DLL compiling

alexfake

Chieftain
Joined
Jan 27, 2014
Messages
17
Hi guys,

Which tools are you using to compile the DLLs on Win7 x64?

In addition, is there a mod/feature of disabling the limitation of multi production on wonders? I want to be able to produce multiple wonders/projects in 1 turn, even if it allows the pre-build exploit.

Thanks.
 
I'm using VS2008. I'm also really bad at helping folks get setup here - but it seems that previous difficulties with this attempt were revealed later to be a basic problem with trying to work with a Steam installation (that will make debugging impossible apparently.)

There's a few more steps that need to be taken to get setup properly and there's lots of info on that in the main SDK modding threads on the site.
 
That's not a problem, I don't use steam.
I tried the codeblocks installation guide, but it seems to be out dated and didn't work. I understand from the answer that no special tools or libraries are involved in C2C and I can just use the general guide. Thanks, I'll try the visual studio guide then.
 
k... let me know if you need further assistance. I know I was a little short with help there but you seem to be on top of things. We may be able to use some further help in this department in general.

Oh... one thing... the vcproj file in the source files from the SVN makes starting VS up with the full project very easy. But you will need to setup the makefile paths file to specify to your locations.
 
Excellent, thanks!

Does the project file and the svn contain all the compilation sources, or should I take additional files that are not modified but used as is from the vanilla game version?

I looked at the Makefile, and it seems that it replaces the Makefile mentioned for editing in this guide:
http://forums.civfanatics.com/showthread.php?t=405444

So I guess after setting up VS2008, SDK and Toolkit, and updating the paths in the revisioned Makefile, I can skip right to compiling, right?
 
There should be a makefile paths file that you would keep specific to your system. This is so that the core makefile can be maintained for all on the svn and the paths file can be specified. So yes, the makefile has been significantly altered from the normal approach.

The source files on the SVN should contain everything you would need (of course if for some reason the makefile paths doesn't come in with the SVN file then I can share my copy here and you can adjust that to suit.) So yes, you should be able to skip right to compiling.
 
OK, I think I managed to compile it as is ... interesting.
I'll give a try to changing stuff now and see if it works.
 
I did get an error:
1>Error running SubWCRev
1>"fastdep.exe" NOT FOUND!

But to compilation itself was successful at producing a DLL without errors. Should I care about this issue?
 
In addition, is there a mod/feature of disabling the limitation of multi production on wonders? I want to be able to produce multiple wonders/projects in 1 turn, even if it allows the pre-build exploit.
This is not a portion of the code I've explored in great depth. So I can't say much towards this.

I'd be interested in reviewing your coding provided I can find the time. I know I'm one to talk here but if it's clean and effective then we may well want to add you to the team and get you SVN commit privileges rather quickly. The main thing I would ask (and again I'm one to talk here too but this comes from my own experiences, most of which comes from the volume of mistakes I've made along the way) is that if you're going to work on things in the code for the sake of the mod as a whole that you:
1)Communicate your intentions - many times I could've done things in a much better manner and there's still things I need to correct on older projects to get them up to speed for true implementation - this could've happened much easier if I'd been more forthcoming on the site about what I had in mind.

2)Be dedicated - if you do some things and then leave before they've been fully smoothed out it can be a nightmare for those who are trying to clean up afterwards. Both Alberts2 and I have spent a great portion of our time working on cleaning up projects from others. Mind you, Koshling mentored me and in the process ended up fixing perhaps hundreds of mistakes I made along the way - hopefully I've learned enough now to keep up with my own errors and goofs and quickly correct them on my own behalf. And I'm more than happy to help you in the way Koshling did for me - but what I would ask is that you commit to not leaving things incomplete... aka, be willing to stick around ;)


These said, we do need qualified assistance here. Alberts2 and I can probably express a great variety of known issues that have evaded solution. And there's hundreds of ways things can be improved in terms of processing. The more help we can offer each other the more we can share the burden of bugfixes and stay focused on our vision(s) and development plans.

Speaking of development plans, aside from the above, which could be an interesting project in and of itself to decipher and sort out the multi-build process (I really don't understand myself (because I haven't looked into it) why at this point you can get a build overload that dumps into gold when you still have more queued up! So if that can be sorted out that would be very cool) what other projects would you have in mind?
 
Yes it works! Muhahaha. OK, I don't need help with the wonders multi produce anymore, I managed to change the DLL and get it running in the game the way I wished.

On a more serious side - I am right there with you. I code for a while now and am a big supporter of coding in a way which makes it easy to modify.
The issue of dedication is more of a problem, as I am sadly usually very busy with a hard to predict schedule. So I don't know how much I can actually contribute sadly.
The muti-build change I made was just very easy, I had to delete the condition of checking for wonder or project that broke out of the production while loop.

I can try adding a flag which can allow for each of the criteria (food production, wonder, project) to be controlled so it can be allowed to multi produce.

I am also still curious about the issue of the cultural overflow I had i the past, though it might have been solved since then.
What I can assist with, and might be good at, and it takes me little time - is real time debugging. I have some memory editing experience and can help resolve specific bugs by detecting the flow like this.

Regarding the build - it seems to be a bit of a mess, because different mods seem to have merged here, but looking at the code, there are quite a few situations in which production will convert to gold instead of going towards the next item. Keep in mind that the change I made can be considered very bad by some, because it allows you to use overflow to pre-build a wonder (by stacking a building for creation that can be insta-finished, than doing it and rolling over the accumulated production to the wonder).
 
Plus, I never actually modded, or codded, games before. I just happen to know C++ so I wasn't afraid to play with it to get the feature I wanted :)
 
Oh that's not what I used it for :)
I am just aware that it CAN be used like that. This is why it said in the original mod that this is disabled.
I used it because I like to play with one super city, and when building the Ellis or the Seed Reserve or discovering guilds, I suddenly have like 10-20 sometimes more wonders to build all at once, and it was very annoying :)
 
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