Éa III, Sword & Sorcery: Developer's Thread

@Pazyryk: Can you get a save which will repeatably crash on end turn? If so, please post it for me to look at, otherwise if you post the CvMinidump I can look at that.
 
@Pazyryk: Can you get a save which will repeatably crash on end turn? If so, please post it for me to look at, otherwise if you post the CvMinidump I can look at that.
I'll try to generate some new saves near the CTD. Unfortunately, my recent mod changes make old saves incompatible.

I haven't even hooked up my "Visual Studio debugger to the Civ 5 process" yet, even after your link to the tutorial. I've been too busy with non-dll modding. One thing that seems strange to me is that Civ5 just shuts down silently now. With previous CTDs, I'd always get a faded/frozen game screen with a Widows message: "Civ5 will shut down now" (Civ5 process would end when I hit OK). I'm not sure whether this difference is related specifically to this CTD bug, or if it is from your recent debug changes in dll.
 
I'll try to generate some new saves near the CTD. Unfortunately, my recent mod changes make old saves incompatible.

I haven't even hooked up my "Visual Studio debugger to the Civ 5 process" yet, even after your link to the tutorial. I've been too busy with non-dll modding. One thing that seems strange to me is that Civ5 just shuts down silently now. With previous CTDs, I'd always get a faded/frozen game screen with a Widows message: "Civ5 will shut down now" (Civ5 process would end when I hit OK). I'm not sure whether this difference is related specifically to this CTD bug, or if it is from your recent debug changes in dll.

No, it is due to how the minidump modcomp is implemented. It overrides the Firaxis unhandled exception behavior and replaces it with different behavior which simply writes the dump and then kills the process.
 
Here's a quick reskin of the Garamante for an Angel spearman. The cape is vaguely wing-textured. It's not my best work, but it'll do in a pinch. There's a "regular" version and a bright one with reflective skin.

I'll see if I can find a swordsman to do a similar treatment.

DOWNLOAD HERE
angel_spearman_zps6e3afadf.png
 
EA_DEBUG is if you want to have integer values from various variables in your output, like saying for instance "This unit now has 3 Strength". It uses sprintf internally (so C-style output formatting), and then adds on stuff like the newline and which class the message is for.

Are you using reflection/introspection to do this? And if so how. Or are you just adding the class name as a parameter to the macro?
 
Are you using reflection/introspection to do this? And if so how. Or are you just adding the class name as a parameter to the macro?

No, I'm just adding it as a parameter. I am not aware of any way to use reflection within the method, which is in CvGlobals, to get the name of the caller class, and a quick google search was unhelpful on the matter. If you know of a way to do that please tell me, I'd love to know.
 
If you know of a way to do that please tell me, I'd love to know.

Why do you think I was asking ;) My "native tongue" is Java and I'm so used to reflection/introspection that not having it is like coding one handed :eek:
 
I've gone a "more C++ route", and used the __FILE__ and __LINE__ macros

Code:
// Custom mod logger
#if defined(CUSTOMLOGDEBUG)
#define CUSTOMLOG(sFmt, ...) { \
  CvString sMsg, sLine; CvString::format(sMsg, sFmt, __VA_ARGS__); \
  if (CUSTOMLOGFILEINFO) { \
    CvString::format(sLine, "%s: %i - %s", __FILE__, __LINE__, sMsg.c_str()); \
    LOGFILEMGR.GetLog(CUSTOMLOGDEBUG, FILogFile::kDontTimeStamp)->Msg(sLine.c_str()); \
  } else {	 \
    LOGFILEMGR.GetLog(CUSTOMLOGDEBUG, FILogFile::kDontTimeStamp)->Msg(sLine.c_str()); \
  } \
}
#else
#define CUSTOMLOG(sFmt, ...) __noop
#endif
 
Here's a quick reskin of the Garamante for an Angel spearman. The cape is vaguely wing-textured. It's not my best work, but it'll do in a pinch. There's a "regular" version and a bright one with reflective skin.

I'll see if I can find a swordsman to do a similar treatment.

angel_spearman_zps6e3afadf.png

Perhaps you'd like to try your hand at converting this FFH Angel?
image.png
 

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Thanks Nutty!

The angel spearman looks great in game. For some reason Carnifex is invisible, but the other 3 "insects" work and they make good Minor Demons. GUO looks good too as a Major Demon.

And Deliverator's zombies are in and working.

Now I can add some spawning mechanics and spells for these.

(The FFH Angel above would be a great addition too...)
 
For some reason Carnifex is invisible, but the other 3 "insects" work and they make good Minor Demons.
I've re-uploaded the Tyranid insects [I discovered I'd left out the specular texture for the Carnifex's head; that may be why it wasn't working], but I've also included an alternate set of gray textures in case you don't like the purple-and-black.

If the Carnifex still doesn't work for some reason, I note that bouncymischa uploaded one.
 
Hey, Paz... I was messing around with an improvement yesterday, and realized the trees are just flattish plates with a texture applied; unlike Unit Shaders, the Building Shaders can be transparent.

So I switched out the unit shader for a building shader on a rocket artillery for that magic missile test I was helping you with a looong time ago... et voila! It's invisible!
magic_missile_zps04aa2bd2.png


I didn't revise the formation like you did, so the missiles come from behind the inquisitor, but that's an easy fix.

Why didn't we think of this earlier?
 

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Things are looking good with quite a diversity of summoned/raised/called units. At least good enough for phase III release.

Another (or several other) "angelic" units would be nice. I'm using Nutty's unit above as a "Heaven's Guard" unit but I'm also using it (scaled up and single member) for Angel and (scaled up even more) for the twelve named Archangels.

I'm using the GUO unit for all eight of the named archdemons (follow link above). He's actually perfect for Gannag Menog (the "Stinking Spirit"), but someday it'll be nice to have unique models for the other seven. I'm actually quite happy with Skajaquada's Tyranids as an assortment of lesser demons and Abbysal Creatures. Maybe we can recolor them someday so they don't look like WH40K units, but that's low priority.

It would be nice to have a skeleton to keep the zombie company. I'll add that whenever someone succeeds in converting, but at least I have something now for Necromacers to raise.


And then there are the Heldeofol, which I've always intended to add as a playable race. I'm itching to add them but we need more orc and goblin units (only 2 exist now).
 
Hey, Paz... I was messing around with an improvement yesterday, and realized the trees are just flattish plates with a texture applied; unlike Unit Shaders, the Building Shaders can be transparent.

So I switched out the unit shader for a building shader on a rocket artillery for that magic missile test I was helping you with a looong time ago... et voila! It's invisible!
magic_missile_zps04aa2bd2.png


I didn't revise the formation like you did, so the missiles come from behind the inquisitor, but that's an easy fix.

Why didn't we think of this earlier?
Holy Cow! So basically you've made an invisible unit! I could use that to give all kinds of explody effects.

Would still be better if we could just move the ranged animation from one unit to another. But short of that, this works well enough.
 
"Final preparation" sounds like I'm releasing tomorrow. I let everyone know in the other thread we were pushed back to May. No promise when in May, but I'll be somewhere in the tropics without a computer after the 23rd (so before that).

Meanwhile, I've been having fun with End of the World stuff:
Spoiler :
attachment.php
Roughly speaking, what is needed before release is:
A few more spells, buildings and other things needed to make Armageddon victory work
Testing / fixing bugs as they come up
Filling in gaps
Help texts (prioritize what is needed)


It would be nice to get that river city connection system working, if you are looking for some dll work...
 
I could use some help organizing and selecting unit graphics for Man and Sídhe, if anyone is interested. Greyborea nicely organized links here:

Hi guys,

As I have not played Ea yet, awaiting for the third instalment before jumping in, I might be talking through my hat when mentioning the following list of units (humans) done by great people - please ignore if irrelevant:

Danrell’s global repository
http://forums.civfanatics.com/showthread.php?t=465145

Longswordsmen
http://forums.civfanatics.com/showthread.php?t=478349

Barbarians / Wildsmen
http://forums.civfanatics.com/showthread.php?t=481094

Carthaginian Spearman
http://forums.civfanatics.com/showthread.php?t=479560

Celtic Warrior (with sword and shield)
http://forums.civfanatics.com/showthread.php?t=475971

Housecarls
http://forums.civfanatics.com/showthread.php?t=393556

Knights
http://forums.civfanatics.com/showthread.php?t=412782

Sídhe are kind of like elves but not the wimpy/skinny kind. They should be the same size as Man, just more "elegant" and without facial hair. But clean-shaven might be impossible to find so go with the best otherwise. For example, I like the Celtic Warrior, perhaps to be used for Light or Medium Infantry (OK, the kilt is weird, but the shield seems very Sídhe-like).

Avoid very obvious national/religious markings. It's OK if they are there but obscure or hard to see. For example, some of the more shiny "longswords" in bernie14's collection would make great Immortals, but not the ones that are recognizably "French", etc. (I like the one in the middle bottom).

They don't all have to be custom. We can use base units if that is the best looking for a particular unit.

For both Man and Sídhe, units are organized by "line" as listed below. Unit names may differ in a few cases, but organization is exactly the same. So we need 2 graphics for each of these, one for Man and one for Sídhe:
  • Infantry Warriors -> Light Infantry (bronze using) -> Medium Infantry (iron) -> Heavy Infantry (lots of iron) -> Immortals (mithril using).
  • Archers Archers -> Bowmen -> Marksmen
  • Mech. Ranged Crossbowmen -> Arquebusmen
  • Fast horsemen Horsemen -> Equites
  • Armored Horse-Mounted Armored Cavalry (light iron armored) -> Cataphracts (heavy iron armored) -> Clibanarii (mithril armored)
  • Horse-Mounted Archers Horse Archers -> Bowed Cavalry -> Sagitarii
There's also some pachyderm units (currently same units for Man and Sídhe):
  • Elephant Mounted Elephants -> War Elephants
  • Mûmakil Mûmakil (one war unit; but I also really need a "naked" version as a wandering animal)

Currently I'm using only base Civ5 graphics for all of these, and some are used repeatedly (e.g., IIRC I'm now using Mongolian Keshik for all 6 horse-mounted archers). What I can use from you all is:
  1. Find and match up appropriate graphic to each unit above.
  2. [time saver for me] Attach appropriate graphic files to post so I don't have to hunt them down.
  3. [2nd time saver] Write me SQL code for ArtDefines. These must follow the mod's format so that I can just copy/paste them in. (See code here. Scroll down to "-- Units". Columns line up if you paste into ModBuddy.)
I'm totally happy if someone wants to help with #1 but not 2 & 3, or 1 & 2 but not 3. Whatever you think you want to do is fine.

Of course, new units or reskins are very welcome. But for now I just need to get something there for every unit without duplications as I currently have.
 
"Final preparation" sounds like I'm releasing tomorrow. I let everyone know in the other thread we were pushed back to May. No promise when in May, but I'll be somewhere in the tropics without a computer after the 23rd (so before that).

Meanwhile, I've been having fun with End of the World stuff:
Spoiler :
attachment.php
Roughly speaking, what is needed before release is:
A few more spells, buildings and other things needed to make Armageddon victory work
Testing / fixing bugs as they come up
Filling in gaps
Help texts (prioritize what is needed)


It would be nice to get that river city connection system working, if you are looking for some dll work...

Sure, I can integrate whoward's river connection code fairly easily.
 
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