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Bobchillingworth Wrote:* First, if a lurker would be so kind as do load Nic's latest save off the tracker, I'd really appreciate it. It doesn't really matter what you do with his turn, just see if the game will generate a save file once you end the turn. I want to know if the issue of the never-ending turn can be resolved with different hardware. Let the turn sit for a while after you end turn, to see if it just takes a long time to generate a new save.
Did try this. It sat for about 3 hours while I went to run errands, no apparent change when I got back.
So...either T-Hawk or Maniac has the time and patience to straighten it out for you, or, um, next PBEM needs to be sure to set an admin password.
EitB 25 - Perpentach
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Bobchillingworth
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Quote:I have, although each mod and codebase (through multiple versions of FFH and EITB) usually took me most or all of an evening to get up and running. This stuff takes work, it's not magic or free.
Apologies, I didn't mean to come across as dismissive of your efforts- we all really appreciate the personal time you have invested in keeping these games running.
Quote:If Maniac can't do it, make it as easy as possible for me here. Point me to the Planetfall mod installation and source code for the version you're playing, along with any extra exploding-zombie fixes or whatever.
Links to the mod & latest patch are found in the first paragraph of the first post of this thread: http://www.realmsbeyond.net/forums/showt...php?t=5942
Quote:Give me whatever save you want fixed, most preferably on the turn of whoever is getting the tech, and that civ's password.
That would be Selrahc's save- I think he wrote his PW a few posts back in this thread. Either he or Nic will need to send the relevant save to you.
Quote:I'm not particularly inclined to start playing through multiple turns for everybody on a mod that I've never otherwise touched.
Understood. Are there any lurkers here who would be comfortable playing two rounds of turns for us?
Quote:Did try this. It sat for about 3 hours while I went to run errands, no apparent change when I got back.
Ah well. Thanks anyway for giving it a try =)
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T-hawk Wrote:Point me to the Planetfall mod installation and source code for the version you're playing, along with any extra exploding-zombie fixes or whatever. The source code comes with the mod in CvGameCoreDLL folder, there are no extra fixes to apply on top of "v16" and patch "c".
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Well, I downloaded and installed the mod. Then I tried to compile the source code. I worked through a series of errors about missing files by copying stuff over from regular BTS: the Boost-1.32.0 and Python24 directories, Debug\CvGameCoreDLL.res, and CvGameCoreDLL.rc .
It compiled, but then trying to run Civ with it resulted in an error on initializing Python. This is the sort of thing I'm really not excited to do battle against.
Maniac, do you know if anyone other than you has ever compiled Planetfall? IOW, has your source code distribution ever been tested?
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T-hawk Wrote:Well, I downloaded and installed the mod. Then I tried to compile the source code. I worked through a series of errors about missing files by copying stuff over from regular BTS: the Boost-1.32.0 and Python24 directories, Debug\CvGameCoreDLL.res, and CvGameCoreDLL.rc .
It compiled, but then trying to run Civ with it resulted in an error on initializing Python. This is the sort of thing I'm really not excited to do battle against.
Maniac, do you know if anyone other than you has ever compiled Planetfall? IOW, has your source code distribution ever been tested?
I've gotten it built in debug mode, though it throws a bunch of failed asserts which are ignore-able. I'm going to try compiling a release .dll and see what happens assert wise. If that works fine, I'll go ahead and hack together a .dll I can send or host and someone else (since I'm a player) can give Selrahc his tech. At that point, I'd be fine replaying the remaining turns. IMO, a week isn't that big of a deal in the grand scheme of things.
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Sareln Wrote:I've gotten it built in debug mode, though it throws a bunch of failed asserts which are ignore-able. I'm going to try compiling a release .dll and see what happens assert wise. If that works fine, I'll go ahead and hack together a .dll I can send or host and someone else (since I'm a player) can give Selrahc his tech. At that point, I'd be fine replaying the remaining turns. IMO, a week isn't that big of a deal in the grand scheme of things.
Great, the release build seems to be working correctly based on some test games. Let me hack together the "free tech" dll  .
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Bobchillingworth
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Mardoc has very kindly agreed to play the repeat two sets of turns for everyone.
What this means is, assuming it is indeed possible for Selrahc's tech to be hacked in, everyone needs to
A: Make sure your plans already posted in this forum for turn 32 are as complete as possible. Apparently Nic and maybe others needed to be more precise with their instructions.
B: Post a turn plan for turn 33 for Mardoc to follow, which again need to be very, very clear on exactly what you want for him to do.
If everyone can do this, we can spare ourselves two days of replaying the same turns
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Sareln Wrote:Great, the release build seems to be working correctly based on some test games. Let me hack together the "free tech" dll .
Great. Here we go.
One Hacked .dll
When you're in the game, ping the map using the "P" Key. It should grant you Memetics after the Ping.
"Give me a ping, Vasili. One ping only, please."
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Great, Sareln. What else did you do with the Planetfall code out of the box to get it to compile?
Just in case you need it, here's my line to add the tech. I put it at the top of CvGame::selectUnit so it fires when you click on any unit. You should be able to do it yourself even as a player, it'll add the tech to Selrahc and you can see by the score change whether it took effect.
GET_TEAM(GC.getInitCore().getTeam((PlayerTypes)0)).setHasTech((TechTypes) 47, true, NO_PLAYER, true, true);
The hardcoded numerals are that Selrahc is player 0 and Memetics is tech 47. (I think. I counted to Memetics in the XML file and got #47; I haven't tested it.)
Edit: Ninja crosspost. I like splicing it into the Ping function, where is that?
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T-hawk Wrote:Great, Sareln. What else did you do with the Planetfall code out of the box to get it to compile?
Just in case you need it, here's my line to add the tech. I put it at the top of CvGame::selectUnit so it fires when you click on any unit. You should be able to do it yourself even as a player, it'll add the tech to Selrahc and you can see by the score change whether it took effect.
GET_TEAM(GC.getInitCore().getTeam((PlayerTypes)0)).setHasTech((TechTypes) 47, true, NO_PLAYER, true, true);
The hardcoded numerals are that Selrahc is player 0 and Memetics is tech 47. (I think. I counted to Memetics in the XML file and got #47; I haven't tested it.)
Edit: Ninja crosspost. I like splicing it into the Ping function, where is that?
Hmm, will it cause problems if I called:
setHasTech((TechTypes)GC.getInfoTypeForString("TECH_MEMETICS"), true, ePlayer, true, true), where ePlayer is the player pinging.
Well, technically it's in the "canDoPing" function since the ping itself is python based.
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