View Full Version : [BtS] - 8/22/07 Updates


woodelf
Aug 22, 2007, 01:32 PM
I sent out PMs with the link to the most recent working file. It is certainly as work in progress.

What needs to be done, in no particular order:


Get the terrain/features working properly
Get all buildings and units in and remove vanilla
Redo civics or at least put in SotM ones
Buttons, buttons, more buttons
Put Ideologies back in
Redo promotions
Traits
More techs?


If you make changes or want to add updated files let me know and jot down in this thread what you've done or what you want to work on.

Anyone else who wants to help us out send me a PM or say so here and I can send you the link to a very Alpha mod.

GeoModder
Aug 22, 2007, 03:40 PM
Downloading now.
I'll be checking on the Civ4LSystem file first to get those citybuildings in.

woodelf
Aug 23, 2007, 04:55 AM
Super.

I guess we should put the TGA files back in at some point too, but that ties in with Ideologies.

GeoModder
Aug 23, 2007, 11:10 AM
CIV4GameText_Objects_BTS.xml is adjusted to show the techs properly ingame instead of TECH_THIS, TECH_THAT. The tech tree is much more readable now.

I have NOT done anything on the Civ4LSystem.xml file because at my end it seems to work as it should.

GeoModder
Aug 23, 2007, 11:16 AM
I propose that each of us who works on this mod has at least two versions of it: Song of the Moon_MASTER and Song of the Moon_[fill in your nick]. I think this way it is easiest to keep track of your own chances compared to others (for instance if someone downloads the whole [fill in your nick] mod of someone else because of trying to solve a problem or such, and ONLY commit to his master version if it seems bugfree. The master version is the one where we put each others work into as well.

And then of course one of us should have a Song of the Moon version without any extension as to commit stuff for the final releasable mod. ;)

woodelf
Aug 23, 2007, 11:21 AM
Sounds good Geo.

Are will still planning on using SVN?

GeoModder
Aug 23, 2007, 11:23 AM
.svn would be good of course, if only I could get it to work reliable. :cry:
It would be ideal for the master version, to easily distribute files.

woodelf
Aug 23, 2007, 11:27 AM
Should I set up a sticky where we can upload modified XML files? That way we can keep updating our [insert name here] mod and then every week I can re-issue the Master?

GeoModder
Aug 23, 2007, 12:06 PM
Sounds good.
Later tonight, I'm going to try one more time from scratch to get the moonmod .svn working here, and test if I can commit stuff.

GeoModder
Aug 23, 2007, 12:18 PM
Global Defines.xml is adjusted to increase the turn/months instead of years.

woodelf
Aug 23, 2007, 12:55 PM
Global Defines.xml is adjusted to increase the turn/months instead of years.

Adjusted by you? I'll be putting up the thread for XML uploading ASAP.

GeoModder
Aug 23, 2007, 01:06 PM
Yep, I found a thread on how to do this. This is at this stage for testing purposes, since I think a quarter/year turn increase would be better if we want robot probes to ever reach the stars. ;)

woodelf
Aug 23, 2007, 01:09 PM
Yep, I found a thread on how to do this. This is at this stage for testing purposes, since I think a quarter/year turn increase would be better if we want robot probes to ever reach the stars. ;)

I totally agree. :goodjob:

GeoModder
Aug 23, 2007, 01:25 PM
And I just found how to put it in quarters/year. I missed a single letter to let it work. :D

Btw, any proposals on when we let the mod start? In the latest Civ4 version I had put 2018 as settlement year since that seems currently the year some space organisations put forward for new manned moon missions. A bit later? A bit sooner? Other proposals? Go ahead.

woodelf
Aug 23, 2007, 01:27 PM
2018 is fine by me.

woodelf
Aug 23, 2007, 02:45 PM
I've got the terrain all linked up and working with the mapscript. I have to say that right now I like the old terrain better. Are the craters still a WIP matt? What about the Rilles?

And our button are all buggered up. I have Prophets for some of the resources. :sad:

GeoModder
Aug 23, 2007, 03:02 PM
Remember that guy a few days ago that put up some feature pics?

woodelf
Aug 23, 2007, 03:04 PM
Remember that guy a few days ago that put up some feature pics?

winddelay? If matt doesn't mind we can see if winddelay will finish up his craters. I don't know how to tie two different terrains together ATM, but I'm sure we can figure it out. Most likely just a swap if his craters blend with matt's Maria.

GeoModder
Aug 23, 2007, 03:12 PM
Just checked those textures again. We should have quite a number of such textures linked with .nifs to have a decent variation on how cratered features show. There's only 3 in his upload.

matthewv
Aug 23, 2007, 03:27 PM
winddelay? If matt doesn't mind we can see if winddelay will finish up his craters. I don't know how to tie two different terrains together ATM, but I'm sure we can figure it out. Most likely just a swap if his craters blend with matt's Maria.

I would be very very happy if he did all the craters or any other terrain or feature artwork he wanted to do.:mischief:

woodelf
Aug 23, 2007, 03:32 PM
:lol:

I'll ask then.

woodelf
Aug 23, 2007, 05:45 PM
Geo - I still don't have cities. Do yours appear right when you found your first city?

woodelf
Aug 23, 2007, 06:10 PM
Good call on keeping a master file Geo. I'm getting a CTD when enter WB after the changes I made. I have no idea why either. It doesn't crash when using the master so it's in the ArtDefines that I just did. I don't have time to fiddle with it right now since all I wanted to do was put the particle accelerator in game. :(

woodelf
Aug 24, 2007, 05:30 AM
AA - Do you have time to look into the ArtDefines_Features and/or terrain? I thought you had fiddled with that before with both SMAC and FfH2. I did something horribly wrong... :mad:

AlazkanAssassin
Aug 24, 2007, 06:23 AM
matt had it linked to vanilla jungles and forests and I tried to link to his new art, but there were extra snowy trees and other types of trees that I simply deleted. Might not have been a good idea. :)
Yeah, deleting the extra types of trees may be causing this if the worldbuilder script is calling for them. I would recommend going back to before you deleted any entrys and simply giving them all the new artwork.
I'll take a look at the code you've done when i can, but I'm quite busy in RL right now, so i don't know when.

woodelf
Aug 24, 2007, 06:25 AM
Yeah, deleting the extra types of trees may be causing this if the worldbuilder script is calling for them. I would recommend going back to before you deleted any entrys and simply giving them all the new artwork.
I'll take a look at the code you've done when i can, but I'm quite busy in RL right now, so i don't know when.

I couldn't see what to put it for their entries. I might have to c/p the other entry then. No idea.

GeoModder
Aug 24, 2007, 08:00 AM
Geo - I still don't have cities. Do yours appear right when you found your first city?

Yes, they show as they should when I found a city. Have you checked (just in case) in what era your game starts?

The only other things you can check is if there are files in your assets/art/structures/cities folder. I have 45 files inthere, all .nifs and .dds
If you don't have MoonA, MoonB and so on files inthere, that's the reason.

Another thing to check is the size of your Civ4CityLSystem.xml file (assets/xml/buildings). mine is 50,8 kb (51 kb) large. If it is another size, you're probably using the wrong file.
I'm attaching it here just in case.

woodelf
Aug 24, 2007, 08:05 AM
I'm definitely in era 1.

Thanks for the ideas and the file. I'll try those when I get home.

woodelf
Aug 24, 2007, 03:51 PM
I still can't see the cities, but that's minor for now if everyone else can.

Here's an update with the fixed artdefine_feature file and 2 new buildings...the network node and particle accelerator. If you've modified the buildingInfos file at all Geo then you won't want to overwrite anything.

Does anyone know how to get the flying camera to work in BtS? I couldn't and therefore there's no screenie of the buildings at the moment.

GeoModder
Aug 24, 2007, 04:02 PM
You have to activate the option in your civconfig... look for "camera" in that file.

Ingame, it's something with "F", control F or control shift F or something.

woodelf
Aug 24, 2007, 04:05 PM
Yeah, AA helped me out. I forgot about doing that in Vanilla.

woodelf
Aug 24, 2007, 06:30 PM
:cry:

I just got another WB crash and still can't see cities. I'm actually glad I have a full weekend and no modding planned!

GeoModder
Aug 25, 2007, 01:13 AM
Did this crash occur because of the Assets folder you posted last night?
For your cities, have you compared the file size as I asked, and checked the number of graphic files? Without data I can't help to solve this, Woodelf.

woodelf
Aug 25, 2007, 05:10 AM
Did this crash occur because of the Assets folder you posted last night?
For your cities, have you compared the file size as I asked, and checked the number of graphic files? Without data I can't help to solve this, Woodelf.

I had the same file you posted, but am trying the one you posted too.

I'm basically using the same mod that I posted for you to use. THat's why I don't understand this at all.

woodelf
Aug 26, 2007, 06:12 PM
Well I let my scout autoexplore and eventually I CTD'd. Some terrain/feature combo is causing me (us) grief.

GeoModder
Aug 27, 2007, 10:14 AM
Argh, why now? :mad:

woodelf
Aug 27, 2007, 10:21 AM
Argh, why now? :mad:

I'm hoping it's my system. If so we can keep modding and I'll work on using my wife's machine and start thinking about getting a new one myself.

woodelf
Aug 27, 2007, 05:59 PM
I think I fixed the WB CTD. File is in the XML thread.

woodelf
Aug 27, 2007, 06:41 PM
:mad:

Unreal. I play one game to about turn 120 and another where I WB everything and no CTD.

Now, after posting that I fixed it, I want to look at a new building and enter the WB and it crashes. :sad:

woodelf
Aug 28, 2007, 04:25 PM
Geo - When you get a chance can you upload everything you've changed since Master 1? I'll upload Master 2 Friday. I'm going to try to link up frenchman's buttons with Techs at least as well as add some more buildings and units.

matthewv
Aug 29, 2007, 12:29 AM
Can you please upload everything to the SVN as well.

I don't want putting together all the various uploads posted to try and get the most current version. One of the main problems we have been facing is that not everyone is playing exactly the same version and thus we are seeing all kinds of different results when people play the mod.

I will set up the art files similar to the setup we have for SMAC. That way so we can all be sure that we are working of the same art files as well.

woodelf
Aug 29, 2007, 04:02 AM
Can you please upload everything to the SVN as well.

I don't want putting together all the various uploads posted to try and get the most current version. One of the main problems we have been facing is that not everyone is playing exactly the same version and thus we are seeing all kinds of different results when people play the mod.

I will set up the art files similar to the setup we have for SMAC. That way so we can all be sure that we are working of the same art files as well.

So the SVN can handle 100+ megs unzipped? That's where we're at with the art now and it's only going to keep growing.

I don't have a problem using both methods.

matthewv
Aug 29, 2007, 08:57 AM
So the SVN can handle 100+ megs unzipped? That's where we're at with the art now and it's only going to keep growing.

I don't have a problem using both methods.

We will handle art the same way we do in Planetfall in order to save save on the SVN.

woodelf
Aug 29, 2007, 08:15 PM
I can finally see cities! Huzzah!

I think the terrain issues are also related to the moon map. I crash at times using the moon map and the Master mod. There must be one feature/terrain combo that is buggered.