[TOT] The Test Of Time Patch Project

Hello TNO and all of your followers.

This is looking very very interesting.

It has been quite a while since I've checked this thread, and I dare say amazing things have happened between then and now.

Thanks for taking up a project of the potential and size. (you might hear that a lot but I felt it needed to be said again

Cheers :woohoo:
 
It's good to see ToT getting some major improvements after all these years.

I didn't see it mentioned anywhere on the thread and I'm wondering if there is a patch in here to change max turns. This isn't as much a problem in single player as you can just continue playing but in multiplayer the game just ends at the turn max with no option to continue. CivIIUnlimted managed to include this so I'd figure it isn't too complex to add.
 
And we're back. Happy new year everyone!

It looks like the next release will feature modern video codec support. I've rewritten video playback to use DirectShow (VMR-9 to be precise), and I'm looking at a recoded intro movie in-game right now. I'm hoping to be able to use DirectShow for audio as well, which together with video would really modernize the engine.

I realize there are a couple of bugs and issues associated with the "Decrease CPU use" patch. I'm hoping to be able to write a much better event loop after the video/audio upgrade, since I'll be able to remove a lot of event code. Then there would be no need anymore for wait functions to decrease CPU use, which are responsible for the current issues.

I'll probably have to make some UI changes to the launcher as well, I'm thinking of making the current UI the "expert" mode, and introduce a basic mode as well. In basic mode, all fixes and those modifications that have no immediate effect on gameplay will be enabled (most, if not all, modifications fall in this category, since most need to be configured in rules.txt to be applied).

So, keep an eye out for 0.11, in a store near you in a couple of weeks! ;)
 
Cool! I'll be looking forward to it!

Right now, I just decrease CPU usage while playing ToT multiplayer by using a custom power profile, but that just decreases overall CPU usage, and I think your tweak is more subtle (affecting only one core?). Still, it's not a fix that I can't live without for a while!

Glad you're back -- hope you had a good holiday!
 
Since TNO is working on an update on the Patch Project, I've decided to update my Christmas list. :) Aside from the previously mentioned river movement fix and optional paratroop jump from carriers, here are my Three Wishes:

1. Strategic Bombing. Allow certain bomber units to attack city improvements instead of units. Some risk of losses to the attacking aircraft would have to be built in, and increased if a SAM or SDI improvement was present. Nukes should destroy some (most?) of the improvements in cities as well.

2. Weaker Fundamentalists. The idea that everyone is happy under a fundamentalist government is complete BS. Only slightly less ridiculous is the idea that other nations will always forgive your spying. Having a fundamentalist government with espionage allows the human player to keep up with civs that invest heavily in research, while selling off his happiness and knowledge improvements, and raking in the dough with the complete support of his citizens. It makes fundamentalism too powerful, and is certainly not how things work in the real world.

The influence of religion is enhanced under a fundy government to be sure, so why not simply have temples make 3 (or 4) people happy, instead of 2? And other governments could forgive spying, so why not make it 50/50 that they get away with a given spying incident?

3.Transporting not limited to ships. In the real world trucks can carry some types of troops and so can airplanes. Existing workarounds in the game (eg. airports) aren't flexible enough.
 
Just wondering - Has this new utility been tested by the players extensively?
Some questions...

1) Does the exceed 256 cities feature work? It was very buggy when I tried the last one of these "miracle" patches.

2) What else does this patch do with ToT? Been out of the loop.

3) Does it work alongside 1.1?

Cheers!
 
This util won't work with a completely vanilla TOT installation...Why is this?
 
It's been a while, but 0.11 is ready! Most notably this release upgrades various parts of the engine to use DirectX:
  • DirectShow video: Uses DirectShow for video playback, which supports pretty much any video format. No more Indeo!
  • DirectShow sound: Uses DirectShow for sound effects.
  • DirectShow music: Uses DirectShow for music playback. Also removes CD Audio support.
  • Custom game mods: Allows modpacks to be launched from the main menu, without the need to overwrite the Original folder.
  • City sprites: City sprites per map and per tribe.
  • Debug scripts: Adds an in-game menu from which scripts can be run. ATM the only script is "Unstack terrain", to undo the effects of CivStack.
  • Rewrote the CPU patch so it does not crash multiplayer games anymore.
  • Added hotkeys for tile improvements to the Edit terrain hotkeys patch
  • The Impassable terrain for air domain patch is no longer automatically active when enabled, but must be enabled through @COSMIC2 first.
  • The Railroad & river multiplier patch now uses an additional key "MovementMultipliers". Mostly works as discussed here.
  • Changed the launcher to enable "safe" patches by default when no configuration is present. So you don't have to check 60+ checkboxes anymore when starting out fresh. :p
  • Changed the launcher to use rich text for the description box. Descriptions are loaded from the TOTPP\desc folder.

As always, detailed information about the patches is available in the launcher. For an overview of all patches, as well as installation instructions & requirements, see the included README.txt. Happy gaming! :)
 

Attachments

As reqeusted by TheNamelessOne, here are two civ2 executables.

The "civ2 exe" file is the exe I am running daily.
The "civ2 vanilla" file is a straight from a CD installed fresh TOT.

Neither work or can be detected by his util.

Perhaps he can shed some light here.

Thanks in advance!
 

Attachments

Update!
New 11 version has detected the fresh CIV2 Install! :)

Does not work with my usual civ installation though...

My experiementing begins!
 
Might want to take a look at the "population loss" patch, as when I try to destroy an
unwalled, size 1 city that has a dozen defenders, the city is going into -1, -2, -3, etc.

Seems like an indestructible city, even with the patch turned off!
 
Your executable has a no-cd and no limit patch applied. These are available in TOTPP, so no need for a custom executable anymore. ;)

Yep - I have switched to using the clean install TOT...I must say you have created some splendid work here, sir!

The scroll wheel and combat animations are great, along with the new ability to mass place new cities! :D

So many new things to try and explore...Exciting times ahead!
 
I'm getting a crash at game startup.

Code:
Problem signature:
  Problem Event Name:	BEX
  Application Name:	civ2.exe
  Application Version:	0.0.0.0
  Application Timestamp:	37e7bcc6
  Fault Module Name:	TOTPP.dll
  Fault Module Version:	0.11.0.0
  Fault Module Timestamp:	54df989d
  Exception Offset:	00001bae
  Exception Code:	c0000005
  Exception Data:	00000008
  OS Version:	6.1.7601.2.1.0.768.3
  Locale ID:	1033
  Additional Information 1:	0a9e
  Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:	0a9e
  Additional Information 4:	0a9e372d3b4ad19135b953a78882e789

I'm using a 64 bit Windows 7 Dell Inspiron Laptop.

DebugView is unhelpful, I just get "[2572] xDaemon hInstance = 10000000"
 
Might want to take a look at the "population loss" patch, as when I try to destroy an
unwalled, size 1 city that has a dozen defenders, the city is going into -1, -2, -3, etc.

Seems like an indestructible city, even with the patch turned off!

You're quite right, I just had London go to -2. Will fix.
 

Attachments

  • city.png
    city.png
    19.5 KB · Views: 237
Looks like a Data Execution Prevention issue. Try disabling DEP for civ2.exe.

It works now, thank you! :)

Question about the city sprites; if the player doesn't make a cities.bmp for one of the options that has otherwise been enabled, will the game automatically use the default cities.bmp?

For example, if I have CitySpritesPerTribe enabled under @COSMIC2 for a specific scenario, but make only 2 cities.bmp files for just two specific tribes and ignore the rest, will the game use those two for those tribes, and use the default cities.bmp for the remaining tribes?

Late, late Edit: Suffered a crash during gameplay. I was playing an AI-only game with one of my scenarios; the crash happened during an opponent's turn.
 

Attachments

Question about the city sprites; if the player doesn't make a cities.bmp for one of the options that has otherwise been enabled, will the game automatically use the default cities.bmp?

That would've been nice, but it doesn't ATM. :p

Suffered a crash during gameplay. I was playing an AI-only game with one of my scenarios; the crash happened during an opponent's turn.

Looks like the same city size issue reported by Curt. In your case a size-0 city causes a division by 0 exception during capture. Try disabling the "City population loss" patch for the moment, see if that solves the problem.

I post on CFC for the first time in months and you drop a new version on the same day. Nice timing. :D

Coincidence? Or maybe you sensed the slight disturbance in the force? :p
 
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