March 4, 2003, 17:53
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#61
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Settler
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Deep within your psyche
Posts: 4
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I know. I have already installed the above component. This is a different one.
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March 4, 2003, 17:56
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#62
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Settler
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Deep within your psyche
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Yes, I also had problems with component 'COMDLG32.OCX' - However, it is now component "MSCOMCTL.OCX" that I am having the same problem with.............
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March 4, 2003, 18:32
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#63
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Prince
Local Time: 14:29
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Phila PA
Posts: 828
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SG- what development environment did you use to make HutFinder?
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March 5, 2003, 07:38
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#64
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
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Developed using VB6 under Windows XP pro - nominally it uses no 'extra' components and certainly runs OK on machines without VB installed.
I shall try & dig out mscomctl when I get to the office
SG[1]
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March 5, 2003, 09:32
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#65
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Settler
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Jan 2003
Location: Deep within your psyche
Posts: 4
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Much appreciated!
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March 5, 2003, 09:48
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#66
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Prince
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Oct 1999
Location: tampere,FINLAND
Posts: 550
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What is HutFinder?
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March 5, 2003, 10:19
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#67
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Just another peon
Local Time: 14:29
Local Date: November 1, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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General.
It's software that if you're playing a game and find a hut, you can enter the coordinates and it will calculate where every other hut is, and the location for specials.
It can also be used when you need to calculate CIV distances.
And the newest addition is a grid of Oedo "revolution years'
Read the first post, and download it. You'll like it.
Rich
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March 5, 2003, 12:25
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#68
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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MSCOMCTL.OCX
For 98 it goes in Windows\system32 -- but even zipped it exceeds the ACS limit
For Win 2000, NT, XP it goes in winnt\system32
Try to find it on the web - if not I could email or upload somewhere - PM me...
SG[1]
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March 6, 2003, 18:24
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#69
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Prince
Local Time: 14:29
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Phila PA
Posts: 828
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Suggestions:
Since you have calculated the Resource Seed, that should also tell you whether each special is Fish or Whale (or their land equivalents). Listing that with distance would be helpful.
A place to put Map Size would be helpful too, to lop off those Huts and Specials that are over the borders.
The "Return- all is forgiven" button seems to have some sort of text underneath it when minimized. Don't know if that can be fixed.
No complaints - good work!
Now we just need a Supply/Demand calculator... anybody?
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March 7, 2003, 04:41
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#70
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
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Elephant
Thank you
Unfortunately a hut does not give the full resource seed - more information is needed to get this, I believe at least the type of two specials - you are of course quite right - this would be valuable knowledge, but not yet possible
The map size would be nice - the other night I had one of those rare maps where a continent actually crossed the date line - and using HutFinder became a nightmare - perhaps in a later version
There seems to be some machine dependancy on the exact size of the shrunken form - it works perfectly on both of my machines, but on (2)'s the 'forgiven' is truncated - and it seems on yours the depth is slightly greater - it may have something to do with the font chosen for form title line, but as that is user selectable i have no control here
Thanks again
SG[1]
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March 7, 2003, 17:32
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#71
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Settler
Local Time: 14:29
Local Date: November 1, 2010
Join Date: Jan 2002
Location: There are some who call me...Tim
Posts: 24
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I must agree the tool is wonderful. One thing I think would be helpful is the ability to "recenter" the schematic by clicking on it, but that's probably a major design change to do something like that. It's certainly great the way it is...THANKS!
__________________
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March 7, 2003, 18:53
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#72
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Prince
Local Time: 14:29
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Phila PA
Posts: 828
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I took the seed HF calculated and made a water map in Civ2Map that showed all the right specials in the right places with matching types to my random map. If Civ2Map can get it right, should we not be able to calculate it too?
I'll see if I can make a screen capture of the button problem.
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March 8, 2003, 06:42
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#73
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Emperor
Local Time: 19:29
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Elephant
Hutfinder uses a Mod 32 seed, Civ (and Map) use Mod 128 - working from memory so don't shoot me if I've missed a factor of 2 - there are four differing patterns of Food/Trade specials in each set of 10 specials and although HutFinder can locate the specials it cannot (in this incarnation) determine which of the four patterns is present - this extra piece of information would indeed allow the pattern of ALL specials AND their class - Food or Trade - to be determined. But both the mechanics and the formulae for this have yet to be determined.
To verify this go back to Civ2Map and try increasing the seed by 32 - you will see that the huts and specials have not moved, but the distribution of Food/Trade specilals has changed
SG[1]
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March 8, 2003, 23:58
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#74
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King
Local Time: 21:29
Local Date: November 1, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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searching for nitpicks
When using the hut finder I often refill the values of 'Enter any map co-ords to search around it'. I would like that I needn't to delete the old values manually. In other words the content of the fields 'X=' 'Y=' should be highlighted after the field gets a focus.
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March 9, 2003, 07:42
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#75
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Emperor
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ST - fair comment - I have made the same observation myself, but never seem to remember to implement it when I'm looking at the code...
SG[1]
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March 9, 2003, 09:23
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#76
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Prince
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Oct 1999
Location: tampere,FINLAND
Posts: 550
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Rescoure speed used with rescoures. Are "huts" at also these?!
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March 10, 2003, 04:10
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#77
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Emperor
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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ottok - yes the resource seed determines both the huts and specials
SG[1]
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March 15, 2003, 13:58
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#78
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Settler
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 10
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How can you obtain the location coordinates in version 2.42? It would seem that they do not appear unlike in other versions except when the cheat mode is enabled. Your program is marvelous and very useful and for that I thank you.
Last edited by goape; March 15, 2003 at 14:05.
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March 15, 2003, 14:07
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#79
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King
Local Time: 14:29
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Join Date: Jun 2000
Location: of less than all that I see
Posts: 1,055
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Quote:
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Originally posted by goape
How can you obtain the location coordinates in version 2.42? It would seem that they do not appear unlike in other versions except when the cheat mode is enabled.
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update your version to 2.42. I like to point out i used to have Civ II version 1.07 at one point. There were quite a few little things changed in the various patches, like taking away the ignore ZOC for engineers, preventing Bombers from fortifying in open terrain, adding the highlighting of celebrating cities on F4, adding coordinates, etc
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March 16, 2003, 02:48
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#80
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King
Local Time: 19:29
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 1,773
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Quote:
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Originally posted by goape
How can you obtain the location coordinates in version 2.42? It would seem that they do not appear unlike in other versions except when the cheat mode is enabled. Your program is marvelous and very useful and for that I thank you.
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I'm using 2.42 and location coordinates appear under viewing pieces in the status window. Have I misunderstood your question?
RJM at Sleepers
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March 16, 2003, 09:40
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#81
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King
Local Time: 14:29
Local Date: November 1, 2010
Join Date: Jun 2000
Location: of less than all that I see
Posts: 1,055
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Quote:
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Originally posted by rjmatsleepers
I'm using 2.42 and location coordinates appear under viewing pieces in the status window. Have I misunderstood your question?
RJM at Sleepers
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I was responding to Goape as i'm not sure he is using the most updated version of Civ 2. I used to have the same problem until i learned you could see the civ version on the game options screen (Ctrl-O). As the attached graphic shows, in earlier releases of the game, location was not included when viewing pieces (toggle 'v')
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Last edited by SCG; March 16, 2003 at 09:51.
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March 17, 2003, 08:23
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#82
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
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Thanks for that SCG
SG[1]
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March 17, 2003, 16:20
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#83
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King
Local Time: 21:29
Local Date: November 1, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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SG,
why can't you make it scrollable? I think the implementation would be easy - only addition needed is that the program responds to arrow keys.
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March 18, 2003, 03:44
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#84
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Emperor
Local Time: 19:29
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ST - you are, of course, completely correct - will give it a go when I have a chance.
SG[1]
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March 18, 2003, 09:40
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#85
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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New Version Alert
Thanks to all - especially SlowThinker - for their input. A new version that removes the need to delete old co-ordinates and allows limited scrolling of the schematic will be released within an hour or so - look in the first post for v1.4.3
SG[1]
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March 18, 2003, 10:13
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#86
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
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Posts: 6,344
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v1.4.3 now available
SG[1]
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March 18, 2003, 13:49
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#87
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King
Local Time: 21:29
Local Date: November 1, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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It is much better, but I will cavil again :
1.
Why is scrolling limited?
Also I would scroll the centered tile (with a white border) too - it could remain always in the center of the window: the X,Y coordinates would be adjusted automately.
2.
Formerly I suggested to allow to write the notes (for example 'London', 'cap', 'whales') in the picture. I know the implementation would be complicated this way, but now I realized that you could add just one editable field besides the X, Y fields. The field would change along with X, Y coordinates.
3.
The Load searches in 'Documents' by default. But the .hut files should be stored with .sav files IMHO. So the default search in the folder where the HutFinder.exe remains would be a good solution. (Then I could put one copy of HutFinder in my Civ2 classic directory and another on in the MGE directory.)
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March 18, 2003, 16:12
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#88
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Emperor
Local Time: 19:29
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Join Date: Nov 1999
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Posts: 6,344
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ST - thanks again for your comments
1) I thought of that - but felt that this would lead to confusion as the scroll moved - particularly as there is a highlighted square on the civ board from which you have taken the original co-ords -- and remember, many of us use this gadget while seriously enebriated
2) Yes - easy to implement, but requires a vast amount of storage - many Civ players are Civ players because their machines are far from current spec - such an overhead might not be acceptable
3) Good idea - maybe next fiddle - personally I keep each game in a separate folder and save the .hut file there -- perhaps the best idea would be to have HutFinder remember where you last saved the .hut file
Thanks again, SG[1]
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March 18, 2003, 19:30
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#89
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King
Local Time: 21:29
Local Date: November 1, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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1)
I think it wouldn't be confusing because you would see all huts and specials moving in one direction.
The main advantage would be that you could easily get the coordinates of chosen huts and specials. You woudn't have to count them - I think this is good especially if you are in an staggery status
2)
There wouldn't be very much of squares with notes. So you could grab the memory dynamically.
3)
I agree.
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March 19, 2003, 10:50
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#90
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Just another peon
Local Time: 14:29
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Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
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Just download and tried it. VERY KEWL. Good Job.
And my opinion on the scrolling is that I'm glad it's limitied. Once you scroll outside of the target square range, it would be confusing.
WELL DONE.
RAH
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