TAfirehawk
Nov 15, 2007, 09:28 PM
Discussion on the WoC SDK.
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View Full Version : WoC SDK TAfirehawk Nov 15, 2007, 09:28 PM Discussion on the WoC SDK. Bruce Wayne Dec 11, 2007, 09:14 AM Any chance the source files for WoC will be uploaded - in case one wants to add mod packs that require changes to the sdk? Otherwise, thanks for what looks to be a cool mod/project! :thumbsup: rockinroger Dec 11, 2007, 02:20 PM The sdk is available on the svn, http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/SDK TAfirehawk Dec 11, 2007, 05:54 PM Any chance the source files for WoC will be uploaded - in case one wants to add mod packs that require changes to the sdk? Otherwise, thanks for what looks to be a cool mod/project! :thumbsup: And the full source code files will be included in the official v1.00 release....it is a primary objective to provide modders with this info :) Fujisan Jan 20, 2008, 04:11 AM Hello! How about these ideas? 1) Great Generals from barbarians, but not from animals. 2) New rules of the minimal possible distance between cities. Explanation is in the spoiler below. Minimal distance calculated by the condition: dx^2 + dy^2 < range * (range + 1) Example (city range = 3): ......... ...xxx... ..xxxxx.. .xxxxxxx. .xxxOxxx. .xxxxxxx. ..xxxxx.. ...xxx... ......... where, O - a city; . - you can build a city; x - you cannot build a city. This approach allows to build cities closer to each other on diagonal directions, so I recommend to increase the default city range to 3. I created DLL and tried it. Works fine! Aren't these two ideas good enough to be in WoC? The code changes are very simple and I can provide the details if the WoC developers have interest in it. :goodjob: TAfirehawk Jan 20, 2008, 06:11 AM Hello! How about these ideas? 1) Great Generals from barbarians, but not from animals. 2) New rules of the minimal possible distance between cities. Explanation is in the spoiler below. Minimal distance calculated by the condition: dx^2 + dy^2 < range * (range + 1) Example (city range = 3): ......... ...xxx... ..xxxxx.. .xxxxxxx. .xxxOxxx. .xxxxxxx. ..xxxxx.. ...xxx... ......... where, O - a city; . - you can build a city; x - you cannot build a city. This approach allows to build cities closer to each other on diagonal directions, so I recommend to increase the default city range to 3. I created DLL and tried it. Works fine! Aren't these two ideas good enough to be in WoC? The code changes are very simple and I can provide the details if the WoC developers have interest in it. :goodjob: We can make it real simple....why don't you come get access to the SVN and make the changes yourself :D Fujisan Jan 23, 2008, 07:51 AM Ok! How can I get in? rockinroger Jan 23, 2008, 02:57 PM From this thread, Fujisan, heres the links. http://forums.civfanatics.com/showthread.php?t=251143 We have a web page: www.worldofcivilization.com www.worldofcivilization.net SourceForge: http://sourceforge.net/projects/worldofciv Bug Tracker: http://woc.dreamhosters.com/bugtracker/bugtracker.htm SVN browse by your explorer: http://worldofciv.svn.sourceforge.ne...vc/worldofciv/ SVN address for developers: https://worldofciv.svn.sourceforge.n...oot/worldofciv Jabber server: jabber.worldofcivilization.net Jabber client we use, Spark: http://www.igniterealtime.org/downloads/index.jsp You can only enter after you are registered to the jabberserver, you must use: http://jabber.worldofcivilization.ne...on/sign-up.jsp Mailing list for developers only: woc@worldofcivilization.net Any mail send to this address will be forwarded to all developers If you want to get removed or added, send a mail to mrgenie at gmx.de avain Jan 31, 2008, 06:21 AM I have a question to you, guys. Is/will there be an option control for the sdk stuff, too? What's with mods that contradict to each other - i.e. require changes that make them simultaneously not possilble to run (or even code?)...? Who's deciding what sdk modifications can get in? TAfirehawk Feb 02, 2008, 05:33 PM I have a question to you, guys. Is/will there be an option control for the sdk stuff, too? What's with mods that contradict to each other - i.e. require changes that make them simultaneously not possilble to run (or even code?)...? Who's deciding what sdk modifications can get in? 99% of all things are turned on/off with Modular XML....so while I am not the coder of the group, I believe most everything can be accomodated. Ideally we would like contributors from the CFC Community to work on the code and then have mrgenie "approve" it into the Core by simple merging and testing. Unfortunately it is not an ideal world and he is 1000% busy so without help from other coders, things will move slower than we would like. At the same time, the WoC Standard is open to all to modify and take into their own modpacks (I hope everybody waits for v1.00 but preliminary conversion can happen based on the current SVN)....but we want to TRY and have one unified platform for players and modders to make the playing more fun and modding work less. TAfirehawk Feb 09, 2008, 07:16 AM The current plan for SDK development is for anybody to copy a specific revision, say 1450, of the WoC Core SVN SDK files and then do modifications. The best place to do that is on the WoC Modules SVN, http://forums.civfanatics.com/showthread.php?t=257687 The idea is to name your SDK folder with the revision of the Core SVN you copy so that we know exactly which version to use for the merge back into the Core after your SDK modifications are done. This way we can smoothly integrate all possible SDK mods. Bruce Wayne Aug 19, 2008, 05:05 PM I am trying to add Sevo's Mastery Victory mod into WoC. It requires me to edit the SDK and build a new DLL file. I'm using Codeblocks and Microsoft Visual C++ Toolkit 2003 and sticking to Kael's SDK guide found here: http://forums.civfanatics.com/showthread.php?t=166933 Unfortunately, it seems that the modified CvGameCoreDLL.vcproj file found in the WoC-SDK restricts me from making a so-called 'Final Release' as described in the above-mentioned guide. Specifically, when I use Codeblocks to open the vcproj file from WoC I'm only given the option to import 2 build configurations, and not the usual 4 (including 'Final Release' option) that appears when for example loading the original BtS CvGameCoreDLL.vcproj file (I hope I'm making myself understood here, though I'm not so sure...:hmm:). This in turn apparently prevents me from building a new DLL file. Is there an explanation and/or a solution for this? Or is it simply just me that's making a mess of things...?:shifty: Otherwise thanks for a great mod and an excellent piece of work! faichele Aug 21, 2008, 02:49 AM Hello! If you're adding to the WoC SDK, there's only two build configurations left in the Visual Studio project file: Debug and Release. You should be fine with the release configuration. Be careful, though; the WoC SDK is quite different from the default BtS SDK, and adding new functionality should be handled with some care. If you do add new code, please comment your changes so they can be tracked down, at least if you want to contribute your changes to the WoC main SDK sources. Finally, it could be that CodeBlocks and the Visual Studio 2003 Toolkit produce a DLL that compiles successfully, but will not run stable with BtS. Other development tools than Visual Studio 2003 are prone to break the WoC/BtS DLL in my own experience. I am trying to add Sevo's Mastery Victory mod into WoC. It requires me to edit the SDK and build a new DLL file. I'm using Codeblocks and Microsoft Visual C++ Toolkit 2003 and sticking to Kael's SDK guide found here: http://forums.civfanatics.com/showthread.php?t=166933 Unfortunately, it seems that the modified CvGameCoreDLL.vcproj file found in the WoC-SDK restricts me from making a so-called 'Final Release' as described in the above-mentioned guide. Specifically, when I use Codeblocks to open the vcproj file from WoC I'm only given the option to import 2 build configurations, and not the usual 4 (including 'Final Release' option) that appears when for example loading the original BtS CvGameCoreDLL.vcproj file (I hope I'm making myself understood here, though I'm not so sure...:hmm:). This in turn apparently prevents me from building a new DLL file. Is there an explanation and/or a solution for this? Or is it simply just me that's making a mess of things...?:shifty: Otherwise thanks for a great mod and an excellent piece of work! |
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