C2C SVN Changelog

Ah, I'd missed this. Are you saying the DLL has always built with the multi threaded runtime? (as provided by Firaxis). In that case then totally agree with you (and it's obviously good news).
I checked the original VC project file and it has RuntimeLibrary="2" which means /MD so it was linking to the multi-threaded runtime in MSVCR71.DLL in the Firaxis release state.
 
If the memory allocation is an issue, then this one will have the same problems. I remember that we had some spurious crashes back then when I first added it and we decided to leave it off by default.
Besides, it is not such a performance sensitive part to give you much of a gain. And being an early test, it is not well written either and starts too many threads.
If we get the multi-threaded property solver working correctly, then I will go back to this one and improve it.

Feel free though to do some testing with either option activated to see if it crashes any more than with it deactivated.
Just reporting that there are no noticeable issues with USE_MULTIPLE_THREADS_SPAWNING turned on here. (tested in an ongoing hotseat game about 50-50 turns.) (The other one causes crashes here too.)
 
Just reporting that there are no noticeable issues with USE_MULTIPLE_THREADS_SPAWNING turned on here. (tested in an ongoing hotseat game about 50-50 turns.) (The other one causes crashes here too.)
Thanks for testing. Maybe there is just some bug in the multi-threaded property solver.
One possibility would be to write some testing code that just does massive allocation and deallocation in some threads to see if it causes any issues.
 
Thanks for testing. Maybe there is just some bug in the multi-threaded property solver.
One possibility would be to write some testing code that just does massive allocation and deallocation in some threads to see if it causes any issues.

The minidump suggested a corrupted container in the solevr, so perhaps it's just that there is some concurrent writing (across an enumeration or write-write) in the solver.
 
The minidump suggested a corrupted container in the solevr, so perhaps it's just that there is some concurrent writing (across an enumeration or write-write) in the solver.
Eh, I found the mistake. I forgot to pass the thread number in some functions so it defaulted to thread number 0. So instead of the thread specific map they were supposed to write to, they all wrote to the same.
I'll fix that later and activate the multi-threading solver again.
 
Eh, I found the mistake. I forgot to pass the thread number in some functions so it defaulted to thread number 0. So instead of the thread specific map they were supposed to write to, they all wrote to the same.
I'll fix that later and activate the multi-threading solver again.

Now this is how "Team Work" works, great job guys :goodjob:;)
 
Updates

Added Homeland Security Department and Triumph Column to my modular folder with DH's permission.

No offense to your changes, but if they are not being used, isn't it just wasted space?? I am just curious??
 
Changed the flag/btn for Brazil that didnt work correctly

Tweaked the Ambusher, to be UnitCombat_Melee, also combatclassattack_melee of 10% and added an extra upgrade to Assassin if wanted, rather than just Rogue.

Had three Barbarossa units (2 heroes, one ship) listed that were messed up, changed all of them :whew:

Changed the Joan of Arc Hero to work correctly
 
Just pushed to SVN (3789):
  • 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

Basically a bunch of speed ups in response to the save and observations that Stormwind provided
 
Updates
  • 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.
 
I don't think it's a waste of space; the NomadDemo isn't activated by default either, and I figured that some people might object to my changes, so I made them optional and turned them off by default. You can turn them on if you want, but I'm not sure if they'd be to everybody's liking.
 
I don't think it's a waste of space; the NomadDemo isn't activated by default either, and I figured that some people might object to my changes, so I made them optional and turned them off by default. You can turn them on if you want, but I'm not sure if they'd be to everybody's liking.

Best thing to do then is make a "thread" and make "your" stuff a modmod of C2C, never know, you might get great ideas, like how we just got our new civics added. Why make them go to waste. Just a thought.

EDIT: I am not saying they are bad or (and i dont like the word) wasted, but in the absence of others words, thats all i got, they get used by others who are like you in certain areas, that dont like certain things, thats why there is a modmod section.

btw to whom is handling the Nomad stuff, how is that going???
 
Just pushed to SVN (3794):
  • Tweaked the Ambusher slightly more (restored it's PILLAGE_COUNTER AI, since that's fine now it doesn't have crime on it - also removed that AI from thieves for the converse reason)
  • Fix to REV which also increases performance (it was using an incorrect route type to find a modifier, and the search I used for that type consumed about half the processing time REV takes!)
  • Fixed non-display of promotion title line in some situations in the pedia
 
Tweaks to buildings, in line with my Not So Modest Proposal. It's been trimmed down to function well with pretty much any version of C2C, and may have some new additions in future depending on how my wonder edits pan out.
 
No, his stuff is his stuff; it's some of the core stuff plus the stuff from other modders (DH and Platyping thus far, with Tsentom1 and Vokarya being contacted).

Speaking of which...
Updates
Updated numerous wonders per my building plan.
 
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