RevolutionDCM for BTS

Ok well maybe I am little picky about art.:lol:

Anyway I sending up some fixes to make the buttons not so blurry.

I also am sending the audio xml changes for next war and for the zoro religion.

Each is in each corresponding file. If the audio structure is not liked this way let me know please. I think you guys will like the zoro sounds.
 
Yeah, I can't build a new gamecore. Fails and says isRebel is not a member of CvPlayer AI, fails fast too, like the second object file it tries to make. I think the source you have uploaded is missing some things.

Edit, definatly missing CvPlayer.h, not sure if there is anything else not there...
 
Usually only changed soures are included in such downloads, so you best merge them with the vanilla files and try compiling then (did not give it a try, so no idea if changed files truly are mising).
 
mamba,

thanks for the suggestion,
but it cannot be compiled without the rest of the changed files,

my guess is -that the files glider uploaded - are the files changed from 1.2 - to 2.0,
so of you take these files and paste them into the sdk of 1.2 - i think it will be ok, but this is just a guess , so we need the whole revdcm sdk set.
 
@Heavy weight modders
The source files are only the changes from 1.02 to 2.00 and you need to modify the makefile. I'll upload the whole SDK for this build, after all RevDCM WoC is pretty major. That will begin to happen after this message and will take 15 minutes.

@Johny
Thanks again for your work. WoC is a lot of fun. As for any more changes to RevDCM like interface changes and unit statistics, that will come later. This build had to be as "clean" as possible to ensure that it is all working well with WoC.

@Anyone interested in RevolutionDCM with WoC:
I have set up a new forum for discussing specific issues with WoC and RevDCM:
http://forums.civfanatics.com/showthread.php?p=8064491#post8064491

Cheers.
 
@Heavy weight modders
The source files are only the changes from 1.02 to 2.00 and you need to modify the makefile.
Cool, actually I like that better, getting the modified files, means I need to take less things into account when updating :)

As far as the makefile goes, I used the one that came with the 2.00 source, and just changed the MVS references for the paths to where the libraries are on my computer, this is what you mean correct?
 
@Phungus
Yeah change the path to your libraries. The references to the new WoC files that are in the SDK now (five of them) have been added to that makefile.

@Anyone
The entire SDK is now available on post #1. In the future I probably will not do this again (just post the changes) but a lot of you seem to be having problems so here's the whole kit with all the bells and whistles.

Cheers.
 
hey glider !

thanks for the quick update of the source,

we all like to have the full sdk files...so thanks alot buddy,
cant wait on merging it :)))

great job.

as i reported back,
woc lote + revdc, works perfectly, also with unit statistics and the rest of the code johny left, but im moving on to this version.
 
Has anyone succefully compiled a gamecore with this sourcecode and makefile? It keeps failing for me when it's nearly done and linking. About my fifth try now...

Code:
1>CvDLLPython.obj : error LNK2019: unresolved external symbol "void __cdecl CyCityPythonInterface2(class boost::python::class_<class CyCity,struct boost::python::detail::not_specified,struct boost::python::detail::not_specified,struct boost::python::detail::not_specified> &)" (?CyCityPythonInterface2@@YAXAAV?$class_@VCyCity@@Unot_specified@detail@python@boost@@U2345@U2345@@python@boost@@@Z) referenced in function "void __cdecl DLLPublishToPython(void)" (?DLLPublishToPython@@YAXXZ)
 
This mod, and the mods based on it are GREAT! I like the concepts and the execution works great with regular civ or any mod that doesn't subtract too much. I thank those who created it from the bottom of my heart. But there's just too much hardcoded. I tried to use RevDCM with my FutureMod and it became a crash monster, when I had always been careful to keep it stable as it grew. I have a pretty good handle on the XML, am starting to learn the Python sort of, and am even starting to learn C++ and the DLL (helps a lot with the Python).

But once I added Rev DCM to my mod (right, I should have built my mod on top of it) what had always been truly stable starting having lots of Python exceptions that I desperately tried to work around and finally lots of inexplicable crashes.

Sure, Rev DCM is a mod, not a modcomp, and a great one, and I have no business saying its not good as a modcomp, but hey, wouldn't it be nice if people like me could use it as such?

Ultimately, I decided to start over using RevDCM as a spine and base the reconstruction of my mod on it, rather than adding it into something that was pretty complex. Something else could be to blame after all, who knows. So I got systematic and produced this, which I attach. Basically, in preparation for adding my mod to Rev DCM, I started stripping down. All I did was strip out all units and buildings other than the ones I knew the Rev DCM python demanded, as documented in the text files. I meticulously documented this process, and include a savegame. It is right before a crash, running a version in which I got the game to load nicely with a stripped set of Buildings and Units. The XML loads fine, but I started getting Python exceptions regarding the spawning of revolutionaries and lack of any Spy or Great General unit. Then the CTD. This is clear.

Look at which mods use Rev as a base. All of them are all big mods that mainly ADD. Nothing is ever cut out. I believe I have this crash because something in the DLL is looking for a specific unit or building that is no longer there. If it were in the python, I would get an exception popup and it just wouldn't work. Right?

So basically what I'm saying is that I would like for this mod to be a little more integrable, however that is done. Presumably this Modular stuff is supposed to be that. We'll see.
 

Attachments

What I'm saying is, I've tried a mod which consists of nothing but Rev DCM with minimum XML changes necessary to cut Units and Buildings down a bronze age minimum and it crashes just on account of that. I'm sure the DLL compiles, what I'm saying is that something has got to be looking for a specific Unit or Building. The mods that use it don't cut any content out, they only add content. They fail to crash because Rev DCM finds whatever it is looking for because they have only added to content rather than eliminating anything.

All I did was take Rev DCM and then add changed XML that included only bronze age units and buildings, and had other XML changed only the minimum to allow error free loading given that. I documented every step I took. I don't know why my crash occured, but its probably not the only one even this prelude to a mod is susceptible to. Now I feel I would have to scour the source code and fully understand it in order to use Rev and be sure it was compatable with anything I did. While it works fine if you don't REMOVE any content, it is not a reliable black box. It must be understood to be used. I doubt making it modular will help. I'm thinking something somewhere is looking for specifically GREAT_GENERAL or UNIT_SPY but it's harder to find than it would be in the XML And there are probably other elements just like that I had not changed all that much.

Given that, it MIGHT be the fact that I rather harshly chopped out ALL random events. I'll try another game with them turned off.
 
Has anyone succefully compiled a gamecore with this sourcecode and makefile? It keeps failing for me when it's nearly done and linking. About my fifth try now...

Code:
1>CvDLLPython.obj : error LNK2019: unresolved external symbol "void __cdecl CyCityPythonInterface2(class boost::python::class_<class CyCity,struct boost::python::detail::not_specified,struct boost::python::detail::not_specified,struct boost::python::detail::not_specified> &)" (?CyCityPythonInterface2@@YAXAAV?$class_@VCyCity@@Unot_specified@detail@python@boost@@U2345@U2345@@python@boost@@@Z) referenced in function "void __cdecl DLLPublishToPython(void)" (?DLLPublishToPython@@YAXXZ)

Phungus that is because the CyCityInterface2.cpp has not be added in that one case, but could be wrong.
 
@Tholish

I wish I could help. I am not sure if there is anything or not needing the Units and Buildings in the python. But I am fairly sure nothing in the dll needs them.
 
Well, it compiles a normal gamecore fine. Something must be wrong with debugging.

glider could you reupload a makefile that works for debugging?
 
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