C2C SVN Changelog

Just pushed to SVN (5082):
  • Fixed potential for silk road/via apia to build land routes across water via boats!
  • Enhanced modifier recalc to remove invalid land routes on water tiles

Also a couple of things just occurred to me:

  1. The recent fix to save file size, also reduces memory footprint quite a bit for those games that are afflicted (which would be most games once the tech for Apostlistic Palace was known by someone). This may well mean that many games that previously required viewports to play no longer do so (I know the test save Draz gave me to work on the Silk Road bug worked fine without viewports for me on the latest code). It also explains something I had observed and which was puzzling me for some time - large games often take up less memory in the debug version than the release version! It's possible this was down to the same bug (which at its root was an uninitialized variable, which behave differently in the debug version [more likely to be 0-initialized]).
  2. The tendency of land units to make paths that utilize boats may be something that (as a side effect) used to create more ad-hoc invasions across one-tile-wide straights, due to serendipitously placed boats. Optimizations nearly 2 years ago would have stopped that occurring, but it might explain why we don't see as many cases of this happening as in base BtS (only 'planned' invasions happen now, as was always the case for anything wider than a one tile straight). This highlights the opportunity for making use of this much more actively in the AI very much more easily than I had realized possible. I'll look into this sometime during the next version cycle.
 
  1. The recent fix to save file size, also reduces memory footprint quite a bit for those games that are afflicted (which would be most games once the tech for Apostlistic Palace was known by someone). This may well mean that many games that previously required viewports to play no longer do so (I know the test save Draz gave me to work on the Silk Road bug worked fine without viewports for me on the latest code). It also explains something I had observed and which was puzzling me for some time - large games often take up less memory in the debug version than the release version! It's possible this was down to the same bug (which at its root was an uninitialized variable, which behave differently in the debug version [more likely to be 0-initialized]).

How much memory are we talking about? Would this potentially make Viewports unnecessary for the bigger maps for now? Was the horrendous amount of memory we were using due to this and not graphics?
 
How much memory are we talking about? Would this potentially make Viewports unnecessary for the bigger maps for now? Was the horrendous amount of memory we were using due to this and not graphics?

No - it makes up to maybe 100-200M difference
 
This statement is somewhat inaccurate. It actually runs the patch code provided that the save you are loading was SAVED by a revision earlier than 5080. So you should be alright whatever version you use to fix the problem.

Ah... true. I was letting my time pressure get the better of me as I was trying to get to bed last night and get to work this morning ;) Thanks for pointing that out.
 
Committed a fix to loss of negative traits on recalc. My internet is working very poorly at the moment thanks to wind so I'll try to get the archive updated tomorrow morning.
 
Just a heads up the release won't be happening until Sunday night at the earliest now, as there are apparently several unfixed bugs that Thunderbrd wants to get around to solving.
 
Just pushed to SVN (5094):
  • Fixed loss of promotion-provided terrain or feature related abilities on units across load/save

Note - this will NOT repair already broken units in existing games, but it will prevent future occurrences. The cause was only present in the SVN version (for the last few weeks), so upgraded V28 games will not be impacted
 
Just pushed to SVN (5094):
  • load/save

Did something happen on the loading again?? Or someone added back in something that was taken out??

It was under 30 seconds and now it went back up over 1ish minutes again?? I'm just sayin'
 
Did something happen on the loading again?? Or someone added back in something that was taken out??

It was under 30 seconds and now it went back up over 1ish minutes again?? I'm just sayin'

Shouldn't have been any changes wi a significant effect on load times lately. The smoking gun would be if save saizes were goi up suddenly, but nothing should have changed how fast it runs in the past week or so.
 
Shouldn't have been any changes wi a significant effect on load times lately. The smoking gun would be if save saizes were goi up suddenly, but nothing should have changed how fast it runs in the past week or so.

OK, my bad then, it might be that civs and amount of units being produced now then, sorry.:blush:
 
Small fix to solve a bug that allowed civic switches when in anarchy (5097)
 
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