Art Stuff

PHungus, why is there no CityL or PlotLSystem xml in LoR Lite. I understand there is no ethnic buildings, but are those two files completely unnessecary? Im pretty sure I didnt delete them if they were there to begin with.

EDIT: I guess none of that matters, added the 2 XMl files, and updated the Global Defines and it seems to work ok. Just need to make sure there are no screwy buildings. However when loading a game I do get this error message from the DebugDLL:

Code:
Assert Failed

File:  CvGlobals.cpp
Line:  3575
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  type ERA_ALL not found

----------------------------------------------------------

What is CvGlobals.cpp? Is that a DLL file I needed to alter when adding the CityLSystems? I dont really want to be alter the game core.
 
LoR light uses the same custom city art as BtS, so there was no reason to include a CityLSystem, or PlotLSystem file (as it just uses BtS's).

That assert means that a non existent string is being refferenced (You get the same sort of assert when a unit has a bad ArtDefinesUnit reffernce). We could add in ERA_ALL to the XML, but that may be complex. The best thing to do would either be to ask Geomodder where ERA_ALL is defined in the XML, and any subsequent things that are needed to set that up, or drop it and use ERA_ANCIENT, ERA_CLASSICAL, etc. in it's place.
 
That assert means that a non existent string is being refferenced (You get the same sort of assert when a unit has a bad ArtDefinesUnit reffernce). We could add in ERA_ALL to the XML, but that may be complex. The best thing to do would either be to ask Geomodder where ERA_ALL is defined in the XML, and any subsequent things that are needed to set that up, or drop it and use ERA_ANCIENT, ERA_CLASSICAL, etc. in it's place.

Alright, Ill ask Geomodder. Strange thing is that ERA_ALL should already be set up. In the begining of both BtS' and LoR's CityLSystem it says this:

Code:
       Era           ERA_ALL or            This ArtRef is allowed regardless of the game era.
                                            This is the default if this attribute is not manually specified.
                      ERA_xxx,[era_xxx,.. ] A list of era types, specified in CIV4EraInfos, during which this
                                            art may be used.

Only difference being is that Era_all is not actually used to describe any art in BtS, but Geo has used it for his CItyL. Its only used 11 times, so if I cant get an answer from him, Ill just ditch it and type in all the other eras.
 
achilleszero,

Take a look at the Persian scythe chariot when you have a chance. Their heads are ... off somewhat. When the chariots move, the driver's head lags a length behind and rests on the back of the following shoulder.
 
achilleszero,

Take a look at the Persian scythe chariot when you have a chance. Their heads are ... off somewhat. When the chariots move, the driver's head lags a length behind and rests on the back of the following shoulder.

I dont see the heads being messed up when the chariot moving, but I definitely see the head being off when it does its fidget animation. That models all kinds of jacked up, will have to rebuild it from scratch.
 
geomodder doesn't know, so should just replace ERA_ALL with ERA_ANCIENT, ERA_CLASSICAL, etc..., everywhere it appears in the LSystem files.

Edit: Looking at the CityLSystem ERA_ALL is in the comments, but it's never referenced. I think this was something the BtS devs were going to implement, but never got around it (because it was never used). It also apears that leaving the era tag blank, defaults to all eras, so actually the best thing to do would be to simply remove the era tags for buildings that use ERA_ALL, as it doesn't look like it's needed.
 
Ok so I replaced all references to ERA_ALL, and everything seems fine now. Do you have any idea what geo was talking about when he referenced if "ERA_ALL,!ERA_FUTURE" was the problem. And why the hell would you put ERA_ALL and another reference to another era. Shouldnt ERA_ALL be enough (providing it worked in the 1st place). And what are those "!'s" for? Never seen those used in the CItyL before.

Also found a couple of lines that looked like this:
Code:
<Attribute Class="ArtStyle">ERA_ALL,!ARTSTYLE_ARABIA,!ARTSTYLE_ASIA,......

Maybe Im missing some thing but shouldnt that ERA_ALL be ARTSTYLE_ALL? (and there's those dam "!'s" again)

Just in case your wondering about all these questions about something you didnt do, I never really get any helpful responses in that thread.
 
I believe the !ARTSTYLE_WHATEVER means not. And yes that ERA_ALL should be ARTSTYLE_ALL, so it's saying all artstyles except those listed, at least that's the most logical conclusion. BTW I don't think you need to replace ERA_ALL, I think you can just remove it, as all eras is used as the default, unless otherwise defined. So for instance if you see this ERA_ALL,!ERA_ANCIENT,!ERA_CLASSICAL, I'm fairly certain you can just use !ERA_ANCIENT,!ERA_CLASSICAL and that'll be interpreted as all eras except the ancient and classical. Anway the assert you posted definatly means ERA_ALL doesn't exist, so it seems reasonable you can just ommit it, as it doesn't mean anything currently, so removing it should have the same effect.
 
Ok next question. Any idea what this means?

Code:
Assert Failed

File:  CvCity.cpp
Line:  10603
Expression:  eIndex >= 0
Message:  eIndex expected to be >= 0

----------------------------------------------------------

Happened right after I tried to place a city in WB, then CTD. Is this coincidence that this happened right after I deleted all the ERA_ALL and left them blank?

EDIT: I dont understand what the hell is going on. I went back and put in all the eras instead of leaving it blank. So offending city was a greek city. Now with all eras in place of ERA_ALL, greek city was placed and everything was fine. Next tried to place a native city....Same message as above, CTD. So went back and put in Geo's original CItyLSystem with all its ERA_ALL references. Placed native city just fine. Next tried to place an African city....same message, but this time no CTD, game kept on going and other cities were place fine.:confused::confused::confused: WHy is ******** ERA_ALL so important? Apparently Im not ever allowed to mess with it once it has been unleashed upon the world. Only thing I can think of with my last attempt, is the palace might be messed up in the CityL. Since if the game doesnt crash in the 1st city I get no message on the 2nd city. No idea what eIndex ==>0 means.
 
That assert is not causing a CTD. So must be something else.

That assert should actually be muted, it's asking the city if it has NO_RELIGION, which doesn't make sense, hence the assert. My hunch is that's caused by inquisitions, but anyway, it's harmless, just wasting processor time (you'll find that assert in RevDCM and all it's derivitives).
 
When you remove the ERA_ALL entries, are you making sure that there is no comma leading the tag.
I mean converting this:
Code:
<Attribute Class="ArtStyle">ERA_ALL,!ARTSTYLE_ARABIA,!ARTSTYLE_ASIA...
to this would cause a crash:
Code:
<Attribute Class="ArtStyle">[B],[/B]!ARTSTYLE_ARABIA,!ARTSTYLE_ASIA...
should be like this:
Code:
<Attribute Class="ArtStyle">!ARTSTYLE_ARABIA,!ARTSTYLE_ASIA...

Anyway it's possible ERA_ALL is needed, but I can't see how, because the assert you're showing is saying it doesn't exist.
 
You know what, it's possible that ERA_ALL in the artstyle tag entries is what is causing that assert..., fix that and see if the assert goes away. This would make sense because ERA_ALL wouldn't exist as an artstyle.
 
You know what, it's possible that ERA_ALL in the artstyle tag entries is what is causing that assert..., fix that and see if the assert goes away. This would make sense because ERA_ALL wouldn't exist as an artstyle.

Already replaced the ERA_Alls with the list of all eras, and changed that one to ARTSTYLE_ALL. Still get that religion assert from RevDCM. But it doesnt crash anymore. So maybe I did have something messed up when I pasted. I had checked both ends of all 10 tags, and all were right (no extra commas). Not sure what I did wrong. Usually your DebugDLL tells me what is wrong. Like it told me when I had pasted over a ">".

Oh well now I need to figure out why some base buildings like the default barracks are invisible. That doesnt make sense, as that is untouched in his XML.
 
Yeah, the debug dll is only as good as the firaxis programmers made it. All those asserts are programmed in to look for things that are wrong. In this instance all it said was ERA_ALL didn't exist, didn't say where or how, which was the cause of the confusion. Oh well, live and learn.
 
Would it be worth it to move our art into varying atlases? What's the benifit of using an Atlas anyway for buttons? BtS does this by default in almost all locations, so it seems like it's an optimization, but is it worth it to do with Legends?
 
Would it be worth it to move our art into varying atlases? What's the benifit of using an Atlas anyway for buttons? BtS does this by default in almost all locations, so it seems like it's an optimization, but is it worth it to do with Legends?

Im not really sure what the benefit of atlases is. Maybe the atlas button is for the game screen and the normal loose button is for the build menu. Ill have to see, Ill start off with a couple ethnic units and see what happens.

At any rate, having an atlas still means you need the loose button. Going by how BtS is set up (both are present). So that means twice the space will be taken up.

Still issues with the game title, giving an unpolished feel. Playing windowed full screen 1440 x 900.

Is this exactly the same look as how the old LoR screen looked, or is it different. Seems like we just have an issue with the Title.

How does normal BtS look for you? Both these screens are basically the same setup. So Im taking the problem has arose with me trying to raise the camera and point it downwards for a different perspective.
 
I guess the screenshots tell more. BtS screens handle the problem pretty well.

Ok so the whole problem seems to be my moving of the title and the camera. It appears in those screenshots that the title is also a little higher than in less elongated resolution. So Ill just revert to the old setup. It should work then, as BtS screen and mine are made of the same components, just different graphics.
 
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