-human hotseat game. Ill keep playing for now.
|
|
|  |
 |
|
Colwyn
|
 |
Melbourne, Australia
Aug 2000 time: 15:36
|
|
I'd like to play the latest playtest but was wondering if someone could compile it for me but with one change
Max Army size to be 5
I always liked CTP but with CTP2 I found the huge armies too unbalanced. I'd like to report back how I went with army size=5.
Anyone willing to help me out?
I'm keen to do a mod for CTP2 called Redfront which is based on the Civ2/Civ3 scenario's I've worked on.
PS I'm asuming that when you compile the code to play its just the ctp2.exe file am I correct that I replace in my standard install of ctp2?
Last edited by Colwyn on 29-07-2004 at 14:07
|
|
|  |
 |
|
kaan
|
|
Aarhus
Mar 2001 time: 05:36
|
|
quote: Originally posted by Colwyn
I'd like to play the latest playtest but was wondering if someone could compile it for me but with one change
Max Army size to be 5
I always liked CTP but with CTP2 I found the huge armies too unbalanced. I'd like to report back how I went with army size=5.
Anyone willing to help me out?
I'm keen to do a mod for CTP2 called Redfront which is based on the Civ2/Civ3 scenario's I've worked on.
PS I'm asuming that when you compile the code to play its just the ctp2.exe file am I correct that I replace in my standard install of ctp2? |
Im guessing that it would be rather hard to implement a max army size of 5, there are some many factors relating to army size that would need correction, not least the AI.
as for the .exe then i must dissapoint you again, the changes made has affected many more files. If you wish to try the latest playtest you should backup your existing ctp2 dir first.
Klaus
|
|
|  |
 |
|
Colwyn
|
 |
Melbourne, Australia
Aug 2000 time: 15:36
|
|
quote: Originally posted by kaan
Im guessing that it would be rather hard to implement a max army size of 5, there are some many factors relating to army size that would need correction, not least the AI.
Klaus |
quote:
Originally posted by Martin Gühmann
Of course it is possible, we have the source code actual it is just a constant defined in ..\ctp2_code\gs\utility\gstypes.h:
#define k_MAX_ARMY_SIZE 12
Does this help, can you make the change and compile me the files?
Approx what Meg size is the compiled code?
Last edited by Colwyn on 30-07-2004 at 10:17
|
|
|  |
 |
|
kaan
|
|
Aarhus
Mar 2001 time: 05:36
|
|
i cant make that change until monday, maybe someone else has better time.
im very interested in hearing your experience with this change, if positive the constant should be exposed in const.txt
|
|
|  |
 |
|
drulius
|
|
Lubbock, Tx USA
Jan 1970 time: 23:36
|
|
.quote: originally posted by Flinx: Would just changing that constant work?!?? |
Well, the preliminary news is that it is indeed that simple. Although my source is only as up to date as the last _all compilation (I'm waiting for another _all or the CVS solution), I changed the k_MAX_ARMY_SIZE to 5 and compiled the _dbg.exe and launched the game. It won't work with games saved that have a different k_MAX_ARMY_SIZE but you can start and run new games. I played about 50 turns and wasn't allowed to stack more than 5. The only out of place thing I noticed was when I had 5 in a city and a new unit had to be deferred until there was room in the city, the message said the max of 12 had been reached instead of the new max of 5.
I don't know how the AI was doing with the lower limit.
|
|
|  |
All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|