[TOT] The Test Of Time Patch Project

Bug report: ToT isn't notifying me when another tribe starts a wonder. I'm enabling Edit control + No CD + Save file extensions/Extra unit types. If I only enable Edit control + No CD I do get the notifications, so extra unit types seems the cause. I'm uploading a savegame and my config just in case.

TNO, what are you using to make the changes and understand the binary? IDA? I dream of doing a patch project for classic Colonization.

It would be awesome if you could upload your work to github so when you lose interest we could try to keep it working.
 

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I dream of doing a patch project for classic Colonization.

I'm now dreaming of you doing that too lol. Also you should chat with @AyCe as he's our resident CFC classic Col modder, hacker, patcher, re-builder extraordinaire haha. And if you do ever end up cooking up something with or without him please keep us up to date over on the Other Sid games CFC forum (where you'll see AyCe and I posting various Col related things) or on one of the Colonization Fans Facebook, Discord & Reddit groups. Obviously this is OT so I'll shut up now lol.

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Hey Leaders!

Great work on the community and patch, support documents and all round keeping TOT alive.

As a result of your great work I have managed to get a version of civ2:tot largely working on both PCs, however there are a few issues so I wondered if anyone has any info that I may of missed somewhere to help solve.

1) Desktop windows 10, intel, nvida 3800
a) Music from the CD plays only the first track on game launch before stopping. I can then select in game another music track which again plays only once
b) I tried using the directshow Music option and mp3 as instructed in patch the game crashes on launch to desktop. Are filenames listed correct? could it be type of mp3? They play fine in Media player.
c) Game videos play fine , I used the windows 10 enable indio 5 codec driver command and no additional codecs at the moment.

2) Laptop dell xps 9550, intel nvidia 960
a) It wont show videos despite trying all codec options, just music and black screens?

Thanks for any insights if anyone else had any of these issues with the patch project?
 
b) I tried using the directshow Music option and mp3 as instructed in patch the game crashes on launch to desktop. Are filenames listed correct? could it be type of mp3? They play fine in Media player.

I've uploaded copies of working mp3 files here. If you don't want the rest of the "Extended Music" features, just download the zip file (green button top right), but only replace your existing "Music" folder with the downloaded folder.
 
I've uploaded copies of working mp3 files here. If you don't want the rest of the "Extended Music" features, just download the zip file (green button top right), but only replace your existing "Music" folder with the downloaded folder.
Thank you for the files.

Replaced with your folder and same issue. Interestingly as i turned the music off in game and played using background media the option was off when the game loaded, but as soon as i turn on Music in game settings it crashes back to desktop.
Are there any other codecs or drivers i need to add to my system to play the music? So far all i did was enable using the command regsvr32 C:\Windows\SysWOW64\ir50_32.dll on my windows 10 machine.

if anyone is anygood with windows event log errors...


Fault bucket 1817706308374021749, type 1
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: civ2.exe
P2: 0.0.0.0
P3: 37e7bcc6
P4: lua.dll
P5: 0.0.0.0
P6: 613a5d72
P7: c0000005
P8: 00001da9
P9:
P10:
 
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Regarding previous posts here about increasing the sprite mask layer editing past ToT's 90 up into ToTPP extra unit amounts I'd recommend giving Mercator's CivSprite2beta a go as it appears to support ToTPP extra units & terrain increases plus mask layers for them. Using the text config file his tool creates for each spr file you should be able to add more unit mask slots into static.spr and tell it to use extra unit graphic files with new unit masks in them.

I found this out while experimenting with his new tool to see how easy it was now to create animating units and was surprised just how much better and easier things are now. People can see the full results of my experiments here:
https://forums.civfanatics.com/threads/animated-units-for-civ-2-tot.411816/page-3#post-16248907

test2-gif.623394

upload_2022-3-28_21-54-0-png.623399

upload_2022-3-28_21-57-37-png.623400


As you'll see from that other thread post I link to I discover a number of different interesting things, but what really surprised me was the newer CivSprite2 tools ability to go past ToTs previous limits up to ToTPP levels of content. I saw settings for things like up to 1024 animation frames for just one unit, adjustable unit transparency and the ability to make all animating terrain types play continuously (like oil wells do) without long pauses/breaks. But the big one was his little note (seen in the screenshot below) in his new spr config files on how his tool supports making special resource terrain animations for the extra terrain slots that ToTPP adds in!

upload_2022-4-3_0-42-9.png


However that got me thinking about something with these extra terrain slots in ToTPP that allow up to 16 different types that I haven't thought about before. Under the current circumstances do these extra terrains added into the game have their own special resources slots? These extra ToTPP terrains are added via terrain2 which supports extra rows added in whereas the 2 special resources slots for each terrain type is handled in terrain1 which I'm under the impression does not support new rows inserted? If that's the case then I'm guessing nothing appears in special resource slots on the map where extra terrains are used?

If so then the fact that Mercator says his tool supports creating animations for these extra terrain special resource slots is interesting as I wonder how it works if the special resources are non-existent for those terrains. If there is no way to create special resource images in terrain1 for extra terrains but the special terrain positions are still there in the game (but just invisible) then maybe Mercators tool could be used to create a static (1 frame so no animation like Mercator suggests in the above image) special resource images for those extra terrains instead. So basically using an animation slot you'd be a creating the static special resource title graphic you can't currently stick in terrain1.

I also feel like this system could also be manipulated to create multiple special resource types for the same terrain type.. eg 2 types of desert terrains that look the same in-game but when mixed together they allow for 4 different special resource types, all animating too should you choose. Such variety and extra decorations could definitely come in handy for my HoMM2 mod (there were so many HoMM map objects Metro & I ran of room to insert into Civ2) and Red Alert 2 (more burning city buildings!) so I'll have to do some more experiments at some point.

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However that got me thinking about something with these extra terrain slots in ToTPP that allow up to 16 different types that I haven't thought about before. Under the current circumstances do these extra terrains added into the game have their own special resources slots?
Yes, they certainly do.

These extra ToTPP terrains are added via terrain2 which supports extra rows added in whereas the 2 special resources slots for each terrain type is handled in terrain1 which I'm under the impression does not support new rows inserted? If that's the case then I'm guessing nothing appears in special resource slots on the map where extra terrains are used?
Not quite. Extra TOTPP terrains are added (in fact, have to be added) with additional rows in Terrain1. I'm attaching the Terrain1.bmp from my Medieval Millennium mod which uses all 16 possible terrain types, to show how this is set up. This capability is enabled with the TOTPP "Extra terrain types" patch.

Separate from that, the "Terrain overlays" patch allows full customization of which terrain types utilize the Terrain2 file for overlay graphics. This means that any number (none, some, or all) of the base or additional terrains can use the 16-image layout, and you have full control over which ones.

These two patches aren't linked -- you can use either one without the other, if you want.

If so then the fact that Mercator says his tool supports creating animations for these extra terrain special resource slots is interesting as I wonder how it works if the special resources are non-existent for those terrains. If there is no way to create special resource images in terrain1 for extra terrains but the special terrain positions are still there in the game (but just invisible) then maybe Mercators tool could be used to create a static (1 frame so no animation like Mercator suggests in the above image) special resource images for those extra terrains instead. So basically using an animation slot you'd be a creating the static special resource title graphic you can't currently stick in terrain1.
That's a clever idea, to be sure, but fortunately this approach isn't necessary since Terrain1 fully supports two resource slots for every defined terrain type. The only value in using CivSprite2 for terrain resources is if you want them to be animated.

I also feel like this system could also be manipulated to create multiple special resource types for the same terrain type.. eg 2 types of desert terrains that look the same in-game but when mixed together they allow for 4 different special resource types, all animating too should you choose. Such variety and extra decorations could definitely come in handy for my HoMM2 mod (there were so many HoMM map objects Metro & I ran of room to insert into Civ2) and Red Alert 2 (more burning city buildings!) so I'll have to do some more experiments at some point.
You certainly could create two "Desert" terrains that look identical but have different resources, giving the appearance in-game of a single terrain type with 4 resources instead of 2. But CivSprite2 wouldn't be necessary for this, unless (again) you want resources to be animated.

Remember, also, that the "Custom resources" patch allows customized placement of all resources, i.e., they don't have to conform to any of the patterns available by changing a map's resource seed. This again works independently of the two patches mentioned above, so you can mix and match functionality however you wish.
 

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Yes, they certainly do.


Not quite. Extra TOTPP terrains are added (in fact, have to be added) with additional rows in Terrain1. I'm attaching the Terrain1.bmp from my Medieval Millennium mod which uses all 16 possible terrain types, to show how this is set up. This capability is enabled with the TOTPP "Extra terrain types" patch.

Separate from that, the "Terrain overlays" patch allows full customization of which terrain types utilize the Terrain2 file for overlay graphics. This means that any number (none, some, or all) of the base or additional terrains can use the 16-image layout, and you have full control over which ones.

These two patches aren't linked -- you can use either one without the other, if you want.


That's a clever idea, to be sure, but fortunately this approach isn't necessary since Terrain1 fully supports two resource slots for every defined terrain type. The only value in using CivSprite2 for terrain resources is if you want them to be animated.


You certainly could create two "Desert" terrains that look identical but have different resources, giving the appearance in-game of a single terrain type with 4 resources instead of 2. But CivSprite2 wouldn't be necessary for this, unless (again) you want resources to be animated.

Remember, also, that the "Custom resources" patch allows customized placement of all resources, i.e., they don't have to conform to any of the patterns available by changing a map's resource seed. This again works independently of the two patches mentioned above, so you can mix and match functionality however you wish.

Ahh brilliant! Thank you @Knighttime ! I didn't realise you'd extended Medieval Mayhem to use all 16.. I'll have to go take a peak at your latest files! I think I've still got an old copy or I just haven't looked close enough at it yet lol!

That's a relief that you actually CAN extended terrain1 with new rows just like terrain2. Now it all makes way more sense as I was quite confused by that difference and when I asked Nichael he didn't seem to know either (or the question got lost in translation). Now that I know I can extend both files then the possibilities are most exciting!

Also I somehow missed the custom resources placement patch option so that's even better news considering my possible future plans for using animating special resource slots for decoration tricks in the HoMM2 & Red Alert 2 mods.

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Hi I installed civTOT (I didn't played for years), and it worked fine. I use windows 7.
I copied TOTPP files and launched totlauncher, it applied the patch but, when starting civtot, it immediately crash without any message.
Any help? Thanks!
 
Hi I installed civTOT (I didn't played for years), and it worked fine. I use windows 7.
I copied TOTPP files and launched totlauncher, it applied the patch but, when starting civtot, it immediately crash without any message.
Any help? Thanks!

If you have the CD inserted (or ISO mounted), the game will crash unless you disable the "no cd" patch. That's the first thing to try.

Here's an installation guide, which might also be of some help.
 
What you suggest the best TOTPP scenarios?

Probably the best way to find scenarios is to scroll through the Scenario League Forum and look for thread titles of scenarios that seem interesting (typically will be a "release" or "playtest" thread rather than a "development" thread).

Medieval Millennium is probably the best, but that requires you to duplicate your Test of Time directory and basically have a separate "installation" of the game, since it changes so much. (I'm not sure how much of a hassle this is, since my setup is Linux and Lutris, and so is completely different.)

The first Lua Scenario was Caesar's Gallic Wars, and Napoleon was not long after. I guess these are the "classic" Lua based scenarios at this point.
 
Probably the best way to find scenarios is to scroll through the Scenario League Forum and look for thread titles of scenarios that seem interesting (typically will be a "release" or "playtest" thread rather than a "development" thread).

Medieval Millennium is probably the best, but that requires you to duplicate your Test of Time directory and basically have a separate "installation" of the game, since it changes so much. (I'm not sure how much of a hassle this is, since my setup is Linux and Lutris, and so is completely different.)

The first Lua Scenario was Caesar's Gallic Wars, and Napoleon was not long after. I guess these are the "classic" Lua based scenarios at this point.

Thanks! I'm trying EpicCasualwwiiEurope of Dadais, I will also try those. I never imagined that civ2tot still have new scenarios and mods!
 
Thanks! I'm trying EpicCasualwwiiEurope of Dadais, I will also try those. I never imagined that civ2tot still have new scenarios and mods!
Please notice this scenario is quite raw, having ai acting ... rather inneficiently.
It is thus currently reworked and expanded, and this casual scenario shall remain an easy going one for light playthroughts.

Hence, some other recent ones are way more polished. Prof Garfield's advices, "Caesar", and particulary "Napoleon" are greater scenario by far in my opinion.
;) "The Hinge Of Fate" designed by @JPetroski may also soon end its playtest phase (and you could test its beta right now), adding another jewel to the list !
 
Please notice this scenario is quite raw, having ai acting ... rather inneficiently.
It is thus currently reworked and expanded, and this casual scenario shall remain an easy going one for light playthroughts.

Hence, some other recent ones are way more polished. Prof Garfield's advices, "Caesar", and particulary "Napoleon" are greater scenario by far in my opinion.
;) "The Hinge Of Fate" designed by @JPetroski may also soon end its playtest phase (and you could test its beta right now), adding another jewel to the list !

Ok Dadais, I will try those and wait for your epicwwii expansion. Thanks
 
HI ALL.

Can i change language to italian?
How can i do it?
Thanks

By painstakingly and lovingly translating and rewriting every text file, word for word, in Italian, I'm afraid. :( That's how the old, old Hungarian language mod from Apolyton was made.

But, on the bright side, unlike most computer games out there, it is actually doable, as it's a sharp difference than most in-game text being hardcoded, like in most computer games.
 
Hi, many thanks for great patch. Really feels and plays like the game Microprose wanted back in 1999. An improvement on classic Civ2, which is saying something!

I have it working well but for one important feature for me : music.

I followed the patch instructions but there is still no music after selecting it in the patch and adding folder with mp3 files.

Also when I go to pick music from menu in-game, it tells me I need the CD despite the no-CD check in place.

Any ideas?

One thing different is my computer has directX 12 installed rather than the recommended directX 9. Not sure if this would matter...

Many thanks
 
Hello! I tried searching the forum about this very problem but didn't find any leads: On windows 10, my game crashes when trying to load a save file. This only happens on a properly patched 1.1 game that I installed from .iso file and then applied the 1.1 patch from this forum. However when I copy the patched civ2.exe to a ripped non-patched game folder, the loading crash does not occur. But I'm worried there will be more bugs waiting for me along the way if I try to play like that.

I've tried flicking few random patches off, including the CPU usage one, and also have the .iso dismounted, but the problem persists.

edit: scratch that, the loading problem still occurs even with the hacky solution. I'm not sure why it worked for a moment earlier.

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Hi, many thanks for great patch. Really feels and plays like the game Microprose wanted back in 1999. An improvement on classic Civ2, which is saying something!

I have it working well but for one important feature for me : music.

I followed the patch instructions but there is still no music after selecting it in the patch and adding folder with mp3 files.

Also when I go to pick music from menu in-game, it tells me I need the CD despite the no-CD check in place.

Any ideas?

One thing different is my computer has directX 12 installed rather than the recommended directX 9. Not sure if this would matter...

Many thanks

Hey you need to enable direct show music in the program TOTLauncher.exe and also enable the execution of lua scripts, then transfer the music files to the music folder, and the script files to the lua folder, you still need to edit the game.txt file by adding the necessary tracks to the @PICKMUSICTOT sub-item
all these actions are specified in the readme file of the musical patch
 
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