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drulius is offline drulius
Warlord
Lubbock, Tx USA
Jan 1970
time: 23:36
  Old Post 01-08-2004 01:30
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#181 Report this post to a moderator
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You should probably take some nourishment because dying wouldn't be worth it, and it could still be quite a long wait.

Changing that constant value was something I did because I thought I could do it without breaking anything, and I wanted to experiment. It is NOT a

quote:
originally posted by Colwyn: compile of the recent playtest with the 5 max limit


It is a 15mb debug exe from the code as of June 5th or so, NOT a recent playtest exe.

Although I was able to determine that it appears to be a simple change, the game saves are incompatible across different settings of the max army size, which means to me that the max army size should NOT be exposed in const.txt without major save-file compatiblility testing.

I didn't try a setting larger than 12 for the max army size but, like Flinx, I have a feeling it would cause way more things-to-fix than a setting less than 12. Such as, the right-click army manager window still has 12 spots on each side but 7 of them are "voided" when playing with max army 5, it could be disasterous (or just useless for any units stored "above" 12 in the army) for that window to get called on behalf of a max army size larger than 12.

Also, I' not very enthusiastic about propagating alt versions of the game, especially before the Apolyton Edition is finished. And, I don't know the steps involved in compiling a playtest as opposed to a debug exe...

In conclusion, eat something, get comfortable, and (possibly) get a programming book that has a VC++ intro version disk ($50.00 or so). You could then compile your own personal CTP2 exe and do what ever you want with it.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 01-08-2004 22:38 Visit Martin Gühmann's homepage!
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OK here is a version with a max army size of five, it looks like that the game isn't hurt with such an army size, even if the interface would need some update, but I think this is all.

Here is the link:

Edit: Removed link the linked file is obsolete.

You need the last playtest version and have to replace the ctp2.exe and the ctp2.map files.

-Martin

Last edited by Martin Gühmann on 06-10-2004 at 22:25

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 02-08-2004 03:44 Visit Maquiladora's homepage!
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I get a drop to desktop (without error) as soon as i try to enter the city manager, with the 5 stack changed exe and map files.

Colwyn is offline Colwyn
Prince
Melbourne, Australia
Aug 2000
time: 15:36
  Old Post 02-08-2004 06:19
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I get the same Get a bigger avatar today!

quote:
Originally posted by Maquiladora
I get a drop to desktop (without error) as soon as i try to enter the city manager, with the 5 stack changed exe and map files.


I get the same, but strangely I get the same when running the 26-7-04 play test as well.

Have we missed something with our installs?

Ie fresh install of CTP2 (full) no patch
Install 26-7-04 playtest
Get ctp2.exe error
Install stack5 files
Get ctp2.exe error as well
Both to desktop

Windows2000

drulius is offline drulius
Warlord
Lubbock, Tx USA
Jan 1970
time: 23:36
  Old Post 02-08-2004 09:35
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Hmmm,
I just unzipped the new -all file over my CTP2 code and recompiled a 12 stack dbg.exe and everything went fine. I played about 75 turns, going in and out of city managers, army managers, battle views, no problems.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:36
  Old Post 02-08-2004 13:07
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quote:
Originally posted by Martin Gühmann
OK here is a version with a max army size of five, it looks like that the game isn't hurt with such an army size, even if the interface would need some update, but I think this is all.

Here is the link:

2004.08.01.ctp2.5stacks.zip

You need the last playtest version and have to replace the ctp2.exe and the ctp2.map files.

-Martin


thank you for sparing me the trouble martin

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 02-08-2004 18:50 Visit Maquiladora's homepage!
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quote:
Hmmm,
I just unzipped the new -all file over my CTP2 code and recompiled a 12 stack dbg.exe and everything went fine. I played about 75 turns, going in and out of city managers, army managers, battle views, no problems.


Yeah same here, as i said its only the 5-stack exe and map files that drop to desktop.

Also just want to raise the issue again about unit selecting/moving being slower to respond. Something added in the last couple of playtests made it slow, im not sure what but it would be a good idea to look into it now. Solver also reported it.

drulius is offline drulius
Warlord
Lubbock, Tx USA
Jan 1970
time: 23:36
  Old Post 03-08-2004 03:21
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#188 Report this post to a moderator
Inflate your Upload Space

Thinking more thoroughly, I remembered I had screwed up after downloading the latest -all package. After I unzipped over the code, I immediately compiled a new exe. However, I had forgotten my change to the max army size. It actually compiled a second version of the max5 exe, and I didn't realize it until I had built a couple of units in a game. At which point I quit and recompiled a max12 exe. But, while playing the (mistakenly) max5 exe, building my first city and setting the build queue, or any other time I opened the city manager, I never saw a CTD...

The only thing I see different is that the ctp2_dbg.exe was the only file I copied to my playtest location, I did not know ctp2.map changed too.

On another note, with a latest -all.dbg.exe (12stack), I ran into a problem where the Image of a 2stack was a tile away from the DB location of the 2stack. I could right click on the "empty" tile and get the Army Manager context, while right clicking on the "2stack" would give me the underlying empty-tile terrain context. It occurred immediately after a mid-turn autosave reload. It corrected itself after a couple of turns of what movement I could coax out of the misbehaving units. I will try to reproduce the situation and make some saves and screen shots. It is possible that this bug cloned a unit, because before the reload (I'm pretty sure) there were three units in the area, now there are four.

Colwyn is offline Colwyn
Prince
Melbourne, Australia
Aug 2000
time: 15:36
  Old Post 03-08-2004 05:03
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#189 Report this post to a moderator
Got it going once Avatar Enlargement: We've got the solution

I tried adding the ctp2 activision patch and it worked once but I still get the ctp when accessing cities

Martin/other any ideas why we are getting this.

I also get this with just the 26-07-04 playtest

Last edited by Colwyn on 03-08-2004 at 08:12

Didymus is offline Didymus

Warlord
Washington DC, USA
Aug 2000
time: 00:36
  Old Post 05-08-2004 22:12
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License isue w/ 26July Playtest Inflate your Upload Space

Martin, I don't wanna be bashing your efforts to fill in, which I appreciate, but the 26 July playtest code warns me, upon startup, that the MSVC++ this code was compiled with is not licensed for redistribution of binaries.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
Arrow  Old Post 05-08-2004 22:31 Visit Flinx's homepage!
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Inflate your Upload Space

quote:
Originally posted by Martin Gühmann
...and you get an disclaimer whenever you start the program. ...

-Martin


He knows.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:36
  Old Post 06-08-2004 03:03 Visit E's homepage!
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although I cant play now, is it possible that we have a link on the main ctp2 page to the latest sourcecode patch? I know it will be tough to update the link all the time but it would be great advertising and allow people easier access to it

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 06-08-2004 03:56 Visit Flinx's homepage!
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I keep an updated link in my signature

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 08-08-2004 00:14 Visit Martin Gühmann's homepage!
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#194 Report this post to a moderator
Re: License isue w/ 26July Playtest Get a bigger avatar today!

quote:
Originally posted by Didymus
Martin, I don't wanna be bashing your efforts to fill in, which I appreciate, but the 26 July playtest code warns me, upon startup, that the MSVC++ this code was compiled with is not licensed for redistribution of binaries.


Well the popup says this: "Anmerkung: Die Bestimmungen dieses Endbenutzer-Lizenzvertrags für Visual C++ Autoren Edition lassen den Weitervertrieb der mit diesem Produkt erstellten ausführbaren Dateien nicht zu."

Very important is the word "Weitervertrieb", it means something like commercial redistribution, or selling. However I found the defect files thjat causes this popup and interestingly they also contain an English version of the disclaimer: "Note: The terms of the End User License Agreement for Visual C++ Introductory Edition do not permit redistribution of executables you create with this Product."

That's a little bit more common, but as it is a German Autorenedition and not an English Introductory Edition, the German version is the valid one. Maybe I should replace these defect *.lib files by some healthy ones to get rid of these two annoying popups when the game creates a new map.

For the max size 5 didn't I didn't tested the city manager just the army manager. So I don't know what happens there.

quote:
Originally posted by Didymus
On another note, with a latest -all.dbg.exe (12stack), I ran into a problem where the Image of a 2stack was a tile away from the DB location of the 2stack. I could right click on the "empty" tile and get the Army Manager context, while right clicking on the "2stack" would give me the underlying empty-tile terrain context. It occurred immediately after a mid-turn autosave reload. It corrected itself after a couple of turns of what movement I could coax out of the misbehaving units. I will try to reproduce the situation and make some saves and screen shots. It is possible that this bug cloned a unit, because before the reload (I'm pretty sure) there were three units in the area, now there are four.


Did you use the cheat editor, this problem oocurs in the original game as well, when you use the cheat editor and switch to another civ.

-Martin

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:36
  Old Post 08-08-2004 00:42
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Going to be reloading CtP2

Will start with fresh relaod then patch 1.ll. Been reading thur the form and would like to start play tesing.See there is many new download dates and would like know which version should start off with. I know the testing is to find bugs and help report them. Just want start with a verison that is stable and allows some play time to get going.
Been a big fan of CtP2 a long time. Never made a mod but been following the work and learning how the AI works. I wont be in this form again till I have a report on a game dont want to get in way of great work your doing.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 08-08-2004 00:52 Visit Martin Gühmann's homepage!
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Protra3211, to start playtesting you need to install the original game and doesnload the latest playtest version from this thread. Use it to unzip over the original game files.

-Martin

drulius is offline drulius
Warlord
Lubbock, Tx USA
Jan 1970
time: 23:36
  Old Post 08-08-2004 09:07
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quote:
Originally posted by Martin Gühmann Did you use the cheat editor, this problem oocurs in the original game as well, when you use the cheat editor and switch to another civ.


I did not use the cheat editor, but I did start the game with a civ different than the first (to get a different civ color).

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:36
  Old Post 10-08-2004 13:31 Visit The Big Mc's homepage!
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sory it was me slic.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 10-08-2004 22:44 Visit Martin Gühmann's homepage!
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quote:
Originally posted by The Big Mc
sory it was me slic.


What do you mean?

-Martin

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:36
  Old Post 11-08-2004 04:08 Visit The Big Mc's homepage!
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It was my slic causing a bug i reported.

I don't know if anybody knows this but there is a new ai city bug. Where if the ai creates a city on land you know about the city's position and name are given away.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 11-08-2004 05:42 Visit Maquiladora's homepage!
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quote:
Where if the ai creates a city on land you know about the city's position and name are given away.


There was already a "kind of" bug in the unmodded game. If a city was built in explored (but fogged) terrain, you could see the square appear and hover over it with the cursor and see the city name.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:36
  Old Post 20-08-2004 00:42 Visit E's homepage!
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I saw that the debugging is rapidly approaching completion. Has there been any talk about the next step?

I figure a apolyton patch would be out first...

Should we start with basic features like making scenarios operate like a modmanager instead including allowing for more sprites?

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 20-08-2004 00:51 Visit Flinx's homepage!
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Scenarios have already been fixed to work as initially designed. Or did I misunderstand you?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 20-08-2004 00:58 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Flinx
Scenarios have already been fixed to work as initially designed. Or did I misunderstand you?


As far as I know Peter has just fixed scenario save game bug concerning regular saves but not concerning autosaves. And the additional turn bug has also been fixed. However the ModSwapper setup allows you to play multiplayer with mods, so far the is no possibility to play a scenario against other human players. However using mods in MP isn't so popular anyway.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 20-08-2004 01:18 Visit Flinx's homepage!
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....So except for autosaves, Scenarios have been fixed to work as initially designed, right? Adding the ability to play scenarios in MP would add a feature made available by ModSwapper/ModManager.

If you require both (all) people to have the same number (i.e. directory structure/names) for a particular scenario, would it be that difficult to implement MP scenarios? You could (could you?) use a simple index.txt file to remove that requirement.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:36
  Old Post 20-08-2004 01:30 Visit E's homepage!
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quote:
Originally posted by Martin Gühmann


As far as I know Peter has just fixed scenario save game bug concerning regular saves but not concerning autosaves. And the additional turn bug has also been fixed. However the ModSwapper setup allows you to play multiplayer with mods, so far the is no possibility to play a scenario against other human players. However using mods in MP isn't so popular anyway.

-Martin


I don't think the design for scenarios allowed for unique SLIC and stuff to work with it. I was basically thinking that the scenarios feature should basically do what modswapper does or maybe even place all mod files in a mod folder and the game being able to access that mod through the game's load scenario option, this would include all slic, sprites, tiles etc... This would be a very attractive feature.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 20-08-2004 01:30 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Flinx
....So except for autosaves, Scenarios have been fixed to work as initially designed, right?


That should it be.

quote:
Originally posted by Flinx
Adding the ability to play scenarios in MP would add a feature made available by ModSwapper/ModManager.


Yes this would add a feature introduced by ModSwapper, however mods aren't very stable in MP and for some reason they were different file configurations on the single systems and not only in the set of language files, as far as I know. And also keeping the game syncronized on all the machines is a problem. I got the assumption that if you call an event by slic it is only executed on the current machine but not on the other machines. That could be the reason why the city capture option causes a resync when you capture a city, you are not the host and tries to enslave the whole popultaion of the city. The result after the resync is that you still have the city.

quote:
Originally posted by Flinx
If you require both (all) people to have the same number (i.e. directory structure/names) for a particular scenario, would it be that difficult to implement MP scenarios? You could (could you?) use a simple index.txt file to remove that requirement.


Well that's the problem with the ModSwapper setup as well, you need a procedure to figure out if the database on all machines are in syncronization.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 20-08-2004 01:38 Visit Flinx's homepage!
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quote:
Originally posted by E
I don't think the design for scenarios allowed for unique SLIC and stuff to work with it. I was basically thinking that the scenarios feature should basically do what modswapper does or maybe even place all mod files in a mod folder and the game being able to access that mod through the game's load scenario option, this would include all slic, sprites, tiles etc... This would be a very attractive feature.

I could be very wrong , but any file that works in the main directories can be (modified and) placed in the scenario directory structure.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 20-08-2004 02:22 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
I don't think the design for scenarios allowed for unique SLIC and stuff to work with it.


Flinx is right about that evry slic file can be placed into the according scenario folder and used in the game, given it is included from the according scenario.slc. Even the existence of the scenario.slc indicates that scenarios are designed to use unique slic as you can see in the scenarios by Activision.

-Martin

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:36
  Old Post 20-08-2004 02:33 Visit E's homepage!
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but it doesnt allow for sprites or tiles or other stuff. basically I'm asking if we can just load cradle through the scenario option at start up instead of having to do the modswapper stuff. this way all mods could be extracted into subfolders and accesible via the scenario option.

 
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