johny smith
Deity
- Joined
- Mar 10, 2007
- Messages
- 2,273
To remove the vertical scrolling civics screen all you have to do is delete the python screen file. It does not need anything else to scroll. All self contained it the one file.
Not sure if Wide Citybar is part of RevDCM but that could be your problem - the area you can click on is smaller/shorter than you can see. Just click closer to the left end of the bar and it should work OK.
I noticed that in the various schema files, there are new alot of new sections marked out by comments that say "XML COPY ... MR. GENIE".
Some of the tags include things like bTypeDependency, AndDependencyTypes, and OrDependencyTypes.
I tried searching the forums for xml copy and mr. genie and the names of the new tags, but couldn't really find anything.
None of these tags are actually used anywhere. What are they for? What do they do?
With the events I really think the modular events should be removed for now. I have seen bugs in them. I only left in the WoC Lite for future work to completely fix. I wil look at it when I can. I plan on commenting out the changes when I get the chance in CvInfos.cpp related to events. I never have seen modular xml events used. WoC Full as well is being updated to 3.19 at moment. So that was why I was waiting to compare the changes in it.
Oh, one other thing: How do I change the loading screen back to default BtS (the new one is nice, but I just love the Florentine cathedral pic)? Perhaps this option should be in the pull-down menu in Civ's regular options screen?
I've noticed an issue with the Battle Effects submod: units that get bonuses to attack or defense in forest/jungle features lose that bonus when battle effects are turned on.
In other bug news, for some reason my unit with Woodsman 2 promotion lists its double movement ability about twelve times in the unit info box on the main screen.
It's a dds file under the Art/Interface/.. or sg like that (check for file size, it's over 600k). I always delete it.
The update to RevDCM 2.5 has destroyed multiplayer in LoR
Unfortunately I have no idea where to start with debugging this.
glider and johny Smith, would you guys be willing to build debug gamecores for RevDCM 2.5 and try to connect (using RevDCM, not LoR obviously, we just need to fix the core), and see if we get any asserts or anything that can direct us to the cause in the MP failiure in the new RevDCM build?
I don't know, LoR 0.8.2 was based on RevDCM 1.02, and I don't know if the test build which used RevDCM 2.0 was ever tested in multi, there never was a LoR version, test or otherwise that used 2.1.@Phungus
Ok so the "theory" is that RevDCM 2.5 has caused multiplayer to fail? This did not happen even with RevDCM 2.0 which was fine? Is this how I should understand it? Often the various issues appear to "emerge" in a specific version, when they have been latent for some time.
RevDCM worked in mulit, just the specific option Revolutions was borked, and even that wasn't that big of an issue according to reports. The only thing wrong with it was that you could see other players RevIdxes. Anyway, please don't go from having multiplayer work to not working, that would make Baby Bunny Jesus CryThe plot thickens. Remember that Revolutions is not and never has been multiplayer compatible as a supported mode of operation. I am scratching my head to find anything in RevDCM 2.5 that has fundamentally changed by design. There was a lot of intricate work done with respect to merging in BTS 3.19 and some small detail amongst many details, may be the culprit.
I can't answer this. Zappara may be able to shed some light on it, the RoM player base is much larger, so he might have had some players that tried a RevDCM 2.x core in multi, and could find out if it worked or not.The fundamental point is, did multiplayer work in RevDCM 2.0 or 2.1?
Cheers.