TheNamelessOne
Warlord
- Joined
- Dec 18, 2013
- Messages
- 227
Make sure you've extracted both TOTLauncher.exe and TOTPP.dll to the Test Of Time installation folder (containing civ2.exe). Then run TOTLauncher.exe!
That sounds incredibly sloppy on MicroProse's part.There are two separate bugs at work here. The first occurs when checking if native transport is possible at all. If any transport relationship with a map where the unit is not allowed is encountered and the unit is currently on the other map of the relationship, then all subsequent relationships are also disallowed (a variable is not properly reset). Because the 0-1 transport relationship is encountered first in your game, and map 1 is disallowed, all maps will be disallowed when transporting from map 0, disabling native transport completely.
The second is that the NATIVETRANSPORT dialog completely ignores the "disallowed on map" setting from @UNITS_ADVANCED. So here the problem is that if any map is allowed, all maps are allowed.
I have an issue where the ToTPP, on occasion, will unsuccessfully launch the game. I find that most of the time, a second attempt will be successful. That leaves me with two instances of Civ2.exe running simultaneously, and I'm unable to kill the first process. If this happens a second time, ie, two unsuccessful launches (see attached image), I will be unable to run a third or terminate either of the existing Civ2 processes. I must log out, then in to Windows to have another crack at launching the game. I have 4 sets of security software running. Disabling them doesn't appear to have any effect.TOTPP doesn't do anything when I click on it, and I've installed it in the directory...
I have an issue where the ToTPP, on occasion, will unsuccessfully launch the game. I find that most of the time, a second attempt will be successful. That leaves me with two instances of Civ2.exe running simultaneously, and I'm unable to kill the first process. If this happens a second time, ie, two unsuccessful launches (see attached image), I will be unable to run a third or terminate either of the existing Civ2 processes. I must log out, then in to Windows to have another crack at launching the game. I have 4 sets of security software running. Disabling them doesn't appear to have any effect.
[*]Attempting to load a saved game (Ctrl+L), when running a game with custom resources, produces a CTD. I've attached an example SAV.
Also, has anyone requested a re-enabling of that city panorama view that MGE had? Or can that already be done without the ToTPP? Test of Time still has those graphics internally; I stumbled across them when looking through the DLL's with the Gif Xtractor.
I know it's gotta be here somewhere, but I can't find it. Started using the ToTPP v0.2 and ... can't save games... I know the ability has to be there but ... running Windoze 7, 64-bit, hard drive partitioned into 3 logical drives, games residing on d: (specifically - D:\games\Civilization\II - Test of Time.
Windows 7 64-bit, no compatibility settings. I run ToTLauncher from a shortcut in the Taskbar (Target: "C:\Games\Test of Time\TOTLauncher.exe", Start in: "c:\games\test of time").What version of Windows are you running?
Command line is always ".\civ2.exe", success or failure. When the game fails to launch, totpp.dll is not loaded.It would be very helpful if you could post the command line of the hanging process, Process Explorer will show it when hovering over the process name.
0x0012B001 - 0x0012B002, 0x8D0F → 0x04EB
0x0012B015 - 0x0012B016, 0x840F → 0x04EB
0x0012B167 - 0x0012B168, 0x850F → 0x04EB
0x0012B221 - 0x0012B222, 0x850F → 0x04EB
0x0012B00B - 0x0012B00F, 0x000000AFE8 → 0x9090909090
0x001B4BDA - 0x001B4BDE, 0x00000121E8 → 0x9090909090
Event Viewer log attached. I've appended the contents of TOTPP.ini to the file.Can't seem to reproduce it, the attached game loads fine, also loading other SAVs afterwards works fine. Any crash details you can share?
Event Viewer log attached. I've appended the contents of TOTPP.ini to the file.
Thanks, I'll try this out.I've attached a patched version of civ2.exe that loads TOTPP.dll through the import table and calls Initialize before jumping to the original entry point. This is more stable (but less flexible) than suspending the process and loading the dll on the fly, so it may resolve your problems. Run it without going through the launcher, or else it will try to load the dll twice.
Attempting to load a saved game (Ctrl+L), when running a game with custom resources, produces a CTD. I've attached an example SAV.
- The ability to write custom resources to SAV and SCN files with addresources.py.
- The ability to mute resources on specific tiles in SAV and SCN files with addresources.py. [Edited]
No, unfortunately. A loaded custom resource game (I've tried three) will crash ToT 100% of the time with subsequent attempts to use Load Game or even Quit. The behaviour is identical for patch mode and injection mode. I tried disabling all of my security software (services and EXEs) and all other EXEs running in the background. That made no difference. I tried it on another older Win7 64-bit machine with a similar software setup and the results were the same.But I was wondering if the patched executable resolved the issue for you.
Excellent.I'll do you one better, 0.7 will feature in-game resource placement. I've just completed the code changes for it. With cheat mode enabled, Ctrl-F8 enables / disables custom resources for the map, and resources can be placed with Ctrl-0 (no resource), Ctrl-1 (resource #1) and Ctrl-2 (resource #2).
My left paw keeps jumping to the Shift+Z position whenever I start a game. I'll get the hang of it.
- Fix for the zoom level not properly being restored the first time a game was loaded.
Does that include the Description boxes (info from Describe.txt)? They're not working for me. Then again, I have a funny mouse with non-standard wheel scrolling.
- Mouse wheel support for all dialogs with scrollbars.
I've been playing around with the custom resources option, using my WotR scenario as the guinea pig. A few comments:
- Custom resources can now be placed in-game, removing the need for external tools. In cheat mode, they can be enabled/disabled for a map by pressing Ctrl-F8. Subsequently, they can be placed on tiles with Ctrl-1 (resource #1) and Ctrl-2 (resource #2). Ctrl-0 removes a resource from a tile.
Yeah, that works.Also a fix for the issue Catfish reported (which I finally managed to reproduce last night):
- Fixed a bug in the "Custom resources" patch where unloading a map could cause a CTD.
Yep.I just have to jump in here and repeat that - Awesome!
I posted something similar:and somewhat related:
- Addition of an option to specify the coordinates of attacker and defender in the CREATEUNIT locations statement, like "Attacker_X, Attacker_Y" or "Defender_X, Defender_Y" (e.g. for recovering an artifact, or liberating some units or so)
Maybe you could have a trigger that checks for the presence of a UnitType within a location (defined by 4 co-ordinates) - a common trigger in other games. That way you could have a unit recover an artefact or deliver a message without necessarily engaging in combat. You could do away with specific trigger units and also set locations on friendly tiles; cities, for instance. FYI, last month, TNO posted the following:
- A "location" parameter for the UnitKilled trigger in events scripting.
I'd like to add some proper scripting stuff, getting/setting of variables, comparisons, arithmetic, etc., things that I feel are sorely lacking in the current implementation (there's really only CHECKFLAG/FLAG).
I posted something similar:
Maybe you could have a trigger that checks for the presence of a UnitType within a location (defined by 4 co-ordinates) - a common trigger in other games. That way you could have a unit recover an artefact or deliver a message without necessarily engaging in combat. You could do away with specific trigger units and also set locations on friendly tiles; cities, for instance. FYI, last month, TNO posted the following:
... Custom resources isn't implemented for secondary maps. ...
No, it's just me being obtuse. You're absolutely right. I was hitting Ctrl+F8 and expecting it to affect the entire scenario. Individual map control is better.Probably I'm simply missing an important functionality, however the new "cheat menu options" (Ctrl-F8 then Ctrl-0, 1, 2) did work on second to quaternary maps for me. Only thing necessary was to Ctrl-F8 on each map individually. Didn't manage to test much further though - so sorry if I simply didn't get your point.
Yeah, seconded. It's stuff like this that's the reason why I will never give up physical media. CD's and DVD's FTW!That new patch-in process is very cool imo, but it was also a bit bothersome - took me several hours to get back to a "clean" 1.1 version without the x64 patch installed.
My only request this round is perhaps an option in a future version to disable some "spam" in the game, namely the flood of dialogs when enemy civs build spaceship components, and when nukes are shot down hundreds of times in a single turn by a neighboring city with SDI, regardless of city ownership or diplomatic relations statuses.
I'd also like to second a request by Catfish.
More specifically I wanted to ask if you think that stuff like that would be possible or probably out of scope (due to some internal restrictions I have no idea about):
Feature Requests
and somewhat related:
- An additional UnitKilled event trigger parameter that defines the attacking unittype (default is AnyUnit).
- Addition of an option to specify the coordinates of attacker and defender in the CREATEUNIT locations statement, like "Attacker_X, Attacker_Y" or "Defender_X, Defender_Y" (e.g. for recovering an artifact, or liberating some units or so)
Those to features would add unthinkable possibilities i.m.o.
But first and foremost - thanks again!
Does that include the Description boxes (info from Describe.txt)? They're not working for me. Then again, I have a funny mouse with non-standard wheel scrolling.
I've noticed that the muted resource bit from the map data block (I have a lot of these enabled in WotR) overrides the ToTPP custom resources data. This bit can be cleared with Change Terrain, but that's a laborious process.
Could there be an edit existing resources mode; one that doesn't clear the entire map of resources - essentially what the Python script does?
With the Mountain Height option selected, I've noticed that when running scenarios with no MountainHeight parameter, the default height is the value from the Original folder. That causes graphical artefacts when you have non-standard mountain heights in the Original game. I can deselect Mountain Height on launch or add a @COSMIC2 section to the scenario, but was this intended? If I run a scenario based on the Fantasy game, it appears that the default value of 32 is used - rather than the MountainHeight value found in the Fantasy folder.
That new patch-in process is very cool imo, but it was also a bit bothersome - took me several hours to get back to a "clean" 1.1 version without the x64 patch installed.
I guess leaving in the old insertion method as an option would create technical problems?