AND SVN Build Thread

rev639

  • Update some source files and Dll
  • Reworked some schema files a little (removed double schema files in some folders)

This is a non-essential update, just a preparation work for future updates. C2C code imported up to rev 3142.
 
rev641

  • More C2C code imported up to rev3280, skipped some revisions related to viewport modifications (mainly rev3171, rev3185, rev3202, rev3211, rev3255)
  • Modifier recalc now recalculates visibility
  • Small tweak to city defense AI to try to prevent a known situation where the last defender leaves
  • Tweaked AI building evaluation for buildings that provide fresh water
  • Tweaked AI behaviour to prevent defend-only exploration units getting drafted into attack stacks
  • Fixed a unit valuation bug that caused the AI to build defenders indefinitely under some circumstances
  • Fixed a CTD associated with some automations

[All fixes by Koshling and AIAndy]

A new revision will follow shortly, probably later today.
 
rev642


  • New tag iAIResearchPercent by Arkatakor, dll and xml files updated

Should make easier to balance the game; balancing will be taken care of once we reach an appropriate point in dll development.
 
rev643

  • More code imported from C2C dll up to rev 3411; viewports option moved to BUG options; it doesn't work yet, but more code will be imported in the next revisions (it's not meant to be used yet, so be advised to let it OFF!)
  • Tweaked tech values in trading to take better account of their actual usefulness
  • Tweaked tech building evaluator to handle situationally buildable buildings (notably those that require a specific state religion) better (not over-value them)
  • Improved performance of trade-link recalculations when plots change ownership through cultural influence
 
rev644

  • DLL code imported up to C2C rev3628 (some revisions skipped, mainly those regarding Thunderbrd Combat Mod)
  • Fixed some minor pathing issues
  • Fixed AI tendency to accidentally put its units in danger
  • Fixed incorrect combat odds calculations in the AI
  • Fixed some bugs with maintenance and commerce updating
  • Significantly reworked the 'income' display section of the finance advisor (and inflation trend displayed)
  • Fixed terrain check in city guarding routine
  • Some more work on inflation
  • Fixed a bug with the XML caching that didn't handle corrupt cache states correctly
  • Addressed performance issues with tech evaluation
  • Fixed some crash and wfoc
  • Fixed CTD when building the Great Wall with viewports enabled
  • Fixed minor memory leak
  • Fixed AI desire to trade for useless techs
  • Prevented great people offering useless techs as their research options
  • Added recalculation of unitClass counts to modifier recalc - this should allow a modifier recalc to solve issues in games where limited units incorrectly cannot be built because the game thinks you have more than you actually do
  • Fixed potential crash in archery bombard
  • Fixed inconsistent reporting of remaining turns on a partially completed improvement
  • Thunderbrd Combat Mod skipped (for the moment at least)

Viewports now work, but CTDs still occur. Moreover, sometimes when starting/loading a game with viewports activated you'll see all the tiles are black. Just save the game and reload and the problem should be solved. Of course this and other CTDs will be addressed in future revisions, probably soon. I've skipped for the momebt TB Combat Mod as it's really a huge change in the code and I'm not sure we want this feature in AND2. For the same reason, I'll skip Multi Feature Mod by AIAndy (which grants the ability to create more improvements on the same plot).
 
rev645

Code imported from C2C dll up to rev3814
  • Small change to keep savegame compatibility when a civic is removed and got rid of some compiler warnings in CvGameTextMgr.
  • Fixed CTD in AI city attack code
  • Fix to certain improvements not buildable.
  • Fixed potential WFoC hang with archery bombardment
  • Added bAutoBuild tag for buildings
  • AI tweak for who to declare war upon
  • Fixed units being booted away from the city they just conquered
  • Fixed occasional crash when conquering a city with a stack attack
  • Fixed inappropriate vulnerability test in city attack AI when moving to the best tile to attack from
  • Performance improvement to naval transport AI
  • Added substantial stats logging to the BBAI logs
  • Fixed a nasty issue in AI civic evaluation that was causing it to oscillate
  • Added messages to the player when auto-build buildings get built in your cities
  • Fixed a potential crash in use of the pedia from the main menu
  • Fixed several CTDs with viewports
  • Fixed reporting of the SVN version that the last loaded save is from on the flag hover
  • Some more CTDs fix
  • Fixed AI blind spot with pre req OR building requirements
  • Increased the maximum weight given to civic enabling in AI tech evaluation
  • Optimized sea path generation
  • Optimized explorer plot search
  • Optimized handling of long moves generally
  • Made human automation movement subject to 'minimize AI turn time' handling
  • Improved profiling of Python callbacks/events
  • Fixed the bugs in the multi-threaded property solver and activated it by default again.
  • Rewrote some of the old multi-threading in valid spawn plot finding and activated it by default.
  • Fixed the bug that with viewports and the multi feature mod feature symbols are not properly removed before a switch (imported, but multi feature not yet active).
  • Fix to REV which also increase performance
  • Fixed a bug with multi-threaded spawning.
  • Improved help text generation for expressions. Usage of brackets has been significantly reduced.
  • Fixed minor civs that result from REV breakups not being at war
  • Fixed civic building enablement evaluation with partial civic vacuum
  • Added Arkatakor to BUG Credits Tab for his iAIResearchPercent tag.
This version should be pretty stable I think, I'm catching up with C2C revisions (rev3814 was released in september 2012). Shouldn't unexpected problems arise, I'll finish importing code from C2C during June. Once I'm sure it's everything ok, we'll release Vokarya's tech tree and modifications.
 
It Is a Good thing that Afforess gave the reins of AND to you 45*! I could've never done this. :thumbsup::goodjob::hatsoff:

JosEPh
 
It Is a Good thing that Afforess gave the reins of AND to you 45*! I could've never done this. :thumbsup::goodjob::hatsoff:

JosEPh

Thank you Joseph, but it's a good thing that Koshling, AIAndy, Thunderbrd and others developed C2C solving many problems AND had. :) Mostly I'm merging their code in AND dll. Most of the time it's not a very complicated job (although from time to time merging problems occur), it's just a long job because AND was almost 2 years behind C2C development (now it's about 8 months behind ;) ). I hope to finish ASAP because I'm eager to try Vokarya's changes. :D
 
It Is a Good thing that Afforess gave the reins of AND to you 45*! I could've never done this. :thumbsup::goodjob::hatsoff:

JosEPh

:goodjob:
Yeah same thoughts here!
 
rev646 was a test with the new repository location; rev647 was uploaded a few hours ago but I've made a slight correction to the code, so the changelog is here below in rev648

rev648

Source code updated up to C2C rev4095 (some revisions have been skipped, mostly regarding TB Combat Mod).

  • Small memory usage tweak
  • Fixed a small load/save bug that impacts when the number of specialist types changes
  • Fixed crash when global define names go over 31 characters
  • Tweaked AI slightly for city counter units to prevent them leaving an otherwise undefended city
  • Tweaked AI settler escort slightly
  • Fixed AI units forgetting their missions after part executing a move
  • Some Wfoc bug fixed
  • Fixed problem with great people not being able to discover techs sometimes
  • Fix to AI valuation of techs in trading to take account of techs they lead to
  • Fix to AI building valuation in replacement chains (it incorrectly subtracted ALL the replaced buildings a city had built when assessing the next member of the chain, instead of just the most recent)
  • Tidy up to end-turn hang protection
  • Tweak to settler escort requesting
  • Fix to civic evaluation to try to prevent oscillation due to interactions between civic categories as OR requirements on buildings
  • Modified AI assessment of gold value based on its financial position at the timeFixed crash in best unit cache when being asked for criteria we cannot build anything for and being told to not restrict growth
  • Fixed viewport crash with great wall (Shenryyr's latest savegame)
  • Extensive bug fixes and tweaks to AI civic evaluation, after a few days intensive debugging and testing to try to figure out what its doing in cases where it switches back and forth
  • Added some 'civic switch resistance' which drops off the longer ago it last switched, in order to promote further stability (the above might not have found all the problems, so this is a fallback)
  • Added full civic switch history to the stats dumps in the BBAI logs for better future diagnostic visibility
  • Fixed some bugs in terrain art info reading and rewrote some dirty behaviors there (there is a small chance that this changes something about the black terrain issue).
  • Added XML based dynamic civ names (inactive and buggy, only committed because of the other changes).
  • Fix to commerce caching: Invalidating the city commerce now also invalidates the player commerce (but not the other cities). Updating player commerce due to dirty state only updates dirty cities. This should fix the frequent OOS in multiplayer game.
  • Fixed a bug in terrain art info reading (too small buffer).
  • Fixed possible crash with viewports if selected unit paths off viewport (mostly occurs when automating)
  • Fixed rare WFoC hang and OOS
  • Added considerable detail to AI civic decision making logging
  • Fixed AI city production blindspot with managing health
  • Significant tweaks and fixes on AI civic evaluation to promote more stable choices
  • Fixed crash when trying to generate paths that lead off the viewport under user control
  • Tweaked AI bonus value assessment to degrade valuation on OR pre-reqs where other ORs are already available
  • Fixed crash when moving between cities with left/right arrows in city screen with viewports enabled
  • Fixed crash/blank map when generating a new map with viewports enableDLLProfiler
  • Fixed Great wall segments appearing randomly on load with vuiewports enabled when GW is built but off the load-time viewport
  • Added key combo to center the viewport on the current selection (ctrl-alt-C)
  • Added key combos to pan the viewport one whole viewport size left/right/up/down (alt-numpad-directions)
  • Further fix to autologEventManager
  • Fixed AI bug hat resulted in AIs failing to build cities
  • Fixed displayed research rates in main screen and finance advisor

Viewports should now work good enough. I'll post later the new repository location so that anyone can download the new revision via SVN
 
When I Update it does not go beyond 645. Have you updated to the new TortoiseSVN version yet? 1.7.13.24257 (for x64) svn 1.7.10 .

JosEPh
 
When I Update it does not go beyond 645. Have you updated to the new TortoiseSVN version yet? 1.7.13.24257 (for x64) svn 1.7.10 .

JosEPh

There's a new link to the repository, it should be

svn://svn.code.sf.net/p/anewdawn/code/trunk

if I'm not mistaken. You have to do a checkout using this link. I haven't tried it yet but it should work. Will test further tomorrow.

Edit: it doesn't depend on your Tortoise SVN version, there's been a change on the server side. I'm still using TortoiseSVN 1.6.16, Build 21511 - 64 Bit and it looks like it's working.
 
45°38'N-13°47'E;12496009 said:
There's a new link to the repository, it should be

svn://svn.code.sf.net/p/anewdawn/code/trunk

if I'm not mistaken. You have to do a checkout using this link. I haven't tried it yet but it should work. Will test further tomorrow.

I get the error "svn://svn.code.sf.net/p/anewdawn/code/trunk doesn't exist." :confused:
 
I get the error "svn://svn.code.sf.net/p/anewdawn/code/trunk doesn't exist." :confused:

It could be svn://svn.code.sf.net/p/anewdawn/code/Trunk (Trunk with a capital "T").
I had some problems myself due to this automatic upgrade on Sourceforge, but now it should work. Let me know if using Trunk instead of trunk does the trick.
 
45°38'N-13°47'E;12496832 said:
It could be svn://svn.code.sf.net/p/anewdawn/code/Trunk (Trunk with a capital "T").
I had some problems myself due to this automatic upgrade on Sourceforge, but now it should work. Let me know if using Trunk instead of trunk does the trick.

Edit: I've tried it myself and it works, the problem was the capital "T".
 
So, I have to create new folder, and redownload entire mod again? Old folder is void now?
 
So, I have to create new folder, and redownload entire mod again? Old folder is void now?

You can do it like that or you can use the RELOCATE command in tortoise svn by putting in the new link when requested (and then doing a new checkout which should download only new files).
 
45°38'N-13°47'E;12496946 said:
You can do it like that or you can use the RELOCATE command in tortoise svn by putting in the new link when requested (and then doing a new checkout which should download only new files).
I tried that but I get an error when trying to Relocate, it says "svn://svn.code.sf.net/p/anewdawn/code/Trunk/ is not the root of the repository". I googled a bit about it and came across this http://tortoisesvn.net/docs/nightly/TortoiseSVN_en/tsvn-dug-relocate.html
If I am not mistaken, you can Relocate only if address of original root changed, and it won't work if you moved the root directory completely (?)
 
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