szString = L"!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[?^_`abcdefghijklmnopqrstuvwxyz\n";
// szString += L"{}~\\像좌쳐탬픽盖誥國喫戇倆妹膊覆?嗇飡宸臆預隅膺狀穽增彩充坂沆樺詰에セ컟뙉슌옓ŧ€"뵎뱟?;
szString += L"{}~\\\xdf\xc0\xc1\xc2\xc3\xc4\xc5\xc6\xc7\xc8\xc9\xca\xcb\xcc\xcd\xce\xcf"
L"\xd0\xd1\xd2\xd3\xd4\xd5\xd6\xd8\xd9\xda\xdb\xdc\xdd\xde\x9f\xdf"
L"\xe0\xe1\xe2\xe3\xe4\xe5\xe6\xe7\xe8\xe9\xea\xeb\xec\xed\xee\xef"
L"\xf0\xf1\xf2\xf3\xf4\xf5\xf6\xf7\xf8\xf9\xfa\xfb\xfc\xfd\xfe\xff"
L"\xbf\xa1\xab\xbb\xb0\x8a\x8c\x8e\x9a\x9c\x9e\x99\xa9\xae\x80\xa3\xa2\x94\x91\x93\x85\x92";
If they release the source you can manually do itTeg_Navanis said:One basic question while I download the files necessary. Is there a way to achieve compatibility between different mods that modify the same SDK files?
Software Developer Kit. C++ source code for CvGameCoreDLL. If you don't know (or plan on learning) programming it's of no use to you other than downloading the mods others make with it.smjjames said:I know this is a noob question of me, but whats SDK? they are files I guess.
If they release the source you can manually do it
Teg_Navanis said:Alright then, I'll just add the uncompiled file to the zips. Sounds like a reasonable way to do it.
Depending on what exactly you move to C++. I think there are things that should stay in Python, even if they can be moved to C++, because they might be easier to understand and modify in python. People can use that to learn or adapt your mod to their needs. Just my two cents.TheLopez said:Basically what I am planning to do is go through each one of my mod components and move as much of the code that I can to C++. I will then provide two downloads for my components one that is the DLL, python, XML, etc. and one that is only the modified C++ files. How does that sound to everyone?
Rabbit said:Depending on what exactly you move to C++. I think there are things that should stay in Python, even if they can be moved to C++, because they might be easier to understand and modify in python. People can use that to learn or adapt your mod to their needs. Just my two cents.![]()
smjjames said:I'm not planning on using the SDK, I was just wondering what SDK meant.
That's why I might need to put off all new development and go through my components and make that decision. I know I will need to update a few things. For instance I have already developed code allowing for new yield types which is needed for the doctor specialists and super specialists.The Great Apple said:Most things don't really need porting across do they? Surely just things which run slow really need to be moved over?
SimCutie said:I successfully build RELEASE built and run it. No problem.
And I can successfully build DEBUG build but can not run it.
It generates few assert errors in Civilization.exe like...
"ASSERT failure in File dbgdel.cpp Line 52"
"Expression: _BLOCK_TYPE_IS_VALID(pHead->nBlockUse...)"
This is error from C runtime library (CRT library) ( "Vc7/crt/src/dbgdel.cpp" )
Other subsequent assert failure is all from similar CRT memory library.
Ignoring the assert failure or retray to call up Debugger won't help.
This is caused because Civilization.exe binary is not debug build.
So it does not init and use proper memory routine from debug CRT (MSVCRTD.DLL).
How can I run Civ4.exe with debug-build CvGameCoreDLL.dll load and linked?
Or how to prevent using Debug CRTLIB memory check on DEBUG build?
Has anyone built custom special MSVCRTD.DLL without/dummy memory checking?
Any one succeded in it?
Rabbit said:Depending on what exactly you move to C++. I think there are things that should stay in Python, even if they can be moved to C++, because they might be easier to understand and modify in python. People can use that to learn or adapt your mod to their needs. Just my two cents.![]()
You are correct that in general you should do stuff in python if you can, if only because its generally far easier to see what you are doing. However, loading a different DLL is just as easy as loading a mod - if a mod has a CvGameCoreDLL.dll in Mods/<ModName>/Assets then the game will load that rather than the normal CvGameCoreDLL.dlljgerman said:...
Also keep in mind that changing the DLL is going to be much more of a chore than loading a mod, and much more of a pain that it's worth just to play someone's mod.
jgerman said:There's more than a few things that should stay. Please please PLEASE people don't go nuts with the SDK. It's highly unlikely you're going to see a significant, if any, performance increase moving stuff into the SDK.
If it's doable with the current mod system, keep it there. Junking up the SDK needlessly is horribly poor design. There's a reason a scripting language was built in, the same reason it's in most modern games.
Also keep in mind that changing the DLL is going to be much more of a chore than loading a mod, and much more of a pain that it's worth just to play someone's mod.
Just because you CAN do something doesn't mean you should.