C2C SVN Changelog

Updates
Replaced the XML parser with RapidXML. You can switch between the two parsers with a compile switch (which is currently #define USE_RAPID_XML in CvDLLUtilityIFaceBase.h).
Instead of using gDLL->getXMLIFace() the macro GETXML should be invoked now.
 
Updates
Replaced the XML parser with RapidXML. You can switch between the two parsers with a compile switch (which is currently #define USE_RAPID_XML in CvDLLUtilityIFaceBase.h).
Instead of using gDLL->getXMLIFace() the macro GETXML should be invoked now.

Wow... well done! I presume the default parser is the new one now right?

(Good timing btw... wasn't working on any tags at the moment.)
 
Updates
- Attempted to fix SR71 bug.
- Added Chancellor's Office, Marshal's Office, Steward's Office, Spymaster's Office and Chaplain's Office.
- Tweaked a bunch of Ancient and Prehistoric unit requirements. Now there is a more defined line between Metal and non-metal melee units. Also fixed some redundant unit requirements.
 
Updates

- Fix Andean Workers so they are not free at start.
- Fix captives so they can build World View Human Sacrifice
- Fix Pedia Index for new promotion groups.
 
Wow... well done! I presume the default parser is the new one now right?

(Good timing btw... wasn't working on any tags at the moment.)
Yes, the new parser is on by default now (you have to comment out the #define line in the source code to get the old parser).
It is probably a good idea to look out for any bugs that might have been introduced by the new parser (some special XML file might not be read properly but so far all looks good).

A positive effect of the new parser is that it does not create nodes for comments (with the parse settings I used) so you should be able to use comments everywhere in the XML files now without causing problems.

In text files use the encoding setting properly with either encoding="ISO-8859-1" or encoding="UTF-8". You can use either the &# codes for the special characters or use them directly (I recommend the second as it makes the XML file easier to read in normal editors).
 
Updates
Replaced the XML parser with RapidXML. You can switch between the two parsers with a compile switch (which is currently #define USE_RAPID_XML in CvDLLUtilityIFaceBase.h).
Instead of using gDLL->getXMLIFace() the macro GETXML should be invoked now.

Does this mean that I will no longer get XML error messages as the game loads if I make errors? IE is XML error checking still on?
 
Updates
  • Added the Throwing and Law Enforcement Combat Classes and applied them wherever necessary (Buildings, Promos, Units)
  • Added a Promotionline tag: NotOnDomain (will be adding this to promotions themselves soon)
  • Numerous updates to Unit Combats, applying Civilian and Combatant classes mostly. Paving the way for further developments.

This one's pretty extensive. Let me know if you feel I did something wrong somewhere or missed something I should've addressed.
 
This one's pretty extensive. Let me know if you feel I did something wrong somewhere or missed something I should've addressed.

I am pretty sure it broke the game, see single bug/CTD thread.
 
Does this mean that I will no longer get XML error messages as the game loads if I make errors? IE is XML error checking still on?
No schema checking with the new parser.
You will need the DLL compiled without the #define to get the old parser and its schema checking.

But an easier way would be to use the Internet Explorer to check your schema. I attached a zipped htm file for that. Replace AudioDefines.xml with the XML file you want to check. Then open it in IE from the directory in which you have the XML file.
 

Attachments

Updates
- Fixed some more redundant unit requirements and balanced some more ancient era units.

If you want me to cross off the ones you fixed, could you please write them down here? ;) Or PM me with a list of all the units und buildings you fixed, that would be best for me.
Thanks! :goodjob:
 
Updates
  • Fix to PrereqVicinityBonus not being inherited.
  • Fix to CvAnimationPathInfo::copyNonDefaults reported by God-Emperor.
  • Fix to crash caused by tech id used where promotion line id was required in promotion XML (@TB: Verify that the false tech entry here was not meant to be used in some other way).
  • Some code cleanup in CvUnit::canAcquirePromotion.
 
You got it right. Sorry for that goof. Copy/Paste ack. Funny thing about testing... it always seems to be that the bug was discoverable just past the point where you tested up to. I did not go through a turn to make sure since I figured if there was going to be a problem with this small an adjustment it would've already manifested by the time I loaded a rather large savegame. No messing with the wrappers so... ah well. THANK YOU for the fix. I may not've had enough time this morning to address it and I'd hate to have broken the SVN all day.
 
You got it right. Sorry for that goof. Copy/Paste ack. Funny thing about testing... it always seems to be that the bug was discoverable just past the point where you tested up to. I did not go through a turn to make sure since I figured if there was going to be a problem with this small an adjustment it would've already manifested by the time I loaded a rather large savegame. No messing with the wrappers so... ah well. THANK YOU for the fix. I may not've had enough time this morning to address it and I'd hate to have broken the SVN all day.

As a final sanity check for any change, I generally play 3 or 4 turns of my current game with the built 'final release' build before I push it to SVN - only takes a little while, and gets your own game some play time too!
 
Updates
  • Fix to PrereqVicinityBonus not being inherited.
  • Fix to CvAnimationPathInfo::copyNonDefaults reported by God-Emperor.
  • Fix to crash caused by tech id used where promotion line id was required in promotion XML (@TB: Verify that the false tech entry here was not meant to be used in some other way).
  • Some code cleanup in CvUnit::canAcquirePromotion.
Actually, I'm surprised this was in the XML and even allowed me to load. Are we supposed to run an external XML check now?

Thanks for asking me to check up on that... the error had arisen from pasting over the wrong line apparently and the tech denoted was supposed to have replaced the tech line rather than the Promotionline. So yes, you fixed it but also the wrong entry was the right one for the tech. So I just updated that.

As a final sanity check for any change, I generally play 3 or 4 turns of my current game with the built 'final release' build before I push it to SVN - only takes a little while, and gets your own game some play time too!

Normally I give it an extreme stress test but I was in a bit of a race against time last night. I would've left it to today but my modding time today will be next to nill and over the weekend I had to repair a number of cases where SVN updates changed things I'd just done so I was worried about deeper corruption of the work I'd already done if I left it til tomorrow to update. So I ran a quicker test than usual. I do feel a bit bad about that... I suppose I should've just been ready to have to go back over the recent updates carefully in a few days instead.

That said, once the problem had been found I think it might've stumped me for a while. How would one go about finding this sort of bug quickly? I'm impressed AIAndy spotted it so fast.
 
Back
Top Bottom