incremental patch discussion

david, can you tell me which sdk files you have updated since 1.6.1?

Since the release is a patch, it only contains the changed files. So the contents of the cvgamecoredll directory are all the changed files since 1.6.1.

slvynn said:
are there any changes for CIV3LeaderHeadInfos.xml?
i mean can i install music pack if i made reinstallation from scratch (1.6 > 1.6.1 inceremental (i had it downloaded) > 1.6.3)?

The only xml file in the music pack should be civ4erainfos. This should rarely change. It did not change between 1.6.1 and 1.6.3. So the music pack should be fine.

Btw you didnt included new icon/linking that Deliverator made.

The patch script doesn't do anything with icons. When we make the next full release (1.7?) I will use the new icon and also the new install script by phungus420.
 
are there any changes for CIV3LeaderHeadInfos.xml?
i mean can i install music pack if i made reinstallation from scratch (1.6 > 1.6.1 inceremental (i had it downloaded) > 1.6.3)?

Since version 1.6 of the music pack the only XML file included CIV4EraInfos.xml. This probably won't change very often in the future. The diplomacy and religion music is now in the main mod download which makes things easier.

So, in summary installing 1.6 music pack over 1.6.3 is fine.
 
I had My Civ4LeaderHeadsInfos updated bc old bug with Peter music from vanilla (xml error).
So i have music pack with that file fixed on my desktop. Was wondering if there were any changes.... :)
 
I had My Civ4LeaderHeadsInfos updated bc old bug with Peter music from vanilla (xml error).
So i have music pack with that file fixed on my desktop. Was wondering if there were any changes.... :)

That bug was fixed in one of my patches which is included in 1.6.3 so you don't need to keep that file anymore.
 
I had My Civ4LeaderHeadsInfos updated bc old bug with Peter music from vanilla (xml error).
So i have music pack with that file fixed on my desktop. Was wondering if there were any changes.... :)

Deliverator fixed that in one of the 1.6.1.letter, and the fixed file is included in 1.6.3. If you find any errors in 1.6.3, please let me know.
 
hey guys,

im gonna uplaod version 1.6.3.2,

im now running autoai to test it, for stability, ill do around 1000 turns to make sure, so far so good.





edit:
alright, i ran over 500 turns, went well.
ill upload the version soon.




ok version 1.6.3.2 is up:

plz test it, look for ai wrong stuff.
http://www.mediafire.com/?jm5h2myjwjk
 
I can try another test run at the weekend, keldath, I can just rename my 1.6.3 install temporarily.
 
hey , did anyone tried v 1.6.3.2?

I tried it and I am afraid I have bad news. It crashes within the first ten turns, every game I tried. I renamed my working DW directory to something else, so there is no DW installation, and then installed 1.6.3.2. I chose arrakis mapscript, large map size. The initial map comes up fine. Then I autoplay 10 turns. I tried five times in a row, and it crashed every time. PythonErr.log is empty. I am not sure what else to look for. Do you see this behavior on large, arrakis maps?

I am particularly interested in one bug fix, the BBAI 0.81 fix which changes the value of a town. Jdog called this the "oscillating" bug fix, where a worker would often build over a fully developed town with some other improvement, then tear that down and build a cottage. I think if we have this, we might not need to encourage the AI to build cottages by giving them a +1h bonus.

Is it possible to try one more time, only merging BBAI? I guess they are up to version 0.82 by now.
 
hey d,

this is very weird, just last night i did about 500 turns,

i tested it on archipelago map, and a few days ago i tested it again.


i had a ctd, but upon load the game just passed the ctd, and nothing was wrong.


as i said david, the major change is the bbai, it changes most of the parts where you guys added our code, so 0.82 will propebly contain those changes, so im not sure that will matter.

ive tried actually to merge stuff into bbai stand alone, take only what we need, but i had even more trouble to merge to it.

so....i dunno, maybe the best way to get bbai, is for you and cephalo, ajust your codes into bbai.
 
@ keldath, I am trying to find out why DW crashes under vista, unless you "run as administrator". I have tried several theories, but currently I think it is because WOC writes files into an illegal directory. I don't know anything about WOC and modular loading. Can you please look at this thread and see if you can find a solution? I want to prevent WOC from writing file assets/modules/interface/dune theme/resource/civ4.thm. This causes a crash during "init xml" when civ is loading.
 
hey d,

yeah i know revdcm have probs with vista, it was since i remember.

i see you refered to the interface modular control,

see - in my v 1.6.3.2 - i have neutralized the interface now, and there aren't any working modules there, the directory isnt going to the module folder -but to the mod folder and resources -just like regular mods - . how about giving it a try on vista?

about you post in the woc thread, youll probably wont get any answer since the original coders are not there anymore (fun fact - did you know im indirectly the reason for the foundation of woc? :) i had to brag ...)

so, i think, the best way to get an answer - send a pm to jdog5000 and glider, they are probably the ones who can help.
 
see - in my v 1.6.3.2 - i have neutralized the interface now, and there aren't any working modules there, the directory isnt going to the module folder -but to the mod folder and resources -just like regular mods - . how about giving it a try on vista?

This may be a solution. With 1.6.3, I can reproduce the vista crash using XP. In windows explorer, I make the entire DW directory read-only by right clicking on the directory and using the properties menu. Now when I try to bring up DW it crashes during the early load "Init XML" step. This is the same step as the crash reported by vista users.

Then I remove my DW and install your 1.6.3.2, and make it read-only the same way. This one comes up without the crash! So the WOC theme file definitely seems to be the problem, and you have found the solution. This is excellent.

However, we still have the problem that 1.6.3.2 crashes 100% of the time for me when I *play*, on arrakis large mapscripts.

Is it possible for you to modify 1.6.3, maybe with a 1.6.3.3, where the *only* change is to stop using the modules/interface directory? Leave the same version of revdcm and bbai, and only make this change. If we can get that part to be stable, it will be a huge improvement for vista users. I am afraid that many people tried the mod and just gave up when it crashed, without bothering to report it to us.
 
Is it possible for you to modify 1.6.3, maybe with a 1.6.3.3, where the *only* change is to stop using the modules/interface directory? Leave the same version of revdcm and bbai, and only make this change. If we can get that part to be stable, it will be a huge improvement for vista users. I am afraid that many people tried the mod and just gave up when it crashed, without bothering to report it to us.

well, that depends, my usual fee is pretty high for these kind of jobs...


kidding, happy to know my work solves this vista crash.

i will make the proper changes into the current 1.6.3.
 
I have been doing pretty much a patch every weekend. This weekend, I will be around instead of traveling, so I can wait until Sunday to release the patch. Any art or other stuff which arrives by early Sunday, say 48 hours from now, will get in. Here's what I have done so far.

An initial version of better arrakis mapscript initial city placement is done. See this post. It's worth releasing early to get feedback, since it is just one file.

Jdog5000 helped me to solve the problem with Fremen not moving their all-terrain settlers. When I do a number of runs with 1.6.3 (arrakis, large, 3 fremen civs, other civs random) the Fremen scores do not actually come out that bad. It is highly variable. I thought they were always dead last, but they aren't. After making the changes, I can prove that all-terrain settlers are moving; but I don't see much statistical improvement in Fremen scores. Maybe with feedback, we can tune it somehow.

The_J showed me how to get a "3% solution" victory condition for terraforming. I did some test runs, but the AI hardly ever pursues it. Even the Fremen. I guess the "7 building" victory condition affected the AI choices about which buildings to build after all. I have given a high AIWeight to the catchbasin and reservoir, and I can boost it more, but the AI's definitely pursue it less. I'd like to get feedback on this anyway, to see if players feel it is sufficiently hard to win this way.

Added a few UU and UB, fixed a few other bugs. I have been stuck on Mentats disappearing after being built; unless I can sort that out, Mentats still won't be available. See this thread for the mystery.
 
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