Trying to set up SDK modding - Help!

gruther4

Chieftain
Joined
Oct 7, 2005
Messages
68
Trying to set up SDK modding - Help!
Hello there,

I have followed the instructions on this guide to set up the SDK:

http://forums.civfanatics.com/showthread.php?t=405444

I then loaded some Civ Col files from:

http://forums.civfanatics.com/showthread.php?t=294243

(I kept the original makefile because it seemed better)

I try to compile the project and I get the following error:
CyCityInterface1.cpp(25) : error C2039: 'createGreatGeneral' : is not a member of 'CyCity'

Sure enough, there is no createGreatGeneral in my CyCity.h file...

I suspect that the problem is with the source files included here:
http://forums.civfanatics.com/downlo...=file&id=16274

I don't have the source files with my game (steam version - doesn't contain a CvGameCoreDLL folder at all), so I was relying on the download. Perhaps the files in that folder are for the vanilla version of Civ4, not BTS? That could explain why the function for great generals is missing. I also had to download the boost and python subfolders separately as they were missing from the download.

Does anyone have a copy of the bts source files, so I can see if that solves the problem? Or another suggestion of how to approach this?

Thanks,
Grant
 
I then loaded some Civ Col files from:
Does anyone have a copy of the bts source files
:confused:
Are you trying to compile bts or colonization? Not that it matters much because they are identical from a compiler setup point of view. You just need to make up your mind because you can't mix those two unless you really know what you are doing.

(I kept the original makefile because it seemed better)
Generally speaking, the newer the makefile, the better as each update is supposed to be an improvement on the old one. There is a link to the newest one in my signature.

I don't have the source files with my game (steam version - doesn't contain a CvGameCoreDLL folder at all)
I recommend the disc version whenever possible because the lack of source files is not the only problem. Based on reports from other people, it seems that the steam version is incompatible with the debugger as steam view that as a cheat engine to get more gold or something like that. Sure the debugger can be used to do that, but that's not the main goal when modding. Some people also reported problems with using mods in multiplayer and stuff, but that might have been fixed (not sure, uses disc version).

Speaking of network games, you might want to take a look here before screwing too much up in the source: http://forums.civfanatics.com/showthread.php?t=525430
Note: there appears to be a slight difference between colonization and bts for this, but the general idea is the same.
 
:confused:
Are you trying to compile bts or colonization? Not that it matters much because they are identical from a compiler setup point of view. You just need to make up your mind because you can't mix those two unless you really know what you are doing.

Sorry for the confusion. The end goal is to compile colonization. The guide that I found for compiling colonization (http://forums.civfanatics.com/showthread.php?t=294243) told me to copy the supplied files into my "SDK folder" which I took to mean a BTS SDK folder. This may have been a misunderstanding on my part, but the included files certainly weren't enough for a full compile (no header files, for instance). I assumed that they were meant to overwrite the BTS files.

Generally speaking, the newer the makefile, the better as each update is supposed to be an improvement on the old one. There is a link to the newest one in my signature.

Thank you for the improved makefile... I'll start using that but it doesn't seem to be a makefile issue that is causing my problem. I just wanted to mention where I deviated from instructions... the instructions here http://forums.civfanatics.com/showthread.php?t=294243 obviously wanted me to use their makefile but I found it to be not as well designed as the one I found at http://forums.civfanatics.com/showthread.php?t=405444

I recommend the disc version whenever possible because the lack of source files is not the only problem. Based on reports from other people, it seems that the steam version is incompatible with the debugger as steam view that as a cheat engine to get more gold or something like that. Sure the debugger can be used to do that, but that's not the main goal when modding. Some people also reported problems with using mods in multiplayer and stuff, but that might have been fixed (not sure, uses disc version).

I understand that my issue mainly stems from not having the disk version. However, I don't have the disk version, so I'm trying to work around that. I can live without a debugger for the time being, since the changes I'm wanting to try should be easily testable in game. I'm also not concerned about multiplayer for now, as I'm just starting with the whole modding thing and my changes will likely not get released to the public anytime soon!


Thank you for that link... Hmm.. that was actually what I was using (although that package doesn't contain boost or python, which I had to download separately).


From what I'm hearing here, I suspect that my issue isn't that I don't have the proper BTS source files, it is that I don't have a full copy of the Colonization source files. Does anyone have an unmodified copy of these files that they could send me? I would really appreciate it. :)
 
Here you go again!

I also thought your request was a bit strange but it was entirely up to you! ;)
 
The guides for compiling colonization are indeed confusing. I don't get them and they are unneeded. Just follow a bts guide and use the colo source files. The difference between colo and bts is more in the mind than in technical differences and colo is essentially just a major bts mod.

I wouldn't recommend modding vanilla colonization as the vanilla quality is not as great at the bts vanilla standards. It would likely be better to base your mod on one of the existing mods, which have been improved for years. While most mods are dead, the two non-dead ones are RaRE and M:C (both in my signature). They are both supported by me, which mean I added makefile+project files. It could be a matter of just downloading and then double clicking the project to open and compile.

Regardless of what you want to do, you should most likely be interested in M:C. The design goal is to share the coding work between mods to make them as unique as we want, but at the same time share code, which benefits multiple mods. While contributions are welcome, just piggybacking on the source to get bugfixes and similar is ok too. Sharing the code means shared bughunting, which mean the lack of a debugger for a single person becomes less important.
 
Back
Top Bottom