Makefile works, I can now build a functioning debug dll. Seems wrong though not to use the xcimage if it's part of BULL, but i have no idea what it does anyway, and I'm just glad I can build one again. Also nice job in elminating the asserts that you had to always ignore before about looking for NO_RELIGION, and that bizzare path one that said ignore this, glad to see those are gone.
This in the TODO list was done by the way, so you can put an x by it:
Code:
- glider: Phungus says: I couldn't seem to get the "Go to and Sentry" feature to work. When I order a unit to "Go to and Sentry," it dose not move. Regular "go to" works however.The "Naval Sentry" option appears for land units and not naval units The "Sentry Until Healed" appears for sea units and not land units
As far as the bugs me and Infantryman06 found:
[*]Rising Seas game option is missing it's text entry, so it says GAME_OPTION_TEXT_RISING_SEAS when starting a custom game
[*]Inquisitors can be built under all civics, including pasifism
[*]All units except settlers have an "assassinate" option; selecting this option causes a CTD. This occurs with SS on and assassination off, haven't checked other options.
[*]I couldn't seem to get the "Go to and Sentry" feature to work. When I order a unit to "Go to and Sentry," it dose not move. Regular "go to" works however.
[*]The "Naval Sentry" option appears for land units and not naval units
[*]The "Sentry Until Healed" appears for sea units and not land units
[*]Python exceptions at game start up when "Start as Minors" selected, see here for more details:
http://forums.civfanatics.com/showpo...postcount=1884
[*]Modmakers cannot use Refar's guide to build a debug dll, and thus can't make debug dlls. It is imperative for modmakers to have this ability, it takes about 10 times as much work to build a large mod without the ability to build one.
- The Options under the Domestic Advisors section in the BUG Mod Options window are missing.
Only one left, and it appears zappara has directed you on how to fix it.
However this assert is still around:
Code:
Assert Failed
File: CvGlobals.cpp
Line: 3921
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type NO_IMPROVEMENT not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml
It's been in RevDCM for quite a while now, and doesn't seem to cause any problems. Would be nice to remove this one as well, since you guys have eliminated the other erroneous messages.
Edit:
This is an assert I'm getting which is new, haven't seen this assert before. At first I thought it was from an incorrectly assigned unique building, as it looks alot like an incorectly assigned unique unit. But BuildingInfos and buildingClassInfos hasn't changed in the test build of LoR from previous versions. Also no changes have been made to unique buildings in CivilizationInfos. So it can't be that. I double checked this as well, no inconsistencies, every replacement building has the correct building class assigned. Finally this bug occurs as you drag the mouse around the city screen, whereas the incorrectly assigned unique unit assert that looks like this happens at the beggining of your turn. So I think this is an introduced bug, specifically I think it's from BULL, because it seems to trip via the interface, specifically dragging the mouse into the production display in the city screen trips it.
Code:
Assert Failed
File: CvPlayer.cpp
Line: 6683
Expression: GC.getCivilizationInfo(getCivilizationType()).getCivilizationBuildings(eBuildingClass) == eBuilding
Message: