C2C SVN Changelog

Edit - this isn't aimed at anyone or any specific change BTW - it's just that we're seeing a lot of hard-to-pin-down CTD reports recently. Most likely they will turn out to be my fault, but the point is that chnages all have risks and we're pouring a lot of changes in currently.
The chances that I cause them are at least equally as high as my experience in the Civ4 DLL code is still low so overlooked connections can happen (I had not done any real Civ4 modding before C2C).

A freeze period sounds good. That way the releases will be more mature.
 
I personally think more than a week of freezing is too much. One thing I like about the SVN is I can play, tweak, add and test all in real time with everyone else. Before we had the SVN it was basically work, work, work then barf out what you worked on for all the weeks you worked and tested it and then see if they merge ok. Now we can have them all co-exist and test at the same time.
Well, as Koshling already mentioned, there is the option to have a freeze period for releases and still have the possibility to commit functional changes.
That would work by using branches.
If we go for that, everyone would use two local copies. One set to the trunk, one to a branch in the SVN. Whenever a freeze period starts, a branch is created. If you fix something, you use the trunk version, if you add functionality, you use the branch version. The fixes in the trunk would still be applied to the branch by regularly merging them into the branch but the new functionality would not effect the trunk.
After release a release branch is created. Fixes to the released version would then be done in that branch and regularly merged into the trunk. After creating that branch the other branch would be merged back into the trunk and functional changes go into the trunk now.
The big advantage if done right is that it is easy to create patches that only fix without adding new functionality. And you could still continue working on functionality during the freeze period but it would not effect the release.
 
@Hydro

I don't think Koshling was saying you can't work on your projects and refine them, he just means-- and correct me if I'm wrong Koshling-- that we won't be making SVN commits during that 2 week period. Take time to play the game, dude. Enjoy the fruits of your labor. :)

What I meant was not that no SVN commits at all would be allowed, but that only commits of bug fixes should occur in that period.

What you work on and keep uncomitted is up to you (though I would encourage a solid week of testing by all of us when we're not actively fixing bugs found in said testing).

If it's only going to be a week then this shouldn't create too many issues I think. If we find we need longer (and speaking as a professional software engineer I suspect we may do, but we'll see), then we can go with a branch in the SVN. A branch effectively means there are two separate copies being kept by the SVN, one set we just commit bug fixes to, and ultimately becomes the next release, the other we commit the bug fixes AND any ongoing enhancements to, and it becomes the main SVN branch from which the FOLLOWING release will eventually be branched, and so on...
 
Just pushed a small fix to the REV Python that could result in occassional CTDs and was also responsible for the ' has declared war on you' message
 
With recent SVNs I am seeing an occassional bug whereby the number of resources in your city gets multiplied (the ones you have in all trade-connected cities). For example in my game everything suddenly doubles (so I had 8 deer resources instead of 4, and so on). I've seen this erratically but haven't been able to pin it down. When it occurs it happens to all resources, not just specific types.

Could I ask you all to just open a city screen (capital is a good choice) each turn and check you're not seeing resource multiplication. If you do please post the save game of the turn BEFORE you have the extras (ie - the one it goes wrong in). If when you FIRST look to see if this problem is present you ALREADY have it, doing a ctrl-shift-R rebuild fixes it (save games that already have it are not useful I'm afraid)
 
OK, someone used an OLD copy of the Barbarian Civ and has the OLD format back again??

I had Hydro get it to the correct format in the last SVN, so who ever did it, can you please make the change you made to the one Hydro had done, and fixed to the SVN, thx.
 
OK, someone used an OLD copy of the Barbarian Civ and has the OLD format back again??

I had Hydro get it to the correct format in the last SVN, so who ever did it, can you please make the change you made to the one Hydro had done, and fixed to the SVN, thx.

Barbarian Civ?
 
I think that's the thing that lets barbarian cities turn into civs if left alone long enough
 
OK, someone used an OLD copy of the Barbarian Civ and has the OLD format back again??

I had Hydro get it to the correct format in the last SVN, so who ever did it, can you please make the change you made to the one Hydro had done, and fixed to the SVN, thx.

According to the SVN it was Koshling who re-scrambled it when he ...

Corrected a bug that caused potential crashes and the message ' has declared war on you' when minor civs are spawned in revolutions

So I used his copy and un-scrambled it again for you.

Next time use the SVN version Koshling so I don't have to keep un-scrambling it for strategyonly.
 
StrategyOnly can you please fix this error in the SVN. I know you have the correct code. (CvCultureLinkInterface.py)
Code:
08:36:47 DEBUG: Culturally Linked Starts Enabled
load_module encodings.latin_1

08:36:47 ERROR:  Culturally Linked Starts ERROR: civilization American Empire (0) not defined:
-- normalizeStartingPlotLocations()

On another note can we credit SaibotLieh for unit art, esp Female Missionaries et. al. Also Arian provided us with many of our movies. I know we have removed many but we do have a modmod that puts them back in.
 
StrategyOnly can you please fix this error in the SVN. I know you have the correct code. (CvCultureLinkInterface.py)
Code:
08:36:47 DEBUG: Culturally Linked Starts Enabled
load_module encodings.latin_1

08:36:47 ERROR:  Culturally Linked Starts ERROR: civilization American Empire (0) not defined:
-- normalizeStartingPlotLocations()

On another note can we credit SaibotLieh for unit art, esp Female Missionaries et. al. Also Arian provided us with many of our movies. I know we have removed many but we do have a modmod that puts them back in.

HUH, the American Empire i know i defined it already:

Code:
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_AMERICAN_EMPIRE") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_AMERICAN_EMPIRE", 39.895, 5.036))

maybe i got the whitespace, wrong, i'll check.

Dang how did i forget his name, i will add immediately.
 
HUH, the American Empire i know i defined it already:

Code:
	if (gc.getInfoTypeForStringWithHiddenAssert("CIVILIZATION_AMERICAN_EMPIRE") > 0):		coords.append(GeographicalCoordinate("CIVILIZATION_AMERICAN_EMPIRE", 39.895, 5.036))

maybe i got the whitespace, wrong, i'll check.

Dang how did i forget his name, i will add immediately.

just make sure it is not the same value as another civ. I think that is the real problem.
 
Can someone tell me if the "Unit Upgrades" page of the pedia is working. I was just about to commit a change to display all the subdued animals in the pedia so people know what they can build when I did a last test and saw that that page is not being displayed.
 
Now displaying all subdued animals in the pedia so that people can see what they can build and upgrade to.

I think I have a fix for showing the upgrade page but it then breaks the hero page. :(
 
Now displaying all subdued animals in the pedia so that people can see what they can build and upgrade to.

I think I have a fix for showing the upgrade page but it then breaks the hero page. :(

Yes, that is correct, that is why i asked you and AIAndy to take a look at the py:rolleyes:
 
Part of the problem with the "Unit Upgrades" page taking so long to display is all the redundant upgrade paths.

For example: Stone Axeman upgrades to Tomahawk Thrower and Axeman; but Tomahawk Thrower upgrades to Axeman. So we don't need the Stone Axeman to Axeman upgrade.

The only reason for having this is if you want to be able to build Stone Axemen after you have Obsidian Weapons.

In fact there seems to now be a great deal of confusion in the unit upgrades where the "throw rock/stick" and "beat with stick" lines not being distinct disciplines.

EditStill a problem with culturally defined starts. :(

Code:
19:58:59 ERROR:  Culturally Linked Starts ERROR: civilization Jivaro Empire (23) not defined:
 
Update
All subdue animals now have a default unit AI of ENGINEER.

Edit: fixed all the audio errors to do with custom religions and animals.
 
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