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Martin Gühmann is offline Martin Gühmann
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Mar 2001
time: 06:36
Post  Old Post 20-08-2004 02:52 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
but it doesnt allow for sprites or tiles or other stuff.


What doesn't allow for sprites or tiles or other stuff? ModSwapper only allows one tile file and a set of 200 sprites for each type (or 500 when I increase the number) whereas the scenario setup allows 200 sprites and one tile file for each scenario, BlueO's scenario is an example for different sprites for given sprite numbers and Activision WW2 scenario is an example usage of a different tile file.

-Martin

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
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  Old Post 20-08-2004 03:38 Visit E's homepage!
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Ack!

Why the have we been using modswapper then?

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 20-08-2004 16:54 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
Ack!

Why the have we been using modswapper then?


Read the last post of this thread from me you quoted. There I gave the reasons.

The scenario setup of the original game was buggy, you got corupted savegames and that is still true for autosaves and whenever you loaded a scenario savegame you got an extra turn, meaning movement of your units were reset, you got extra science, production, food and gold, just like it would have been if you ended the turn and all the AIs did their turn, but you got it without having the AIs their turn.

-Martin

mog is offline mog
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Pinneberg
Mar 2004
time: 05:36
  Old Post 20-08-2004 23:40
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Hi,

if you load this save game and press next turn button, the game crashed.

Maybe this could help to fix another bug

mog

Attachment: autosave-winsto.rar
This has been downloaded 2 time(s).

J Bytheway is offline J Bytheway
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  Old Post 21-08-2004 20:13 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
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.


That problem is (probably) caused by the fact that code executed by pressing buttons on a messagebox is run only locally, not on the other machines.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 23-08-2004 19:14 Visit Martin Gühmann's homepage!
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quote:
Originally posted by J Bytheway
That problem is (probably) caused by the fact that code executed by pressing buttons on a messagebox is run only locally, not on the other machines.


So you mean if I use a global variable that is set in the messagebox but is used in the original event handler to determine which of the options should be executed might work.

-Martin

Fromafar is offline Fromafar
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May 2003
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  Old Post 23-08-2004 21:46
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quote:
Originally posted by mog
if you load this save game and press next turn button, the game crashed.

When I load this save game, I get an error message: "Unable to locate the scenario that created this game. Looking for: Welt."

Is this just the German version of the Activision WorldMaps scenario, or is it a personal modification?
Could you post the contents of your the Scenarios\Welt directory tree?

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 24-08-2004 00:54 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar

When I load this save game, I get an error message: "Unable to locate the scenario that created this game. Looking for: Welt."

Is this just the German version of the Activision WorldMaps scenario, or is it a personal modification?
Could you post the contents of your the Scenarios\Welt directory tree?


Here is the scebario, actual I justed put the SCEN0000 folder of the WorldMaps scenario folder together so that you have to put this folder into the WorldMaps folder. I also did a test run, looks like I need to relad slic to fix the messages. However I got three asserts during the AI turns. It looks like dereferencing a unit that has been deleted. I also added my logs to the SCEN0000 folder.

-Martin

Attachment: scen0000.zip
This has been downloaded 1 time(s).

Colwyn is offline Colwyn
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Aug 2000
time: 15:36
  Old Post 25-08-2004 05:57
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Hi martin/other.

There is something definetly wrong with the posted 5 stack file as it ctd all the time.

It would be greatly appreciated if you could compile it again with 5-7 max stack size.

The normal play test works ok so i'm guessing its just a corruption.

Eagerly awaiting....

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Colwyn
Hi martin/other.

There is something definetly wrong with the posted 5 stack file as it ctd all the time.

It would be greatly appreciated if you could compile it again with 5-7 max stack size.

The normal play test works ok so i'm guessing its just a corruption.

Eagerly awaiting....


Or it is an issure with the five stack stuff, however releasing a new five stacked executable would also make me to release a new playtest version. Unfortunatly afterwards I added all the the lastest updates about the .NET compatibility I am unable to enter the lobby of MP and in addition I am working on something to add some more atmosphere to the game, and I would like to release the next playtest with these enhancements.

-Martin

Martin Gühmann is offline Martin Gühmann
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OK, here I have the content of two crash.txt the first one happend yesterday:

code:
0x005e282a [?GetName@? $SlicDBConduit@VDiplomacyProposalRecord@@UDiplomac yProposalRecordAccessorInfo@@@@UAEPBDXZ + 0xa] 0x0066dfdc [?HandleMouseEvent@aui_Region@@QAE?AW4AUI_ERRCODE@@PAUaui_MouseEvent@@H@Z + 0x37] 0x0066e07c [?HandleMouseEvent@aui_Region@@QAE?AW4AUI_ERRCODE@@PAUaui_MouseEvent@@H@Z + 0xd7] 0x00682774 [?HandleMouseEvents@aui_UI@@QAE?AW4AUI_ERRCODE@@JPAUaui_MouseEvent@@@Z + 0x115] 0x006830b2 [?Process@aui_UI@@UAE?AW4AUI_ERRCODE@@XZ + 0x23] 0x0040f3c5 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x200] 0x0040f71b [?Process@CivApp@@QAEJXZ + 0xa7] 0x00407f3d [?CivWinMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3ca] 0x004079ee [WinMain@16 + 0x74] 0x00860e3c [WinMainCRTStartup + 0x134] 0xbff8b560 [(kernel) + 0x0]


It happend IIRC during accessing the science victory screen.

The second one happend during an enemies turn, the coverage map of the science victory already looked a little bit wired.

code:
0x00826ca4 [?Get_Goal_Type@Goal@@QBECXZ + 0xa] 0x0081c074 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x8b] 0x0081b7a5 [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE_STATE@1@XZ + 0x3c] 0x0083b574 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG ameEventArgList@@@Z + 0xa2] 0x005ad9ad [?Run@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVWalker@? $PointerList@VGameEventHookNode@@@@PAVGameEventArg List@@AAJ@Z + 0x36] 0x005ad913 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@AAJ@Z + 0x35] 0x005ae3e1 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi st@@AAJ@Z + 0x38] 0x005ac24d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x65] 0x005ae241 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x33] 0x005ae189 [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x83] 0x0040f777 [?Process@CivApp@@QAEJXZ + 0x103] 0x00407f3d [?CivWinMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3ca] 0x004079ee [WinMain@16 + 0x74] 0x00860e3c [WinMainCRTStartup + 0x134] 0xbff8b560 [(kernel) + 0x0]


Unfortunatly I cannot load neither the autosave nor the quicksave both are corupted and unfortunatly I last regular save is some hours old.

From the save game it looks like that there is an additional player in or the data for one player got lost. I don't know whether the save game can be recued, if it can I think huge casulties must be accepted. For anyone who wants to figure something out about the problem I attached the quicksave to this thread. It is played with a playtest version includeing all the changes until my last post in the altered source thread, except the memory leak fix about the status bar, as this "fix" did hold what I saw in it.

-Martin

Attachment: schnellspeichern-hunahp.zip
This has been downloaded 4 time(s).

Fromafar is offline Fromafar
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May 2003
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  Old Post 03-09-2004 23:11
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Apparently the recent changes are not stable enough. I too, am getting all kinds of crashes - mostly failing memory allocations (i.e. new fails). I am going to rollback to a more stable version, and reinsert the modifications one by one to find out what the problems are.

One obvious problem is the increase of the number of sprites from 200 to 500. The code in UnitActor::Serialize expects a uint8 sprite index, so anything over 255 may have unexpected results.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Fromafar
Apparently the recent changes are not stable enough. I too, am getting all kinds of crashes - mostly failing memory allocations (i.e. new fails). I am going to rollback to a more stable version, and reinsert the modifications one by one to find out what the problems are.


How far do you want to go back? One thing was the status bar issure, that should be now ok. I don't think that calvitex lastest source modifications are a problem either, as I playered the game whose quicksave I attached without these modifications about the AI.

The modification of the dbgen\MemberClass.cpp could be a source of the problem even if it is not very likely, as I just have copied and pasted some code from the main record generator. The Record classes themselves shouldn't be a problem as they are generated automaticly. So only the member class part can here the problem if at all.

UnitActor.cpp might be another source, in addition to the problem below in it, but I added default values to the new fields in AgeCityStyleDB. So this is also less likely. And also the changes in greatlibrary.cpp as they just increase the size of an array shouldn't be the problem, agesscreen.cpp and gameselectwindow.cpp are used when MP games are setup. So that wouldn't be the first place either I would look for. scenarioeditor.cpp also just contains some additional code that exists in another form in the same file. Not an candiate on my list either.

quote:
Originally posted by Fromafar
One obvious problem is the increase of the number of sprites from 200 to 500. The code in UnitActor::Serialize expects a uint8 sprite index, so anything over 255 may have unexpected results.


That is something odd, m_spriteID is a long but it is saved as unsigned but is saved as unsigned char. Fixing this and allowing us to use an higher sprite limit then 255 means changing the save game format. If we have to do this we should discuss first what we should also include in a new save game format, we need something so that the game remembers whether the Cheat Editor was used and maybe we need something else.

-Martin

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  Old Post 05-09-2004 00:57
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Went back to the 2004.08.01 source collection, and found that some of the problems were there already - and probably have been since the start of the project . OTOH, the failing new (out of memory) problem did not appear anymore. So there may be still be a problem with all the array size increases.

I have readded all changes of ctplinuxfan and myself, and Martin's statusbar fix. All without any obvious problems.

So, the remaining files to include are the citymod3, the personality&strategy, and the goal&strategy changes.
So far, the citymod3 gameselectwindow.cpp is OK, and so are citystyle.cdb and scenarioeditor.cpp. Seeing that it would not be too difficult, I just couldn't resist making these backwards compatible again.

More later.

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  Old Post 07-09-2004 21:46
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Better testing revealed even more errors. Strangely enough, with the debug version there were no problems at all. But when playing with a release version, just starting a game could generate a crash.

The following version has the changes of the previous post, Martin's 2004.09.04.dotnetleftover changes, and my 2004.09.07.newgame changes.

Fixed: crashes when starting a new game
Fixed: crashes with illegal units
Fixed: crashes with missing diplomat pictures
Fixed: always display the newest message
Added: option to display the newest message at the top
Fixed: crashes when loading mod files
Fixed: assignment of civilisations at the start of the game
Added: option to define icons in citystyle.txt
Fixed: user profile settings are used for MP games
Fixed: memory leaks (status bar, starting a new game)

ctp2_program\ctp\ctp2.exe
ctp2_program\ctp\ctp2.map

[Edit: links removed. Newer version available.]

Last edited by Fromafar on 30-09-2004 at 02:30

J Bytheway is offline J Bytheway
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  Old Post 08-09-2004 03:17 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
So you mean if I use a global variable that is set in the messagebox but is used in the original event handler to determine which of the options should be executed might work.


I doubt it. The global variable would be set on the local machine, but not remotely, so you'd still have the same problem. To fix this it is necessary the the way messagebox button code is handled in MP games to be significantly changed.

J Bytheway is offline J Bytheway
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  Old Post 08-09-2004 03:20 Visit J Bytheway's homepage!
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Well, I'm back now, and I'd like to put together a new playtest release, but because I've been out of touch for a few weeks, I'm slightly wary. I also think my existing version is not right (because of BureauBert's problems), so I should probably start from scratch anyway...

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by J Bytheway
(because of BureauBert's problems)


I must missed something here, what problems of BureauBert do you mean?

quote:
Originally posted by J Bytheway
Well, I'm back now, and I'd like to put together a new playtest release, but because I've been out of touch for a few weeks, I'm slightly wary. I also think my existing version is not right (because of BureauBert's problems), so I should probably start from scratch anyway...


Actual I would like to wait for Fromafar first so that we can include everything in the AlteredSource file thread maybe we can reduce the sprite limit at first to 255, so that we can include CityMod3. Another thing I would like do first is the restoration of backward compatibility of the civilisation.txt and I would also like to do a final solution of the trade issure first, and put it into an all file archieve.

-Martin

J Bytheway is offline J Bytheway
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  Old Post 08-09-2004 04:22 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
I must missed something here, what problems of BureauBert do you mean?


The problems he was having with AdvanceDB, etc., which you couldn't replicate.

quote:
Actual I would like to wait for Fromafar first so that we can include everything in the AlteredSource file thread maybe we can reduce the sprite limit at first to 255, so that we can include CityMod3. Another thing I would like do first is the restoration of backward compatibility of the civilisation.txt and I would also like to do a final solution of the trade issure first, and put it into an all file archieve.


I'd like to wait until all the altered source files are appropriately collated, so I'll probably wait until you put them together as and when you see fit.

Also, some bug reports of things I noticed when I was playing hotseat recently:

It doesn't work properly if you change the colour of the first player away from the first (You get the interface to one player while it is another player's turn and cannot do anything).

The messages about starting and stopping wonders are mostly sent to the wrong players.

Fromafar is offline Fromafar
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  Old Post 10-09-2004 02:26
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Status update

Progress is slow, but steady. Martin's 2004.09.08 update and my 2004.09.09 update have been integrated now, together with MemberClass.cpp from the 2004.08.28 citymod3 update. Stability is still good, and mods are playable, even with the debug version. At least, if you are prepared to click away zillions of Assert pop-ups. It looks like most modded AI players are quite stubborn in trying to negotiate with barbarians and non-existing players each turn .

I have had a look at the change of the accepted library text size in GreatLibrary.cpp, but I fail to see its purpose. IMO, 4096 characters of text should suffice to provide some basic explanation or atmosphere. The additional memory is better spent on "real" game concepts. In particular when keeping the k_MAX_INTERP_LEN and k_MAX_GL_ENTRY constants at 4096, so the extra text will never be used.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 10-09-2004 03:28 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
At least, if you are prepared to click away zillions of Assert pop-ups. It looks like most modded AI players are quite stubborn in trying to negotiate with barbarians and non-existing players each turn .


One problem with mods is that they use Diplomod and Peter has messed around with the ConsiderNewProposal function. At least that is one reason that mods are not 100% compartible. Possibly another problem are the other changes of Diplomod.

quote:
Originally posted by Fromafar
I have had a look at the change of the accepted library text size in GreatLibrary.cpp, but I fail to see its purpose. IMO, 4096 characters of text should suffice to provide some basic explanation or atmosphere. The additional memory is better spent on "real" game concepts. In particular when keeping the k_MAX_INTERP_LEN and k_MAX_GL_ENTRY constants at 4096, so the extra text will never be used.


For the German version 4096 characters aren't enough, I need some more otherwise one entry is truncated. And another problem is for example a japanese version even if I don't know the Great Libary.

And as MAX_ENTRY is only relevant for the parsing buffer:

code:
const int MAX_ENTRY = 8192; char the_name[MAX_NAME];


And is later copied into an array with the correct size:

code:
char * name_copy = new char[strlen(the_name)+1]; char * entry_copy = new char[strlen(the_entry)+1]; strcpy(name_copy, the_name); strcpy(entry_copy, the_entry);


And finally the char arrays with the length that is only needed are put into the hash table.

code:
m_great_library_info->Add_To_Hash_Table(name_copy,entry_copy);


In the end only 4096 are needed in additon to the original version and all of the entries of the German Great Libary can be parsed without truncating them.

-Martin

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  Old Post 11-09-2004 01:32
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Can you find out what sizes are needed (worst case) for the German texts? If we don't update k_MAX_INTERP_LEN and k_MAX_GL_ENTRY, you may store the full text, but it will get truncated later in stringUtils_interpret. OTOH, I don't like increasing those values too much. When you are calling stringUtils_interpret from GreatLibraryWindow::LoadText, you end up with 4 such monster blocks on the stack at the same time.

Maybe I am a bit too paranoid here, but I don't know what stack size is considered normal for Windows programs.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Fromafar
Can you find out what sizes are needed (worst case) for the German texts? If we don't update k_MAX_INTERP_LEN and k_MAX_GL_ENTRY, you may store the full text, but it will get truncated later in stringUtils_interpret. OTOH, I don't like increasing those values too much. When you are calling stringUtils_interpret from GreatLibraryWindow::LoadText, you end up with 4 such monster blocks on the stack at the same time.

Maybe I am a bit too paranoid here, but I don't know what stack size is considered normal for Windows programs.


Well according to that this piece of information your 4 big fat terrible mosters turn into 4 tiny little critters. And I don't see that the "/F (Set Stack Size)" option is set so you should have 1MB for your stack.

-Martin

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  Old Post 12-09-2004 23:10
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OK, it probably is mostly harmless then. When your daily work sometimes involves having to fit everything into about 300 bytes of stack, you learn to be suspicious of statements like "just increase the size of [...] shouldn't be the problem". We just have to keep in mind that it takes as little as 128 tiny little critters to mess up with the program giganticly.

With the 2004.09.04 sstateevent update, the 2004.08.15 personality.cdb is working fine, so the only thing left to do is the inclusion of the army movement changes. Oh, and maybe having a poll about which civilisations to include in the game.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Fromafar
Oh, and maybe having a poll about which civilisations to include in the game.


Maybe we should update then the interface so that I don't have to put in and out the civs. And actual I would be careful about the Celts, it looks like someone merged the Irish and the Welsh to form the Celts. Doing this is a little bit inacurate historicly. From Caesar we know that the Gauls called themselves Celts. Therefore the possible city names have to come from a wider area than from the British Isles.

-Martin

Martin Gühmann is offline Martin Gühmann
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Here is another crash log.

code:
0x00629513 [?CheckForEasterEggs@ChatWindow@@QAEHPAD@Z + 0x1c3] 0x00629990 [? ChatCallback@ChatWindow@@SAXPAVaui_Control@@KKPAX@ Z + 0x90] 0x005c1a65 [?HitEnter@aui_TextField@@SAXPAUHWND__@@@Z + 0x35] 0x005c1ecf [?TextFieldWindowProc@@YGJPAUHWND__@@IIJ@Z + 0x5f] 0xbff7363b [(kernel) + 0x0]


I think it is now time that we can test all together again. Therefore I provided a new All source pack from that a new playtest version can be compiled. A lot of new stuff is coming.

-Martin

J Bytheway is offline J Bytheway
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  Old Post 14-09-2004 02:24 Visit J Bytheway's homepage!
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Thanks Martin, I'll try and put it together tomorrow.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by J Bytheway
Thanks Martin, I'll try and put it together tomorrow.


I hope you didn't downloaded it, yet. Obviously due to a copy'n'paste array the link in the altered source thread pointed to the all pack from August. If you have already downloaded it I must apologize for this mistake.

-Martin

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  Old Post 15-09-2004 00:26 Visit J Bytheway's homepage!
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I was a little puzzled by that date - I noticed it just now and assumed it was just a wrong filename. I'll go get the new one.

Last edited by J Bytheway on 15-09-2004 at 00:51

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:36
  Old Post 15-09-2004 00:38 Visit J Bytheway's homepage!
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FYI, the links still don't quite work - you should capitalize the "All" .

 
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