View Full Version : Plans


woodelf
Apr 03, 2007, 04:18 AM
Here are what I plan on working on first and also what I plan on leaving as is. Please feel free to add, subtract, or argue any point. ;) Neither of these lists are in any particular order of importance or attempted completion. I'll also add in stuff I hope Geo is working on!

To do
Remove double building entries
Remove TXT_KEY errors
Fix Strategy and Pedia entries
Redo civics
Add in new unit and building graphics
Redo citysets (<-----Geo!!!)
Add real leaderheads (Thanks frenchman!)
Remove barbs for now
Look into adding popups and backstory

To Keep (for now)
All python (until I can test out the mod and remove unneeded code)
Tech tree (until feedback dictates changes)
The Corporation Civs
All units and buildings entries. More to come I hope
Terrain and Resource art
All buttons

woodelf
Apr 03, 2007, 06:46 AM
I must say that the TXT_KEY entries are a mess. Pedia, strategy too.

Lots of polish neeed...

joelwest
Apr 05, 2007, 10:27 PM
Here are what I plan on working on first and also what I plan on leaving as is.


since you agree in your reply to this post, our working to-do list is in the spoiler below.

this working to-do list prioritizes the development team activities based upon releasing first a bandaid patch of version 0.23a (0.23b), then a major revisions 2.0 & 3.0 as outlined below

===========================



To do list to create a bandaid patch version 0.23b that makes version 0.23a more playable and hence rekindle interest in this mod by the rest of the Civ 4 community -

After the bullet is a list of who is currently working on this item.


remove double building entries (DONE)
remove TXT_KEY errors (DONE)
fix Strategy and Pedia entries (DONE)

add static leaderhead graphics (XML update, frenchman)
make Moon map available if player uses "Play Now" to launch the mod (joelwest)
eliminate the possibility of cities being created on one tile islands in a dust sea (pending the introduction of amphibious units in a later mod revision) (first need to find out if this is python or XML update)
keep goody huts and minor civs but give these Alien names rather than barb names (pending a decision on how Aliens will appear in the revised post 0.23a mod) (first need to find out if this is python or XML update)
make naval units (skirmishers renamed as Golf Buggies, Lunar Rovers, etc.; current Lunar Rover renamed Lunar Explorer since it uses the vanilla Civ 4 Conquistador) function as intended on dust seas that do NOT have so many land tiles that the dust ocean is navigable by all naval units (this will playtest player reaction to naval units on a Moon map -> naval units currently only work on a Terran map) (current Moon map already generates large maria tile dust seas, need to find out what will enable naval units on these seas)

release version SotM 0.23b


To do list to move beyond version 0.23a to a more refined mod version 2.0 (presumably why this creation forum was created) -

decide on what the major game eras will be; the current proposal is DW->IE->AE (Disaster World->Isolation Event->Alien Event) - these three eras are to replace the current three eras of Food Scarce World->IE->standard victory conditions (with a much easier spaceship completion victory)
flesh out tech tree based upon the above (XML update)
add in new unit and building graphics based upon the revised tech tree (XML update)
replace static leaderheads with animated leaderheads (XML update)
revise Moon map script to reflect new tech tree and new resources (python update)
add popup to the start of the game that explains the eras and victory conditions plus any backstory that will go with this (first need to find out if this is python or XML update)
add other popups and backstory as necessary
redo cityset graphics (XML update, Geo)

release version SotM 2.0

To do list to move beyond version 2.0 to version 3.0

redo civics & charters based upon version 2.0 playtesting
investigate a way to convert all Terran maps into Moon maps
add religion to the mod (current suggestion is to have this tied in some way to Aliens)

woodelf
Apr 06, 2007, 04:05 AM
That makes some sense joel.

For the bandaid 0.23A: The top three are done and we have two LHs as well.

The other stuff will require a bit of help or learning.

woodelf
Apr 06, 2007, 04:19 AM
By the beginning of next week I'd like to upload a 0.23B with the changes I've made so far. That way the three of us (or anyone else who wants to) can test the minor cosmetic changes made and we can go from there.

I still want to remove artillery, the turrets, attrition, and the double building python stuff.

GeoModder
Apr 06, 2007, 09:57 AM
I still want to remove artillery, the turrets, attrition, and the double building python stuff.

I attempted to figure out the python files for artillery and turrets. May take some study before I feel comfortable stating this and that must be removed. Haven't seen attrition or double building python files at first glance. Didn't even know the double buildings were python based. :blush:

woodelf
Apr 06, 2007, 10:23 AM
I'm assuming dbl buildings are based in python because when I removed them from XML I received Python Exception errors about onBuildingBuilt. Lots to learn. :p

joelwest
Apr 06, 2007, 10:33 AM
That makes some sense joel.

For the bandaid 0.23A: The top three are done and we have two LHs as well.

The other stuff will require a bit of help or learning.

I plan on going to the map forum in Civ 4 and try to enroll some modding help or at least read the tutorials on mapmaking to see if my plan is feasible.

woodelf
Apr 08, 2007, 07:40 AM
My current plan is to cripple :culture:, add in some new LHs, and also add in some better unit art. I will then upload a version (0.23B) so we're all on the same page.

Any objections, thoughts?

GeoModder
Apr 08, 2007, 08:00 AM
This revised techtree I'm busy with, is it meant for a BtS version or for a Vanilla version? Or both?

Sofar: 25 techs, 14 base facilities, 2 Nat. Projects and 9 terrain improvements.
Didn't include existing Wonders sofar (Fungus Amongus, Lunar Point,...) in this list.

And I'm bordering the 3th era already. :sad:

woodelf
Apr 08, 2007, 08:11 AM
How about you focus on a BtS tree? Sound good?

GeoModder
Apr 08, 2007, 08:19 AM
Make my day. :D Planning 3 months ahead eh? ;)
So I will work on it in the assumption the basic concepts are more or less from scratch, but will include quite a number of add-ons of current SotM version.

Perhaps start a new planning thread?

woodelf
Apr 08, 2007, 08:41 AM
Planning thread for the next version or this polish one?

Do you want me to ask TF for a private forum for the BtS version?

GeoModder
Apr 08, 2007, 02:35 PM
Nah, no need for another private forum.
I meant a planning thread for the BtS version.

woodelf
Apr 08, 2007, 04:02 PM
I'll let you start that thread Geo. ;)

Events will be cool as well as your new tech tree.

woodelf
Apr 08, 2007, 08:29 PM
See the problems thread for happy news. :D

I'll be uploading a playtesting version tomorrow hopefully after I clean up the unit art.

woodelf
Apr 13, 2007, 02:29 PM
Do you guys want a new version up soon that has Religions and Civics updates as well as no barbs?

I wasn't sure if anyone wanted to mess with XML anytime soon and I really don't want any version conflicts since I've edited a ton of files since 0.23B.

Let me know because this version isn't exactly balanced well, but it has improvements. It could be simply internal as well.

GeoModder
Apr 13, 2007, 02:36 PM
Well, I still have to adjust (again) the :food: stuff for Terrain -and Resource files.
As long as you didn't tinkered with those two, there's no conflict of significance.

Btw, general question: since we need one type of terrain to have food output, do you have any preferences on which one? Personally, I would say the polar terrain. It makes IMO the most sense since its supposed to hold some water...
In other news, I think I found the parameters which determine how big the maps are in the moonmap python file.

woodelf
Apr 13, 2007, 02:42 PM
Well, I still have to adjust (again) the :food: stuff for Terrain -and Resource files.
As long as you didn't tinkered with those two, there's no conflict of significance.

Btw, general question: since we need one type of terrain to have food output, do you have any preferences on which one? Personally, I would say the polar terrain. It makes IMO the most sense since its supposed to hold some water...
In other news, I think I found the parameters which determine how big the maps are in the moonmap python file.

I haven't tinkered with those Geo. Polar terrain seems the most logical choice. :D

Good work on the moonmap digging! :thumbsup:

GeoModder
Apr 13, 2007, 03:16 PM
Yeah, well, the next step is comparing those parameters with the "normal" ones from Firaxis' mapscripts as to give me an idea what the result will be if I make them smaller.
I might even be able to switch dustseas/lakes to hills. :D (but I think that would need a whole lot of adjustions in xml files too)

woodelf
Apr 13, 2007, 04:20 PM
:cool:

With the completion of the LHs by frenchman I am going to release v0.24 tonight. It has enough new stuff that playtesting and feedback will be of importance.

I need to play it for a minute to avoid embarrassing bugs!

thomas.berubeg
Apr 15, 2007, 04:52 PM
Hey... i got the music from Homeworld, and it sounds like it would go very well with this mod. do you want me to upload it here?

it really sounds good...

woodelf
Apr 15, 2007, 04:58 PM
Sure thomas. Garret has a good collection of music so far, but the more the merrier. If you upload it I'm sure he'll take a listen.

Thanks

thomas.berubeg
Apr 15, 2007, 05:19 PM
it's a pretty long upload on filefront, so i'll do it tomorrow.

thomas.berubeg
Apr 17, 2007, 02:55 PM
Sure thomas. Garret has a good collection of music so far, but the more the merrier. If you upload it I'm sure he'll take a listen.

Thanks

A link to it here (http://files.filefront.com/STOMMUSICrar/;7267734;/fileinfo.html)

woodelf
Apr 17, 2007, 02:56 PM
Thanks thomas. Poor Garret will never be bored. ;)

woodelf
Apr 28, 2007, 06:20 AM
I'm currently uploading v024B for internal use only. I simply want us all to be testing/tweaking the same files. Not many changes on my end other than adding building graphics with Geo's XML help.

I'm waiting for v025 for religions buttons and the cityset.

So if anyone on the "team" doesn't get a PM with a link to the file let me know. I'll try to remember everyone.

woodelf
May 13, 2007, 05:36 PM
Terrific job Geo on the music and every other file you tweaked/added. :thumbsup:

Does anyone want to take a crack at the TGA files? Whatever Garret did didn't work so I'm going to remove them and go back to Vanilla.

The game is definitely slower paced and more survivalistic right now. After adding some graphics I'll upload, middle of the week looks good right now.

GeoModder
May 14, 2007, 08:16 AM
Oh, there are still a few balancing problems. The Eagle needs to be cut down on its hitpoints (appearantly adjusted the wrong number), the resource yield could be altered here and there (I mostly made it the same), and a few select resources (like waterice) could have back 1 food.
And I didn't found time to check why the .tga's don't show. Might be the xml just isn't linked properly. First thing on my SotM-list once I open it up again. ;)

snipperrabbit!!
May 14, 2007, 08:26 AM
Does anyone want to take a crack at the TGA files ?

I can try but I don't remenber where is the originals tga files. Please, point me to it. I can't find them by a search.

GeoModder
May 14, 2007, 08:27 AM
Look in the other thread, I just responded to you. ;)

woodelf
Jul 02, 2007, 05:19 AM
Time to blow off some dust here. Now that your city stuff is done Geo are you going to combine the work you've done here into a v0.25?

matthewv
Jul 02, 2007, 07:45 AM
Time to blow off some dust here. Now that your city stuff is done Geo are you going to combine the work you've done here into a v0.25?

Yes, please do. I have been waiting for some response on my new map script and am starting to feel my work has gone to waste.

woodelf
Jul 02, 2007, 08:18 AM
No waste matthewv. Will mapscripts transfer to BtS?

matthewv
Jul 02, 2007, 11:48 AM
They should. Otherwise they would have had to redo all vanilla map scripts

GeoModder
Jul 02, 2007, 05:22 PM
Time to blow off some dust here. Now that your city stuff is done Geo are you going to combine the work you've done here into a v0.25?

Yeah, I'm starting on it in a few days. Just want to relax and finish at least one EDC-game in Warlords.

Yes, please do. I have been waiting for some response on my new map script and am starting to feel my work has gone to waste.

Don't worry mate, it will be put to good use. Didn't you find my first thoughts on it last month?

matthewv
Jul 02, 2007, 06:12 PM
Don't worry mate, it will be put to good use. Didn't you find my first thoughts on it last month?

ya, but you don't count.:joke:

GeoModder
Jul 09, 2007, 05:53 PM
Okay, I won my game on a domination victory. Now I can start with a clear consciousness on the MoonMod again. :D

woodelf
Jul 09, 2007, 07:49 PM
Glad to have you back Geo. ;)

GeoModder
Jul 11, 2007, 09:43 AM
Well, the next task is to figure out why oh why the gamefont icons are switched all over the mod.

woodelf
Jul 11, 2007, 10:10 AM
Thankfully that has nothing to do with me. I hope...

GeoModder
Jul 11, 2007, 10:44 AM
No, IF it has anything to do with someone, it should be the one(s) who worked on the gamefonts.
Still taking a civ-break, Woodelf? ;)

woodelf
Jul 11, 2007, 10:54 AM
Still taking a civ-break, Woodelf? ;)

I'm modeling a ton ATM, but not doing any XML or modding.

snipperrabbit!!
Jul 11, 2007, 11:01 AM
IIRC, there was the problem BEFORE I did anything.

GeoModder
Jul 11, 2007, 11:08 AM
IIRC, there was the problem BEFORE I did anything.

Okay, you're off the hook then. ;)
't Will come down to the menial job of checking the button positions in the gamefont with the ones in the xml files. :sad:

Btw, you read interesting "previews". :p

snipperrabbit!!
Jul 11, 2007, 11:13 AM
Btw, you read interesting "previews".

Explanation is in the title of the file.

GeoModder
Jul 11, 2007, 01:24 PM
Explanation is in the title of the file.

Already seen it. ;)

woodelf
Jul 11, 2007, 01:41 PM
:confused:

AlazkanAssassin
Jul 11, 2007, 01:44 PM
do NOT look at the "BtS" Preview in Snipers signature line.

but if you right click and get the link properties, it will list what file it is linked too.
It may have the same abbreviation, but it sure ain't beyond the sword.

GeoModder
Jul 11, 2007, 01:46 PM
do NOT look at the "BtS" Preview in Snipers signature line.

Surely it's not THAT bad? At least, if you're not a muslim? :mischief:

GeoModder
Jul 11, 2007, 03:35 PM
Well, the next task is to figure out why oh why the gamefont icons are switched all over the mod.

Solved it!
In the future, nobody please delete the old resource entries in the CIV4BonusInfos.xml file. For some reason the game is hardcoded to link resource-xml entries to the gamefont files. And from the moment all the resource entries from those we didn't use were removed it didn't 'skip' for their icons in the gamefont files.

woodelf
Jul 11, 2007, 03:44 PM
Good work Geo. You're earning your pay as SotM leader. :)

GeoModder
Jul 11, 2007, 03:46 PM
Good work Geo. You're earning your pay as SotM leader. :)

When did I become the leader again?
O yes, some moderator nominated me! :lol:

Next on the list are those pesky ideologues.

matthewv
Jul 11, 2007, 10:59 PM
Solved it!
In the future, nobody please delete the old resource entries in the CIV4BonusInfos.xml file. For some reason the game is hardcoded to link resource-xml entries to the gamefont files. And from the moment all the resource entries from those we didn't use were removed it didn't 'skip' for their icons in the gamefont files.

I must say I was really confused at first, but now I know what you mean. We should be able to still remove the old resources and just edit the gamefont files so the gamefonts will display properly. I will have to look into this further.

Btw, Matthewv, what sort of experiments were you doing with the resources? I noticed a whole bunch of new graphics but appearantly not used yet?

While we are talking about resourses, what did you mean by the whole bunch of new graphics you noticed?

GeoModder
Jul 12, 2007, 12:30 AM
While we are talking about resourses, what did you mean by the whole bunch of new graphics you noticed?

Never mind about that. 't Seems these graphics have been around a while. I must have forgotten it. :blush:

woodelf
Jul 12, 2007, 04:20 AM
So it's all good now Geo?

GeoModder
Jul 12, 2007, 04:51 AM
Erm, no... still the ideologues. And in a perfect world I should get rid of the excess :gp: head on the topright of the cityscreen, not to mention the 3-digit xp points when a unit can choose a promotion.

Anybody knows which files were tinkered with for that stuff? I suppose that was done python?

woodelf
Jul 12, 2007, 04:56 AM
That doesn't sound like python to me. I don't recall messing with any of that.

GeoModder
Jul 12, 2007, 05:00 AM
Well, the :gp: head can't be anything else but python. XML can't position graphics in the game.

woodelf
Jul 27, 2007, 05:09 AM
I might have some time in the next week, 10 days to actually play CivIV or mod again.

So what is the BtS plan? I can look into Civilizations, Leaders, and some other XML and see what converting will entail. I don't want to redo anyone else's work though.

Geo - How is the BtS tech tree coming? I know we'll need a more uniform button style for these.

GeoModder
Jul 27, 2007, 05:50 AM
I can post a write up on the techtree from level x1->x5, with a good number of facilities and improvements for those. Buttons are less important for the moment, those are easily linked once a good number is selected which follow the same style.

The plan this weekend is to whip up a basic version of the EDC-mod (in BtS) which others can put their ethnic units on. If all goes well this should be finished tonight if it really is as simple as it looks. So after that I consider myself free for our moonproject here.
I'll try to post my techtree write-up here too tonight. Need to check the starting techs because of the adjusted techtree in BtS.

woodelf
Jul 27, 2007, 05:52 AM
Cool.

Try to think about how the starter techs and ideologies interact for the 10 civs/leaders too.

GeoModder
Jul 27, 2007, 06:43 AM
I think at the very least the Lunar Independency ideology shouldn't be among the starting techs.
The others can blend in nicely.

woodelf
Jul 27, 2007, 06:52 AM
Sounds good Geo.

GeoModder
Jul 27, 2007, 07:42 AM
I hope you're not just agreeing for the sake of the mod? ;)

woodelf
Jul 27, 2007, 07:44 AM
I'm agreeing because in less than 2 hours I'm going on a mini vacation. :D

GeoModder
Jul 27, 2007, 07:52 AM
I thought you said you might have spare time for the project the next week or so? ;)

In any case, have fun outthere, and try to keep your feet dry.

woodelf
Jul 27, 2007, 07:55 AM
I meant in a week or so. :)

GeoModder
Jul 27, 2007, 08:02 AM
Oh, that's a sort of relief. It means some preparation can be done for the next week before you scrutinize it.

woodelf
Jul 27, 2007, 08:10 AM
I can always find time to scrutinize! Helping and contributing are another story. ;)

matthewv
Jul 27, 2007, 01:29 PM
Shucks, I look away for 3 seconds and you guys start posting like mad.:crazyeye:

Don't bother trying to convert all the XMLs to BtS as I will soon have a very quick and easy way for converting all the XMLs to BTS.

If you want to work on any of the XMLs, it is probaby best to just work with vanilla civ for now until I convert everything over.

GeoModder
Jul 27, 2007, 02:44 PM
Thing is, the BtS version won't be a clone of the Civ4 version: new techtree for starters, which means all that follows from that in other xml files (buildings, units,...) can't be simply converted to BtS.
Of course, if you're talking about a module system in which you plan to put all the current units -and buildings and such, that changes things.

matthewv
Jul 27, 2007, 09:50 PM
Thing is, the BtS version won't be a clone of the Civ4 version: new techtree for starters, which means all that follows from that in other xml files (buildings, units,...) can't be simply converted to BtS.
Of course, if you're talking about a module system in which you plan to put all the current units -and buildings and such, that changes things.

hmm, I didn't realize you planned on completely redoing the tech tree. In that case you might as well work on the file you plan on completely redoing in BtS. (though you can do them in vanilla if you wanted to as I will soon be able to convert all XML files over to BtS with a click of a button)

woodelf
Jul 29, 2007, 11:42 AM
I'm waiting for your converter matthewv. Sounds cool.

woodelf
Jul 30, 2007, 01:21 PM
So do you guys think we should go ahead and ask TF for a private BtS SotM forum? Right now we'll be cluttered here I think.

GeoModder
Jul 30, 2007, 01:38 PM
Can a private forum be made public afterwards?

AlazkanAssassin
Jul 30, 2007, 01:44 PM
Do we really want to go private with this mod? A public subforum would work just as well to isolate our BtS threads from the existing clutter. Or is the intent to lock out the community from seeing what is being developed?

I really don't think a separation is needed, since just about everything we have done or discussed is still relevent to the Bts version.

woodelf
Jul 30, 2007, 02:05 PM
Yes, private can be made public later on.

My intent was solely to keep separation for our benefit, but AA is correct that a subforum would work as well without alienating the public.

So a public subforum?

GeoModder
Jul 30, 2007, 02:56 PM
Cool for me. :)

woodelf
Jul 30, 2007, 04:48 PM
Request made. :)

GeoModder
Jul 30, 2007, 05:01 PM
Write-up posted. ;)

woodelf
Jul 30, 2007, 06:48 PM
Looks good Geo. I'm not going to comment on it until tomorrow when I can read it and digest it.

woodelf
Aug 26, 2007, 06:27 AM
Do we want to go back to the old terrain for now?

GeoModder
Aug 26, 2007, 10:21 AM
Keep it for now. The main reason is that the old terrain had more terraintypes then we have now, and would break the mapscript. If the appearance bugs you, you can always replace the crater .nifs with those 3 crater textures given to us.

woodelf
Aug 26, 2007, 12:43 PM
Not being able to get it to work bugs me more. ;)

GeoModder
Aug 26, 2007, 01:18 PM
Hmm? I thought you could load a moonmap? Or are you still working with the old script?

woodelf
Aug 26, 2007, 01:30 PM
I can load the new one, but get the CTD when in WB. Mostly because I can't set up the ArtDefines properly. I don't know if it CTDs without being in WB though.

GeoModder
Aug 26, 2007, 01:31 PM
Ah, you mean you have a CTD after you tried to link the jungle and radioactive dust to other graphics?

woodelf
Aug 26, 2007, 01:34 PM
Ah, you mean you have a CTD after you tried to link the jungle and radioactive dust to other graphics?

Yeah. I only CTD after fixing it. :lol:

GeoModder
Aug 26, 2007, 01:54 PM
If it only happens in the WB, that means that something on the map is revealed that causes an xml conflict.

woodelf
Aug 26, 2007, 04:18 PM
Does anyone else get this CTD? If it's only WB then we can still work on the mod. And if it's only me then no biggie. :p

GeoModder
Aug 27, 2007, 10:13 AM
I don't know, I'm not up-to-date with your version of the mod.

Talking about bugs, I just got a PM from hrochland saying that a cityset xml I whipped up for him didn't show city graphics too for him. I also know he has a low-end computer. This let me think if perhaps you have an old computer too, Woodelf? Just wondering if it is perhaps your system instead of my xml that causes mooncities to disappear for you?

woodelf
Aug 27, 2007, 10:20 AM
I don't know, I'm not up-to-date with your version of the mod.

Talking about bugs, I just got a PM from hrochland saying that a cityset xml I whipped up for him didn't show city graphics too for him. I also know he has a low-end computer. This let me think if perhaps you have an old computer too, Woodelf? Just wondering if it is perhaps your system instead of my xml that causes mooncities to disappear for you?

Define lowend... :( 512 RAM and a 128 vid card. About 4-5 years old.

It might take me some time but let me put Civ4 and everything onto my wife's laptop, which is way better than our old desktop. It could very well be my problem.

The only difference between my version and the Master is the "fix" I did for the terrain/features. 2 fixes, actually. If you have those and can see matt's new craters then you are where I am. If you don't crash there then the issue is on my end.

GeoModder
Aug 27, 2007, 10:24 AM
Define lowend... :( 512 RAM and a 128 vid card. About 4-5 years old.

It might take me some time but let me put Civ4 and everything onto my wife's laptop, which is way better than our old desktop. It could very well be my problem.

The only difference between my version and the Master is the "fix" I did for the terrain/features. 2 fixes, actually. If you have those and can see matt's new craters then you are where I am. If you don't crash there then the issue is on my end.

Today and tomorrow I'll be too busy with domestic stuff to look into this. And Wednesday usually is the evening I have a "dip" and go to bed early.
Your comp is better then my old laptop, and I had a Nvidia graphics card. Do you have a dedicated graphics card or does it take memory from your RAM?

woodelf
Aug 27, 2007, 10:27 AM
It's dedicated, but after running Civ4:BtS for any length of time I get a warning about graphics and such. It still runs, but I think BtS has set itself to the lowest graphical setting and stays there. :)

No hurry, the moon isn't going anywhere...

woodelf
Oct 19, 2007, 04:19 AM
Geo (and anyone else still involved) - any idea when/if you want to restart on this? If so any idea what we should do about the terrain/mapscript issue? I'm almost 100% sure that's where our CTD is.

GeoModder
Oct 24, 2007, 09:37 AM
Do not interrupt my well-earned vacation now!!! :nospam: ;)

woodelf
Oct 27, 2007, 08:11 AM
:)

Enjoy your break.

I'm going through all of my graphics stuff and uploading them to the CFC. I was going to wait for our BtS release, but who knows when that will be.

thomas.berubeg
Dec 11, 2007, 02:29 PM
so... still in a coma?

GeoModder
Dec 12, 2007, 02:01 PM
Oh, my interest is coming back. ;)

woodelf
Dec 12, 2007, 03:17 PM
Really?

Do you have a plan?

Mine would be going back to the old mapscript and resources if that's possible. ;)

GeoModder
Dec 18, 2007, 09:46 AM
Mine would be going back to the old mapscript and resources if that's possible. ;)

If it's for the CTD of the mapscript, disable your mapgrid before you open a moongame in the epic game.
If it's for the "temporary" :rolleyes: feature graphics, I'm figuring out how to put others instead.

The thing I can't figure out atm is how to disable the water in the rilles. If that was gone, those would be fine for me.
I found the .dds file the game uses, but changing to a "blank" graphic doesn't remove the surface on which the water texture is put.