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caveman2cosmos's Introduction

Caveman2Cosmos

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Caveman2Cosmos is a CivFanatics.com community mod that add new features, gameplay, and content to the Civilization 4 experience. It is the most expansive Civilization 4: BTS mod to date with almost daily updates since November 2010. It is the spiritual successor the The Civilization 4 mod Rise of Mankind and its addon A New Dawn, and combines the work of over 100+ CivFanatics.com past and present modders to create a mod to "rule them all".

It is currently being developed by StrategyOnly Productions with a modding team made up of prominent members of CivFanatics.com.

Players: please use either the latest stable release on moddb, or the SVN beta release if you want to help test cutting edge functionality.

caveman2cosmos's People

Contributors

adivinaelnombre avatar alberts8 avatar ambro-mlody avatar billw2012 avatar billw2019 avatar blakil avatar calvitix avatar cbltv1 avatar davidbissig2019 avatar drd-avel avatar dsmabell avatar dzfischer avatar firinmalazors avatar flabbert avatar giuzy avatar greatcoffers avatar khalighnayao avatar klara-zielinska avatar mattottawa avatar mattottawa2 avatar minchinweb avatar qwest8k avatar raxo2222 avatar sannitassj avatar simocvijic0 avatar thunderbrd avatar toffer90 avatar treeamores avatar trym-b avatar vaxerski avatar

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caveman2cosmos's Issues

C2C-GitVersion missing library?

1>Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'LibGit2Sharp, Version=0.26.0.0, Culture=neutral, PublicKeyToken=7cbde695407f0333' or one of its dependencies. The system cannot find the file specified.
1> at GitVersion.Program.Main()
1>NMAKE : fatal error U1077: '"..\Tools\C2C-GitVersion.exe"' : return code '0xe0434352'

Crashes due to invalid unit in a bombard mission

This appears to happen only with player automated naval bombard missions, where the target unit is destroyed sometime during the mission life time. The exe attempts to read the mission units, and an access violation occurs.

City property spawners are saved without remapping

This means changes to ids breaks them every time.

void PropertySpawns::read(FDataStreamBase* pStream)
{
    CvTaggedSaveFormatWrapper&    wrapper = CvTaggedSaveFormatWrapper::getSaveFormatWrapper();

    wrapper.AttachToStream(pStream);

    WRAPPER_READ_OBJECT_START(wrapper);

    WRAPPER_READ(wrapper, "PropertySpawns",(int*)&eProperty);
    WRAPPER_READ(wrapper, "PropertySpawns",(int*)&eUnitClass);

    WRAPPER_READ_OBJECT_END(wrapper);
}

Re-add all wonder movies.

Notes:
-Still images should be .dds instead of .bik.
-The python code that triggers these movies for buildings will need look at the path ending to see if it's a .bik or a .dds, as they cannot be displayed with the same code, new code is needed for displaying a simple dds image instead of a movie.
-The correct ART_DEF_MOVIE_X then needs to be added back to all the wonders and other misc stuff that triggered movies.

Fix city limit scaling by worldsize

This was broken by changes to IDValueMap in svn10994.

File: ..\CvGlobals.cpp
Line: 5414
SVN-Rev: 10998
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'ADAPT_SCALE_CITY_LIMITS' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml

Write an XML tool for more user friendly editing of the XMLs

Some possible features:

  • query/filter options
  • mass edit of a set of objects of the same class
  • clone existing object
  • reference navigation through related objects
  • perform script based modification (e.g. run on a property value = value * 0.5)

Great Wall code in CvCity is disabled due to bugs

TBNote: I've found both a crash scenario in PBEM and an infinite hang scenario in single player.
A player complained about exceedingly strange graphic artifice when they encircle the globe with a singular culture that possesses the GW and the hang looked to have a similar basis.
Unfortunately, I'm no front end specialist and I don't have a theory on how to isolate the cause except to say that it's the new way that the GW is being processed that's causing the crashes and hangs.
So for now, this is disabled. I may eventually create a manual option to turn it off or on and that would give us the ability to turn it off only if it's creating problems.
Better would be to FIX it but I've got no clue on that.
@Thunderbrd

Generate release change description for Git -> SVN releases automatically.

Would be nice to do this. We can tag our changes in github commit messages, then generate the change description automatically via script for each release to SVN (and final release in fact).
Normally we don't want ALL change descriptions to go into the player/tester facing change description.

Get rid of separate tools submodule.

@alberts2
We have to have Tools for the project to build, it isn't shared or owned by someone else, so having a separate submodule just adds friction to all operations. e.g. Writing things that require changes to tools and code/makefile etc.

FPK Live

Auto packing FPKs on DLL load with cache/change detection etc.

Wiki documentation for the development environment

Describe:

  • FPK Live + UnpackedArt.
  • The various scripts.
  • The DLL build environment: deps.exe contents etc.
  • The various DLL builds and their purposes.

Development prerequisites (are there any now?).
(My) recommended tools for various tasks.

Setup discord github feed.

The appveyor one works fine, but I can't setup the github one, I have no access to most settings on this project.

Save incompatibility

@alberts2 I got this before and after merging your save compat fix branch, not sure what it is about I'm sure my saves were working before :/

This is after resaving the save file, my old ones load fine.
image

Investigate CvCity::calculateTradeYield

Looks like it could be inconsistent with regard to multiplying and dividing by 100. At some point a mod was integrated that required it, but it isn't clear it was correcting done, need to get the mod and original code probably.

Then again maybe it is fine...

appveyor for automatic deployment to SVN

@alberts2 I sent a request from appveyor to the caveman2cosmos org in github for installation of appveyor to Caveman2Cosmos repo. I think it will be in the repo settings maybe? I can't see it anyway I think maybe only you can?

Make an installer.

Would be nice to have one!
It can certainly work for official release, and perhaps offer option to automatically pull and update SVN version as well.
Having ability to select mod-mods, tweak parameters, modules etc without needing to mess with xml files or whatever would be pretty great.

Improve or replace FFreeList classes.

They use virtual functions, why?
They are slow at lookup due to calling a function on their containing classes.
What reason is there to believe they are better than a hashmap?

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