GWARM and FRACTRADE

Admiral Armada

The Admiral of Armadas
Joined
Sep 11, 2004
Messages
462
Location
Terra
What effects do these compiler options have? Im not experienced enough to tell what they do from the code alone, and i cant find a description of them.
And to top it off, i cant figure out how to compile with them either.
 
What effects do these compiler options have? Im not experienced enough to tell what they do from the code alone, and i cant find a description of them.
And to top it off, i cant figure out how to compile with them either.

GWARM turns on another type of global warming where terrain changes step by step (grass->plains->desert etc.) instead of the original. I haven't looked that much into the other.
To compile them you need to add the flags into your makefile (ofcourse you have to merge the code first ;)) like I have done (your own makefile may look completely different):
Code:
...
MODFLAGS = /DLOG_AI /D_MOD_FRACTRADE /D_MOD_SENTRY /D_MOD_GOVWORKERS

GLOBAL_CFLAGS=/GR /Gy /W3 /EHsc /Gd /Gm- /DWIN32 /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /Yu"CvGameCoreDLL.h" $(MODFLAGS)
Debug_CFLAGS=/MD /Zi /Od /D_DEBUG /RTC1 /Fp"$(Debug_PCH)" $(GLOBAL_CFLAGS)
Release_CFLAGS=/MD /O2 /Oy /Oi /G7 /DNDEBUG /DFINAL_RELEASE /Fp"$(Release_PCH)" $(GLOBAL_CFLAGS)
...
I hope that clears something.
 
Exactly what i needed. Working fine now.
And is there a reason that the options need the D in front of them?
 
The options are described in the Modding.txt file included with BULL. The /D tells Visual C++ to "define" the value following it, thus /D_MOD_GWARM does this

Code:
#define _MOD_GWARM

so that code can be conditionally included or left out based on the definition.

Code:
#ifdef _MOD_GWARM
...
#endif
 
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