incremental patch discussion

I know but it doesn't seem to work properly for corporations. I'm changing the iTGAIndex values but the icons that get displayed have no relationship to the correct icon in Gamefont.tga.

I've figured out a fix though I think, you have to have the Corporations ordered in the same way in the CorporationInfos XML file as they are in the Gamefont.tga otherwise it is buggy.
 
There are few things you should care with Gamefonts:
1. there few slots for icons, 2 lines, 1st time i got confused when i put Landsraad icon on proper place but it didnt appeared, then i saw another set above it which have same numbers but actually different.
2. All numbers start with 0.
 
Incremental patch 1.6.1e. This patch incorporates all the changes in 1.6.1b-d. Can be installed over 1.6.1, or over any of the patches 1.6.1b-d.

Changes

+ Koma's python fix for the Homeworld screen added
+ Fixed - Heavy Carryall does not have bCanMoveAllTerrain set
+ Fixed - Slave: 2 movement points and move on desert same as worker
+ Fixed - AHR59: Master Scytale should be Spiritual, not Industrious.
+ Fixed - Rename wind trap water feature to water access
+ Fixed - AHR60: The Tleilaxu religious shrine is intended to also give +1hammer to (settled) great prophets in all cities
+ Fixed - Various inappropriate unit sound fx cleaned up
+ Gave all the house spice corporations proper gamefont icons
+ Switched Landsraad to lion rampant symbol to avoid confusion with the CHOAM corporation
+ All holy cities now provide +2 culture (rather than the +1 gold or +1 culture previously)
 
I'm going to hold off any further changes unless major issues are found. An official 1.6.3 release including this little patch stack I've built up sounds good for the weekend.
 
OK, Friday night (72 hrs from now) is the release deadline for 1.6.3. Any tech icons, art, homeworld screen, new AI_foundvalue changes before then will get merged. Deliverator has finished off my (a) category -- thanks! I have not gotten any solutions on (e), but I have spent time. I will try to clean up many of the small (b)'s, and add a few (d)'s. I will throw some conversation-starters on the (c) points into the 1.6 feedback thread.
 
Meanwhile can you please update main download wellcome thread post with all recent working patches (1.6.1e for now), newcomers will find it then , because i doubt that for trying mod in last patch version people will browse incemental patch discussion thread.
thanks :)
 
Since we have had some crashes and bugs and the 1.6.2 situation wasn't clear, I haven't wanted to publicise these too much. When 1.6.3 is released we can publicize properly in all the usual ways and places.
 
I am testing using particle effects for the Sandstorm and Spice Blow and they may be ready for 1.6.3 deadline.

The bit I'm not sure of is how to change the frequency of the triggering of the Sandstorm effect if I need to do that. I have found the block of Python that controls it, but I'm not sure which number I need to change.
 
The bit I'm not sure of is how to change the frequency of the triggering of the Sandstorm effect if I need to do that. I have found the block of Python that controls it, but I'm not sure which number I need to change.

I guess you have probably traced from cvmaininterface.py to DuneWars::StormDraw. As far as I know, the redraw routine is called every 0.25 seconds. Inside StormDraw is a magic number "12". So each time SD is called, it increments this counter and if the counter is 12, then it actually draws; otherwise it returns without doing anything.

This should mean that it is called every 3 seconds. You had also showed me how to adjust the running time of the storm animation in nifskope. I found that a four second animation and the three second redraw seemed to work best. With a very long animation, the length of time the "ghost" exists upon storm movement seems too long.

If that doesn't help, please let me know more specifically what you need.
 
OK, that's what I need. Although I might not need to change the frequency it's useful to know. The reason why I am looking to switch to a particle effect is partly to deal with the ghost issue. You remember that the Plague effect didn't leave a ghost because it is a particle effect rather than an animated NIF.
 
Yes, a non-ghosty movement like plague will be nice. If you are making storms with effects, could you also make a raincloud? I have planned this for a little while but it hasn't made it to the top of my list. I would like to have terraformed plots generate rainclouds like deep desert generates sandstorms. As the rainclouds travel they would destroy spice and kill worms.
 
I'm unsure about the clouds thing, but maybe.
If you did have clouds, in addition to destroying spice and kill worms, maybe they could increase the chance of terraforming the tile under them, or add a temporary feature that increased water yield in that tile for X turns? (Like how events can change tile yields; storms could create a "surface runoff" feature that gave +1 water, and then was removed after 3 turns).
And still have a chance of destroying some improvements.
They could spawn only on grassland tiles.

Also, while we're on storms; if we're transitioning more to the Arrakis mapscript, then maybe it is time to tweak storm behavior from a linear to a circular travel pattern.
Some people have commented that they don't think there are enough storms on Arrakis; maybe this is because the storm systems were designed for a map with an X-wrap, where the storms didn't die?

For movement, imagine a keypad, with a storm located on the 5-key. If the storm is in the SW corner of the map, it can go to 6, 3 or 2 or 1. If its in the SE corner of the map, the storm can go 6, 9, 8 or 3. etc.
Construct a little probability matrix for the storms where they have a probability weighting over those 4 directions, and then modifiy by the terrain type of the tiles in those directions, to reduce the chance of moving onto mesas or sinks. Maybe its initially equal probability for those 4 directions, but the probability is halved if the tile is mesa or sink. If the storm moves onto a mesa tile, remove the storm with 50% chance after moving.

Remove storms when they hit the edge of the map.
And to remove the problem of a clutch of storms "circle the drain" and converge to the center, remove them when they hit polar desert waste.
So storms will eventually hit mesa and die, or spiral out and die, or spiral in and die.
And have the storm spawn chance be a function of the number of storms already on the map (and maybe a function of map size?).
 
Also, while we're on storms; if we're transitioning more to the Arrakis mapscript, then maybe it is time to tweak storm behavior from a linear to a circular travel pattern.

I thought about this a while ago. When you zoom way out on the map, the game puts a cloud layer which travels west to east. I can't do anything about that, I don't even think you can turn it off. Do you think it is worthwhile to have storms spiral given clouds move west to east?

Some people have commented that they don't think there are enough storms on Arrakis; maybe this is because the storm systems were designed for a map with an X-wrap, where the storms didn't die?

The number of storms is kept to a constant number based on the map size, regardless of how fast they die. There is some more detail in this post. It may be worthwhile to add a game option with "storm density" zero, low, medium or high. Interested people can change a few characters in the python to get this effect, so I had not given it very high priority.

Each storm moves one plot east each turn. In addition each storm has a chance of moving south or north. If it hits the north or south edge, it dies. If it hits a peak, it dies. I think it may die on hills, which are now sinks, and you could debate whether this makes sense. If one storm goes into the same plot as another, it dies.

If I change it to a spiral, then I will divide the map into four quadrants. In the upper left quadrant, it will move southwest, with some chance of moving south or west. In the lower left quadrant, it will move southeast, with some chance of moving south or east. If it goes off the map it will die. I did not plan to have them spiral in or spiral out, but the random sideways moves will cause some turnover on its own.
 
I can't do anything about that, I don't even think you can turn it off. Do you think it is worthwhile to have storms spiral given clouds move west to east?

Well, I think its harmless. Most people never zoom out that far.
I think whether or not it is worth shifting the storm pattern to be circular is independent of how clouds move in a very zoomed out fashion.

It may be worthwhile to add a game option with "storm density" zero, low, medium or high
I like this idea. It could be fun to have a game played in a storm-ridden hellhole, where only tiles protected by mesa and in sinks were safe from massive storm pillaging.

If I change it to a spiral, then I will divide the map into four quadrants
We're thinking along the same lines. Just make sure you have something to control storms that happen to approach the center of the map just staying there forever.
Removing them when they hit polar waste would do this.
It would also be good for the center of the map to generally more protected from storms. Tweaking the weighting could be a good way of doing this: if storms in the NW quadrant go SW, S or W, then maybe they should be SW=50%, W = 28%, S=22%. And similarly for other quadrants This would help cause storms to spiral outwards (in a probabilistic sense).
Alternatively, you could have storms spawn only in deep desert tiles, and spiral inwards, to crash onto land. Having them only spawn on deep desert would make them much more likely to appear on the outer edges of the map and then come in, which is how the real storms on Arrakis happen.

Ideally, you could also have the mapscript generate some parameter, so that the storms woudl either act east-west as current on Duneipegalo, or in a spiral if on Arrakis.
 
hey guys,

i think i had a break through with the sdk,

i was able to find 2 errors ive made in the merge, so now ive manage to merge all of caphelo's code,

just one part of the code by koma was left out, but he explained to me that it not a code that is used, it had to do with the danger count code.

so , although you guys will stick with 1.6.1, i would continue to text the new code with your lastest changes and look for ctds and bugs, after i will have some of that, im hoping someone could help me test it,
and as for previously asked questions here,
the testing would be simple, just need to see that the ai , and all of the transportation behaviour is normal.

really hope ill get some help with this guys.
 
i think i had a break through with the sdk,

Sounds great.
We can try to test a private version of this rather than putting it in with 1.6.3, and then make it a 1.6.4.
I might not have time for a few days, but we'll see.
 
I don't mind doing some testing on the weekend, keldath.
 
cool guys,

i got some understanding of the functions caphelo entered, some where bit altered by the bbai, so i figured out how to implement caphelos changes onto the new bbai section that i had to comment out from 1.6.2.

plus, i found a missing code from jculturecontril that for some reason want present.

tomorrow ill send you a link to the new version with your latest patch.

thanks.


edit: so far my testing of 1.6.2 new is going well, yeah! soon i will upload.
 
the new 1.6.2 is released - for testing purposes only!

http://uploading.com/files/99de42bc/dune+wars-1.6.2.2.exe/


EDIT: DELETE THE INTERFACE MODULAR FOLDER - forgot to do that - or else your hud will be without frames

it includes:

-revdcm 2.6:
bbai0.81
bug 4
new unofficial patch

- patch 1.6.1e by deliverator

-much clean up of un used codes.

- missing caphelo codes and some jculturalcontrol codes where added.


i hope you guys help me test this, and hopefully to replace the current 1.6.1 version,

i have tested it a bit for a few hundred turns, saw no error.

plz try it out so we can go to the next level.
 
Trying to get your 1.6.2.2. The uploading.com page just says "Your IP address is currently downloading a file. Please wait until the downloading process has been completed." even though I'm not downloading anything.

Could you try mediafire or some other site perhaps?
 
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