Compiling Planetfall SDK

Cadaveres

Chieftain
Joined
Jun 20, 2006
Messages
62
Hey hello everybody!

I have been trying to get into SDK issues and as it is my first BtS modding experience my first goal was just to "compile and run" the SVN trunk. Well it seems that I have managed to compile it and to run Planetfall for several turns. Then it just crashes to desktop.

I am still wondering why, don't know if it is my fault (I don't know if I used the right compile options) or maybe there is a bug somewhere in the SDK that I am not aware of. I'll try to re-compile the vainilla BtS SDK and try it so I get sure wether I am doing things the right way or not.
 
Thanks that's a good idea.

Other options I'd suggest to try are to:

1) compile an SDK with the files from revision 604. That's the revision of the current DLL. So it shouldn't crash.

2) compile an SDK from revision 627. That's the last revision before I started messing around with the SDK. ;)
 
Thanks that's a good idea.

Other options I'd suggest to try are to:

1) compile an SDK with the files from revision 604. That's the revision of the current DLL. So it shouldn't crash.

2) compile an SDK from revision 627. That's the last revision before I started messing around with the SDK. ;)

OK I'll try both options too. Yesterday I managed to compile FfH2's dll and it has been working perfectly so I'll try with those revisions tonight. If I manage that one of those works, then I'll check the diff in the SVN in order to see what might be broken...
 
OK, I did it, revision 604 does not crash and works perfectly. Tonight I will try with version 627. If it works I might try to add the "production per unhappy citicen" XML tag for the Genejack factory (I have checked the code in FfH2 and doesn't seem so hard to do).
 
Cool!
If you add that tag, may I suggest making it an integer instead of a boolean. Gives more flexibility. (Or if not possible, let each unhappy citizen give 2 hammers instead of one as in FfH)

If a 627 DLL doesn't work, then two things could/should be done:

1) merge the 604 files with my changes of after 627, and see if that works. I can do that if you want (but can't compile them).

2) as you say, have a look at what was changed between 604 and 627. I have done myself already once, but my DLL knowledge is too lacking to tell what could be wrong.

Oh btw, if you're unsure you have the latest files, I just committed a revision 640. Don't forget to run CheckForUpdates.py !
 
Hi

Thanks for the files but anyway I can get them from the repository :-). Version 627 worked also perfectly (I was playing for 3 hours), so it must be something that happened between that version and the head one.

I haven't done anything about the Genejack Factory yet. In fact I think that the priority should be to port to version 3.17. I have read somewhere in the forums that the only way to port something from 3.13 to 3.17 is to add exactly the same changes you have done in 3.13 into 3.17. I've seen the SDK (and specially, the comments of the version on the SVN server) and we don't have so much comments so I am not sure if I could do that easily.
 
Thanks for the files but anyway I can get them from the repository :-).

I figured I'd save you some time. Anyway, seems it wasn't necessary.

Version 627 worked also perfectly (I was playing for 3 hours), so it must be something that happened between that version and the head one.

That's great news! :D The only changes done after 627 are by silly old me. And those are changes are compared to those before 627 few and simple. Well, not simple enough for me to determine what the problem is... :(

I haven't done anything about the Genejack Factory yet. In fact I think that the priority should be to port to version 3.17. I have read somewhere in the forums that the only way to port something from 3.13 to 3.17 is to add exactly the same changes you have done in 3.13 into 3.17. I've seen the SDK (and specially, the comments of the version on the SVN server) and we don't have so much comments so I am not sure if I could do that easily.

Yeah I agree converting to patch 317 is priority (together with finding out what I did wrong after revision 627). I've started a new thread in the team forum on conversion to 317.

The lack of comments is indeed annoying. :( When looking at some changed code, I can tell you to what feature change/addition in Planetfall it is related to, but unfortunately due to my limited SDK skills, I wouldn't be able to tell what other files have all been modified related to that change.
 
I tried tracking down the cause of the crash, but no luck. I have a savegame now which crashes everytime i end my turn. So i thought the crash had something to do with the doTurn code for either player, city or unit, since those got changed since 627, but those seem to be working fine.

Next I think i'll try each version after 627 one by one and see which of them crashes. Of they might all crash because the flaw is not in the endturn code but in something else entirely, and the endturn crash is just a symptom....mmm, frustrating, since i know so little about the SDK or planetfall.
 
I tried tracking down the cause of the crash, but no luck. I have a savegame now which crashes everytime i end my turn. So i thought the crash had something to do with the doTurn code for either player, city or unit, since those got changed since 627, but those seem to be working fine.

You mean there seems nothing wrong with my changes in revisions 633, 634 and 635? (Those changes weren't in doTurn itself though :confused: )

Next I think i'll try each version after 627 one by one and see which of them crashes.

Sounds great!

Of they might all crash because the flaw is not in the endturn code but in something else entirely, and the endturn crash is just a symptom....

But (under patch 313 of course) the game still worked ok with the latest revision, but using the DLL back from in February. So what else could it be besides SDK changes? :confused:
 
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