What needs fixing before we release v35

That is possible in which case we would just have to fool the exe into thinking there are always 50 players while in reality there are less.

So say we managed to do that with the numeric manipulation of MAX_PLAYERS etc... as previously discussed...

Would that even help to diminish the MAF potential still?

Asking because if that's the route we'd take I wouldn't think we'd need a full 15 non-player civs allocated. 5 tops.
 
So say we managed to do that with the numeric manipulation of MAX_PLAYERS etc... as previously discussed...

Would that even help to diminish the MAF potential still?

Asking because if that's the route we'd take I wouldn't think we'd need a full 15 non-player civs allocated. 5 tops.
Depends on what is stored for the players. Most current arrays that increase size with player number use MAX_PLAYERS and not MAX_CIV_PLAYERS. But all that is changeable and within our control.
 
My save breaking game is that you can't remove a specialist and something else. Remove the Sevo_FacesofGod folder in my modules folder to see the error. It would be nice to get that removed since I have decided to go with a slightly different implementation.
 
I tried manipulating MAX_PLAYERS/MAX_CIV_PLAYERS by making MAX_CIV_PLAYERS defined as 40 and adding the additional 10 (total 11) to MAX_PLAYERS and while it didn't immediately error out of the savegame load it ran into a LOT of bug spots that couldn't handle it.

Long story short, it'd be beyond me to sort all those issues out but it LOOKS like it MIGHT be something that COULD work but only with a lot of applied expertise beyond my abilities to get over the hurdles.

Given that the potential for this to work does actually exist, I may well just leave it at 50 civs for now and just continue to vaguely support the 35 civ dll for a while.
 
Give me til Saturday evening (which would be Sunday for you) to make sure I can look at the last few straggling little issues reported here. I can get it all done for the final dll by then I think.

For now I will keep us at the 50 civ dll base with a supported 35 civ dll for those who've started games on it (we don't have to make it part of the final release packaging - just keep it on the SVN.)

I would need as much time to manipulate the fpks and I don't have it. I'm currently having to redownload the whole dang SVN version since I had the problem Alberts mentioned would need to. So I'm a bit stuck at the moment. However...

@Hydro: Were we wanting to place the contents of our FPK into the main FPKs to give us a super fast FPK shell to work with again?
 
I would want to do the FPKs a few days before we do a release this time since last time something got lost in the translation.

@All So can we do the FPKs first in the next day or two. Add nothing at all for a couple of days then get the rest of Tbrd's stuff in for the final release? Sound like a plan?
 

Ok, so... whoever is doing the FPKs take note that HydroAndTB.FPK may be merged in with the larger FPKs at this point. If y'all need me to to it I probably can but it would mean another person making a HUGE GINORMOUS pain in the arse update (and I might have trouble committing it - may take too long. It's already a struggle getting a solid enough connection to download a new core FPK.)
 
Ok, so... whoever is doing the FPKs take note that HydroAndTB.FPK may be merged in with the larger FPKs at this point. If y'all need me to to it I probably can but it would mean another person making a HUGE GINORMOUS pain in the arse update (and I might have trouble committing it - may take too long. It's already a struggle getting a solid enough connection to download a new core FPK.)

Are you sure Hydro's stuff is set for core use??
 
Are you sure Hydro's stuff is set for core use??

If we just merge the unpacked fpk file into the main fpk file it should work fine. If there's conflicts there's problems already aren't there?
 
If we just merge the unpacked fpk file into the main fpk file it should work fine. If there's conflicts there's problems already aren't there?

OK fine, just checking . . . :)
 
Ok, so... whoever is doing the FPKs take note that HydroAndTB.FPK may be merged in with the larger FPKs at this point. If y'all need me to to it I probably can but it would mean another person making a HUGE GINORMOUS pain in the arse update (and I might have trouble committing it - may take too long. It's already a struggle getting a solid enough connection to download a new core FPK.)

Are you sure Hydro's stuff is set for core use??

If we just merge the unpacked fpk file into the main fpk file it should work fine. If there's conflicts there's problems already aren't there?

I just looked at the Hydro/TB FPK and NO it is NOT compatible for core usage, all of Hydro's stuff is modular set and not core set. pic 1
 
I just looked at the Hydro/TB FPK and NO it is NOT compatible for core usage, all of Hydro's stuff is modular set and not core set. pic 1

What you're saying is that it's not organized the same way as any of the other FPKs and if we want to merge them in a manner that's not going to make the core FPKs look messy then we've got to mess with the xml references as we change the file paths to get to those arts. I suppose that would be true. It's not 'modular' in the use of that term by any means but to keep the FPK from being a jumbled mess of many files then yeah that work would need to be done. So I suppose its up to you if it's something you want to do or not.
 
What you're saying is that it's not organized the same way as any of the other FPKs and if we want to merge them in a manner that's not going to make the core FPKs look messy then we've got to mess with the xml references as we change the file paths to get to those arts. I suppose that would be true. It's not 'modular' in the use of that term by any means but to keep the FPK from being a jumbled mess of many files then yeah that work would need to be done. So I suppose its up to you if it's something you want to do or not.

Oh NO:nono:, you got the "its up to you" part wrong, its not my files:p
 
Oh NO:nono:, you got the "its up to you" part wrong, its not my files:p

The core FPKs are... the rest is just art references and who cares what they are as long as they connect correctly.
 
Anyone who has to maintain stuff.:lol:

Guys skip this FPK. As we know messing with xmls paths need a lot testing before we can say that everything work fine.

Or someone with skills to check all of these paths automatically.
 
Just putting the art in FPKs does not change any paths, makes the download smaller and reduces the load time. It is worth while doing IMO.
 
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