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#1 |
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2K Games Community Manager
Join Date: May 2010
Posts: 370
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Civilization V DLL Source Code coming with Fall Patch
Hey guys,
I announced this over in the General Discussion forum, but I figured I would toss a thread up here for modders and mod users specifically: The "Fall Patch" of Civilization V will also mark the release of the DLL source code, allowing modders to compile their own DLLs for use in their mods. |
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#2 |
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CCtP Player
Join Date: Jun 2012
Posts: 498
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This is excellent news for modders! Can't wait until the Fall Patch.
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#3 |
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Warlord
Join Date: Apr 2011
Location: London, United Kingdom
Posts: 179
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YEEEEES!!! Ahem, I mean, thank you very much!
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#4 |
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Prince
Join Date: Sep 2010
Posts: 579
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Great news!!!
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#5 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,669
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Ok, time to read some C++ tutorial
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#6 |
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Emperor
Join Date: Aug 2002
Location: Seoul, South Korea
Posts: 1,277
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I hope the results will be mod friendly (ie. I won't have to replace core files to play mods, but may use modules of some sort.)
I'm supremely ignorant about this type of thing, btw.
__________________
Visit my Viking Age scenario at: http://forums.civfanatics.com/showthread.php?t=228787 And my Europe map for European Medieval Mod at: http://forums.civfanatics.com/showthread.php?t=229384 |
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#7 |
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Prince
Join Date: Apr 2012
Posts: 515
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This is awesome. Thanks to 2K/Firaxis.
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#8 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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Awesome
![]() They made it possible for mods to have their own DLLs in the last patch. What we lacked so far was access to the DLL source code in order to actually modify it. |
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#9 |
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Deity
Join Date: Jun 2008
Posts: 2,067
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Thank you!
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#10 |
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King
Join Date: Feb 2007
Location: Just north of Boston
Posts: 896
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Trying to figure out exactly what this means for modders. I do a bit of programming but have never done any modding. But follow the modding community regularly.
Does this allow the actual changing of the underlying rules? Will this allow the upgrading of the AI's behavior?
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Duncan Waiting Patiently for the Expansion!
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#11 | |
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Ancient Druid
Join Date: Dec 2003
Location: Poland
Posts: 1,883
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Quote:
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#12 |
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Magical Unicorn Historian
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Are we finally going to be able to add diplomacy music with this?
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"Learn to shorten your reach! If your foe can come close enough to negate your striking power, all stratagem is lost and when all stratagem is lost, the battle is lost."-Commander Farsight South of OT, there is no law. South of the Chamber, there is no God. |
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#13 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Maybe. Depends on how much of the audio system is included in the DLL.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#14 | |
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King
Join Date: May 2011
Posts: 946
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@2k Greg
Thank you for coming by and spreading the news. ![]() No need to say it is a very exciting announcement. Quote:
Now there is a big catch: this is not modular, so if two mods each bundle their modified version of the dll, you can only use one of them (although you can have both installed). Also, those mods will likely not be available from the Steam workshop since they escape the little sandbox we used to be confined in. For those reasons and for the example, while IGE could benefit of it to fix a couple of bugs and allow more features, I may not use this freedom so that you can still use it with other mods that really need that power. Or maybe I will submit a patch that dll creators may or may not apply to their own versions and let IGE detect whether the dll includes my patch or not, so that IGE can take advantage of my modifications when available.
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Reseed! Preview and regenerate map in-game. Ingame Editor (IGE): An in-game editor for terrain, units, cities, civilizations, etc. Lua and UI reference Last edited by DonQuiche; Sep 28, 2012 at 01:43 PM. |
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#15 |
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King
Join Date: May 2011
Posts: 946
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The audio system is typically not something implemented in the game core dll. However it is very likely that the audio system exposes an API to the game core dll. So, yes, I guess we will now be able to play whatever sound we want and whenever we want.
__________________
Reseed! Preview and regenerate map in-game. Ingame Editor (IGE): An in-game editor for terrain, units, cities, civilizations, etc. Lua and UI reference Last edited by DonQuiche; Sep 28, 2012 at 01:53 PM. |
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#16 |
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King
Join Date: May 2011
Posts: 946
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Remainder for a very worthwhile suggestion made some time ago: call for a central git repository for collaborations on the dll
__________________
Reseed! Preview and regenerate map in-game. Ingame Editor (IGE): An in-game editor for terrain, units, cities, civilizations, etc. Lua and UI reference |
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#17 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,792
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With the release of the DLL, what are some things we'll be able to do that we won't be able to do before?
Besides modify the AI behavior, of course.
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#18 | |
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King
Join Date: May 2011
Posts: 946
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Quote:
And we are not even sure that the AI is defined in the dll.
__________________
Reseed! Preview and regenerate map in-game. Ingame Editor (IGE): An in-game editor for terrain, units, cities, civilizations, etc. Lua and UI reference |
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#19 | |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,792
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Quote:
What did the Civ 4 DLL source contain?
__________________
Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#20 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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If the Civ4 DLL is to go by, then there is little that can't be done, as long as you want the game to remain a TBS game. The issue, of course, is that more complicated DLL modifications take a large degree of work.
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