Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Yitzi on January 09, 2013, 07:48:30 PM

Title: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 09, 2013, 07:48:30 PM
I just submitted it to be added to the Downloads; as soon as someone gets to approving it, it'll be available.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Buster's Uncle on January 09, 2013, 08:59:43 PM
Done.  Thak you for this, sir.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Pickly on January 10, 2013, 05:03:55 AM
Which download section is it in?  (Am interested in seeing what is in it, doesn't seem to be listed in the mods section of downloads.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Buster's Uncle on January 10, 2013, 05:05:12 AM
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=121 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=121)
Title: Re: My unofficial patch version 1.1 is ready
Post by: Kilkakon on January 10, 2013, 06:19:30 AM
So any feedback guys? :D

Great work Yitzi. :) I'll try this out later today or tomorrow.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Petek on January 11, 2013, 01:33:47 AM
I installed Yitzi's patch. Haven't experimented with any alphax.txt modifications yet. I noticed one minor anomaly that is attributable to having installed GOG-SMAX. GOG disables Alt-Tab whenever you run terranx.exe, even if the exe file isn't theirs (and even if terranx.exe isn't in the GOG folder). I found that by renaming Yitzi's exe file to something such as terranx_Yitzi.exe, then the ability to Alt-Tab returns. Before recommending this option, I wonder if Yitzi can comment whether renaming his terranx.exe will cause any problems.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 11, 2013, 01:59:44 AM
I installed Yitzi's patch. Haven't experimented with any alphax.txt modifications yet. I noticed one minor anomaly that is attributable to having installed GOG-SMAX. GOG disables Alt-Tab whenever you run terranx.exe, even if the exe file isn't theirs (and even if terranx.exe isn't in the GOG folder). I found that by renaming Yitzi's exe file to something such as terranx_Yitzi.exe, then the ability to Alt-Tab returns. Before recommending this option, I wonder if Yitzi can comment whether renaming his terranx.exe will cause any problems.

It will not cause any problems other than those caused by Kyrub's version (which, from what I can tell, is only that it messes up shortcuts/autorun/etc.)
Title: Re: My unofficial patch version 1.1 is ready
Post by: Kilkakon on January 11, 2013, 03:55:31 PM
Might I ask what changes did you made to script.txt? :)
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 11, 2013, 04:34:02 PM
Might I ask what changes did you made to script.txt? :)

I made it say that the maximum number of landmarks is 56 instead of 64.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Kilkakon on January 12, 2013, 06:00:13 AM
I'm having a problem with the patch on my laptop. On my desktop, running LE, the new patch runs fine. On the laptop, the program freezes on load. Didn't happen with only Scient's patch installed.

I will also say that I can't play Baldur's Gate full screen (works fine in a window) on my laptop or that will also freeze...
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 13, 2013, 12:31:29 AM
I'm having a problem with the patch on my laptop. On my desktop, running LE, the new patch runs fine. On the laptop, the program freezes on load. Didn't happen with only Scient's patch installed.

I will also say that I can't play Baldur's Gate full screen (works fine in a window) on my laptop or that will also freeze...

1. What happens with Kyrub's patch?

2. At what point does it freeze?  Before or after the movie?

3. When running Scient's patch on your laptop, what percentage of memory does it use?  My patch shouldn't use more than a few dozen bytes extra of memory at loadup, but I can't think what else it would be.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Kilkakon on January 13, 2013, 02:53:18 PM
1. I haven't tried Kyrub's on its own yet.

2. Before the movie!

3.  50% CPU. 32,768 K memory.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 13, 2013, 07:10:51 PM
1. I haven't tried Kyrub's on its own yet.

2. Before the movie!

3.  50% CPU. 32,768 K memory.

Let me know what happens with Kyrub's.  If Kyrub's does not pose an issue, then I may need you to download a debugger so you can get more information.

Also, how much memory does your computer have free after using that 32,768?
Title: Re: My unofficial patch version 1.1 is ready
Post by: Kilkakon on January 14, 2013, 12:01:56 PM
Kyrub's patch has the same issue. The computer has a ton of memory, it's only like 6 months old.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 14, 2013, 05:18:36 PM
Kyrub's patch has the same issue. The computer has a ton of memory, it's only like 6 months old.

If Kyrub's patch has the same issue, then it's something from what Kyrub did, not what I did, so I can't help you.
Title: Re: My unofficial patch version 1.1 is ready
Post by: ete on January 15, 2013, 03:25:25 PM
Working for me, are there any alphax changes other than the block of new variables (I copied that over to save my other alphax changes)?
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 15, 2013, 05:01:50 PM
No, other than the block of new variables everything is, at least as far as I remember, the original settings.  I do have some ideas for some other changes, but there's no reason to include that with these.

By the way, my next version will activate (among other things) the upgrade-cost variables, and I am changing two of them slightly: The extra cost per square of the new unit rows, and the discount per square of the old unit rows, will now give 1/16 the entered value (so, for instance, if you put in a cost of 10 for "square of the new unit rows" and upgrade to a unit costing 4 rows, that will add 10 to the cost, rather than 160.)  The purpose of this is so that you can get a fractional value (e.g. half the square of the cost).
Title: Re: My unofficial patch version 1.1 is ready
Post by: Mart on January 15, 2013, 09:22:47 PM
I have problem with modification of a map. The change in position 91F is by insert or overwrite? It's not indicated in the readmefile. Thank you!
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 15, 2013, 10:50:14 PM
Overwrite.  When modifying things with a hex editor, you always want to overwrite.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Mart on January 16, 2013, 05:55:07 AM
I think it is good to mention it in the readme file. For example, you could also modify part of the code which writes saves and maps, and record additional bytes. I do not know, how the code looks like over there, if "inactive" bytes are in the save/map before the patch.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 16, 2013, 05:21:46 PM
I think it is good to mention it in the readme file.

Probably is.  In version 1.2, I'll make it explicit.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Green1 on January 21, 2013, 09:58:29 AM
Alright. I have DLed the patch.

I am on a laptop as well, but Kyrub's SMAX patch Plus runs without a hitch. Should be no issues here. SMAX version is Planetary Pack. I sould not have any issues here. However, for us SMAXers, Kyrub only included terraforming AI enhancements. 444_experiment is the bulk of Kyrub's work and only for SMAC.

Currently looking through the AlphaX changes and script changes. I will run a tiny planet battle and see if I can find issues.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 22, 2013, 01:58:57 AM
In working on 1.2, I have discovered a couple of bugs that were accidentally introduced into 1.1:
1. Nessus mining stations may slightly increase ecodamage at a base which has an Aerospace complex due to the Cloudbase Academy.
2. Tree Farms and Hybrid Forests do not affect the bonus ecodamage from boreholes.

Additionally, I discovered a previously existing bug, in which a Tree Farm without a Hybrid Forest (or vice versa) would reduce or negate the effects of many forests and unworked squares, even beyond what it's supposed to do.  So for instance, a base with two unworked farms as well as a worked condenser/farm and worked borehole, and with a Tree Farm, should have terraforming reduce "clean minerals" by 1 (2+2X2+2+8=16, divided by 2 for the Tree Farm and then by 8 as usual), but in fact it won't since the Tree Farm improperly negates the effects of the unworked farms (rather than just halving them.)

All these bugs will be fixed in version 1.2.
Title: Re: My unofficial patch version 1.1 is ready
Post by: ete on January 22, 2013, 09:19:57 PM
I've got a reproducible crash which happens with this but not scient's version. The download for kryub's SMAX patch is unopenable by jzip/7zip for me, so I can't test it against that unless someone can point me at an alternate download. I can post the save, but it's a game with six custom factions, so unless you've got the NN factions installed it'd be annoying to test.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Petek on January 22, 2013, 09:30:47 PM
I've got a reproducible crash which happens with this but not scient's version. The download for kryub's SMAX patch is unopenable by jzip/7zip for me, so I can't test it against that unless someone can point me at an alternate download. I can post the save, but it's a game with six custom factions, so unless you've got the NN factions installed it'd be annoying to test.

Regarding the problem with kyrub's patch: Are you getting an error message similar to "Not a valid zip file"? If so, try downloading it again. I usually have to download files from this board at least twice before getting a valid file.
Title: Re: My unofficial patch version 1.1 is ready
Post by: ete on January 22, 2013, 09:46:14 PM
Archive file could not be opened, but it's probably the same issue. I'll try again then.
Title: Re: My unofficial patch version 1.1 is ready
Post by: ete on January 22, 2013, 10:40:46 PM
Ok, I've got it, and kryub's patch apparently does not cause the crash. I'm on win 7 and since getting sceint's patch have very rarely crashed, till today. I imagine it's some interaction between the factions I've got and your patch, from the point where it crashes it looks like it's the freelancers founding a second base. They get a free HQ with every base, which normally works fine, but apparently crashes AC (though from testing it only happens if the AI controls two HQs? Switching sides to the freelancers before they found a second base apparently prevents the crash, though switching to another player later causes a crash again.)
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 22, 2013, 10:59:36 PM
I've got a reproducible crash which happens with this but not scient's version. The download for kryub's SMAX patch is unopenable by jzip/7zip for me, so I can't test it against that unless someone can point me at an alternate download. I can post the save, but it's a game with six custom factions, so unless you've got the NN factions installed it'd be annoying to test.

I think the game loads the factions when it makes the game, so if you provide me with the save, I can check it out.
Title: Re: My unofficial patch version 1.1 is ready
Post by: ete on January 23, 2013, 12:06:52 AM
Ok, well here's the save then.
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 23, 2013, 12:34:28 AM
Ok, well here's the save then.

Thank you.  I've identified the problem, and it will be fixed in version 1.2, which will probably be out either this week or next week.  (Unfortunately, the best way to do the fix also involves some other fixes that I'm working on for 1.2, so that delays it slightly.)
Title: Re: My unofficial patch version 1.1 is ready
Post by: nadia911 on January 25, 2013, 11:43:01 AM
Hello Yitzi, thank you very much for your work, before trying it asked whether to install the patch on the Spanish version'll still play in Spanish

Thanks

Excuse my english
Title: Re: My unofficial patch version 1.1 is ready
Post by: sisko on January 25, 2013, 12:52:35 PM
welcome to our boards, nadia!

the text files included in Yitzi's pack will overwrite some of your Spanish files. the result will be a game part English and part Spanish.  ???

have you noticed the Spanish section (http://alphacentauri2.info/index.php?board=19.0) of our forum?
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 25, 2013, 01:09:41 PM
Hello Yitzi, thank you very much for your work, before trying it asked whether to install the patch on the Spanish version'll still play in Spanish

Thanks

Excuse my english

As sisko said, it will work, but will overwrite some of the Spanish files.  To keep the Spanish part, here's what you should do (I'm pretty sure it will keep all the Spanish):
-Download the patch like everyone else, but don't copy the entire folder to your main Alien Crossfire directory.  Instead:
-Copy over the .exe file and overwrite the existing one.
-Copy over the patch readme if you want.  It has no effect on gameplay, so it's not a problem if it's in English.  If you'd like to translate it to Spanish, go ahead.
-Open up the Script.txt file in your main Alien Crossfire folder.  Find the bit where it says #LANDMARKTOOMANY, and change the following $NUM1 to 56.
-Open up the Alphax.txt file from the patch, and open up the same file from your main Alien Crossfire folder.  The one from the patch has some extra lines (everything after the number of subspace generators needed for alien victory); copy them over to the version in your Alien Crossfire folder, and translate the part after the semicolon if you want (it has no effect on gameplay, but tells you what each variable does).  Then save the modified alpha.txt file.
-The patch readme has rules for modifying map files for compatibility with the patch.  You'll have to use that method to personally modify the xplanet and xplanetx map files, since the pre-modified ones have landmarks in English.
-If afterward you want to copy all the modified files (terranx, alphax, the patch readme, script.txt, and the maps) to a folder (putting the maps in another folder named Maps) and upload that as the Spanish version of my patch, go ahead.  (Although you might want to wait for version 1.2, which will fix a few bugs accidentally introduced into the 1.1 version as well as adding new functionality.)
Title: Re: My unofficial patch version 1.1 is ready
Post by: nadia911 on January 25, 2013, 01:28:04 PM
Thanks for the welcome!

I know the Spanish section, but did not see much movement there ...

Yitzi Thanks for the reply, I'll wait for version 1.2 of the patch for work into Spanish compatibility and post the result.

I love that there are people improving my favorite game, please continue with the excellent work

 :danc:
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 25, 2013, 06:58:55 PM
Thanks for the welcome!

I know the Spanish section, but did not see much movement there ...

Yitzi Thanks for the reply, I'll wait for version 1.2 of the patch for work into Spanish compatibility and post the result.

You can do most of the compatibility work now.  All that will be changed in 1.2 is alphax.txt (which is getting a few changes and two new variables), translating the patch readme if you were going to do that, and of course the executable itself.
Title: Re: My unofficial patch version 1.1 is ready
Post by: nadia911 on January 27, 2013, 09:03:19 PM
I'm trying to perform the task in order to incorporate the Yitzy's unofficial patch 1.2 to the Spanish version and found that the Spanish translation has not been done correctly in the alphax.txt and for that reason the game does not work properly leaving functions chains truncated, therefore the task of porting is almost impossible, I will play directly the English version and only replace movies sequences and dialogues translated from the Spanish version.

Thanks for you work

Regards
Title: Re: My unofficial patch version 1.1 is ready
Post by: Yitzi on January 27, 2013, 09:41:08 PM
I'm trying to perform the task in order to incorporate the Yitzy's unofficial patch 1.2 to the Spanish version and found that the Spanish translation has not been done correctly in the alphax.txt and for that reason the game does not work properly leaving functions chains truncated

Couldn't you just translate all the words and phrases yourself if need be?
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