C2C SVN Changelog

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?
There is no and has never been a check for that kind of error. The loading code only checks that the identifier exists and that it does (and you only get the error message in debug mode). That techs start with TECH_ and promotions start with PROMOTION_ is only a convention. For the code all such identifiers are the same (and stored in one big hash table).
 
seeing the recent changes is it still wise for a non-modder to update SVN?? i was planning to update this week or so but with the recent changes i would rather have a green light from one of you guys although i am going on vacation on the 15th so i could always wait till i return and then see what problems have been found ;):P
 
seeing the recent changes is it still wise for a non-modder to update SVN?? i was planning to update this week or so but with the recent changes i would rather have a green light from one of you guys although i am going on vacation on the 15th so i could always wait till i return and then see what problems have been found ;):P

"Ya Sure You Betcha", AIAndy fixed all the necessary fixes and works great again, so "Have At It.":)
 
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.

I suppose I must have IE somewhere on this machine. The above does not work in Firefox. :(
 
I suppose I must have IE somewhere on this machine. The above does not work in Firefox. :(
Uninstalling IE on a Windows machine is hard work so likely you have it (I use Firefox for any surfing but it does not have the XML parser that is needed here).
 
There is no and has never been a check for that kind of error. The loading code only checks that the identifier exists and that it does (and you only get the error message in debug mode). That techs start with TECH_ and promotions start with PROMOTION_ is only a convention. For the code all such identifiers are the same (and stored in one big hash table).

Yeah, I was thinking on this earlier today and came to the same conclusion that I've seen this sort of problem before and not had it caught then either. Again, though, thank you for helping me root that issue out.
 
Updates
- Tweaked Graveyard and Mausoleum.
- Fixed Totem Pole to no longer be redundant.
- Fixed Pub, Dive Bar and Galactic Cantina to be no longer redundant.
- Fixed redundancies for Cow Shrine, Monkey Breeder, Angora Rabbit Breeder, Angora Goat Breeder, Woolly Pig Breeder and Cock Fighting Ring.
- Tweaked many of the culture buildings/wonders.
 
Updates
- Blocked Civilians from any further City Garrison access beyond the first.
- Blocked Workers and Settlers from City Garrison and Combat access being given to units by nature of them being Civilians.
 
Updates
-Adjusted Some Unit Combats on some units according to Hydro's requests.
-Adjusted prereqs on Sidestep I promo

(Then had to revert an accidental inclusion of my user settings. grr...)
 
Update

-dll fix to make numerous combat only applicable tags on promos cause those promos to be invalid for units with an established 0 strength and current 0 strength.
 
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.

Unfortunately schema checking is not all we have lost.:sad: The old way also checked the contents of some tags were correct also.

Is it possible to get a copy of of the dll with the old method in? After all we were promised a way to easily turn on/off the new method for us modders.:D
 
Unfortunately schema checking is not all we have lost.:sad: The old way also checked the contents of some tags were correct also.

Is it possible to get a copy of of the dll with the old method in? After all we were promised a way to easily turn on/off the new method for us modders.:D

Already if you had one it would be outdated by new tags. However, from what he stated, it would be possible to compile one that would allow the schema check. I just don't personally know how to work the switches they use that would enable me to follow his instructions on building such a dll. I believe either Koshling or AIAndy is working on getting us an independent xml checker though. And I've used IE as he explained with some success in the past.


BTW: Hydro... erase the cache and load and you'll get an error in the file you most recently updated, the UB file. I believe it might be why we're getting a blank world wonder that may be built in one round somehow showing up in our build lists. I looked at the file and didn't have anything wrong with it jumping out at me but there's SOMETHING amiss there somewhere. Oddly enough, if you've ignored the problem once, the caching apparently gets us to ignore it on any successive loads of the game thereafter.
 
Unfortunately schema checking is not all we have lost.:sad: The old way also checked the contents of some tags were correct also.
Anything that is not part of schema checking (the schema also defines some data types that are checked) should not be lost with the new parser.

@TB: You can make a DLL with the old parser by commenting out a single line in the code. Open CvDLLUtilityIFaceBase.h and look for this line:
#define USE_RAPID_XML
 
@TB: You can make a DLL with the old parser by commenting out a single line in the code. Open CvDLLUtilityIFaceBase.h and look for this line:
#define USE_RAPID_XML

I believe DH was the one actually asking for this.
 
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