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#41 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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3.0 version released get it on the first page!
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#42 |
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Warlord
Join Date: Aug 2005
Location: Indiana, USA
Posts: 211
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#43 |
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Prince
Join Date: May 2006
Posts: 402
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Okay, so if I created the file <MODS>/<ModName>/Assets/XML/Units/My_CIV4UnitInfos.xml would it be in the "right" directory? Meaning, would it take advantage of cache loading or not? Would it require a schema in the same directory or not?
Do you think Firaxis is going to include this thing? Last edited by Gaurav; Feb 01, 2007 at 09:46 PM. |
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#44 |
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Prince
Join Date: Feb 2002
Location: Calgary Alberta, Canada
Posts: 477
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Are we now to break it down to the smallest parts such in a civilization for instance there are what Soundpacks...Units... Flags...Unique Units... Cities...Leaderheads???....Etc.???? or Am I reading that wrong???
__________________
Don't allow this to bother you and it won't. You're in Control. |
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#45 | |
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Prince
Join Date: Feb 2002
Location: Calgary Alberta, Canada
Posts: 477
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Quote:
they are all still compilers
__________________
Don't allow this to bother you and it won't. You're in Control. |
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#46 |
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Warlord
Join Date: Aug 2005
Location: Indiana, USA
Posts: 211
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haha okay but it has been 10 years since ive written in any of those languages its the newer syntax that im having a bit of difficulty with ...its new terms to utilize ..as to fortran its not a compilier or at least fortran 77 wasnt ..nor was cobal in the incarnation i learned..pascal was a compiler and yea im relearnign as i said its the syntax thats getting me <shortened versions of words instead fo the entire woord ie bool to denote boolean ...as an example not a big deal but takes an old dog like me time to relearn>
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#47 |
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Warlord
Join Date: Aug 2005
Location: Indiana, USA
Posts: 211
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check the exampel libraries impaler has made and yea its the smallest parts ..ie you have all all the files for a single unit in a small directory ..you can have many of the mini mod directories and they should all run together iot eliminates having to have a huge line by line item file that you have to change to add a unit ..you just add one unit and its done..<note i used units in the example but its just about any item thats doable like this if you dont like leader head a .just add leaderhead b can replace a or use them together ..no sweat>
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#48 | |||
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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Quote:
<MODS>/<ModName>/Assets/XML/Custom Units/My/My_CIV4UnitInfos.xml As for inclusion we can only pray they pillage the code as it would solve the chicken and egg problem (Cant use a Module if you don't have the moded DLL and why both if theirs no content for it, why both to make your content modular if no one has this special DLL). Early adopters like yourselves will push the envelope by creating the modules that get the ball roling. If it starts to take off and becomes a de-facto standard it has a much better chance of being picked up officially. Quote:
Quote:
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof Last edited by Impaler[WrG]; Feb 01, 2007 at 11:58 PM. |
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#49 |
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Prince
Join Date: May 2006
Posts: 402
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Right, but when I read your new post, it sounded like this "better pathway" would not be cached and would require the schema file.
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#50 |
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King
Join Date: Aug 2006
Location: Massachusetts
Posts: 904
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Im just wondering if this is happening for anyone else.
So I build the directory as described. There isnt anything in the folders. I create a unit to test it out, it loads, everything is fine, yet for some reason The Sphinx, Leonardos Workshop, the Aboringal Civ and the Medic (i.e. all the examples you had) load as well. This confuses me because the files for them aren't in any of the XML directories, I dont even have the files on my computer. Anyway I download the examples, i Put them into the correct folders and load again, for some reason it doesnt load, just hangs. Anyway thats whats going on here. I love the work, it makes things a hell of alot easier for me. |
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#51 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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That sounds like your trying to load from cache after changing the Assets, always load un-cached after changing or switching out modules. The other examples were preserved in your cache between loads. Also remember it loads everything in Custom Assets and the Mod folder.
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#52 |
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Prince
Join Date: Feb 2002
Location: Calgary Alberta, Canada
Posts: 477
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Just curious... how is the project going on the Civ Gold Modularization?
well I hope.!
__________________
Don't allow this to bother you and it won't. You're in Control. |
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#53 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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Slowly at the present time, Wyz is concentrating on getting the new Civs made for CivGold4, making all the separate 1-civ modules is time consuming so I'm now thinking once CivGold4 is ready I will make a single "Super-Module" out of it in which which the files arn't divided into individual civs. This would lack the cherry-picking ability you would have to use all or none but it would be about a 100 times faster to make.
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#54 | |
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Prince
Join Date: Feb 2002
Location: Calgary Alberta, Canada
Posts: 477
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Quote:
as for making a super-module will it be as easy as dragging the files into a certain civs folder? OR!!! will that be even necessary?
__________________
Don't allow this to bother you and it won't. You're in Control. |
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#55 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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I've been thinking of some improvements I could make to Modular Loading code. I've got two big ideas for next version
The foremost is to allow art file pathways to be determined dynamically at runtime. Currently your forced to use names like >xml/TYPE_OF_MODULE/MODULE_NAME/File.DDS< and the person using the module has to put it in that exact file pathway or the art file won't be found. The xml files in the module will load from any location in the xml folder but the art is so restrictive is strangling the inherent flexibility of the xml loading. Dynamic runtime artpathways would simply combine the file pathway of the xml file with then art sting so you would just have >File.DDS< on the ArtDef and so long as you put the art in the same folder as that xml file everything would work fine. Their would of course be a new boolean tag for each pathway that activates this feature so older modules remain backwards compatible and you can continue to mix the games original assets (like animations) with new ones (like NIF and Skins). Modules making use of this feature would have total flexibility in their pathway and the user could create their own directory structure that best fits their mod. The other idea I'm a bit shakier on, I'm considering adding a new folder dirrectly under Assets called "Modules" and making it the only valid location for modular loading. This is mostly for conceptual clarity, modules are typically art+xml so they don't really fit into any existing directory well. Kicking modular loading out of the xml directory would force some updating of existing modules but it would be rather easy to do and I'm hoping that the run-time pathways help to smooth that transition. The principle advantage would be that mod makers can easily drag out or drag in this new directory to turn their modular content on or off rather then having to root around in the xml directory. I'm considering grandfathering in the xml directory too just to give people the option and maximize back compatibility which so far has never been broken. Any suggestions?
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#56 |
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Prince
Join Date: May 2006
Posts: 402
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If you are looking for new ideas...
It would also be useful I think to have the possibility of deciding whether a file should be loaded from python. This could allow "meta mods" like Ruff's Cobbled SG Modpack to for example disable an XML mod like the included GP type mod. There was someone once working on a project to fully expose arbitrary XML to python as well, so as to allow for new XML attributes without SDK modding. Last edited by Gaurav; Mar 08, 2007 at 12:00 PM. |
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#57 |
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Prince
Join Date: Feb 2002
Location: Calgary Alberta, Canada
Posts: 477
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Impaler what would the Load times be on modifying the CCCP DLL to go around searching for art be like. I imagine it would really increase this time as it would have many XML files and a lot of them have Art directions for them. If you take out the Art directions in these files YIKES!!!
I do like the Modules Folder idea a lot actually I would also suggest to anyone who does use a module that they also have a modules storage folder too.
__________________
Don't allow this to bother you and it won't. You're in Control. |
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#58 |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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The run-time pathways aren't going to add anything (noticeable) to the load time, its just combining the string of the XML files directory (minus the xml file itself) with the string in the art tag. This feature will only work if the art is in the same folder as the xml file that references it which is already how all existing modules work anyways (at least the ones I've made), if for any reason you need to separate them just don't use this feature. Their wont be any searching beyond the search thats currently done for XML files via the regular expression search.
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#59 | |
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Civ4:Col UI programmer
Join Date: Dec 2005
Location: Vallejo, California
Posts: 1,736
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Quote:
As for the global exposure of XML values to Python, I've heard this idea before but I'm just now beginning to think of a way this could be done, by a series of Hash maps on CvInfoBase. This could be loaded up with every tag or at least the ones that aren't nested and exposed to Python through some kind of call similar to the GC.getIndexforString call. I think this is doable but would probably result in a rather hefty load slowdown and all calls to the data will be slowed by the string interpretation.
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword World Of Civilization A World of Mods under one roof |
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#60 | |
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Prince
Join Date: May 2006
Posts: 402
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Quote:
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