jdog5000
Revolutionary
The graph button has been moved to the other side I think. There's nothing under him now.
Is the latest version still 2.51?
Hey all, this mod sounds like a great idea.. very excited to try it out. I keep encountering an issue though. For some reason I have no HUD (heads up display) when I load this mod and go to play a custom game... Anyone have any idea whats up?
Thanks in advance!
Perhaps that would be an interesting idea, to reorganise BULL' makefile for RevDCM. However your observation is not the only problem. The reason why the release version can be linked and compiled is because of commented out code that you are not seeing. Do a search of the comment //RevolutionDCM - start BULL link problems. Remember that if you are experimenting with linking, you do not have to recompile from scratch I don't think, just delete CvGameCoreDLL.lib from memory. Recompiling takes a lot of time.OK, only problem we are still having is the fact we can't build a debug dll.
### Targets libraries
[B]#Debug_LIBS= $(Debug_PROJECT_LIBS) msvcprt.lib boost_python-vc71-mt-gd-1_32.lib winmm.lib user32.lib $(Debug_GLOBAL_LIBS)[/B]
Debug_LIBS= $(Debug_PROJECT_LIBS) msvcprt.lib boost_python-vc71-mt-1_32.lib winmm.lib user32.lib $(Debug_GLOBAL_LIBS)
Final_Release_LIBS= $(Final_Release_PROJECT_LIBS) boost_python-vc71-mt-1_32.lib winmm.lib user32.lib $(Final_Release_GLOBAL_LIBS)
//RevolutionDCM - start BULL link problems
Does not exist in the makefile.
Nor does //RevolutionDCM or even #RevolutionDCM, or any other way I could think of to use your search parameters. In fact the only commented out code in the makefile is this:
Everything else is an obvious comment. Are you saying uncomment that code?Code:### Targets libraries [B]#Debug_LIBS= $(Debug_PROJECT_LIBS) msvcprt.lib boost_python-vc71-mt-gd-1_32.lib winmm.lib user32.lib $(Debug_GLOBAL_LIBS)[/B] Debug_LIBS= $(Debug_PROJECT_LIBS) msvcprt.lib boost_python-vc71-mt-1_32.lib winmm.lib user32.lib $(Debug_GLOBAL_LIBS) Final_Release_LIBS= $(Final_Release_PROJECT_LIBS) boost_python-vc71-mt-1_32.lib winmm.lib user32.lib $(Final_Release_GLOBAL_LIBS)
I'd think you and jdog would really need a debug gamecore as well. It's not like this is just for me and Afforess; many of the critical bug fixes made in RevDCM thus far were located by the debug dll when pointing to issues with the AI logic.
Merging in Merri's Finish translations I ran into a few bumps:
There is a text bug in BUG_CIV4GameText, line 2014.
Agreeing with Phungus here. You guys need to get your act together because I need that debug DLL now. I don't mean to be rude or offensive, but I have users complaining about CTD's that I can't debug without that DLL.
I wish I could be more helpful, but the makefile looks like Chinese to me, I can't really do much with it...
There is no line 2014 in the version I got off the SVN, it ends at line 1422)
Traceback (most recent call last):
File "BugEventManager", line 348, in _handleDefaultEvent
File "RevolutionInit", line 101, in onGameStart
File "RevolutionInit", line 161, in onGameLoad
File "DynamicCivNames", line 50, in __init__
File "DynamicCivNames", line 207, in onSetPlayerAlive
UnicodeDecodeError: 'ascii' codec can't decode byte 0xe9 in position 2: ordinal not in range(128)
...(XML doesn't care about whitespace, but winmerge does)...
WinMerge configuration:
Compare settings:
Ignore blank lines: No
Ignore case: No
Ignore carriage return differences: No
[B]Whitespace compare:[/B] Ignore all
Detect moved blocks: No
Compare method: 0
Stop after first diff: No
...A suggestion though. Turning on Barbarian World and Barbarian Civ still leads to automatic game over situations, which aren't fun. It would be a good idea to have an early game barbarian civ spawn and reinforcement check. Basically if all players are still in the ancient era, cut the number of gifted units to the barbarian civ in half.