RevolutionDCM for BTS

You are right, nice job. :goodjob:

OK, only problem we are still having is the fact we can't build a debug dll. EF didnt' know how to fix it, he said the make file would need to be rebuilt from scratch... using the BULL's makefile as a template instead of Refar's.

http://forums.civfanatics.com/showthread.php?t=332920

I wish I could help here getting a functioning makefile so that we can compile a debug gamecore, but I don't really understand the makefile at all.
 
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!
 
Is the latest version still 2.51?

Yes, for the time being. A new version will be out sometime soon.

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!

Often this means there's some conflict with files you have in your Custom Assets folder. In Program Files/.../BtS/Mods/RevolutionDCM, open up RevolutionDCM.ini in a text editor and change NoCustomAssets to 1.
 
@Phungus and Afforess
OK, only problem we are still having is the fact we can't build a debug dll.
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.

Cheers.
 
//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:
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)

Everything else is an obvious comment. Are you saying uncomment that code?

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.
 
//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:
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)
Everything else is an obvious comment. Are you saying uncomment that code?

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.

Agreeing with Phungus here. I really need that makefile. I'm afraid I'm useless at editing it...
 
Merging in Merri's Finish translations I ran into a few bumps:

There is a text bug in BUG_CIV4GameText, line 2014.

CIV4GameText_DCM, lines 486 and 487, & 494 and 495 are out of line. Wol't cause any issues except for mergers, and looks wrong.

CIV4GameText_ExamineCity is no longer needed (BtS 3.19 added this feature by default).

CIV4GameTextChanged_BTS lines 638 - 635 are out of line. Again only an issue for mergers, and aesthetics. (XML doesn't care about whitespace, but winmerge does).

DynamicCivNames_CIV4GameText is impossible to use winmerge on because it is aligned with spaces and not tabs :mad:

Inquisitor_CIV4GameText lines 16 -19 have been left blank. It's better to just put the English in there if there is no translation.

REVDCMHints_CIV4GameText.xml is impossible to update with winmerge because it is aligned with spaces instead of tabs :mad:

RevolutionScreenText_CIV4GameText.xml -same thing

RevolutionText_CIV4GameText.xml lines 2049 - 2052 & 2056 - 2059 & 2064 - 2067 & 2105 -2107 are aligned incorrectly. Actually the whole file is screwy in alignment, jumping from single tabs to double spaces.
 
Merging in Merri's Finish translations I ran into a few bumps:

There is a text bug in BUG_CIV4GameText, line 2014.

There is no line 2014 in the version I got off the SVN, it ends at line 1422)

The others are fixed here, hope they make it into the svn :)

While we are at it : why do you change any standard text files at all (instead of putting all new texts in separate files) ? e.g. CIV4GameTextChanged_BTS.xml, which just contains one new entry at the end...

EDIT: this appears to be the only case, but still....
 
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...

So... you're making demands on people that made stuff for you for free.

I'm sure that's going to get you far. No really.
 
There is no line 2014 in the version I got off the SVN, it ends at line 1422)

Sorry, line 2014 of BUGOptions_CIV4GameText :blush:
 
Oy ... the code in svn hasn't been released yet for a reason!

I'm not tied to the makefile as I have VS 2003, but the following should get you back and running:

1) Get a copy of the previous Makefile
2) From the new Makefile, copy over only those references CvBugOptions. You want all of those, and none of the other changes.

That should get you back to compiling both release and debug.

If you're wondering where this issue came from, BULL includes this new library called CxImage for saving images of maps or something along those lines. I'm not sure when we will have things straightened out with the new Makefile, but we're working on it ... working with Makefiles and new libraries is not the fun part of modding.
 
Sorry about sounding so demanding on the makefile. It's just that a debug dll is a very useful tool. If you start mucking around with art you invariably make mistakes, and the debug dll points you to them; without it, it can take hours or days to track down a crash the debug locates imediatly. So I'd really like to be able to build one.


I'm going to release a LoR test build soon with the latest RevDCM SVN core, so hopefully there will be quite a few bughunters joining the party. In my quick stability test I found nothing broken.

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.
 
I've just noticed that BUG 4.0 (and 4.1) have new icons in Gamefont75.tga. Any idea where those project icons should be placed in WoC style gamefonts?

Another question is that what causes the following python error when using any other language than English on game start (in Rise of Mankind, haven't tested in RevDCM 2.5):

Code:
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)...

Phungus, in WinMerge click on help, click on configuration, it'll bring up a text file in which you'll find this:

Spoiler :
Code:
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

Mine is already set to ignore all, just delete whatever is there and replace it with "Ignore all" and you should be good.
 
...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.

That alone would be enough to cause me to change to the new version of ROM when it comes out with the new version of RevDCM. Would be great to keep the barb civs challenging later in the game, but they are just too much early on. We've done some individualizing of ROM 2.71 to make it really quite a bit harder and this is the one thing that has caused even our better players to be put out early on. We haven't played a game through in months, but we aren't bored! If one is put out, we start over, can't play without all your buds! We make it really hard so we don't go to war with one another very often, but play more cooperatively against a really formidable AI.
 
@Carwyn
Creative way to play multiplayer and fingers crossed over christmas you and your friends will be able to play your RevDCM variant with simple joy. It all depends on whether the multiplayer code responds to some surgery upon it.

@Phungus
I do believe you are trying to merge in the Finnish translations? Wow, that would be a great thing.

@Zappara
Hmmm. With all these extra translations going into the mod, an error like you have highlighted, will probably need sorting.

@Anyone interested in makefiles
Of course we will have to sort it. If I cannot debug I will be unhappy too. There will be a resolution of the issue of that you can be sure.

Cheers.
 
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