ruff_hi
Live 4ever! Or die trying
BTW - we could use Ctrl-Alt-O to open our option screen. Just used the bAlt, bShift and bCtrl keyboard variables.
thunderfall said:Let me know how it goes... Once you have a team formed, and have done some initial development/planning on the forums, we certain could consider making a forum for the project.
Alt-O is taken but Ctrl-Alt-O isn't. There are also some Ctrl-Shift options that are taken but only if you have the cheat code in your ini file.As for the Alt-O option... that would be perfect! And is there a way to code a button for just OUR options?
Emp - I think you should take a look at what Gaurav did with my mod so that it can work as a customasset mod, under the mod directory under my games or under the mod directory under prog files. See his uploaded version of my mod (http://forums.civfanatics.com/downloads.php?do=file&id=4155) that also includes Sevopedia updated to version 2.2a. In particular, look at his changes of RuffModControl and CvPath.civ4bug is fine with me. Thanks for taking care of that. Here is the latest so far.
I thought of installation but then thought that would be covered in FAQ and latest version. Maybe FAQ will also cover some of the other topics (eg suggest a mod). On the other hand, installation is a biggie. I still get questions about that with my mod.Ctrl-Alt-O sounds good to me. Heh, we'll have our own three-fingered salute.And that list of forum topics sounds good. The only thing is that none jumps out at me for "Installation". There's latest version and FAQ, so maybe that covers it.
Ruff, I've downloaded Gaurav's version and will take a look at those files. I'm just ZIPping my CustomAssets directory for now, but I thought we can't put stuff into a mod because that would break sharing saved games with people who weren't using the mod? I'm thinking SGs here.
Don't get me wrong - I am not suggesting that we produce a game that affects SG play. However, what I am saying is that we need to code the mod so that it can sit under customassets as well as under either of the mod directories. At least one person couldn't use my mod because they had a non-standard my docs location. I think that the code I mentioned above overcomes that issue.SGers were the ones who inspired the UAGP mods in the first place. It's very important to me that this MOD won't affect SG play at all, including requiring people who are in the same SG to use our mod. No, this needs to be 100% acceptable for both HoF games, as well as SG games.
Question... how do I use the above method to code the options to add XML?
As far as I know, there is no way to use Python to control which XML gets loaded. That's the main reason I suggested having a "flavor" mod that has all the artwork, GP names, etc.
This is where the project Impaler mentioned comes in. They intend to build an external config application. I'm guessing it will move the XML files into place for the mods you've chosen.
I can't figure out why the Custom Domestic Advisor won't draw properly. I've merged it in just fine, but troubleshooting this is beyond me. I've tried looking for differences in the code between the new domestic, and the custom, and still can't get it to work. It draws the domestic advisor box, and I updated it to resize based on the current window size, but still can't figure it out.