C2C SVN Changelog

Did you rememebr to include the DLL in assets and botgh the DLL and the PDB in 'DLL & PDB archive' folders?

I'm going to have to figure out how to do this exactly... I'll work that out tomorrow. I got a clue today when I looked in the SourceForge.net Repository.



That said, I updated the .dll and source files once more with a major milestone in learning how to program the dll. I managed to successfully fix the Manhattan Project. It now fully works on a by-player basis, enabling nukes only for those players that build it. A quick look at the ai suggests they are sufficiently motivated to make sure they build it once they can and will still build nuclear defenses if any other player can use nukes. A quick playtest confirmed the programming is working as intended without a hitch.
 
I'm going to have to figure out how to do this exactly... I'll work that out tomorrow. I got a clue today when I looked in the SourceForge.net Repository.



That said, I updated the .dll and source files once more with a major milestone in learning how to program the dll. I managed to successfully fix the Manhattan Project. It now fully works on a by-player basis, enabling nukes only for those players that build it. A quick look at the ai suggests they are sufficiently motivated to make sure they build it once they can and will still build nuclear defenses if any other player can use nukes. A quick playtest confirmed the programming is working as intended without a hitch.

Yeh, just be sure to copy the DLL and pdb that corresponds to it (ie - a copy of the DLL in the assets folder, and it's Associated pdb) to the DLL and pdb archive, which is one level up from the main section in the source safe hierarchy. This is so that we have a full set of dlls and pubs to process mini dumps against, since mini dumps can only be viewed (at least usefully) with a matching pdb and DLL to the version the dump was generated from.
 
Warning this breaks save games

- Replace Barrel Cactus feature with Cactus feature.
- Add new Peyote resource.

@StrategyOnly please remove the Barrel cactus art from your terrain FPK when you add the art from these.

@HydromancerX Please update your buildings that used t use the barrel Cactus feature.

@Koshling/AIAndy/Thunderbrd See error re save broken when a feature is removed. Can we make saves work by dropping the feature from the current map? I will be removing some more features at some stage.
 
Yeh, just be sure to copy the DLL and pdb that corresponds to it (ie - a copy of the DLL in the assets folder, and it's Associated pdb) to the DLL and pdb archive, which is one level up from the main section in the source safe hierarchy. This is so that we have a full set of dlls and pubs to process mini dumps against, since mini dumps can only be viewed (at least usefully) with a matching pdb and DLL to the version the dump was generated from.

That probably explains the latest SVN CTD and no minidump there to provide.

@StrategyOnly please remove the Barrel cactus art from your terrain FPK when you add the art from these.QUOTE]

Thx, but it will be a long time before i do another FPK for terrain, UNless you need me to do one soonish?
 
Warning this breaks save games

- Replace Barrel Cactus feature with Cactus feature.
- Add new Peyote resource.

@StrategyOnly please remove the Barrel cactus art from your terrain FPK when you add the art from these.

@HydromancerX Please update your buildings that used t use the barrel Cactus feature.

@Koshling/AIAndy/Thunderbrd See error re save broken when a feature is removed. Can we make saves work by dropping the feature from the current map? I will be removing some more features at some stage.

I'm a bit confused now whether my changes brought about a savegame incompatibility or if this change has. I was a little worried mine might as I had included adjustments to the read and write segments to be thorough and there were notes out there that suggested this would crash savegames but I wasn't sure if Koshling had set us up to be able to do this without a hitch.

I can also see why a map change like that would be extraordinarily problematic. You'd suddenly have improvements existing on the map that would be unqualified to be there. (Date plantations and such.)

So now I'm left in a bit of limbo, not knowing if I need to adjust anything to get us savegame compliant again, which would be a temporary fix that COULD still cause some problems in the saving/loading of player data, or if its not worth it since this last adjustment pretty much unravels all savegames on the svn anyhow.

EDIT:
Koshling said:
Yeh, just be sure to copy the DLL and pdb that corresponds to it (ie - a copy of the DLL in the assets folder, and it's Associated pdb) to the DLL and pdb archive, which is one level up from the main section in the source safe hierarchy. This is so that we have a full set of dlls and pubs to process mini dumps against, since mini dumps can only be viewed (at least usefully) with a matching pdb and DLL to the version the dump was generated from.
Alright, I've sorted out HOW to do this now. I'm committing an update as we speak. Still would love to know how y'all use the PDB file. Sounds useful ;)
 

@HydromancerX Please update your buildings that used t use the barrel Cactus feature.


No problem. I will fix ASAP. I believe its the Peyote building that just needs to be converted over to your new Peyote resource instead of the Barrel Cactus feature.

Let me know when you add the Prickly Pear as a resource and I will convert over my Prickly Pear building.
 
I'm a bit confused now whether my changes brought about a savegame incompatibility or if this change has. I was a little worried mine might as I had included adjustments to the read and write segments to be thorough and there were notes out there that suggested this would crash savegames but I wasn't sure if Koshling had set us up to be able to do this without a hitch.

I can also see why a map change like that would be extraordinarily problematic. You'd suddenly have improvements existing on the map that would be unqualified to be there. (Date plantations and such.)

So now I'm left in a bit of limbo, not knowing if I need to adjust anything to get us savegame compliant again, which would be a temporary fix that COULD still cause some problems in the saving/loading of player data, or if its not worth it since this last adjustment pretty much unravels all savegames on the svn anyhow.

EDIT:

Alright, I've sorted out HOW to do this now. I'm committing an update as we speak. Still would love to know how y'all use the PDB file. Sounds useful ;)

Just double click the mini dump with the correct DLL and pdb in the same folder. It will open up in visual studio, with the saem debugging view you would get if you'd been live debugging at the time of the crash (with some missing information, but critically showing you the line it crashed on and the stack by which it got there)
 
k... think I can sort that out then. Are you saying that the pdb needs to go in the assets folder or do you put the minidump in the folder where I have the backup files (or in the final build folder?)
 
k... think I can sort that out then. Are you saying that the pdb needs to go in the assets folder or do you put the minidump in the folder where I have the backup files (or in the final build folder?)

Anywhere so long as all three are innone folder. When you open the minidump you may (I think it depends on the exact version of visual studio you are using) have to click on a link inside visual studio when it opens (which will be called 'debug with native mode' or similar)
 
ok... I'll play around with it and see what happens when I find my next bug.

As for the problem I created in the SVN, I'm currently updating it with a fully compatible fix. Or at least it seems that way for my own savegame. Let me know if y'all find more trouble.
 
As for the problem I created in the SVN, I'm currently updating it with a fully compatible fix. Or at least it seems that way for my own savegame. Let me know if y'all find more trouble.

Does that mean that now savegames which was created within several last revisions are incompatible? I cannot load my latest savegame after 2619. I started the game with revision 2617, I think.
 
my latest upload should allow savegame consistency. However, you'll have to omit DH's last update. Open the SVN log and select it for removal. Don't worry... it only affects the files on your system, not on the ultimate updated SVN version.
 
Don't worry... it only affects the files on your system, not on the ultimate updated SVN version.

:)

Of course I've already did svn update -r 2618 to be able to load my savegame, I'm worried about inability to use upcoming SVN changes with that game though.
 
To be clear - I started my current with revision 2617 "Fixed Peyote Plantation building." - after DH's last update and after your r2615 "TB Nukefix". I am unable to load savegames after r2619 "Savegame fix for Nukefix", so I had to rollback to 2618. I think that means that I'm stuck with r2618 for the rest of that game, am I?
 
Of course I've already did svn update -r 2618 to be able to load my savegame, I'm worried about inability to use upcoming SVN changes with that game though.

Koshling and AIAndy have made many changes to make changes in the C2C to be save game safe. It is just this is the first time we have removed a terrain feature so that particular change has not been accounted for yet. I have another 3 to remove.

Since many of the resources and their improvements have moved on the tech tree I will be removing some improvements also. Basically they can be merged into one and thus reduce the load time, graphics and memory usage somewhat.
 
It is just this is the first time we have removed a terrain feature so that particular change has not been accounted for yet.

I've started my game after your fix. I think that ironically "Savegame fix for Nukefix" has broken my savegame, while fixing savegames of other people. :)
 
Update

- Moving ocean terrain graphics and some old feature and improvements into core.

This is needed to make the job of cleaning the whole lot up easier. ;)
 
I've started my game after your fix. I think that ironically "Savegame fix for Nukefix" has broken my savegame, while fixing savegames of other people. :)

yep... it'd do that. It's kinda a double edged sword ain't it? lol... just omit that update then.
 
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