View Full Version : SDK source for Dynamic Civnames
smeagolheart Feb 09, 2009, 11:26 AM Hey I'm looking at using dynamic civ names and ai autoplay components of Revolution without the revolution and barbciv parts.
I've found the Ai autoplay source, but haven't been able to find the dynamic civ names, the readme says the source is posted in this forum, anyone seen it?
glider1 Feb 10, 2009, 11:31 PM @Smeagol
Do you know how to do SDK merging and compiling? If so, you should be ok. The xml for dynamic civ names is in /assets/xml/text.
If you want to keep it simple, you could just either merge your mod with the entire revolution package, and just disable revolutions and barb civs. The code will then sit dormant in your mod. This goes for playing it as well.
Cheers.
smeagolheart Feb 11, 2009, 12:01 AM No I don't know how to do SDK merging and compiling, but there are tutorials and I'm going to attempt it.
My mod did have revolutions(+dcm), and was crashing way too much for my taste. I don't know if revolutions was to blame or dcm or something else. I am hoping to par down the dll by limiting what's inside it.
So I'll figure out how to recompile my own dll with IDW, the unoffiical patch, dynamic civ names and ai autoplay. BetterAi is a potential addition, but it has a warning about experimental ai changes, and I'd rather not include that.
jdog5000 Feb 13, 2009, 02:23 AM Better BTS AI 0.6 is quite stable and has been pretty heavily tested ... I highly recommend it, but then again I'm biased ;)
I have tried to comment which lines in the Revolution SDK code are needed for DynamicCivNames, but can't swear I've gotten all of them. The Revolution DLL is very stable though, so if you were getting crashes I don't think it was from that ...
Refar and glider1 have figured out how to do SDK debugging with free tools, if you're getting crashes that will be indispensable. Check out the later parts of this thread (http://forums.civfanatics.com/showthread.php?t=196283) and the guide in Refar's sig.
BobTheTerrible Feb 13, 2009, 09:34 AM Better BTS AI 0.6 is quite stable and has been pretty heavily tested ... I highly recommend it, but then again I'm biased ;)
Any plans to have this merged into Revolutions soon?
glider1 Feb 13, 2009, 04:20 PM @Bob
Oooh yes Bob, they will be merged and improved to the benefit of all. Not too long to go....
Cheers.
smeagolheart Mar 17, 2009, 02:39 PM Well I got around to trying to merge, as I described in the first post. I'm using codeblocks. I'm fixing to attempt to merge aiautoplay, dynamic civ names, unofficial patch, idw, and a freaking unit statisics thingy that sounded like a good idea at the time.
Any way, I downloaded some softwares and read some tutorials and I'm attempting it. I dug through the entire source for revolutions since there is not a separate source for dynamic civ names. I've been through it a few times as well as the other modcomps I'm attempting to compile.
In codeblocks, I'm getting an error message on my cvplayer.cpp saying I've got a few undeclared variables. I went through all the the "includes" files defined at the top of the file and can't find it declared anywhere else, it seems to be declared in cvplayer.cpp to me.
Anyway, if someone could review this it would help a lot. Pulling what's left of my hair out here.
Thanks
jdog5000 Mar 19, 2009, 02:51 AM I'll try to take a look over the next couple of days ... please post any updates if you have figured something out.
smeagolheart Mar 19, 2009, 10:17 AM I did attempt it again, but no luck the 2nd time either. I was trying to merge the sdk source found in revolutions (that list dynamic civnames in comments) and utilize the python from the old dynamic civnames (I guess it's warlords). I tried several python source merges and stuff and no luck.
I haven't tried a third merge yet.
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