Vanila -> Warlords SDK

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Great! Thx Loco. Is it SDK only or have any pythonfiles been changed?

@Olleus and ELM
btw please could you tell me exactly which files you upload everytime you change files on the server? Else I allways have to update every file again just to make sure.
 
You can just install tortoise SVN, so it automaticaly knows which files are to be downloaded.
 
Ploeperpengel said:
Here's a useful filecomparison list for the patch:

http://forums.civfanatics.com/attachment.php?attachmentid=141564&d=1162416634

There couldn't have been a worse time for your comp crashing, Olleus:(
I asked ELM to work on the transfer but he didn't respond yet. ELM, please notify us if you want to do the conversion or not while Olleus is stuck with his machine.


Just checked the merged code for the warlords patch. It still needs proper testing and bug flushing. I'll work on that in the next few days. But at least it builds and runs. So far I have only had to change some route pillaging code because the patch changes a class call to a pointer to a class.

And for info, there is a heck of a lot of AI code changes from the patch, be interesting how different the game plays or wether it is all sutle changes

EDIT: I guess I was just too eager to go code hunting and just jumped into it without remembering to tell anyone :D
 
Files changed from merge - forget the dates, they where notes for me.

Spoiler :

Files without merge dates involved so many changes so it's best to compare the version history rather than the huge post I would need to show the differences

1. cvcity.cpp – merged 07/11/06
2. cvcity.h – merged 07/11/06
3. cvcityai.cpp – merged 07/11/06
4. cvcityai.h – merged 07/11/06
5. cvdefines.h – merged 07/11/06
6. cvdllbuttonpopup.cpp – patch changes only. merged 07/11/06
7. cvdllentityifacebase.h – merged 07/11/06
8. cvdllutilityifacebase.h – merged 07/11/06
9. cvdllwidgetdata.cpp – merged 07/11/06
10. cvenums.h – merged 07/11/06
11. cvgame.cpp – merged 08/11/06
12. cvgame.h – merged 08/11/06
13. cvgamecoreutils.cpp – merged 07/11/06
14. cvgamecoreutils.h – blanks only
15. cvgametextmgr.cpp
16. cvinfos.cpp – No changes from patch, complete merge 08/11/06
17. cvinfos.h – No changes from patch, complete merge 08/11/06
18. cvplayer.cpp
19. cvplayer.h – No changes from patch, complete merge 08/11/06
20. cvplayerai.cpp – patch changes only. merged 08/11/06
21. cvplot.cpp
22. cvplot.h – merged 08/11/06
23. cvselectiongroup.cpp
24. cvteam.cpp – patch changes only. merged 08/11/06
25. cvteamai.cpp – patch changes only. merged 08/11/06
26. cvteamai.h – patch changes only. merged 08/11/06
27. cvunit.cpp
28. cvunit.h – merged 08/11/06
29. cvunitai.cpp
30. cvunitai.h – No changes from patch, complete merge 08/11/06
31. cyenumsinterface.cpp – No changes from patch, complete merge 07/11/06
32. cygame.cpp – merged 08/11/06
33. cygame.h – merged 08/11/06
34. cygameinterface.cpp – merged 07/11/06
35. cyinfointerface1.cpp – No changes from patch, complete merge 07/11/06**
36. cyinfointerface2.cpp – No changes from patch, complete merge 07/11/06
37. cyplayer.cpp – No changes from patch, complete merge 07/11/06
38. cyplayer.h – No changes from patch, complete merge 07/11/06
39. cyplayerinterface1.cpp – No changes from patch, complete merge 07/11/06
40. cyunit.cpp – No changes from patch, complete merge 07/11/06
41. cyunit.h – No changes from patch, complete merge 07/11/06
42. cyunitinterface1.cpp – No changes from patch, complete merge 07/11/06

** - trivial change, ‘def_readwrite’ changed to ‘def’

Files Changed with Custom Code - ruff guide for version history comparison
Spoiler :

1 cvcity.cpp
Line 185:
Mongoose Floodplains fix. 1 line(s).

5 cvdefines.h
Line 111:
Lord Olleus spells interface. 3 lines(s)

9 cvdllwidgetdata.cpp
Line 1843:
Route Pillage code. 9 line(s)

Line 2464:
Lord Olleus spells code. 26 line(s)

Line 2557 (+26):
Lord Olleus spells code. 26 line(s)

10 cvenums.h
Line 218:
Lord Olleus spells code. 6 line(s)

Line 851 (+6):
Lord Olleus psychology. 5 line(s)

Line 1181 (+11):
Lord Olleus spells code. 4 line(s)

Line 1281 (+15):
Route Pillage code. 3 line(s)

Line 1281 (+18):
Lord Olleus spells code. 10 line(s)

11 cvgame.cpp
Line 410:
Water Animals code. 3 line(s)

Line 421 (+3):
Great General from Barbarian combat code. 4 line(s)

Line 4910 (+7):
AI Auto Play Mod code. 13 line(s)

Line 4924 (+20):
AI Auto Play Mod code & Water Animals. 21 line(s)

Line 5126 (+41):
Great General from Barbarian combat code. 46 line(s)

Line 6766 (+87):
Water Animals code. 11 line(s)

Line 7720 (+98):
Water Animals code. 3 line(s)

Line 7731 (+101):
Great General from Barbarian combat code. 4 line(s)

Line 7873 (+105):
Water Animals code. 3 line(s)

Line 7884 (+108):
Great General from Barbarian combat code. 4 line(s)


12 cvgame.h
Line 227:
Water Animals code. 5 line(s)

Line 262 (+5):
Great General from Barbarian combat code. 11 line(s)

Line 452 (+16):
Water Animals code. 3 line(s)

Line 463 (+19):
Great General from Barbarian combat code. 5 line(s)



13 & 14 cvgamecoreutils.cpp & h

Line 556:
Lord Olleus psychology code. 11 line(s)

Line 748 (+11):
Lord Olleus psychology code. 58 line(s)


22 cvplot.h
Line 180:
Rogerbacon flying mod. 1 line(s)

Line 182 (+1):
Rogerbacon flying mod. 1 line(s)

Line 521 (+2):
Support Fire, Gerikes. 11 line(s)


32 cygame.cpp
Line 518:
Water Animals code. 18 line(s)

Line 587 (+18):
Great General from Barbarian combat code. 51 line(s)

33 cygame.h

Line 136:
Water Animals code. 5 line(s)

Line 152 (+6):
Great General from Barbarian combat code. 11 line(s)


34 cygameinterface.cpp
Line 127:
Water Animals code. 5 line(s)

Line 143 (+5):
Great General from Barbarian combat code. 11 line(s)


Changed Functions - Altered function calls
Spoiler :

1 & 2 cvcity.cpp & h
DoProduction – new arguments.
Prev: ()
Now: (bool bAllowNoProduction)

3 & 4 cvcityai.cpp & h
AI_bestPlotBuild – new arguments
Prev: (CvPlot* pPlot, int* piBestValue, BuildTypes* peBestBuild)
Now: (CvPlot* pPlot, int* piBestValue, BuildTypes* peBestBuild, int iFoodPriority, int iProductionPriority, int iCommercePriority);

7 cvdllentityifacebase.h
AddMission – new arguments
Prev: (const CvMissionDefinition & kDefinition)
Now: (const CvMissionDefinition* pDefinition)

8 cvdllutilityifacebase.h
sendKillDeal– new arguments
Prev: (int iDealID)
Now: (int iDealID, bool bFromDiplomacy)

11 & 12 cvgame.cpp & h
incrementProjectCreatedCount– new arguments
Prev: (ProjectTypes eIndex)
Now: (ProjectTypes eIndex, int iExtra = 1)

27 & 28 cvunit.cpp & h
canDoCommand– new arguments
Prev: (CommandTypes eCommand, int iData1, int iData2, bool bTestVisible = false)
Now: (CommandTypes eCommand, int iData1, int iData2, bool bTestVisible = false, bool bTestBusy = true)



New Functions
Spoiler :

1 & 2 cvcity.cpp & h

bool doCheckProduction();
int getExtraProductionDifference(int iExtra, UnitTypes eUnit) const;
int getExtraProductionDifference(int iExtra, BuildingTypes eBuilding) const;
int getExtraProductionDifference(int iExtra, ProjectTypes eProject) const;
int getExtraProductionDifference(int iExtra, int iModifier) const;
int getHurryCostModifier(UnitTypes eUnit, bool bIgnoreNew) const;
int getHurryCostModifier(BuildingTypes eBuilding, bool bIgnoreNew) const;
int getHurryCostModifier(int iBaseModifier, int iProduction, bool bIgnoreNew) const;
int getHurryCost(bool bExtra, UnitTypes eUnit, bool bIgnoreNew) const;
int getHurryCost(bool bExtra, BuildingTypes eBuilding, bool bIgnoreNew) const;
int getHurryCost(bool bExtra, int iProductionLeft, int iHurryModifier, int iModifier) const;
int getHurryPopulation(HurryTypes eHurry, int iHurryCost) const;
int getHurryGold(HurryTypes eHurry, int iHurryCost) const;
bool canHurryUnit(HurryTypes eHurry, UnitTypes eUnit, bool bIgnoreNew) const;
bool canHurryBuilding(HurryTypes eHurry, BuildingTypes eBuilding, bool bIgnoreNew) const;

8 cvdllutilityifacebase.h
virtual void endMPDiplomacy() = 0;
virtual void resetStatistics() = 0;

25 & 26 cvteamai.cpp & h

bool AI_isAllyLandTarget(TeamTypes eTeam) const;

32 & 33 cygame.cpp & h

int /* EraTypes */ getCurrentEra();


 
Yeah, thanks a lot Loco.
So, what do you want me to do once I start modding again. I am first of all going to tidy up all of the psychology bits, but then what? Do you want me to improve magic, do the new commerce or something else?
 
So, what are the latest files? Is it the python and c++ from here, and the other stuff from the "Warhammer-warlords - Latest version" thread? Or am I missing something?
 
Since we got Tortise, all C++ changes and python I've done has been uploaded to google deposit. And when I try to get the latest, I just update my Tortise stream.

I hope this is the right approach, and they are the latest files
 
Good. I just wasn't sure were the latest xml/art files were. I have just updated a few c++ files by the way.
 
Is there a 'how to use this-thread effectively' for dummies FAQ someplace?
I'd like to know how to look for the latest updates too.
 
The latest art/xml is allways in the sticky thread. Sorry for not having updated in a while but I'm still waiting for chamaedrys' work on the buildings.
There are still some modcomps left for integration in the second post there too- don't forget those!

Afterwards we should get to Magic. No need for the new commerce until the player can cast some fun stuff with it.;)

Besides magic many other minor things are still to do. I.e. we have many many nice models for pirates now(FFH) so scripting could be done here for pirates as first seperate barb-player. The Kuriotates city system from FFH needs to be adopted for chaos. We need Great Generals be able to leave their units again(FFH). And the Undead need still to rise from the battlefield(Discussion we had in the undead thread). Of these minor issues there's no particular order of importance so whatever you codemasters like to do first - just tell about it so we can discuss the details a last time before you start.

@AH
Just download the mod and afterwards all the files in the third link of the first post in the sticky thread replacing the old ones.
 
According to my computer, the latest version is 11/11/2006. Try right clicking on it and select 'SVN update'.
 
No idea why thats happened. Just take the latest one and dont ask question ;).
 
LO, did you upload your compiled dll? because if yours is 11/11 and Ploes is 10/11 it will probably be because you've made a changed on your machine/ or compiled an earlier change.

I ask this because I just realised that I uploaded all the changed source code, but not the dll. But because LO made a change after the patch migration, his compiled dll should include all the differences. Anyway, I'm going to get the warlords version from the sticky post and see whats missing from my working copy
 
Yep, the problem was the ddl from the source directory was not compiled from the latest code. I updated to the latest code, rebuilt the DLL, added it with all the files from the sticky thread and *presto*, it works. Using the dll from the sticky thread crashes the load. Also the Dll was .2mb smaller, (this is from the latest version thread and the warloads root directory from our development upload.).

I've just finished uploading the Dll - version 83. Ploe, upload this version and see if it solves your problem.
 
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