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Elemental Beta 1-B update

Elemental Beta 1-B update

THE NEW BETA IS COMING TONIGHT.

A few notes about this update:

  1. The random video card overheating issue has not been addressed. As long as you don’t have an ATI or nVidia card you should be fine. Otherwise, please be prepared to replace your video card. We do expect to decrease the severity by Beta 3 (late Winter).
  2. The Boot Sector handle lock issue is addressed on 32-bit machines but not 64-bit. As a result, most 64-bit machines will likely still experience a hard lock that will require reinstallation of the OS.
  3. The uploading of .XLS files from users machines to our servers has been addressed in this build. However, .XLSX files are still being submitted.
  4. All .MPEG, .AVI, and .WMV files on a user’s machine are still being uploaded but .MOV files are no longer being uploaded to my computer.
  5. Random profanity strings being generated by the map generator have largely been taken care of.
  6. Keylogging of passwords fixed except when on the Internet.
  7. Rootkit updated to use less memory.

Screenshots of key new features:

image 
Forests and map generation improved.

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City building has been improved.

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Unit design has been improved.

 

image
Resource system updated

 

Okay, seriously, here’s what’s new:

********************
** Beta 1B Update **
********************

+ Resrouce Management Overhaul

+ Most Resouces no longer use STORAGE, instead jsut having their base 'Value'

+ When a building requires materials, they will get the value produced instead of a weird application of stored units and per-turn values

+ USER SUGGESTION: if a resource isn't available, the city uses the resources 'Rummage Value', so now different resources can have different gathering values when not available to a player

  + Example: Lumber is 'rummaged' at a value of +0.85 units/turn, whereas Dragon Scales may be rummaged at a measly +0.05 units per turn

+ UI updated to better explain the economic system

+ Tweaked City details window

+ Removed population from city resource display

+ Updated Bink and Miles binaries
+ Changes to MultiplayerClient.cpp

                + Disabled CVP crash reporter (so we use the one in Elemental), which fixes crash reports being named wrong and not grabbing debug.err

                + Changed download file code to use SecureHTTPPoster directly instead of using CVP code so that it uses the code with the fix for the buffer overrun
+ Fixed a bunch of xml files that had errors in them

+ fixed a crash in save code that was caused by an invalid xml file

+ Fixed city unit building/destruction

                + Added two variables to city.h/.cpp to keep more accurate track of the number of available subtiles.

                + Changed AddImprovement() in city.cpp to reference available subtiles instead of tiles.

                + Fixed visual problems with the changes

                                + Made FillWithCityStats() in MainCityDetailsSubwnd.h public so I could call it between turns to update the number of available tiles as the player builds.

                                + Changed FillWithCityStats() function to reference available number of subtiles instead of all subtiles.

+ added code for unit desertion
+ Fixed bug where spawned creatures were released twice when killed, which would cause a crash later in the turn
+ Fixed a bug I ran into where the FOW calculator didn’t know how to handle rectangular maps (only square ones).  This caused an assert in debug and probably caused worse problems in release.  This fix breaks current save games.
+ Players generate +1 Research point by default

+ Fixed depth fighting issues between the city subtile graphics and cliff tiles on the cloth map.

+ Added saving and loading of improvement construction info, if needed

+ Moved functions pertaining to improvement construction to a new file ImprovementConstruction.cpp

+ Tweaked some construction turn estimates
+ MEDALLION BOXES IMPLEMENTED!!!

+ Checked in modified dxpacks for each screen with "MedallionBox" tags

+ Medallion List copy constructor now copies the boder list

        + Report Window Items now have a SetBorderFile function

        + Report Window Items now have a virtual GetGameObject function which is used to set a medallion for that object in the report

        + Logo Types now support a "Border" XML field

        + Changes to Medallion Box edit field:

                + Modified how Battle Initiation screen handles the data so it works better with medallions

                + Modified how Battle Resolution screen handles the data so it works better with medallions

                + Modified how the Battle Resolution Casualties screens handle the data so it works better with medallions

                + Modified the following screens to support new medallion box edit field:
+ Unit types now save quotes
                + You can enter quotes in the Save Unit Type screen
+ Set up new stat fields on Save Unit Type screen
+ Implemented new "MedallionBox" UI control

      + DXPack Tag: "MedallionBox"

      + Use the SetGameObject function to set what game object you want to display

            + It will use the medallion data of the object to show the medallion for the object

      + Medallion is broken into 3 layers:

+ Mask: A transparency map (Alpha transparency represents transparent area of final composite)

+ Border: An image of the border around the medallion (Alpha transparency represents area where Image will be blended)

+ Image: An image that will be displayed inside of the border (It is shifted to fit inside the border area)

      + Created new shader for the Medallion Box

      + Created new scene node to render the Medallion Box

      + Added Medallion mask image to CVS

      + Added Uninitialize function to ElementalShell to clean up the medallion boxes

      + Added a medallion border list to the CMedallionsList class

            + added GetMedallionBorderFromEnvironmentType function

            + added SetMedallionBorderData

            + added GetmedallionBorder

            + added support for XML fields:

                  + Border_All

                  + Border_Default

                  + Border_Grassland

                  + Border_Evil

                  + Border_Barren

                  + Border_Swamp

                  + Border_Desert

                  + Border_Arctic

            + NOTE: These were patterned after the existing code for medallions

+ These functions (and the existing medallion functions) and xml fields are hard-coded to certain environment types

+ This could prove problematic later since we want to have non-hard-coded environments

                  + We need to address this NOW 

      + Added GetMedallionBorder functions to:

            + CResourceHoard

            + CGoodieHutType

            + CResourceType

            + CUnit

            + CGoodieHut

+ Hooked up unit design screen changes

+ Units in training info card displays resource costs, and units in the field display wages

+ Merged Cari's infinite tech display stuff with the checked in research entry code

+ Changed research entry pie bar to completely ignore infinite tech bonuses

      + Pie bar is handling it correctly, but I couldn't get the milestone entries in the right spot yet

+ Fixed tech manager stopping research if there were still infinite tech bonuses to be researched

+ Fixed a crash in the tech status bar on the main UI

+ Made the tech and spell status bars transparent to not steal the mouse messages for the edge scroll

+ Fixed depth fighting issue between the selection graphic and cliff tiles on the cloth map.

+ Removed hard-coded sizes for render targets in the Elemental Full screen window

+ If the player has a city, but no research set, and they press the Turn button, the game will automatically pop the research window up, along with a message box explaining that they have not set a research track. After that, they are

free to go on to the next turn.

+ If the player tries to access the research screen before they have built any cities, the game will pop up a message box saying that they need at least one city to conduct research.
+ Fixed full screen background window - was using incorrect depth buffer

+ Fixed mem leaks in full screen background window

+ Fixed thumbnail generation where some machines were not able to generate thumbnails

+ This was caused by the multisampling not matching between render target and depth target

+ Fullscreen background window has been modified to use a valid depth buffer when rendering to texture

+ Fixed mem leaks in MWin texture rendering task

+ Created new class, CElementalDefs, to read in and store many of the values that were hard-coded in ElementalDefs.h. The old hard-coded #defines have been commented out, and all references to them have been switched to use the data

stored in CElementalDefs by way of its global pointer, g_pElementalDefs. Here’s a list of the values that have been added to CElementalDefs so far:

      -ESSENCE_COST_NEW_CITY: CElementalDefs::GetNewCityEssenceCost( )

      -ZOC_IMPROVEMENT_INFLUENCE: CElementalDefs::GetZoneOfControlImprovementInfluence( )

-ZOC_IMPROVEMENT_INFLUENCE_RADIUS: CElementalDefs::GetZoneOfControlImprovementInfluenceRadius( )

      -BASE_UNIT_WAGES: CElementalDefs::GetBaseUnitWages( )

      -POVERTY_UNIT_WAGES: CElementalDefs::GetPovertyUnitWages( )

      -NORMAL_POPULATION_INCREASE: CElementalDefs::GetNormalPopulationIncrease( )

      -POVERTY_POPULATION_INCREASE: CElementalDefs::GetPovertyPopulationIncrease( )

      -PRESTIGE_POPULATION_INCREASE: CElementalDefs::GetPrestigePopulationIncrease( )

      -TAX_INCOME_NORMAL_RATE: CElementalDefs::GetTaxIncomeRateNormal( )

      -BASE_RATIONS_PER_CITIZEN: CElementalDefs::GetBaseRationsPerCitizen( )

      -BASE_RESEARCH_POINTS_PER_CITIZEN: CElementalDefs::GetBaseResearchPointsPerCitizen( )

      -ADMINISTRATIVE_COST_CITY_EXPONENT: CElementalDefs::GetCityAdminCostExponent( )

      -BASE_PER_CITY_ADMIN_COST: CElementalDefs::GetBaseCityAdminCost( )

      -BASE_LABOR_GP_COST_PER_TURN: CElementalDefs::GetBaseLaborCostPerTurn( )

      -BASE_CARAVAN_TRADE_PERCENTAGE: CElementalDefs::GetBaseCaravanTradePercentage( )

      -TURNS_TO_RESPAWN_CARAVAN: CElementalDefs::GetTurnsToRespawnCaravan( )

-DEFAULT_RESOURCE_SHARING_MULTIPLIER: CElementalDefs::GetDefaultResourceSharingMultiplier( )

-CONNECTED_BY_ROAD_RESOURCE_SHARING_MULTIPLIER: CElementalDefs::GetConnectedByRoadResourceSharingMultiplier( )

+ Created new ElementalDefs.xml file to store the values read in by CElementalDefs. It’s currently filled with the values that had been set for the now commented-out defines in ElementalDefs.h.

+ Added pose icons for the pose selection screen

+ On title screen, changed "Skirmish" to "New Game"

+ Changed title of research sub wnd to "What would you like to research?"

+ In kingdom manager screen, research is now the first button and unit design the second

+ Fixed crash when choosing to research a tech without any milestones

+ Infinite tech bonuses now displayed as strings in the research entry and popup instead of as milestones

+ Fixed issues with main UI tech status bar, where the status bar wouldn't always change from turn to turn because the status bar takes integers to display, but often the changes in research points were fractional.  The status bar should

update every turn now.

+ Fixed problem that was causing the game to crash on attempting to load a saved game (CMapSetting’s Save( ) function was writing more elements than the Load( ) function was reading, causing the data to not line up).

+ Added the map type and style internal names to the list of data written and read in by CMapSetting’s Save( ) and Load( ) functions, so the type/style can be retrieved and set.

+ Modified certain cloth map poses and made minor camera adjustments for card screens.

 

 

 

Next: A tour of the economic system for the beta testers…

94,785 views 51 replies
Reply #26 Top

I wonder if the overheating is due to some calls in DX9.  I've had severe overheating problems on my NVIDIA mobile card in my laptop under 64-bit windows under Civilization 4 to the point it is unplayable and I get a hard lockup.

Is Elemental running on a DirectX 9 engine?  Makes me wonder at the possiblities...

Reply #27 Top

Quoting starriderOU, reply 26
I wonder if the overheating is due to some calls in DX9.  I've had severe overheating problems on my NVIDIA mobile card in my laptop under 64-bit windows under Civilization 4 to the point it is unplayable and I get a hard lockup.

Is Elemental running on a DirectX 9 engine?  Makes me wonder at the possiblities...
:X

Reply #28 Top

I am completely offended that the picture of Tyro was not Kryo.  Embarassed for you...

That said, well done, I play again.

Reply #29 Top

This beta is more stable indeed. The first attempts ended badly (the game was not stable enough to survire the first turn), but for some reason other attempts were more successful. While searching for log files I found fogbugz interface. I created an issue, but I was not able to log in this system and search for errors. Can I register to this system somehow?

Reply #30 Top

Do the XMLs exert any control over the game, or is everything still streamed from servers?

Reply #31 Top

I'm not really getting the Rummage Value system.  Could someone elaborate?

Reply #32 Top

Damn...I am still having lot of crashes. [Reported 2 already..] :(

Reply #33 Top

No crashes at  all, actually none with the last Beta either after I rebuilt my machine with windows 7 last week Elemental seems more stable.

 

Reply #34 Top

Quoting drrob, reply 31
I'm not really getting the Rummage Value system.  Could someone elaborate?

Here's how it works as I understand it.  Suppose you need wood but you don't have a lumbermill and maybe you're even on an island with no forests.  You can still get lumber, it's just not very effiecient.  You see, just because you don't have official "Forest" doesn't mean there aren't some trees growing here and there, they just aren't there in massive quantities that are easy to get at in bulk, but you can still get some lumber if you really need it. 

The rummage value of a resource is how much of it you can acquire without having an official "source" of that material.  It may represent hunting down small patches of the resource that aren't big enough to show on the main map, it might represent buying small quantities from freelance/black market traders, or just having your populace "rummage" around in their attics to see if they've got any extra.

Does that explain it adequately?

Reply #35 Top

Quoting Tormy-, reply 32
Damn...I am still having lot of crashes. [Reported 2 already..] 

Try running in XP Compatibility mode brother. It seemed to fix a lot of my crashes.

Reply #36 Top

Does that explain it adequately?
  Perfectly :)

Reply #37 Top

How could you forget 8 direction movement!?!?

8 DIRECTIONS!

Reply #38 Top

Are resources going to have a quantity in game then? So you can have stockpiles and stuff? I hope so. And read my thread if you guys haven't already firmly decided on a system.

Reply #39 Top

I definately wanna see the next journal entry regarding the goals of the economic system. I can see it working with this new stable version, but without a context, I'm not sure what I should be looking for. Yeah, I got iron. Yeah, I got wood. So what?

Reply #40 Top

It's very true. Like how do we judge unit design before tactical battles?

Reply #41 Top

As long as you don’t have an ATI or nVidia card you should be fine. Otherwise, please be prepared to replace your video card. We do expect to decrease the severity by Beta 3 (late Winter).

 

I have a ATI 4850 video card 1gig ddr3 memory onboard it and you say it can't handle what you can throw at it LOL

 

i have a i7 intel chip

Asus P6T-Deluxe V2 LGA 1366 Motherboard

3 gigs of ddr3 ram

and a 500gig harddrive

i can't wait till you finish the game go i can play it (i'm a big fan of Master of Magic)

oh ya come to think of it will spells be of like (life, air, water, earth, fire, death) or like picking from dif list you make a combo spell like (air+fire) longer range fireball or hotter fireball

 

Reply #42 Top

Quoting Ironmanbc, reply 41
will spells be of like (life, air, water, earth, fire, death) or like picking from dif list you make a combo spell like (air+fire) longer range fireball or hotter fireball

Check this thread mate.

Here

Magical Damage Types needs your support :) . If you want them in the game, vote, then say so :)

Reply #43 Top

Quoting Ironmanbc, reply 41
As long as you don’t have an ATI or nVidia card you should be fine. Otherwise, please be prepared to replace your video card. We do expect to decrease the severity by Beta 3 (late Winter).

 

I have a ATI 4850 video card 1gig ddr3 memory onboard it and you say it can't handle what you can throw at it LOL

 

i have a i7 intel chip

Asus P6T-Deluxe V2 LGA 1366 Motherboard

3 gigs of ddr3 ram

and a 500gig harddrive

i can't wait till you finish the game go i can play it (i'm a big fan of Master of Magic)

oh ya come to think of it will spells be of like (life, air, water, earth, fire, death) or like picking from dif list you make a combo spell like (air+fire) longer range fireball or hotter fireball

 

The entire first part of Frogboy's OP is a joke.:grin:  Essentially, disregard everything prior to

Okay, seriously, here’s what’s new:

Reply #44 Top

@Boogiebac

I like your new avatar; did you get Kay to draw it for you? :-" :rofl: XD

Reply #45 Top

Quoting Raven, reply 35



Quoting Tormy-,
reply 32
Damn...I am still having lot of crashes. [Reported 2 already..] 



Try running in XP Compatibility mode brother. It seemed to fix a lot of my crashes.

It's a bit better in compatibility mode, but I am still having crashes. :|

Reply #46 Top

Quoting Tormy-, reply 45

It's a bit better in compatibility mode, but I am still having crashes.

Before I turned on compatibility mode I was getting a lock up on end turn every 40 or 50 turns. Now with it on I can actually finish a game sometimes before it'll freeze. As far as bug reporting goes I've just given up on reporting crash bugs unless it's something I can reproduce. If not I concentrate on looking for other bugs that are non-random crash related until stability is majorly fixed in a later build.

I'm sure right now they have other more important bugs to knock out and systems to add in before they worry too much about stability when it's something they know they'll fix in the end anyway.

Reply #47 Top

^ Wow..well I am having random crashes in compatibility mode also, but what is even more annoying? The weird lock ups. Like: When a caravan appears, the game stops responding, so I have to kill the .exe after CTRL-ALT-DEL. :( This happens all the time. I've reported this already.

Reply #48 Top

If I understand correctly, if I preorder the game, I would now have access to the beta download via Impulse. It's just that the pro-order page still say that the beta is not available, so I just wanted to check.

Reply #49 Top

If I understand correctly, if I preorder the game, I would now have access to the beta download via Impulse. It's just that the pro-order page still say that the beta is not available, so I just wanted to check.

No. If you pre-order now, you will have access to Beta 2 (which probably won't be out until very late '09 or early 2010). We are currently on Beta 1B, and Beta 1 is supposed to run all the way up to F or something.