jdog5000
Revolutionary
Both is the plan, there's a pretty good level of overlap so hopefully we won't steal any wind from the LoR sails.
Both is the plan, there's a pretty good level of overlap so hopefully we won't steal any wind from the LoR sails.
It is great to have more able moders!Announcement:
glider and I would like to announce that phungus420 has officially joined the RevolutionDCM development team! Please join me in welcoming phungus!
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!
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.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.
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: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.![]()
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!