[Religion and Revolution]: Mod Development

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Made some minor text updates in the colonopedia/gave historical descriptions to the wagon train line and a few of the early transport ships.

Edit:
I have a dinosaur laptop that isn't all that great....
however
With release 1.2, I have opened a gigantic map. I"ll probably CTD at some point later in the game..... BUT!
Right now, turns are going FAST, almost as fast as VANILLA. The mod loaded up very quickly even when I deleted the cache folder. Gigantic map is pretty and I am not waiting 5 seconds+ per trn anymore.

I am very impressed at JUST HOW VAST the differences are!
 
I am very impressed at JUST HOW VAST the differences are!

I told you guys. :D

We have done 4 major things:

1. Digged deep into the DLL to change the way Variables and XML are handled.
2. Extremely structured clean up of our graphics.
3. Restructured and cleaned a lot of our XML.
4. Changed some things considering caching.

Of course there were other small improvements as well.

Summary:

Religion and Revolution is extremely performant now.
To my knowledge, no other CivCol-mod has ever been tuned considering performance like that !

Comments:

There are more things possible.
E.g. "Multi Threading" but they would be a lot of effort.
Maybe if I ever have time, I will think about this again. :dunno:
 
Comments:

There are more things possible.
E.g. "Multi Threading" but they would be a lot of effort.
Maybe if I ever have time, I will think about this again. :dunno:
Wow! :goodjob:
I don't even know what "Multi Threading" is :D

I've edited the French Wikipedia entry:
http://fr.wikipedia.org/wiki/Civilization_IV:_Colonization
I've added three mod descriptions (only one was listed): AoD II, TAC, and R&R.

Edit: Is someone going to edit the English and/or German entry for "Civ 4 Colonization"?
 
I don't even know what "Multi Threading" is :D

Here is a thread about multi threaded dll related to Civ4.

Using "Multi Threading" generally is an interesting idea.
Maybe at some point I will find time and motivation to dig into this.
We will see ... :dunno:
 
Is someone going to edit the English and/or German entry for "Civ 4 Colonization"?

I did it for the German entry.
The English one should better be edited by a Naitve English Speaker.
 
I did it for the German entry.
The English one should better be edited by a Native English Speaker.
I agree!

I've updated the SVN.
I've fixed the storm pathfinding. I added a global define. Actually nothing was "wrong" in the dll code except the damage weight was too low compared to defense bonus weight.
:goodjob:

If I have some time left till next release, I will focus on:
1) French translation (maybe even doing a French Readme file)
2) Testing/bugfixing.
 
I've updated the SVN.
I've fixed the storm pathfinding. I added a global define. Actually nothing was "wrong" in the dll code except the damage weight was too low compared to defense bonus weight.
:goodjob:

Great. :)

If I have some time left till next release, I will focus on:
1) French translation (maybe even doing a French Readme file)
2) Testing/bugfixing.

Sounds good. :thumbsup:
 
Ok! So I've started the testing part. I found several (:( ) python exceptions in the Domestic Advisor (again!). I'll fix them ASAP.

I also found two Asserts (with AI Autoplay):
Spoiler :
Code:
Assert Failed

File:  CvGlobals.cpp
Line:  3407
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type EFFECT_FOOTPRINT_80 not found, Current XML file is: xml\GameInfo/CIV4DiplomacyInfos.xml

----------------------------------------------------------
Assert Failed

File:  CvUnit.cpp
Line:  2994
Expression:  canMoveInto(pPlot, true)
Message:  

----------------------------------------------------------
I don't fully understand them, but the first one seems to concern graphical effects.
And this time, I'm sure my debug is clean ! ;)

Edit: I've fixed the python exceptions in the Domestic Advisor screen ! :)
 
Maybe it makes sense to have an own thread for that? Or is it ok, that I post all the pictures here?

I will create a thread and ask a moderator to move the posts. :thumbsup:
 
The first one, I may be able to fix though.

I fixed the missing effects for FootPrints. :thumbsup:
(Was not critical at all, but we should continue cleaning up these smal things.)
 
@team:

Just finished testing on a really long game with Debug-DLL and Autoplay.
I even used Mapsize Gigantic.

Results were great. :)
 
Hi all,

the next Release will contain a Desktop Icon:

attachment.php


You will find the icon in the main folder of the mod.

I have made it usefull for Windows (.ico format). Now you can easily change the standard icon when creating a desktop link.

Thank you @ Willi Tell for creating this icon. :goodjob:
 

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Thank you @ Willi Tell for creating this icon. :goodjob:
It was a pleasure :)

I just discovered a small "issue". When a desktop link is made, Windows creates a little sign which overlaps the "a":

attachment.php


So I just created a new version with alternate position for the "a".
Perhaps it's better to use this one? :crazyeye:
 

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So I just created a new version with alternate position for the "a".
Perhaps it's better to use this one? :crazyeye:

Whatever you guys prefer. :thumbsup:
 
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