SDK question

lamppost4

Holder of the Light
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Jan 13, 2007
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If no one wants to, could someone tell me how?
 
I could compile it for you, if you have the sources merged. But in the end - compiling is the easy part... - it takes some time to setup the enviroment for the first time, but once done...

The instructions for compiling the sources are here.
http://forums.civfanatics.com/showthread.php?t=196283
It's a bit hard to follow, but it does work.

I never tried those mods however, so i would not have the slightest idea how to merge the sources - like what part to take from what mod in case of conflicts or something.
 
Ok so it looks like a lot of windows stuff and I am on a Mac at the moment so if you could compile that would be great. As for the merging, what do I do for that?
 
Ok so I got the merging software and it shows me what is different in each file so now do I merge every difference or do I pick and choose the ones that should be merged?
 
Sorry, i was sleeping already when you posted the last time - the time difference :lol:

It would be best, to take ove version as base, and then move over the features you want from the other. (Ideally choose in a way that saves you work...). It's basicly similar to merging XML - you cant break syntax, blocks etc... If the changes are disjoint (do not modify the same method) it would be the safest to move the complete method/classes... Othrwise block-wise... It will bekome ugly, if both make different adjustments at the same fragmet of the code tho...

You are not a programmer aren't you ?
 
Ok, i did take a look at it. However, the Fuel Mod on itself does not compile in the first place.

So no point merging it, as it wont compile either.

I guess the Author forgot to include a header file in the download.
 
He runs a mac^^

Anyway, after GreyFox uploaded the missing file, i merged them myself - seem pretty straight-forward, as the changes are disjoint. It compiled without errors, i did not run it in game however - would need some XML work first.
 
He runs a mac^^

Anyway, after GreyFox uploaded the missing file, i merged them myself - seem pretty straight-forward, as the changes are disjoint. It compiled without errors, i did not run it in game however - would need some XML work first.

Did you merg the RevolutionDCM and Fuel mods together or compiled the fuel mod? I don't quite understand what you are saying.
Anyway, if you mean you merged them both together, thanks a lot. I already figured out how to do it but haven't finished because I did it wrong at first.
And no I am not a programmer so this is a good learning experience for me.:D
And for the record, I did find a merger that works on Mac.
 
I merged them together. Took Revolutions as base (It's the bigger one) and moved the fuel stuff over. The merged sources are within the archive as well.
 
Alright thanks a lot. The only problem is that he just made an update. I will merge the new stuff together and post it here for you to compile again. Is that ok?
 
ok. i will remove the previous attachment then.
 
Hey thanks for doing this.:goodjob::D
I got it all merged and I added another mod comp (the vicinity resources one). I do have a question though. Since the vicinity mod conflicted w/ Dale's battle effects, I erased part of the code for Dale's. Do I now have to get rid of the rest of the code for that or is it ok w/ only partial (I already am assuming it will not work).
 

Attachments

You might not need to remove Dales code completely. However, if there are other parts of the code referencing the thing you removed, they must to go as well... Having no idea what the 'vicinity ressource' does, and what part of dales cde is gone... I can't tell.
 
You might not need to remove Dales code completely. However, if there are other parts of the code referencing the thing you removed, they must to go as well... Having no idea what the 'vicinity ressource' does, and what part of dales cde is gone... I can't tell.

Ok well could I just turn off that feature in the global defines in order to refrain from removing the rest of the code?
 
I tried it.

There were some small mistakes in CvInfos.H / CPP where you missed out some of the fuel mods code (Grey Fox tagged it different in comments with the new version: "Unit Fuel" rather than "UnitFuel"). Those i fixed (Attachment).

However, it still does not build properly, bailing out on a linker error.

CvPlot::SetBattleFeature(bool) called from CvUnit::rangeSrtike(int,int)
CvPlot::ChangeBattleCountdown(int) called fromCvPlot::doFeature(void)

The 2 "missed" methods seem to be from Dale's combat mod, so i suspect it;s caused by overwriting something with the new mod. Note, that it might also be just the top of the heap - after a couple of fatal errors the linker might have stoped, witout displaying the rest.

By GlobalDefines you mean GlobalDefines.XML ? Deaktivating a feature there will most probably not be enought.
At any rate, nothing you might try on the XML files will help get past those liker errors.

Perhaps it would be better, to leave out that 3-rd mod (Where i can get it to take a look btw ?)
 
Ok lets try this again.
 

Attachments

It got rather worse than better. The compiler would have slapped me, if it had hands. :lol:

Anyway... I merged all 3 together.
Turns out the huge conflict in the end of CvPlot.cpp wasn't one - the merger programs will get confused if there are too many differences on the same location in code. It just needed to paste the new (Vicinity) method at the end, after Dales code.

Removing parts of the code is tricky - it causes errors in places you expect it the least, because of cross references to the now missing code... If you want some parts of Dales or Revolutions gone, it would be esier to turn them off from XML - i think you mentioned that beeing possible.

It compiled, but i dont have the XML to try it. I think there should be no problems as the mods affect different aspects of the game and do not interact. Can't guarantee that however, as i didn't actually looked at what the code does, just put it together without breaking the syntax...
 
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