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Quick Modding Questions Thread

Just checked the dll in C2C and the Strategy text is the Sid's Tips line in all cases where this is referenced. There's apparently some option that adjusts whether it shows or not and it's possible someone did some hardcoding replacement mechanism in python somewhere but according to the dll at least, Strategy is confirmed.

However, whether the text is labeled _STRATEGY or not is fairly irrelevant. Of course, the <Strategy> tag is what is important to make sure you're using.
 
The Sid tips hover text cannot be changed via python.
The strategy section in pedia can be changed via python
 
I made a (very rare) event where it's possible for you to subtract 2 population from your cities in exchange for a building. The question is, what will happen to cities that have less than 2 population, or to cities that already have that building?
 
Just set it such that the event cannot occur in cities below 3 population or building present
 
SDK Help need:

Locations on my PC:
E:\WindowsSDK
E:\Microsoft Visual C++ Toolkit 2003
C:\Program Files\Microsoft SDKs\Windows
here is two folders v6.0A and v7.0A

i have VS 2010 Ultimate

My Mikefile, with this makefile i can compile BTS source codes, stolenrays DCM v2.5, asaf custom DLL, TLO tags - SDK promotions, but i can't compile source files of any revolution mod and Caveman2Cosmos. What's is wrong i get errors during compiling this.
Spoiler :
Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=E:\Microsoft Visual C++ Toolkit 2003
PSDK=E:\WindowsSDK
CIVINSTALL=E:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=$(CIVINSTALL)\Mods\MyMod

#### Tools ####
CC="$(TOOLKIT)\bin\cl.exe"
CPP="$(TOOLKIT)\bin\cl.exe"
LD="$(TOOLKIT)\bin\link.exe"
RC="$(PSDK)\bin\rc.exe"
## Uncomment to build dependencies using fastdep
FD="$(MAKEDIR)\bin\fastdep.exe"

#### BLACKLIST ####
## Uncomment to block CvTextScreen (accidentally included by Firaxis)
BLACKLIST=CvTextScreens

#### You shouldn't need to modify anything beyond this point ####
#################################################################

#### Target Files ####
Debug_BIN=Debug\CvGameCoreDLL.dll
Release_BIN=Release\CvGameCoreDLL.dll

!IF [IF NOT EXIST CvGameCoreDLL.rc EXIT 1] == 0
Debug_RESOURCE=Debug\CvGameCoreDLL.res
Release_RESOURCE=Release\CvGameCoreDLL.res
!ENDIF

Debug_STATICLIB=Debug\CvGameCoreDLL.lib
Release_STATICLIB=Release\CvGameCoreDLL.lib

Debug_LIBDEF=Debug\CvGameCoreDLL.def
Release_LIBDEF=Release\CvGameCoreDLL.def

Debug_PCH=Debug\CvGameCoreDLL.pch
Release_PCH=Release\CvGameCoreDLL.pch

Debug_PDB=Debug\CvGameCoreDLL.pdb
Release_PDB=Release\CvGameCoreDLL.pdb

Debug_OTHER=Debug\CvGameCoreDLL.exp Debug\CvGameCoreDLL.ilk
Release_OTHER=Release\CvGameCoreDLL.exp

#### CFLAGS ####
GLOBAL_CFLAGS=/GR /Gy /W3 /EHsc /Gd /Gm- /DWIN32 /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /Yu"CvGameCoreDLL.h"
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)

#### LDFLAGS ####
GLOBAL_LDFLAGS=/DLL /NOLOGO /SUBSYSTEM:WINDOWS /LARGEADDRESSAWARE /TLBID:1
Debug_LDFLAGS=/INCREMENTAL /DEBUG /PDB:"$(Debug_PDB)" /IMPLIB:"$(Debug_STATICLIB)" $(GLOBAL_LDFLAGS)
Release_LDFLAGS=/INCREMENTAL:NO /OPT:REF /OPT:ICF /PDB:"$(Release_PDB)" $(GLOBAL_LDFLAGS)

#### INCLUDES ####
GLOBAL_INCS=/I"$(TOOLKIT)/include" /I"$(PSDK)/Include" /I"$(PSDK)/Include/mfc" /I"$(GLOBALBOOST)/include" /I"$(GLOBALPYTHON)/include"
PROJECT_INCS=/IBoost-1.32.0/include /IPython24/include
Debug_INCS=$(PROJECT_INCS) $(GLOBAL_INCS)
Release_INCS=$(PROJECT_INCS) $(GLOBAL_INCS)

#### LIBS ####
GLOBAL_LIBS=/LIBPATH:"$(TOOLKIT)/lib" /LIBPATH:"$(PSDK)/Lib"  /LIBPATH:"$(GLOBALBOOST)/libs" /LIBPATH:"$(GLOBALPYTHON)/libs" winmm.lib user32.lib
PROJECT_LIBS=/LIBPATH:Python24/libs /LIBPATH:boost-1.32.0/libs/ boost_python-vc71-mt-1_32.lib
Debug_LIBS=$(PROJECT_LIBS) $(GLOBAL_LIBS) msvcprt.lib
Release_LIBS=$(PROJECT_LIBS) $(GLOBAL_LIBS)

#### Objects ####
Debug_LINKOBJS=$(Debug_OBJS)
Release_LINKOBJS=$(Release_OBJS)

#### Auto SOURCES/OBJS ####
!IF [ECHO SOURCES= \> sources.mk] == 0 && \
    [FOR %i IN (*.cpp) DO @ECHO. "%i" \>> sources.mk] == 0 && \
    [ECHO.>> sources.mk] == 0 && \
    [ECHO Debug_OBJS= \>> sources.mk] == 0 && \
    [FOR /F "delims=." %i IN ('dir /b *.cpp') DO @ECHO. Debug\%i.obj \>> sources.mk] == 0 && \
    [ECHO.>> sources.mk] == 0 && \
    [ECHO Release_OBJS= \>> sources.mk] == 0 && \
    [FOR /F "delims=." %i IN ('dir /b *.cpp') DO @ECHO. Release\%i.obj \>> sources.mk] == 0 && \
    [ECHO.>> sources.mk] == 0
!INCLUDE sources.mk
!IF [DEL sources.mk]
!ENDIF
!ENDIF

#### Targets ####
#################

.PHONY: all clean Debug_clean Release_clean Debug Release

all: Debug Release

clean: Debug_clean Release_clean 

Debug_clean:
	@FOR %i IN ($(Debug_BIN) $(Debug_STATICLIB) $(Debug_LIBDEF) \
		Debug\*.obj Debug\*.@ $(Debug_RESOURCE) \
		$(Debug_PCH) $(Debug_PDB) $(Debug_OTHER)) DO @IF EXIST "%i" DEL "%i"

Release_clean:
	@FOR %i IN ($(Release_BIN) $(Release_STATICLIB) $(Release_LIBDEF) \
		Release\*.obj Release\*.@ $(Release_RESOURCE) \
		$(Release_PCH) $(Release_PDB) $(Release_OTHER)) DO @IF EXIST "%i" DEL "%i"

Debug: Debug_DIR Debug_unfinished $(Debug_PCH) $(Debug_BIN)
!IFDEF YOURMOD
	-COPY "$(Debug_BIN)" "$(YOURMOD)\Assets\."
!ENDIF

Release: Release_DIR Release_unfinished $(Release_PCH) $(Release_BIN)
!IFDEF YOURMOD
	-COPY "$(Release_BIN)" "$(YOURMOD)\Assets\."
!ENDIF

Debug_DIR:
	-@IF NOT EXIST "Debug\." MKDIR "Debug"

Release_DIR:
	-@IF NOT EXIST "Release\." MKDIR "Release"

Debug_unfinished:
	@ECHO.>Debug\unfinished.@
	@FOR /F "delims=@" %i IN ('dir /b Debug\*.@') DO \
		@IF EXIST "Debug\%i" DEL "Debug\%i"
	@FOR /F %i IN ('dir /b Debug\*.@') DO \
		@IF EXIST "Debug\%i" DEL "Debug\%i"

Release_unfinished:
	@ECHO.>Release\unfinished.@
	@FOR /F "delims=@" %i IN ('dir /b Release\*.@') DO \
		@IF EXIST "Release\%i" DEL "Release\%i"
	@FOR /F %i IN ('dir /b Release\*.@') DO \
		@IF EXIST "Release\%i" DEL "Release\%i"

$(Debug_BIN): $(Debug_LINKOBJS) $(Debug_RESOURCE)
	$(LD) /out:$(Debug_BIN) $(Debug_LDFLAGS) $(Debug_LIBS) $(Debug_LINKOBJS) $(Debug_RESOURCE)

$(Release_BIN): $(Release_LINKOBJS) $(Release_RESOURCE)
	$(LD) /out:$(Release_BIN) $(Release_LDFLAGS) $(Release_LIBS) $(Release_LINKOBJS) $(Release_RESOURCE)

.cpp{Debug}.obj:
	@ECHO.>"$*.obj.@"
    $(CPP) /nologo $(Debug_CFLAGS) $(Debug_INCS) /Fo$*.obj /c $<
	@DEL "$*.obj.@"

.cpp{Release}.obj:
	@ECHO.>"$*.obj.@"
    $(CPP) /nologo $(Release_CFLAGS) $(Release_INCS) /Fo$*.obj /c $<
	@DEL "$*.obj.@"

$(Debug_PCH) Debug\_precompile.obj:
	@ECHO.>"$(Debug_PCH).@"
	@ECHO.>"Debug\_precompile.obj.@"
	$(CPP) /nologo $(Debug_CFLAGS) $(Debug_INCS) /YcCvGameCoreDLL.h /Fo"Debug\_precompile.obj" /c _precompile.cpp
	@DEL "$(Debug_PCH).@"
	@DEL "Debug\_precompile.obj.@"

$(Release_PCH) Release\_precompile.obj:
	@ECHO.>"$(Release_PCH).@"
	@ECHO.>"Release\_precompile.obj.@"
    $(CPP) /nologo $(Release_CFLAGS) $(Release_INCS) /YcCvGameCoreDLL.h /Fo"Release\_precompile.obj" /c _precompile.cpp
	@DEL "$(Release_PCH).@"
	@DEL "Release\_precompile.obj.@"

.rc{Debug}.res:
	@ECHO.>"$*.res.@"
	$(RC) /Fo$@ $(Debug_INCS) $<
	@DEL "$*.res.@"

.rc{Release}.res:
	@ECHO.>"$*.res.@"
	$(RC) /Fo$@ $(Release_INCS) $<
	@DEL "$*.res.@"

!IFDEF BLACKLIST

Debug\$(BLACKLIST).obj: $(BLACKLIST).cpp
	@ECHO.>"$*.obj.@"
	@ECHO.>"$*-dummy.cpp"
	$(CPP) /nologo $(Debug_CFLAGS) $(Debug_INCS) /Y- /Fo$@ /c "$*-dummy.cpp"
	@DEL "$*-dummy.cpp"
	@DEL "$*.obj.@"

Release\$(BLACKLIST).obj: $(BLACKLIST).cpp
	@ECHO.>"$*.obj.@"
	@ECHO.>"$*-dummy.cpp"
	$(CPP) /nologo $(Release_CFLAGS) $(Release_INCS) /Y- /Fo$@ /c "$*-dummy.cpp"
	@DEL "$*-dummy.cpp"
	@DEL "$*.obj.@"

!ENDIF

!IFDEF FD

!IF [IF NOT EXIST $(FD) EXIT 1] == 0
!IF [$(FD) --objectextension=pch -q -O Debug CvGameCoreDLL.cpp > depends] != 0 || \
    [$(FD) --objectextension=obj -q -O Debug $(SOURCES) >> depends] != 0 || \
    [$(FD) --objectextension=pch -q -O Release CvGameCoreDLL.cpp >> depends] != 0 || \
    [$(FD) --objectextension=obj -q -O Release $(SOURCES) >> depends] != 0
!MESSAGE Error running fastdep.
!ENDIF
!ELSE
!IF [ECHO "fastdep.exe" NOT FOUND! && \
     ECHO Please edit Makefile to reflect the correct path of fastdep. && \
     ECHO. ]
!ENDIF
!ENDIF

!ENDIF

!IF EXIST(depends)
!INCLUDE depends
!ENDIF
 
I use the 7.0A one.

What are the errors

Thank you !!!

Code:
------ Build started: Project: CvGameCoreDLL, Configuration: Debug Win32 ------
Build started 23.1.2014 12:50:52.
...
...
...
Build succeeded.

Time Elapsed 00:06:34.93
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

MakeFile for ALL, if me again need makefile i will copy this :goodjob::
Spoiler :
Code:
#### Civilization 4 SDK Makefile 1.0 ####
####  Copyright 2010 Danny Daemonic  ####
#########################################

#### Paths ####
TOOLKIT=E:\Microsoft Visual C++ Toolkit 2003
PSDK=C:\Program Files\Microsoft SDKs\Windows\v7.0A
CIVINSTALL=E:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword
GLOBALBOOST=$(CIVINSTALL)\CvGameCoreDLL\Boost-1.32.0
GLOBALPYTHON=$(CIVINSTALL)\CvGameCoreDLL\Python24
## Uncomment to have newly compiled dlls copied to your mod's Assets directory
#YOURMOD=$(CIVINSTALL)\Mods\MyMod

#### Tools ####
CC="$(TOOLKIT)\bin\cl.exe"
CPP="$(TOOLKIT)\bin\cl.exe"
LD="$(TOOLKIT)\bin\link.exe"
RC="$(PSDK)\bin\rc.exe"
## Uncomment to build dependencies using fastdep
FD="$(MAKEDIR)\bin\fastdep.exe"

#### BLACKLIST ####
## Uncomment to block CvTextScreen (accidentally included by Firaxis)
BLACKLIST=CvTextScreens

#### You shouldn't need to modify anything beyond this point ####
#################################################################

#### Target Files ####
Debug_BIN=Debug\CvGameCoreDLL.dll
Release_BIN=Release\CvGameCoreDLL.dll

!IF [IF NOT EXIST CvGameCoreDLL.rc EXIT 1] == 0
Debug_RESOURCE=Debug\CvGameCoreDLL.res
Release_RESOURCE=Release\CvGameCoreDLL.res
!ENDIF

Debug_STATICLIB=Debug\CvGameCoreDLL.lib
Release_STATICLIB=Release\CvGameCoreDLL.lib

Debug_LIBDEF=Debug\CvGameCoreDLL.def
Release_LIBDEF=Release\CvGameCoreDLL.def

Debug_PCH=Debug\CvGameCoreDLL.pch
Release_PCH=Release\CvGameCoreDLL.pch

Debug_PDB=Debug\CvGameCoreDLL.pdb
Release_PDB=Release\CvGameCoreDLL.pdb

Debug_OTHER=Debug\CvGameCoreDLL.exp Debug\CvGameCoreDLL.ilk
Release_OTHER=Release\CvGameCoreDLL.exp

#### CFLAGS ####
GLOBAL_CFLAGS=/GR /Gy /W3 /EHsc /Gd /Gm- /DWIN32 /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /Yu"CvGameCoreDLL.h"
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)

#### LDFLAGS ####
GLOBAL_LDFLAGS=/DLL /NOLOGO /SUBSYSTEM:WINDOWS /LARGEADDRESSAWARE /TLBID:1
Debug_LDFLAGS=/INCREMENTAL /DEBUG /PDB:"$(Debug_PDB)" /IMPLIB:"$(Debug_STATICLIB)" $(GLOBAL_LDFLAGS)
Release_LDFLAGS=/INCREMENTAL:NO /OPT:REF /OPT:ICF /PDB:"$(Release_PDB)" $(GLOBAL_LDFLAGS)

#### INCLUDES ####
GLOBAL_INCS=/I"$(TOOLKIT)/include" /I"$(PSDK)/Include" /I"$(PSDK)/Include/mfc" /I"$(GLOBALBOOST)/include" /I"$(GLOBALPYTHON)/include"
PROJECT_INCS=/IBoost-1.32.0/include /IPython24/include
Debug_INCS=$(PROJECT_INCS) $(GLOBAL_INCS)
Release_INCS=$(PROJECT_INCS) $(GLOBAL_INCS)

#### LIBS ####
GLOBAL_LIBS=/LIBPATH:"$(TOOLKIT)/lib" /LIBPATH:"$(PSDK)/Lib"  /LIBPATH:"$(GLOBALBOOST)/libs" /LIBPATH:"$(GLOBALPYTHON)/libs" winmm.lib user32.lib
PROJECT_LIBS=/LIBPATH:Python24/libs /LIBPATH:boost-1.32.0/libs/ boost_python-vc71-mt-1_32.lib
Debug_LIBS=$(PROJECT_LIBS) $(GLOBAL_LIBS) msvcprt.lib
Release_LIBS=$(PROJECT_LIBS) $(GLOBAL_LIBS)

#### Objects ####
Debug_LINKOBJS=$(Debug_OBJS)
Release_LINKOBJS=$(Release_OBJS)

#### Auto SOURCES/OBJS ####
!IF [ECHO SOURCES= \> sources.mk] == 0 && \
    [FOR %i IN (*.cpp) DO @ECHO. "%i" \>> sources.mk] == 0 && \
    [ECHO.>> sources.mk] == 0 && \
    [ECHO Debug_OBJS= \>> sources.mk] == 0 && \
    [FOR /F "delims=." %i IN ('dir /b *.cpp') DO @ECHO. Debug\%i.obj \>> sources.mk] == 0 && \
    [ECHO.>> sources.mk] == 0 && \
    [ECHO Release_OBJS= \>> sources.mk] == 0 && \
    [FOR /F "delims=." %i IN ('dir /b *.cpp') DO @ECHO. Release\%i.obj \>> sources.mk] == 0 && \
    [ECHO.>> sources.mk] == 0
!INCLUDE sources.mk
!IF [DEL sources.mk]
!ENDIF
!ENDIF

#### Targets ####
#################

.PHONY: all clean Debug_clean Release_clean Debug Release

all: Debug Release

clean: Debug_clean Release_clean 

Debug_clean:
	@FOR %i IN ($(Debug_BIN) $(Debug_STATICLIB) $(Debug_LIBDEF) \
		Debug\*.obj Debug\*.@ $(Debug_RESOURCE) \
		$(Debug_PCH) $(Debug_PDB) $(Debug_OTHER)) DO @IF EXIST "%i" DEL "%i"

Release_clean:
	@FOR %i IN ($(Release_BIN) $(Release_STATICLIB) $(Release_LIBDEF) \
		Release\*.obj Release\*.@ $(Release_RESOURCE) \
		$(Release_PCH) $(Release_PDB) $(Release_OTHER)) DO @IF EXIST "%i" DEL "%i"

Debug: Debug_DIR Debug_unfinished $(Debug_PCH) $(Debug_BIN)
!IFDEF YOURMOD
	-COPY "$(Debug_BIN)" "$(YOURMOD)\Assets\."
!ENDIF

Release: Release_DIR Release_unfinished $(Release_PCH) $(Release_BIN)
!IFDEF YOURMOD
	-COPY "$(Release_BIN)" "$(YOURMOD)\Assets\."
!ENDIF

Debug_DIR:
	-@IF NOT EXIST "Debug\." MKDIR "Debug"

Release_DIR:
	-@IF NOT EXIST "Release\." MKDIR "Release"

Debug_unfinished:
	@ECHO.>Debug\unfinished.@
	@FOR /F "delims=@" %i IN ('dir /b Debug\*.@') DO \
		@IF EXIST "Debug\%i" DEL "Debug\%i"
	@FOR /F %i IN ('dir /b Debug\*.@') DO \
		@IF EXIST "Debug\%i" DEL "Debug\%i"

Release_unfinished:
	@ECHO.>Release\unfinished.@
	@FOR /F "delims=@" %i IN ('dir /b Release\*.@') DO \
		@IF EXIST "Release\%i" DEL "Release\%i"
	@FOR /F %i IN ('dir /b Release\*.@') DO \
		@IF EXIST "Release\%i" DEL "Release\%i"

$(Debug_BIN): $(Debug_LINKOBJS) $(Debug_RESOURCE)
	$(LD) /out:$(Debug_BIN) $(Debug_LDFLAGS) $(Debug_LIBS) $(Debug_LINKOBJS) $(Debug_RESOURCE)

$(Release_BIN): $(Release_LINKOBJS) $(Release_RESOURCE)
	$(LD) /out:$(Release_BIN) $(Release_LDFLAGS) $(Release_LIBS) $(Release_LINKOBJS) $(Release_RESOURCE)

.cpp{Debug}.obj:
	@ECHO.>"$*.obj.@"
    $(CPP) /nologo $(Debug_CFLAGS) $(Debug_INCS) /Fo$*.obj /c $<
	@DEL "$*.obj.@"

.cpp{Release}.obj:
	@ECHO.>"$*.obj.@"
    $(CPP) /nologo $(Release_CFLAGS) $(Release_INCS) /Fo$*.obj /c $<
	@DEL "$*.obj.@"

$(Debug_PCH) Debug\_precompile.obj:
	@ECHO.>"$(Debug_PCH).@"
	@ECHO.>"Debug\_precompile.obj.@"
	$(CPP) /nologo $(Debug_CFLAGS) $(Debug_INCS) /YcCvGameCoreDLL.h /Fo"Debug\_precompile.obj" /c _precompile.cpp
	@DEL "$(Debug_PCH).@"
	@DEL "Debug\_precompile.obj.@"

$(Release_PCH) Release\_precompile.obj:
	@ECHO.>"$(Release_PCH).@"
	@ECHO.>"Release\_precompile.obj.@"
    $(CPP) /nologo $(Release_CFLAGS) $(Release_INCS) /YcCvGameCoreDLL.h /Fo"Release\_precompile.obj" /c _precompile.cpp
	@DEL "$(Release_PCH).@"
	@DEL "Release\_precompile.obj.@"

.rc{Debug}.res:
	@ECHO.>"$*.res.@"
	$(RC) /Fo$@ $(Debug_INCS) $<
	@DEL "$*.res.@"

.rc{Release}.res:
	@ECHO.>"$*.res.@"
	$(RC) /Fo$@ $(Release_INCS) $<
	@DEL "$*.res.@"

!IFDEF BLACKLIST

Debug\$(BLACKLIST).obj: $(BLACKLIST).cpp
	@ECHO.>"$*.obj.@"
	@ECHO.>"$*-dummy.cpp"
	$(CPP) /nologo $(Debug_CFLAGS) $(Debug_INCS) /Y- /Fo$@ /c "$*-dummy.cpp"
	@DEL "$*-dummy.cpp"
	@DEL "$*.obj.@"

Release\$(BLACKLIST).obj: $(BLACKLIST).cpp
	@ECHO.>"$*.obj.@"
	@ECHO.>"$*-dummy.cpp"
	$(CPP) /nologo $(Release_CFLAGS) $(Release_INCS) /Y- /Fo$@ /c "$*-dummy.cpp"
	@DEL "$*-dummy.cpp"
	@DEL "$*.obj.@"

!ENDIF

!IFDEF FD

!IF [IF NOT EXIST $(FD) EXIT 1] == 0
!IF [$(FD) --objectextension=pch -q -O Debug CvGameCoreDLL.cpp > depends] != 0 || \
    [$(FD) --objectextension=obj -q -O Debug $(SOURCES) >> depends] != 0 || \
    [$(FD) --objectextension=pch -q -O Release CvGameCoreDLL.cpp >> depends] != 0 || \
    [$(FD) --objectextension=obj -q -O Release $(SOURCES) >> depends] != 0
!MESSAGE Error running fastdep.
!ENDIF
!ELSE
!IF [ECHO "fastdep.exe" NOT FOUND! && \
     ECHO Please edit Makefile to reflect the correct path of fastdep. && \
     ECHO. ]
!ENDIF
!ENDIF

!ENDIF

!IF EXIST(depends)
!INCLUDE depends
!ENDIF
 
I have one problem and i have one plan.

Problem:

I am compile .dll successful (Debug and Release), and when i start my game i get lots of this error on picture,
i can click OK to tomorrow they will not end. With Debug and Release .dll i get this. Info, i am compile RevolutionDCM

vIaCJiG.jpg


Plan:

My plan is to hide this which selected with blue lines or eventually remove, because i want to put this options available with SDK,
before you start game you select what components you want. How to do that? I think that i must change this in this two files which i am attach here.

3Kfnqv7.jpg
 

Attachments

I am:
; Set to 1 for no python exception popups
HidePythonExceptions = 1

in my documents and when i open my mod i am get this (see picture). Miss some file during compiling, that is! My Release have 5.80 MB, their have 5.82 MB, i miss something, but what? I am copy their .dll in my mod, all works perfectly, my .dll cause problem. This continue on my last post #3068

fjS43gv.jpg
 
Hiding the error messages is just burying your head in the sand.
It is simply not telling you what went wrong, but what is wrong is still wrong
 
#include <boost/python/enum.hpp> "Error: cannot open source file 'boost/python/enum.hpp'"

hi guys, I have this error in VS2010, my question is what or where are these folders and files, I cannot find them anywhere... just like the error says, so it is making me feel like i have lost something pretty important.. I just have no idea where I have lost it from...
 
Hiding the error messages is just burying your head in the sand.
It is simply not telling you what went wrong, but what is wrong is still wrong

I agree with you, i am edit post several minutes ago, error is somewhere in .dll, this will be long day and night, can you tell me how to hide game options in Revolution tab? See my last posts.


#include <boost/python/enum.hpp> "Error: cannot open source file 'boost/python/enum.hpp'"

hi guys, I have this error in VS2010, my question is what or where are these folders and files, I cannot find them anywhere... just like the error says, so it is making me feel like i have lost something pretty important.. I just have no idea where I have lost it from...

Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Boost-1.32.0\include\boost\preprocessor
 
Cheers

So the question becomes, I have found the file, it is in there, so why on earth does it come up with an error that says it cannot open it...

#include <boost/python/enum.hpp>

does this track from some other file... because the bts version and my version look the same now, and still a problem, so I am thinking that this include is connecting to or from another file that I must have broken some how.. I just do not know which file would be connected to it..
 
I agree with you, i am edit post several minutes ago, error is somewhere in .dll, this will be long day and night, can you tell me how to hide game options in Revolution tab? See my last posts.

If it is default BUG, ask lemon.
If modified BUG from some mods, ask the mod
 
Cheers

So the question becomes, I have found the file, it is in there, so why on earth does it come up with an error that says it cannot open it...

#include <boost/python/enum.hpp>

does this track from some other file... because the bts version and my version look the same now, and still a problem, so I am thinking that this include is connecting to or from another file that I must have broken some how.. I just do not know which file would be connected to it..

Maybe, your makefile make problems? I don't know :dunno:
 
@ Lib: is this answer of Asaf relevant to your problem (page 4 of his tutorial)?
 
I tried it out (I think) but it didn't do anything sadly, it still says it can't find the boost\python files.. thanks for the suggestion though!

I did get it compiling again, but the original issue of the not finding python stuff is still an issue, my code mastro flitz is hopefully giving it a go now, so maybe he will be able to not screw it up like I did :D
 
@Lib.Spi't

I am gets similar errors like you when i try to compile source files from some mods, boost\python this problem cause makefile.

Best solution is to make your own makefile :D if you can't find makefile for certain source files.
 
well the thing is the boost\python in the makefile is pointing to the right place.... it just says in the source code that it can't find it... the mod that i am baing off of does not have this issue, but I cannot see why mine does... I have like mega checked the file paths and they are all right so I am just at a loss!! :D
 
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