C2C SVN Changelog

9716
  • Fixes the CaoDai Shrine on a number of tags not set right.

As for that tag, I'm sure it will be easy enough, just one of the now 110 active projects and bugs to fix on my plate: https://docs.google.com/spreadsheets/d/1hGrPJH_wRxxeNIdhXNCIfd0PKLlmqUKBzGhiVqeBZ7Y/edit#gid=0

lol... there's so much more than that on a long long term basis too... From a projects perspective at least. But this will help me greatly with sorting out my priorities at least. And collecting other bug reports and putting it on the list when I cannot address it right away so it doesn't get lost.

Anyhow, as far as those skills go, it's going to be invaluable to have ya helping on some things we've only been able to turn to DH on up until recently. Having him as an advisor there is still huge too. I know I should be trying to learn more python but I still feel like I'm mastering my realm.
 
I'm having problems. How do I get commit to show me only the files that have changed in a nice, neat collection of directories that I can just copy and paste into my game folder?
 
I use Synchronize It! to do that for me. I have set it up to just keep the main folders eg Assets. It then shows me which files are different in a full list but separated into folders. You can then choose which ones you want to update.
 
I'm having problems. How do I get commit to show me only the files that have changed in a nice, neat collection of directories that I can just copy and paste into my game folder?
You as a user can not use commit. You can use export though.
 

You know this is really not that hard. When you update the SVN, after it is updated click the Show Log button. This will show you what folder/files got changed.

Most are done in Assets, with some in Sources and a few in Private Maps. Those 3 Folders will take care of 99.9% of any update.Most of the time it's just Assets.

So delete the Old corresponding Folders that the Show Logs shows you out of your copy of the Mod. And then copy in the new ones in from the Update. This is not hard to do, really it's not.

As for T-brd's response for you I disagree.
 
I know but what's the danger here? I've never understood the essence of the reason not to do this.
Too easy for players who do not understand the svn to bugger it up. Plain and simple you and I have much more experience than almost all of our SVN users. The separation of the repository and a working copy decreases the chance for a player to make a mistake.
 
I would think it would increase the chance. By updating, if a file was removed, it will remove that file in the repository. But if you copy a folder from the repository over a folder in the mod folder, removals won't be taken care of and you can end up then with errors because you're only adding and overwriting that way. Without an understanding of the proper method of exporting the repository to another location, something I don't even bother to try to mess with, or completely deleting whatever folders you're going to copy into place, you run the risk of having errors in your fileset. Most folks would just think they can simply copy from the repository over and then you have to try to figure out what they did wrong when they are too unfamiliar with the SVN to even explain their process.

So much less danger of error in just having the repository BE the mod folder imo. Not that I'm arguing, just not seeing how there is any risk of a mistake by clicking 'update'. What kind of errors do you see being possible with that approach?

I don't think you understand me by your response. And I'm not advocating "overwriting" folders but instead it is the Working copy Outside the repository which is a Delete of an appropriate folder and then a copy/paste from the Repository for replacement of deleted folder. So no errors in overwriting portions of folders by just updating cause you never mess with the Repository Only the Working copy. And yes you will have double data storage of the Mod. One for manipulation and the other for base. Keeping the 2 sets separate entities.

Now if your HD or SSD is getting Full then storage can be a problem. But the truth is your storage problem is deeper than just 2 copies of this Mod.
 
Guys, can we pls move this to the discussion thread, thx . . .
Well... it WAS about the SVN. ;)

9717
  • A new DLL that may help increase stability, possibly in unit combat animations and ambush sequences.
 
9719
  • some fixes for XML Validation errors in the modules/Pepper200 folder
There are still the following which I was not able to figure out.
Code:
-----------------------------------
Validating files in the current directory and all subdirectories
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4BuildInfos.xml:1980,44: The following text is not allowed in this context: '/'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4BuildInfos.xml:0,0: No validation occurred.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4MissionInfos.xml:1980,44: The following text is not allowed in this context: '/'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4MissionInfos.xml:0,0: No validation occurred.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4UnitClassInfos.xml:1980,44: The following text is not allowed in this context: '/'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4UnitClassInfos.xml:0,0: No validation occurred.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4UnitCombatInfos.xml:1980,44: The following text is not allowed in this context: '/'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4UnitCombatInfos.xml:0,0: No validation occurred.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4UnitInfos.xml:1980,44: The following text is not allowed in this context: '/'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Pepper2000\P2K_CIV4UnitInfos.xml:0,0: No validation occurred.
-----------------------------------
 
9720
  • A small code adjustment that may help a lot with some random non-repeatable crashes.

Dont use this dll, it has a fatal error in it, pls wait for new one, thx . . .
 
9722
  • Inserts a tracking integer to help figure out an appropriate response threshold to implement to avoid crashes SO is getting from what I suspect is just too many animals spawning.
 
9723
  • Refines rules denying defensive only units some promotions with certain effects. This will correct a number of incorrect unit accessing of certain buildups.
  • New Game Option: No Tech Handicaps for Humans - denies human players from benefiting from Win For Losing and/or Tech Diffusion effects while allowing them for any AI's in the game.
  • Adjusts core Win For Losing dynamics to keep it from functioning at all during the Prehistoric Age - there are too small populations and city counts to be granular enough until the Ancient era kicks in.
  • Adjusted some unitcombat assignments to early war ships so that there's a bit more rational progression regarding ranged assault abilities.
 
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