First release

I think that we should force ourselves to release a public beta by the end of the week-end, even if it doesn't do everything we want it to. Otherwise, we will always get bogged down and never release anything. Also, we might get lucky and more people might decide to join us, which will make things a lot faster.
 
We will also discover once and for all if SimCuties error is occuring for anyone else, currently no one else can replicate it. We definatly need outside testing at this point. I will prepare some small XML mods that utilize my new features, they will serve more as examples of how to utilize and perhaps be usefull components rather then real mods. These will be offered as a seperate optional file from the CCP.
 
Goodo. All set for a beta release tomorrow evening (in about 24 hours) in the Mod Components forum then. This should allow us to (hopefully) track down that crash if we can't find it beforehand, and will get the first one out of the doorway so we can continue work on the second one.

So, current known issues:
  • Save games from previous versions will crash the game (will be fixed for next version)
  • Persistant loading crash on some machines. Not entirely sure of the cause. (I really would like it if you could nail this before tomorrow SimCutie!)
 
Any progress on this?

Which .dll should I link to on the forum post, also, is there a compressed package of our source code somewhere?

I was going to post it in 5-6 hours from now.
 
I have just sent an E-mail to your hotmail account...

From Impaler[WrG]

I have compiled the dev branch and extracted the latest Assets using an anomymous CVS checkout, the CVS folders and included here, the end users will be able to use this to update (But NOT Commit) the Assets as we do inevitable patching if they have Tortise (which I recomend) otherwise they will just be dead folders.

I recomend you use the CivFanatics upload as the Zip is too large to get on a post.

Please confirm secessfull reciving it, I recomed releasing as soon as you get it uploaded, just give an Introduction and then I will reply to your Post will information about my Mods and some compatable mods of my own.

I will also prepare a package containing only the Modified Source files.
 
Got it. This is without SimCuties files right? Or did you have some luck in compiling them?

BTW - I have absolutely no idea what you're talking about. I assume it has something to do with all these additional files. Can you possibly give me an explaination which I can just copy-paste into the post?
 
I had assumed he had not commited anything to the CVS because their was no post here as to him doing that, but I have just done a checkout and found he has, I will try to compile it. If I cant I still have the Assets I just sent you.

Also I am preparing a Posting on the Civ 4 Communit Mods site
http://civ4mods.loadedinc.com/ but will delay that for testing SimCuties code.

SimCutie: I got a Conflict oncheckout, why have you removed these files
CvGameCoreDLL.cbp
CvGameCoreDLL.depend
CvGameCoreDLL.layout

The layout and depend arn't so important as I belive they will be generated at compile time but cbp is a saved project file containing Compiling instructions and other important stuff (I think it also contains listings of all the files in the project), if you need to update it because of the files you added thats well and good but do not remove it, I will have to reset all the compiler and linker options and recreate it from the vcproj file now.

:) COMPILED 7min/13sec

:( Crash to Desktop when you press PlayGame after the gamecreating bar is finished.
 
Impaler[WrG] said:
:( Crash to Desktop when you press PlayGame after the gamecreating bar is finished.
Sounds like that's exactly the problem SimCutie was reporting - is your python error log the same as the one on this post?

If so, it's a crash on "load_module CvGameInterface".

SimCutie said he had narrowed it down to 12m's code, when he had his and yours not running, although given that you had tested 12m's on it's own this is rather odd. Maybe a compare of the files might show something? (Don't have any compare tools here, but I might skim through with notepad...).

EDIT: And can you post that explaination I was after?

EDIT 2: Also, I have an exam tomorrow morning, and I'm planning to go to bed in about 40 mins... if somebody else wants to start the thread that's fine, as long as you don't go disappearing. I think I've pretty much got the complete changelog on post one of this thread, though I'm not certain. If nobody does post up the thread, I'll probably have it done ~1PM GMT tomorrow, after my exam.

EDIT 3: Ok, gone to bed.
 
When I merged the code together the first time, there were a few places where SimCutie's and 12monkey's code intersected. I have a feeling that it is in these places that we need to look at first to see where the problem is, because alone, each modification works fine.
 
I have never used the Pythonerrorlog but I think I managed to get it running properly and generate the type of log file you need.

From what I can see comparing it to the log by SimCutie you linked too its not the same problem, the section ware he looped infinitly is fine and it continues on to load several more Moduals. Then it looks like its going to save the game and the last thing it lists is loading Pickle.

TGA: I was refering to the Tortise CVS files, its the method I have been using to access SF, by including these files already configured and pointing at the correct site they wont have to do any configuring themselves they just need to install TortiseCVS and they can Checkout the Assets folder getting the new DLL and other files.

If you like I can make the release (of the earlier stable code I sent you) tonight ~3 hours from now, should I also release the Unstable stuff as an "Unstable v2.0 for testing perposes only"?

I have uploaded the stable Assets to the Civ4 Community Mods page with a voluminous explination and user guide, I included 12Monkeys and my own changelogs and logs for the other small mods that I included. Their admins will need to aprove it before it becomes public, that shouldnt take long, then I will link to it when I make the release Post.
 

Attachments

Released under Mod Components, go make your reserved posts now!!
 
SimCuties latest upload to the CVS is still unstable, I have checked out a Copy of it and everyone else should as well, then we should revert to the last stable version say some time middle of this coming week so other moding can continue. Meanwhial Sim and Monkey can attack this crash problem. I will likly be preocupied with bug reports from the release.

It might be a good idea to get thouse individual branch folders on the CVS back up.
 
Merged version check-in in CVS dev branch. Please update and check. Crash impaler experinced is due to ActionButton python file version problem. I uploaded somewaht older version than matching CvGameCoreDLL.
Just update python Assets/Python/Custom/ActionButton.py. No change to CvGameCoreDLL.

PS) Sorry I didn't know about .cbp file. It is added again.
 
I think you got it their, loaded and ran fine. I saw your Test Buttons, the White Star on Blue that printed "Test Button 1" to the screen, the Pink button (must lack an ArtDefine) that centered units and the Button 2 with the Monarchy art that printed the date and time it was pressed.

Good job, I think we should do a bit more internal testing and fix what ever bugs are found in the 1.0 and we could have the 2.0 with your mods ready in no time. I am hopeing we can get some of Lopez's mods in as well, he has been quite prolific, your Python mod controls could be of great use to him.
 
You missed me by 2 minutes there! Ooops.

Can you update the change log on the post you made to include spoiler tags (like the one on this thread)? It makes it look alot neater, and some of the details of some stuff are rather expansive.

Other things - can we keep the version number as agreed. Version 1.0 makes it sounds like it is final, or at least part way to being final. This is v1.61.0001a.

I'd quite like the version including SimCutie's changes ASAP - he's made some quite large changes to the way the events are handled, and they really should be in from the start. When it's compiled could it get uploaded to a place where you can download it easily (similar to a release), so that the testers here can have a go with it first?
 
I was wondering how you did that with the little spoiler boxes, I've never used thouse before. I will definatly add them once I know how. Sorry about the version number I can change that, though to be honest v1.61.0001a. sound realy unessarily long and cryptic.

I am quite impressed with what SimCutie has done now that I am able to get my hands on it, should we sneak it in along with bug fixes made in the next few days or throw it out their right now? I have one or two other tests I would like to make.

On another though I think we should keep the Demotest buttons and other Demo materials that SimCutie made in a seperate download, that will keep the CCP core download from altering anything. I did something similar with some XML mods by providing them as addon Demo mods, we just specify. SimCutie could you move the files assosiated with thouse Demos out of the project Assets and provide them here on the forum and be prepared to post them when your mods are released.
 
Spoiler :
this is a spoiler


is like that

Just use <square-brackets-on>Spoiler<square-brackets-off> this is a spoiler <square-brackets-on>/Spoiler<square-brackets-off>
 
Code:
[plain][spoiler]<text>[/spoiler][/plain]
comes out as:

Spoiler :
<text>


If you want to say what the spoiler is for you can do:

Code:
[plain][spoiler=Elephants]have big noses[/spoiler][/plain]
which comes out as:

Spoiler Elephants :
have big noses


I agree about demo mods. Definatly should be in an additional download, and definately needed.

My thought for testing was that we would get the new .dll and files hosted somewhere where we can all download them (I'm not sure everybody who has access to this forum can access the FTP), so that we could test new features for usablilty, and bugs.

EDIT: As a side note the [plain]<text>[/plain] tag allows you to post things like that without them getting changed by the forum.
 
Thanks for the tips guys, thats a rather usefull thing I will have to start using it.

The Release post is updated with the Spoilers, what do you think of it now?

I will see if I can get thouse Demos seperated (should be able to just move thouse Python files out, thats the whole point of SimCuties Eventmanager after all)

I did notice an odd behavior with SimCuties changes, at the corner of the screen the Pedia and MainMenu links disapear when the two < > city cycling buttons are pressedand then re-apear after selecting a unit or unit. Its anoying but not debilitating. Also changes made in the options panel dont seem to take effect untill I end the turn or do something else to cause a screen update, could the change effect be linked to the closing of the options menu that would ensure things update imediatly.

When I removed the Custom Buttons things worked fine, that Pink center unit button is still their. I realy like the effect and think it should be perminent as it is but it needs some Art pronto. Can someone scroung up an artist?

I sucsesfully loaded the Anchient Mediteranial Mod with the CCP in Custom Assets so its proving very compatable with normal Mods.
 
The Great Apple said:
I think we can probably get another version out before Warlords. It's still 1.5 - 2 months away, and it's likely to be later in places other than America.

Modding features such as this don't need to have an enable/disable switch as they are passive. The modder might never use them. I agree that it would be good for them to be optional, but it's not nearly as neccessary as having switches on other things.
According to recent thread about WarLord expansion release date, it seems that the expansion will be released circa July 21 - 25.
I think that we should have next release no later than very ealy in July, preferabley until end of this June...
Considering such short period to work on second release, we should not plan major feature addition to second release. It should be just maintenace and supplementary release (like Demo, document, save file and Python/XML feature enable/disable)

http://forums.civfanatics.com/showthread.php?t=173224.
 
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