View Full Version : Plug And Play!


purplexus
Oct 30, 2006, 10:51 AM
I've looked into a couple things and now waiting to hear back on things.
But wyz... would you be interested in a plug and play Mod Comp in order to make adding additional Civ's to this Mod easier?

Imagine... Simply drop in new folder with all XML files already set for a particular Civ... Units... buildings... sounds... leaderheads... all could be downloadable seperately and added without messing around with the other xml files...???

Wyz_sub10
Oct 30, 2006, 10:53 AM
Yes, absolutely. Anything that would make it easy for CIV Gold - and users - to add and remove civs would be fantastic.

Right now, I have to keep track of several files, and there's always the possibilty of missing something or making a small typo. At least of the files were in the same place - i.e. all specific to a civ - it would be easy to maintain, update and correct.

purplexus
Nov 06, 2006, 09:21 AM
UPDATED Dec.05/2006 11:30 am MST

COMPLETED for all civs
SAMPLE_Audio2dScripts---> 100% complete
SAMPLE_Audio3dScripts--->100% complete
SAMPLE_AudioDefines----->100% complete
SAMPLE_CIV4ArtDefines_Building--> 100% complete
SAMPLE_CIV4ArtDefines_Civilization--> 100% complete
SAMPLE_CIV4ArtDefines_Leaderhead--> 100% complete
SAMPLE_CIV4ArtDefines_Unit--> 100% complete
SAMPLE_CIV4BuildingInfos--> 100% complete
SAMPLE_CIV4BuildingClassInfos--> 100% complete
SAMPLE_CIV4CivilizationInfos--> 100% complete
SAMPLE_CIV4LeaderHeadInfos.xml--> 100% complete
SAMPLE_CIV4DiplomacyInfos.xml--> 100% complete
SAMPLE_CIV4UnitInfos.xml--> 100% complete
SAMPLE_CIV4ColorVals.xml--> 100% complete
SAMPLE_CIV4PlayerColorInfos.xml--> 100% complete

INCOMPLETE OR PARTIAL
SAMPLE_CIV4FormationInfos.xml--> Large edit on this one (i'll create these myself)
SAMPLE_CIV4GameTextInfos.xml (need to add unique names Unique units info into this one still)

purplexus
Nov 06, 2006, 09:29 AM
Looks Like I got Impaler Interested In this Little Project. :)
Have A look at this thread. This is his response to my questions of how to get this working. on a plug and play.

']The bulk of CCCP mods come in the form of new tags added to XML files primarily the Unit, Building, Trait, and Civilization. Aussies mods are focused on Civics and will be merged in soon. Whole game modifying options are located on a new XML file called the GlobalDefinesExt.xml which exists as a convenient place to organize these new GlobalDefines without interference with either of the two pre-existing GlobalDefine files.

The tags are of all types int, bool, string what ever is apropriate for the mod. Their is some documentation on the first post under the Spoiler listing each mod and a brief description. The most comprehensive place to find the tag listing is the Schema file, each new tags is listed their and made optional by the addition of * minOccurs="0" * when you have identified the tag you want to add check the Schema to see the tag order and structure if its nested (most nested tags structures are copied from another part of the game so they shouldn' be difficult). Then write the new tag into apropriate place, most tags will produce some coresponding text in the Civilopedia allowing you to confirm that the game successfully loaded the new data.

I'm preparing a full blown test case of a drag and drop CivGold Civ, I've followed your alphabetical system and started with the Aborigine. If this all goes acording to plan I'll then see if we can colaborate on a full tutorial for how to convert a "traditonal" new Civ or group of Civs into modularized form.

As you noted their is one files the cant be modularised in this way the CIV4CityLSystem.xml which is involved in the Graphic display of buildings. This file will have to be used in the traditional way, one massive file with everything listed on it. I doubt their will ever be a means of modularizing this file due to design desisions on Firaxis part. Still it should be possible to achive +90% modularization which will be a great boon to moders.

P.S. Yes I'll look at bumping up that Civ limit, its realy just one tiny little define, if you can compile its a very easy change to make.

purplexus
Nov 09, 2006, 01:14 AM
Here is a list of files each civ will need for the plug and play system. They don't need to include anything that was already in the original.... nor do they need to list any other civ's info. They just need to have the info specific to that civ.

SAMPLE_Audio2dScripts---> 100% complete
SAMPLE_Audio3dScripts--->100% complete
SAMPLE_AudioDefines----->100% complete
SAMPLE_CIV4ArtDefines_Building--> 100% complete
SAMPLE_CIV4ArtDefines_Civilization--> 100% complete
SAMPLE_CIV4ArtDefines_Leaderhead--> 100% complete
SAMPLE_CIV4ArtDefines_Unit--> 100% complete
SAMPLE_CIV4LeaderHeadInfos.xml--> 100% complete
SAMPLE_CIV4UnitInfos.xml--> 100% complete
SAMPLE_CIV4BuildingClassInfos--> 100% complete
SAMPLE_CIV4BuildingInfos--> 100% complete
SAMPLE_CIV4CivilizationInfos--> 100% complete
SAMPLE_CIV4ColorVals.xml--> 100% complete
SAMPLE_CIV4PlayerColorInfos.xml--> 100% complete
SAMPLE_CIV4DiplomacyInfos.xml--> 100% complete

SAMPLE_CIV4FormationInfos.xml--> Large edit on this one (i'll create these myself)
SAMPLE_CIV4GameTextInfos.xml (need to add unique names Unique units info into this one still)

I have found it is easier to Edit multiple civs info of the same file at once then I have found it to edit all of One's civ's files...If I am missing anythig else that may need to be edited please let me know.

This project will begin on Nov 13---> anyone interested in lending their hands sign up in this thread

purplexus
Nov 09, 2006, 01:14 AM
All files and control handed to Impaler[WRG]

purplexus
Nov 09, 2006, 01:17 AM
Samples of the above files

Impaler[WrG]
Dec 21, 2006, 11:30 AM
Oh I hadn't realized you were so far ahead on the XML work, You may have everything properly configured already or atleast very close to it.

Why dont you send me the files you have and I'll see how they look, if they need some polishing i'll explain the steps and we can buzz through the remaining work rather quickly. I for one like to have the leader, unit and buildings inside sub-folders to make things neat and tidy though this is not strictly nessary to make it work.

Unfortunaly the Current Modualar loading dose not adress audio defines, this will be my next priority

Send them to impalerwrg At Yahoo

Impaler[WrG]
Feb 01, 2007, 11:23 PM
Version 3.0 of my MXMLL mod is complete, all prior modules remain compatible with the new release. I've invited Wyz to use the SourceForge repository of the CCCP as a holding place for his Civ work. Anyone else who would like to work on Module making can be granted access (upload access, everyone can always do anonymous downloads from SF). I recommend tortoise SVN for accessing the repository.

Wyz_sub10
Feb 07, 2007, 02:28 PM
Hey Impaler[WrG],

Just back from Mexico and ready to start kicking at it.

purplexus
Apr 10, 2007, 08:38 AM
OKAY!
where to begin...
First of all back on the project :)

The first thing needed to be done is to strip all the original Civ's down to a Plug and play System as well
YUP!
needs to be done due to the fact we have added new leaders to the old civs.

BASIC BUILDING BLOCKS these will have nothing but the original BARBARIAN CIV in it. 100% complete

Original Civ Strip down 24 down 0 to go ---->100% Completed
Civ Gold 3 Strip Down -----> 100% done
Civ Gold 3 Civs Formated into Modular fashion--->100% completed
Civ Gold 4 Add-ons ----> now just begun---> 0% Completed

I'll keep ya posted from here on in

Moving Quickly on this looks like this will be available for Sat. Apr 14th/07 at least what I have will be.

purplexus
Apr 17, 2007, 07:02 PM
With the Original Warlords Civ Broken Down It's time to Rearrange the already broken down Civ 3 files and place them into proper format
Some of the following Civs are just leaderheads and won't take long at all.

purplexus
Apr 21, 2007, 08:45 PM
PROGRESS REPORT:

Civ's up to CIV GOLD 3.0 Standards that are now plug and playable and waiting for CIV GOLD 4.0 RELEASE!

Aborigines
Abyssinians
Albania
America
Argentina
Australia
Austria
Arabia
Aztec
Babylon
Brazil
Byzantine
Canada (now with 5 Leaderheads and Unique Units Names)
Carthage
Celt
China
Croatia
Egypt
England
Finland
France
Germany
Greece
Inca
India
Indonesia
Ireland (now with Irish select/order)
Iroquois
Israel
Japan
Khmer
Korea
Lithuania
Maasai
Maghreb
Magyar
Malagasy
Mali
Maori
Maya
Mongol
Netherlands
Nubia
Ottoman
Pakistan
Persia
Polnesia
Portugal
Romania
Rome
Russia
Scotland
Scythia
Sioux
Spain
Sumeria
Sweden
Thailand
Tibet
Togo
Ukraine
Upaajut
Viking
Yemen
Zulu

65 Down--->0 to go 100%

purplexus
Apr 29, 2007, 10:33 AM
I have left out Poland and Vietnam As they are getting overhauled

Playtesters are only reporting Music errors which is expected as the pathways are not pointing to the correct locations on a lot of these. That won't be completed until I recieve the next bunch of CIV's

purplexus
May 01, 2007, 02:46 AM
Poland now overhauled and Complete!

Impaler[WrG]
May 01, 2007, 05:52 PM
Wow the progress over the last 2 weeks has been phenomenal, over the last 2 weeks their have been over 100 write commits and the library now contains roughly 10,000 files and a Gig of data with more to come. Purplexus's efforts at Modularizing have been decisive, without him this would certainly never have happened And of course Wzy and all the many artists and designers who contributed to the creation of Civ Gold must not be forgotten either. The modularizing of Civ Gold content is now proceeding into the completed content of CG 4 and will eventually extend to all the contents their. Meanwhile I'm continuing to polish up some code for getting the leader Diplomacy texts to load modularly, I'm hoping to be done this weekend. I'm quite enthusiastic about the new plug and play forum thats being planned and the future of this mod to radically improve the ability of mod makers to share their contents and for mod fans to cherry pick contents and assemble their own collections.

purplexus
May 02, 2007, 04:38 PM
I quite agree with Impaler's comments but give yourself credit too eh?

LOL i said EH!

Must be a canuck

Impaler[WrG]
May 03, 2007, 05:39 PM
Good news, I've made the breakthrough on DiplomacyInfos.xml loading and will after a bit more testing provide an updated DLL this weekend. I've also implemented a high level switch that causes modules to load only from a new directory 'Modules' rather then 'XML'. This will improve organization and speed load time (atleast when the number of modules is small). The switch will nessesitate that most of the artwork pathways be altered but this is rather simple to do with Notepad++

Shqype
May 03, 2007, 08:34 PM
PROGRESS REPORT:

Civ's up to CIV GOLD 3.0 Standards that are now plug and playable and waiting for CIV GOLD 4.0 RELEASE!

Aborigines
Abyssinians
Albania
America
Argentina
Australia
Austria
Arabia
Aztec
Babylon
Brazil
Byzantine
Canada (now with 5 Leaderheads and Unique Units Names)
Carthage
Celt
China
Croatia
Egypt
England
Finland
France
Germany
Greece
Inca
India
Indonesia
Ireland (now with Irish select/order)
Iroquois
Israel
Japan
Khmer
Korea
Lithuania
Maasai
Maghreb
Magyar
Malagasy
Mali
Maori
Maya
Mongol
Netherlands
Nubia
Ottoman
Pakistan
Persia
Polnesia
Portugal
Romania
Rome
Russia
Scotland
Scythia
Sioux
Spain
Sumeria
Sweden
Thailand
Tibet
Togo
Ukraine
Upaajut
Viking
Yemen
Zulu

65 Down--->0 to go 100%
I've made some changes to Albania, so you may want to hold off on that as well.

For Warlords, the only changes I've made are: a) unique building, and b) leader traits have been changed.

Just letting you know.

Otherwise, good work!

purplexus
May 04, 2007, 09:37 PM
Actually changes are easily made so no worries. Still going hard in the mean time. The changes we can get to after these are all done.