[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

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Impaler[WrG]

Civ4:Col UI programmer
Joined
Dec 5, 2005
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Vallejo, California
WELCOME TO THE CIVILIZATION COMMUNITY CORE PROJECT

After much WinMerging and debugging I'm proud to present the first version of the CCCP for Warlords 2.08 Two downloads are available the Assets package and the Source package. The Assets package can be used in the customassets folder and a regular mod invoked on top of it, or it can be combined into a Mod if you know what your doing.

Now that the CCCP has its own public open Forum, I'm going to request that this thread be locked and Sticked all responses made in the new Release thread on that forum, this top post will not be updated anymore and all new releases and Info about the project will be found on this thread on the new Forum, the current version and Mod lists can be found their.

CCCP LATEST RELEASE THREAD

The Release Thread is stickied to the top of the Community Enhancement Forum which is the dedicated sub-forum of the CCCP and can be used to start new threads for specific issues like mod requests, Bug Reports etc etc.

CIV4 COMMUNITY ENCHANTMENT PROJECT FORUM

Civ4's SDK and Python/XML layers make it the most "Deeply" modable commercial game ever released and this Mod Component forum is the Mecca for all such modifications. Most are small tweaks to the game play, new rules or new Python screens but all suffer one very big problem its a real chore to combine them and to do so requires practically all the elite programing skills necessary to make them in the first place. Average users and even many mod makers are forced to choose between different bits of code or mod components because they cant themselves do all the merging work particularly those in the Source code ware a compiler is required. The aim of this Project is to help over come these Difficulties by combining together changes and creating new tools to make such work easier. The Project acts as a neutral foundation and tool set which mods can be built on-top of, thus all of the improvements and changes made are default off when possible, if not specifically enabled by the user they do nothing and theirs no noticeable game play change. The 6 major area ware the project focuses on in order of priority...

1) XML Tags - New XML tags are the best way to add new optional mods
2) Mergability - Changes that make things easier to combine
3) Bug Fixes - Several Fixes to Firaxis Bugs have been squished already
4) Python UI - Better Screens are picked up from the community as they develop
5) Performance - Anything which speeds up the game is good
6) AI - Blake is the undisputed AI guru and his code will eventually be included once its done

The ultimate goal is to assimilate all popular SDK based mods (making them optional in the process if they weren't originally so) into one code base for easy Mod making and become a de-facto standard for the Mod community

If you want to see what we've working on for the next version I would recommend using tortoise SVN to access the SourceForge Repository. This should allow you to download the latest build including source code at


CCCP SOURCE FORGE

Known issues
Due to new datas save games are incompatibile. Save games from any other WL DLL just don't work, and are likely to give you a hard CTD. Each successive version is likely going to break prior save games as well. Though we are looking into fixing this with an option to save as Original Format and load Original Format.


The Team
TeamLeader: Impaler[WrG]
Contributors: TheLopez, Mexico, Aussie_Lurker, 12Monkeys, TheGreatApple, moctezuma, LunarMongoose, Chalid, Chinese American, SimCutie, SpoiledFruit, LordOlleus, Kael, Gerikes, Dale, Ket,
Testers: Morfydd, TRN2, Elucidus, purplexus, Padmewan, chrusion, Belizan, Jorgen_CAB, dsplaisted, Gunner, ocedius, Ploeperpengel, scottland, =DOCTOR=, Dom Pedro II, Curns, ebo, Edgecrusher, zulu9812
 
I think I just exploded.
 
No of course not......... in excitement!
 
Bug Report.

3 Of them

Sev 1 Critical
Supplied .DLL in assets causes a CTD on initial city build.
Trying a recompile (Rebuild) and will try again.
Recompile will be clean (as in only CPP files)

Sev 5 Cosmetic
-Text_Key_Culture_Blah_Blah missing, easy fix just added it into the text.xml
-An extra box appears in the "custom" game option screen.
 
Thanks for the reports,

Defintly will have to look into a CTD, I havent experienced any all weekend so thats rather perplexing, you say it occurs when the first city is founded? Make shure your CustomAssets is clean as perhaps some moded Python or XML is screwing something up.

The blank Checkbox is one of the new CustomGame options I guess I forgot to include text for, do you see Great People Point Pooling and Slow Cultural Borders as options?
 
Crash is reproducible...
And A clean rebuild does not help

Python directory is not clean at all. This was after adding into the mod.
I'll try it clean.

Yes this is after Slow Cultural Borders but like I said I had to add that text into the CPP text xml

So I get 3 box's now
1 for GPP Pooling
1 for Slow
1 blank
 
Nope its not your Python folder, I just had it too, odd well back to the drawing board. :rolleyes:
 
Confirmed with a clean mod directory.
Sorry about that.

Hopefully I can come up to speed on what your doing to wrap the python mods and encapsulate them in c++ to help out with the mushrooms! :)
 
I just started a new game and built my capital without a crash...

I will rebuild the DLL and see if I get the crash then.
 
After messing around the the World Builder I think I have it narrowed down a bit more.

Its an issue with the ProcessBuilding() function or something its calling. As I can place a city in WorldBuilder without a Crash though I get an Exception report, BUT the exception only happens when I'm placing a City with a Building (aka capitol) I can place any number of subsequent empty cities without a problem. Likewise I can view the city screen of an empty city fine, but atempting the view the Capitol triggers an exception.

I'm thinking it may be related the code for Aussie lurkers BuildingCommerce/Yield Changes. It wasn't fully working and I modified it a bit, probably broke something in their.

Ok found the line that was triggering the crash, get/changeBuildingTypeCommerceChanges() seems I forgot to initialize that array. I'll upload a new version in a few minutes. Thanks for the help everyone.
 
Impaler you are a god of code...
 
Oh dont be silly, forgeting to initialize an array its a total newboid move, I'm embarased I did it :blush: :blush: :blush:

I was able to track it down mainly because I know that portion of the code wasn't fully completed and tested and was likley to be involved, I was suspecting it last night when you first remorted the crash but I was crashing and needed some sleep.

New Code and Assets are up, were at version 2.00.02 now, now go be fruitfull and bring forth more bug reports.
 
Ok small question.

The new tag stuff I can figure out.

But lets say A.I. autoplay, or Route Pillage Mod, or any of the Mod's for example would I need to still download that mod and check for python (Event Handler) components of it in order to get them to work?
 
Yes I have the SDK half in their but any Python files will need to be supplied, likewise the route pillage mod needs some modified XML mission data and button graphics.

I usualy put the Assets package as my CustomAssets then invoke the Mod as normal (just remove its Dll first)
 
Roger that!

Working on your wonders now and the others.
Graphic for the Smithfield/Colt Armory is missing from the zip b.t.w.
 
Thats because their never was one :p

I'll see if I can commishion somthing.
 
LOL ok!
Was just reading up on great wonders of the world on Wikipedia looking for idea's

I'm going to put up a teaser later tonight for the mod, that includes some of the wonders from the pack. Stability looks good by the way.
 
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