Bug Reports

Eh Stormlord
I do not have a middle mouse button but essentially the entire RevDCM interface is BUG, so what BUG does RevDCM does. I can click in one of the corners of the city map or hit esc to return me to the main map. As for Revolution.ini, it is still there but has been moved to the /usersettings folder which is usually under /my documents/my games/beyond the sword/RevolutionDCM/. The move of usersettings is a BUG standard.

Cheers

IIRC, in RevDCM 1.6 (or whatever the last major version number was) the middle mouse city exit worked. Has BUG been updated since then? I could report the bug to them- I'd like to be able to use that button eventually, although it's not that important.

So THAT'S where the .ini files are! Not many programs use the /my games folder but it doesn't matter too much as long as I know where it is. Thanks.
 
No issue is too trivial. Basically there are 10 types of people. Those that like using the middle button and those that don't. I'd say best is either to download BUG and give the middle mouse button a go and report back, or else wait until RevDCM 2.8 which will have the latest BUG in it. RevDCM 2.72 has a very late BUG implementation, but not the latest. Therefore it is in BUGABLE status.
Cheers
 
Feature, not a bug.

Also keep in mind in RevDCM 2.72 cities only get a culture shift 20% of what occurs on regular tiles, and this is controlable in GlobalDefines alt, you can set this to 0% if you want and get rid of this altogether while keeping the effects of IDW on non city tiles:

Code:
	<Define>
		<DefineName>IDW_CITY_TILE_MULTIPLIER</DefineName>
<!-- Multiplier used to adjust cultural effect of IDW in city tiles, not used if emergency draft is enabled-->
		<fDefineFloatVal>[B]0.2[/B]</fDefineFloatVal>
	</Define>

Or you can turn off IDW entirely in the BUG interface under the RevDCM tab as well.
 
I found a critical bug with DCM Air bombing.

In bool CvUnit::airBomb2(int iX, int iY)

this line:
Code:
pCity->setNumRealBuilding((BuildingTypes)build, -1);
This doesn't do what you think it does. It sets the number of buildings to -1, it doesn't subtract one building. So, it would remove a building twice. Suffice to say, it causes some strange side-effects.

This bug is in bool CvUnit::airBomb3(int iX, int iY) as well, so there are two spots to correct it in. The correct code should be:
Code:
pCity->setNumRealBuilding((BuildingTypes)build, 0);
 
Yeah, the DCM code was really messed up, you've done alot to fix it glider. Personally though I think it would be best to just dump all of Dale's code and reimplement similar features in a better way, but it's probably not worth it at this time since you've coded some AI for it and what not. I still plan on taking an axe to alot of Dale's code though at some point.
 
Feel free to take an Axe to the Battle Features. They never work right, and slow the game down (Double the # of iterations for GC.getNumFeatureInfos()). Does anyone even use them?
 
The battle effects? Meh, I use them, but feel free to kill them if they're giving problems. The graphic is really annoying anyway because it gets in the way. I like the idea of battles causing loss of productive land though.
 
The battle effects? Meh, I use them, but feel free to kill them if they're giving problems. The graphic is really annoying anyway because it gets in the way. I like the idea of battles causing loss of productive land though.

But you could program battles to cause a loss of productivity without having to add 10 new features into the game. Heck, you could even have the smoke effects play without adding new features into the game.
 
I use battle effects and so it must not go please :) If you can improve the implementation to remove then 10 features that would be a nice tidy up job but how do you create smoke plumes without using multiple features? The point is it can be turned off and that is the whole philosophy of rev*DCM*. Dale did some really good stuff and some ordinary stuff, but this mod credits him because he and Jdog are what inspired me to start RevDCM. Jdog hung around and just continued on getting better and better and more supportive and collaborative, but Dale disappeared and always gave scant support. Just the way it is. Two different personalities.
Cheers
 
The smoke plumes are listed as an "effect". You can trigger effects to appear on tiles whenever you want, via python or the SDK. The main interface updates every 250ms, right? IDK how long the city smoke effects last, but just make the game loop over the tiles that are marked as "battle tiles" or whatever, and play the effect whenever you need to.

I'm not sure how often "CvPlot::updateSymbol" is called in the SDK, but that might be a useful for playing the effect too.

As for the lowered production, that's just a simple check in CvPlot, with a new boolean that marks the plot as a battle plot or not.
 
As a test case, I added this code to CvMainInterface.py, in updateScreen()


Code:
		for iPlot in range(gc.getMap().numPlots()):
			pPlot = gc.getMap().plotByIndex(iPlot)
			if (pPlot.getNumUnits() > 0):
				CyEngine().triggerEffect(gc.getInfoTypeForString("EFFECT_CITY_SMOKING_02"), pPlot.getPoint())

So smoke appears over tiles that have more than one unit. It worked fine:

Spoiler :
Smoke.png


The smoke was continuous and faded once I moved a unit. The game did not seem to lag, but I'm sure with a few optimizations, and writing the code in a SDK, and just calling a function, it could work perfectly.
 
I've axed the battle effects a long time ago in my mod. Not a single complaint. :)
 
@Afforess
Nice "extreme programming" hack to get a test result. The smoke looks more like a smudge but that's probably because I'm looking down on it :) Perhaps it does not hit the frame rate as bad as Dale's effort.
Cheers
 
@Afforess
Nice "extreme programming" hack to get a test result. The smoke looks more like a smudge but that's probably because I'm looking down on it :) Perhaps it does not hit the frame rate as bad as Dale's effort.
Cheers

Probably because it's more like 5 or 6 smoke clouds on top of each other. It's a rather slow effect, and I guess the engine allows multiple effects at a time.

Anyway, I think it's completely do-able to get Battle Effects working w/o using new features, and just a tiny bit of python and SDK. If you lack the time, I'll attempt it. ;)
 
@Afforess
Please give it a go I suspect you are much better at this stuff than myself now (out of practice). It might even happen that we get a battle effect that more people use. The goals could be:
1) less frame rate hit
2) less vision obscurity
3) plot value decrease without having to use xml (cumbersome)
4) scalable smoke plumes with battle size reducing to zero for incidental contacts
5) smoke plumes that endure for only +1 turn after cessation of battle (extra duration is silly)
6) other ideas

The reason why I like it is not because it changes the plot value, not because it makes it look more dramatic, but because those smoke plumes add strategic value to us humans when we can see them off in the distance. It's a bit of a cheat but not unrealistic. For sure seeing rising smoke in land that you cannot actually scout directly, has been strategic information in real life and adds atmosphere.

Cheers
 
I've changed Dale's battle effects for CCV. I've reduced the features and repaired other touched parts like feature growth, workers removing features (for improvements), ...
There are many mistakes in Dales code. But there is no visible effect in CCV at the moment. You will notice the effect just by the reduced yields or the new plot help. So Afforess thanks for the great hint how to do it. I had no idea. So I'll try it. :goodjob:
 
@Afforess
Please give it a go I suspect you are much better at this stuff than myself now (out of practice). It might even happen that we get a battle effect that more people use. The goals could be:
1) less frame rate hit
2) less vision obscurity
3) plot value decrease without having to use xml (cumbersome)
4) scalable smoke plumes with battle size reducing to zero for incidental contacts
5) smoke plumes that endure for only +1 turn after cessation of battle (extra duration is silly)
6) other ideas

The reason why I like it is not because it changes the plot value, not because it makes it look more dramatic, but because those smoke plumes add strategic value to us humans when we can see them off in the distance. It's a bit of a cheat but not unrealistic. For sure seeing rising smoke in land that you cannot actually scout directly, has been strategic information in real life and adds atmosphere.

Cheers

Yep. Firaxis was actually pretty kind to us with the TriggerEvent. You can set the angle (not sure what good that is with smoke clouds... but who knows), and the point in 3d. The point appears to be made up of the X & Y coordinates of the tile, and a Z coordinate of 0. So, we could set the Z coordinate slightly below the ground, and see if it made the smoke less dense, and play around with it quite a bit. Fudging the X & Y's a bit might get us smoke near the edge of the tile....

I'll grab the latest SVN of RevDCM and create the new Battle Effects feature. Hopefully I will have enough off-time this week to get it done. ;)

There are many mistakes in Dales code.

If there are any critical ones you noticed in the past that RevDCM hasn't yet corrected themselves, please, do share them with us. ;)
 
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