RevolutionDCM for BTS

Both is the plan, there's a pretty good level of overlap so hopefully we won't steal any wind from the LoR sails.

Glad to hear it.

Another sidenote, and I know this is not a priority, but any idea if/when you will merge Phungus's changes to Inquisitors so that they do not use callbacks?
 
Announcement:

glider and I would like to announce that phungus420 has officially joined the RevolutionDCM development team! Please join me in welcoming phungus! :rockon:

phungus will still be putting together the hugs and awesome LoR pack, but will now be bringing a selection of the fixes and improvements from LoR back to RevDCM as well as helping glider and I with new ideas. In addition, phungus plans to put together an installer for RevDCM which will be a great improvement!
It is great to have more able moders!:clap::beer:
 
Another sidenote, and I know this is not a priority, but any idea if/when you will merge Phungus's changes to Inquisitors so that they do not use callbacks?
Yes, I will be merging in that code. I'm going to merge it into the source glider is working on for MP stability though, so it wol't make it into the main RevDCM svn until glider moves the MP SVN there (which I don't think he'll do until he's got it stable). I'm doing this because these changes break save game compatibility, so I'd rather dump them into the MP development build that is already going to cause major changes and break save game anyway. There will also be some other under the hood changes I'll put in, like pak all the art and create a new folder for RevDCM for the unpacked art. Overall not much will change by having me be officially on the RevDCM team, except minor under the hood code changes I come up with I'll just check in to the SVN, for any non under the hood or major changes I'd make I'd still post and make sure it's a change that's wanted in the RevDCM core.
 
Yes, I will be merging in that code. I'm going to merge it into the source glider is working on for MP stability though, so it wol't make it into the main RevDCM svn until glider moves the MP SVN there (which I don't think he'll do until he's got it stable). I'm doing this because these changes break save game compatibility, so I'd rather dump them into the MP development build that is already going to cause major changes and break save game anyway. There will also be some other under the hood changes I'll put in, like pak all the art and create a new folder for RevDCM for the unpacked art. Overall not much will change by having me be officially on the RevDCM team, except minor under the hood code changes I come up with I'll just check in to the SVN, for any non under the hood or major changes I'd make I'd still post and make sure it's a change that's wanted in the RevDCM core.

Sounds fine to me. I haven't looked at the MP builds yet, how big of changes are they? Is merging going to be the nightmare I think it is?

Congrats on the new position! :beer:
 
@Glider1 & jdog

Do you guys mind if I reorganize the SVN? I'd like to set it up so that it's paths are like BULL's and BUG's (which I've been told is the "proper" way to go). Basically I'd set up the paths like this:

Root/
  • Trunk/
    • RevolutionDCM/
      • Assets/
      • docs/
      • RevolutionDCM.ini
      • ...etc
    • Sources/
      • Install Script/
      • CvGameCoreDLL/
    • UnpackedArt/
      • Art/
  • Branches/
    • RevolutionMP/
    • revwatch1/
  • Tags/


Setting it up this way will make sense in the longrun. The downside is everyone that uses the SVN would need to change their download paths in Tortoise to accommodate the change.
 
@Phungus
At a guess, EmperorFool's SVN approach is probably state-of-the-art when it comes to SVN organisation. There is a lot to learn about SVN itself. Suggest chatting with Emperorfool from time to time about how he organises SVN in terms of tagging and branching civfanatics releases, internal releases, interim releases, save game compatible releases, non save game releases, R&D releases and branched releases :crazyeye: Just be a bit careful as I am using SVN as a backup system and a debugging system using the historical record of what has transpired as a traceable history. That said, the historical record in our RevDCM SVN was pretty much laid to waste anything before BTS319 was released in any case. In some respects, I'd be happy to call version 2.61 of RevDCM as ground zero and start a proper BUG like standard in our SVN from that. Version 2.61 does look like a good reliable ground zero reference point.

EDIT: Note that if we do make our SVN compatible with BUG, who knows, one day the RevDCM project could merge with the BUG project as one entity, encompassing a thorough woc lite mechanism as well. This is a long term vision only and depends on a lot of factors. I'd be happy for a merge because to put it mildly, it is a pain in the ass to rediscover all the old python errors re-emerging for every new BUG build, then having to re-merge back in all the BUG code fixes to all the dynamic python errors that spawn from the revolutions context.

Just one request. Please leave that RevolutionMP branch alone until I give the all clear! I am treating that build like a bubble baby. The baby must not be exposed to any potential non-compatible MP diseases out there or the bubble baby will die. :sad:

@Johnny Smith
Good to hear from ya!!! Keep in touch as many still remember your contribution to CIV and do not forget. It is pretty much the general consensus now that WoC full was a mistake, and that it should have been a woc_lite concept from day one. :goodjob:

Cheers.
 
Just one request. Please leave that RevolutionMP branch alone until I give the all clear! I am treating that build like a bubble baby. The baby must not be exposed to any potential non-compatible MP diseases out there or the bubble baby will die. :sad:
glider it makes sense for me to dump in the code from this post sooner rather then later. This code will not break MP, and it might actually help you as it removes alot of extraneous python stuff:

http://forums.civfanatics.com/showpost.php?p=8616533&postcount=34
 
@Phungi
Appreciate it. Put that code anywhere but not in the MP build right now! Once I confirm that MP is rock solid it will be time to build up the MP build more developed. That is where I will need your help. At some point the MP baby will either be merged into the mature RevDCM daddy, or the MP baby will itself become the new RevDCM and the daddy will die. Time will tell and I'm not sure which way it will go. That MP build I am working on is a super clean build of nothing but BTS319 and revolutions right now. It plays MP all day with glowing cheeks and a big smile and must not get diseases no matter how innocent the disease appears. I am kinda like it's protective mother :)

In any case no matter what happens, I will probably release a new mod to CivFanatics (which is actually not new) some time next week, which will be my MP build as straight BTS319/Revolutions/BetterBTSAI build. It will be treated as a MP beta and hopefully people like Carwyn and Duuk will test that for me (over christmas?) so that we can get a good idea how well the MP is going before we introduce it to RevDCM proper in the new year. RevDCM has issues in MP that need to be sorted as well, not just in the Revolutions code, but like Keldath says, in the DCM code and probably MP bugs in other dark corners (like you pointed out with that ugly Locked Modified Assets lead!~)
Cheers
 
Ah, OK, I understand that then. In that case I'm going to update RevDCM with that code, and rebuild the SVN into the format described above. So people that are using the SVN are going to need to change the URL they have set, and the next update will break save game compatibility. I'll post the updated URL link once I update it. Will probably take a couple hours to finish.
 
hehe glider, your into making babies now?...

i like your plans!

how about addding to the mp the ranged bombardment from dale? and maybe air missions - cause - im 100% sure that they work on mp.

:)


edit:

glider, jdog5000,

i have a quastion - im bbai 0.82, cvplayerai.cpp, you commented out this part:

// BBAI TODO: never used ...
Spoiler :

int CvPlayerAI::AI_getUnitDanger(CvUnit* pUnit, int iRange, bool bTestMoves, bool bAnyDanger) const
{
PROFILE_FUNC();

CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
CvPlot* pLoopPlot;
int iCount;
int iDistance;
int iBorderDanger;
int iDX, iDY;

CvPlot* pPlot = pUnit->plot();
iCount = 0;
iBorderDanger = 0;

if (iRange == -1)

.....so on


in dune wars - we have some lines that are in that section - so what i did is to reactivate that section .

my question is - what will this do to the game? slow it? affect te ai? or wont disturb the game pace?

hope you can help guys,
thanks a lot!
 
For those using the SVN, the SVN paths have been rearanged into the accepted standard SVN convention. Also I forgot to comment the recent changes in the SVN log, so added them in a subsequent update...

The new SVN locations are as follows:

RevolutionDCM mod: https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/Trunk/RevolutionDCM/
SDK: https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/Trunk/SourceCode/CvGameCoreDLL/
WoC modules: https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/Trunk/WoCModules/
RevDCM Art: https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/Trunk/RevDCMArt/


There currently is only one WoC module in the modules folder, the one that normally comes by default with RevDCM (better ship scale). This has been removed by default because it'll be an optional install option when 2.62 is released in a new installer format. If other modules are made for RevDCM we will be adding them there. Finally this update breaks save game compatibility, as all python callbacks have been removed.
 
@Mr 420
From memory that layout is the same as the BUG svn well done. Thanks for not disturbing my MP build at the moment. The next step is to work out how EmperorFool does his tagging of intermediate builds and his milestone release system. I'm a bit clueless on it and I just keep adding stuff to the main line endlessly that feels good to me. When it comes to a milestone release, all I have done in the past is to highlight a milestone as a comment in the SVN. However I believe that it can be officially "tagged" in some way so that it does not get disturbed from that point on.

On another topic, you can edit your SVN log messages by right clicking in the message area. You have the power now Phungus to correct what you say in SVN without anyone knowing :mischief:. Unfortunately this cannot be done in the real world over the dinner table as I have discovered. Freud is only a problem in the real world and not in the SVN.

Cheers
 
edit:

glider, jdog5000,

i have a quastion - im bbai 0.82, cvplayerai.cpp, you commented out this part:

// BBAI TODO: never used ...
Spoiler :

int CvPlayerAI::AI_getUnitDanger(CvUnit* pUnit, int iRange, bool bTestMoves, bool bAnyDanger) const
{
PROFILE_FUNC();

CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
CvPlot* pLoopPlot;
int iCount;
int iDistance;
int iBorderDanger;
int iDX, iDY;

CvPlot* pPlot = pUnit->plot();
iCount = 0;
iBorderDanger = 0;

if (iRange == -1)

.....so on


in dune wars - we have some lines that are in that section - so what i did is to reactivate that section .

my question is - what will this do to the game? slow it? affect te ai? or wont disturb the game pace?

hope you can help guys,
thanks a lot!

That function is never called in standard BTS or BBAI. I commented it out so that I and others like you wouldn't waste time fixing unused code!

Unless you guys call that function in your mod for some reason, it's redundant and just dead weight. Of course, uncommenting it doesn't cause any problems ... it can't cause problems if it never runs!
 
This is a feature request, and I know you are busy with MP, but it would be nice for 2.7.

Xienwolf added a bForceOverwrite tag to WoC modular loading, which allows modules to overwrite the original XML entry. I looked at adding this myself, but the changes were beyond my abilities ATM. I, and many RoM modmoder's (I think 4 or 5 of us have some need of this) would really appreciate this. It would be nice to add this to RevDCM.
 
I've added the installer to the SVN. It says it's version 2.62, but reallly it's more like 2.61andahalf, just used 2.62 as the version number as that's what the version the install script is written for. The installer is pretty advanced, it's actually much more advanced then firaxis's installer for BtS. Because it's pretty advanced I need it checked though, just to make sure everything is working right. I obviously know it works fine for standard BtS that's updated to 3.19, but I can't check it for other versions, such as gold or complete, or on computers that have broken their BtS registries, or on computers with versions of BtS below 3.19. The expected behavior of the installer is to search the computer's registry, if it finds a BtS registry, check it's key to ensure it's version 3.19, if not it should pop up an error message explaining to the user they need to patch, and the installer should abort. If it a valid BtS registry that's updated to 3.19 the installer should automatically select the correct install path for the user. If it can't find a BtS registry it should continue working, and not abort like it does for a registry key that's not been updated, but the user will need to manually select the install directory. Basically the installer should be intuitive and easy to use; a person that knows nothing about computers should just be able to double click it and it should do everything for them. So please test out the installer and let me know if there are any issues with it. You do not need to use the SVN to download the RevDCM installer, just click the link below:

https://revolutiondcm.svn.sourcefor...k/RevDCMInstall/RevolutionDCM v2.62 Setup.exe
 
Just checked it out, nice work Phungus. Only complaint, the description box is a bit small, it cuts off the text for the better ship scale.
 
Cool, I'm glad to know it works for you, the broken registry condition was the main one I was concerned about. I was pretty sure the check would work, but you know with coding it's nice to be able to verify. I'll look at shortening the better ship scale description, I can't increase the box size; the problem is though I need it to tell the user they need to launch as an admin if they choose to install WoC modules. If you don't install a WoC module (the only one available currently is the better ship scale), you should be able to just double click the shortcuts you make and lauch the game without bothering with admin rights on Vista or Windows 7.

Edit: updated installer with afforess's suggestion
 
Installed fine on my computer as well.

Oh, you should consider adding an option to add to the taskbar as well in future if it is feasible. It is new cool feature of Windows 7.
 
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