Yes, you can run Windows programs on Macs using WINE or VirtualBox or Parallels or VMWare Fusion. That is either difficult to do, or expensive. And it doesn't make them into Mac programs.
Alan, other than the wine* I think you can still use some hex editors but I've never done so.Yes, you can run Windows programs on Macs using WINE or VirtualBox or Parallels or VMWare Fusion. That is either difficult to do, or expensive. And it doesn't make them into Mac programs.
Hi. Forgive me for what is going to seem like a completely ignorant post to you veterans but I'm new.
I just bought Civ III on Mac. I noticed this editor mentioned several times so I checked it out and I'm picking and poking on it.
I have some questions.
1. I can't seem to edit any players in the player tab. Is that supposed to happen?
2. I can't edit a save file, right? There's no way to (for example) take one civilization in the game and it give it more money than another?
[...] Unless it would be way too confusing to have two third-party editors with the same version.![]()
Hopefully there is a word missing???Also note that the editor cannot display custom landmark graphics other than base terrain, hills, and mountains yet. This does affect the game itself. This has been de-prioritized in favor of making the current functionality available.
It's well known that when using bmp2bic the generated map has blocky coasts until a single tile is repainted in the standard editor. Wonder if what you describe could be somehow related?The essence of it is that sometimes, when editing terrain along coasts, the graphics between two tiles do not line up.
Note that Marsh and Volcanoes do not receive custom landmark terrain graphics, and will always use the standard graphics.
One other outstanding issue in terrain placement was noticed (and is not new). The essence of it is that sometimes, when editing terrain along coasts, the graphics between two tiles do not line up. This is because in these cases, there are be two or more PCXs that contain all the terrains that a tile borders, but the two options may look different visually, and the method of choosing which PCX to go with is not certain. It is as yet unknown whether there is a reasonable algorithm for this, or if it is an example of Exotic Firaxis Programming.
Some behind-the-scenes work on PCX files, to standardize Civ3 PCXs, which have invisible colors, with regular ones, was also done. In addition, some work was done on future features that are not yet ready for prime time.
What was the pcx file called?Don't be so sure; I've used an LMMarsh graphic successfully before.
Your continued work on this is deeply appreciated.
Hopefully there is a word missing???
It's well known that when using bmp2bic the generated map has blocky coasts until a single tile is repainted in the standard editor. Wonder if what you describe could be somehow related?
Dl'd. Opened a couple of different custom biqs to take a look. Encountered the following problems:
Spoiler :![]()
Opened biq with custom map:
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Thought problem might be folder location. so opened biq in same path but Scenarios folder:
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Entirely possible something needed for proper installation got overlooked - it's been a while since I used the older version. & I didn't reread the older posts on installation / maps.
- Running OSX 10.6.8
- Game is installed in a non-standard location
- This editor is installed in a different directory path on same drive as game
Note that there is no button to close a biq without making changes. So opening a second biq means it automatically refers to the first in the "compare to:" box. The only alternative seems to be quitting the editor & relaunching.
Quit & reopened editor to get a second look. Used MEM Crusader States biq (custom rules, map & lm terrain). Map graphics & interface showed fine. Tried to reopen Malucca Pirates biq - couldn't select map tab after opening biq.
All the biqs tried have their own custom maps, scenario folders and custom terrain graphics.
I think it's exotic Fireaxis programming. When I made the LM Coasts for (near the top of) the Lost Worlds map, I had to play with it quite a bit to get it all to line up properly.
...
This is a great advance! I'll have to play with it a bit to see just what it can do, but so far, it's a dream come true...
The resizable window makes the editor functionally useful. Without zoom I wouldn't want to make a map from scratch but mostly I go the bmp2bic route anyway. I can test it for you by adding lm terrains - which is how I would be most likely to use it for practical purposes.
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Malucca Pirates is just a biq I made for myself that's a variant of the Mughals scenario. The only difference is that the Pirates are now a playable civ & a couple of their units don't become obsolete as they did in the standard scenario.
Tried again this evening - being careful to close & reopen the editor between opening different biqs. Also followed advice in the earlier post about trying to select/deselect "map enabled" in settings as a way to get map graphics to appear.
Opening Malucca Pirates - same as before. Opened the standard Mughals biq in case there was a problem with the biq I customized. Same result. No graphics. The map tab stayed greyed out for both biqs. Even after trying several combinations of closing/restarting with different map enabled settings.
TAM will probably be a good testbed for you because it has several biqs with custom maps & varying rules as well as a random map biq. I play it enough that I use it to test playability of map geography - importing its rules to the new map - when I'm designing. Again this evening I tried opening the Fertile Crescent & the Mediterranean Large biqs. No love. The map tab opens but it's blank. OTOH two maps where I imported its rules (Madeira's Atlantis & Rick's Battleground) both opened & properly displayed the maps. Same rules, graphics, search paths, etc. as the original biq(s). When I closed, reopened & tried opening the Fertile Crescent again the same problem with blank map occurred. That's a head-scratcher.
Not just about this issue, but going forward, if there are tests you want made with an OSX set-up I'd be happy to run through anything you can post specific instructions for. doesn't need to be specifically tied to my own projects. Loading specific scenarios, trying certain combinations of terrains & rules, whatever. I usually have one or two testbed biqs active anyway.
There several scenarios such as the Dark Continent & Hollow Earth where I'm still wondering how to achieve certain results with limited terrain sets. Since I don't know what's possible, helping you may reveal a technique that I wouldn't have come to on my own. Being able to use LM Coast for Martian Canals is one example of what I mean. Obviates the need for kludgy solutions.
So feel free to aim some of your testing requirements my way.
Just a quick, "Thank You" for all your work on this Quintillus.
,
Oz
106149 [Thread-20] ERROR GraphicsImport - Error importing /Volumes/Hulot/Civ III/Conquests Game Data/Scenarios/Rise of Mughal 2/Art/Terrain/TerrainBuildings.pcx
java.awt.image.RasterFormatException: (x + width) is outside raster
at sun.awt.image.IntegerInterleavedRaster.createWritableChild(IntegerInterleavedRaster.java:465)
at java.awt.image.BufferedImage.getSubimage(BufferedImage.java:1166)
at com.civfanatics.civ3.xplatformeditor.GraphicsImport.importGraphics(GraphicsImport.java:547)
& other similar errors with Malucca Pirates / Mughals. TerrainBuildings.pcx exists in the relevant folder, standard size & properly indexed.16496 [Thread-11] ERROR GraphicsImport - Error importing /Volumes/Hulot/Civ III/Conquests Game Data/Scenarios/Rise of Mughal 2/Art/Terrain/TerrainBuildings.pcx
java.awt.image.RasterFormatException: (x + width) is outside raster
at sun.awt.image.IntegerInterleavedRaster.createWritableChild(IntegerInterleavedRaster.java:465)
at java.awt.image.BufferedImage.getSubimage(BufferedImage.java:1166)
at com.civfanatics.civ3.xplatformeditor.GraphicsImport.importGraphics(GraphicsImport.java:547)
at com.civfanatics.civ3.xplatformeditor.GraphicsImport.run(GraphicsImport.java:46)
0 [main] INFO Main - Starting program - version 0.82
1 [main] WARN Main - Couldn't find config file
4 [main] INFO com.civfanatics.civ3.xplatformeditor.utils - path for install: /Applications/Civ III Complete/
4 [main] WARN com.civfanatics.civ3.xplatformeditor.utils - /Applications/Civ III Complete/Civilization 3 Game Data does not exist; auto-detect failed
29590 [AWT-EventQueue-0] INFO Main - Running Mac OS X 10.6.8 on x86_64
29590 [AWT-EventQueue-0] INFO Main - Starting initialize method now
29680 [AWT-EventQueue-0] INFO Main - Took this many ms to get window visible
30543 [Thread-4] INFO com.civfanatics.civ3.xplatformeditor.MapTab - Weight of 0.24271844660194175 with 1030 pixels in width
50514 [AWT-EventQueue-0] INFO Main - Input file: /Volumes/Hulot/Civ III/Conquests Game Data/Conquests/TAM 2.5j Fertile Crescent.biq
50533 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Number of available processors: 2; using 2 processors
50602 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Detected compressed file
50785 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Number of available processors: 2; using 2 processors
50786 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - major ver: 12, minorVer: 8
50786 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - About to go into the various input processors; has been 15 milliseconds.
50991 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - At end of custom rules; time taken = 219 ms
50991 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - custom map
51002 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - It took 7 ms to add all the TILE objects
51049 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - It took 44 ms to run the 2 threads
51057 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Time to process tile stuff: 54 milliseconds; total time: 278 ms
51060 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - finished map data
51069 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - File length: 481321
51070 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - data inputted: 481321
51070 [AWT-EventQueue-0] INFO com.civfanatics.civ3.biqFile.IO - Time to input BIQ: 298 milliseconds
51070 [AWT-EventQueue-0] INFO Main - Time to input file: 553 milliseconds.
51082 [AWT-EventQueue-0] INFO Main - civInstallDir: /Volumes/Hulot/Civ III
51181 [AWT-EventQueue-0] INFO Main - colors determined
51387 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.EditorTabbedPane - IO links sent
51599 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.EditorTabbedPane - data links sent to tabs
51599 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.EditorTabbedPane - crosstab links sent
51599 [AWT-EventQueue-0] INFO com.civfanatics.civ3.xplatformeditor.EditorTabbedPane - Detected no custom player data
55269 [Thread-11] ERROR GraphicsImport - Out of memory
java.lang.OutOfMemoryError: Java heap space
at java.awt.image.DataBufferInt.<init>(DataBufferInt.java:41)
at java.awt.image.Raster.createPackedRaster(Raster.java:458)
at java.awt.image.DirectColorModel.createCompatibleWritableRaster(DirectColorModel.java:1015)
at java.awt.image.BufferedImage.<init>(BufferedImage.java:324)
at com.civfanatics.civ3.xplatformeditor.imageSupport.PCXFilter.createBufferedImage(PCXFilter.java:219)
at com.civfanatics.civ3.xplatformeditor.GraphicsImport.importGraphics(GraphicsImport.java:136)
at com.civfanatics.civ3.xplatformeditor.GraphicsImport.run(GraphicsImport.java:47)
108121 [AWT-EventQueue-0] INFO Main - Successful exit
Don't have mouse with scroll-wheel available. I use a two button trackball with a scroll ring. With the horizontal setting on it scrolls diagonally in an irregular zig-zag that - on first impression - seems to depend on speed.Off the top of my head, one thought is the horizontal scrolling (under Settings). ... I haven't been able to test it on Apple hardware. My suspicion is it goes diagonally.
Considering that the scenario projects progress on a time scale of months/years I don't think you need to worry about days / weeks.(Not sure exaclty when I'll get to this. Might be tonight, but there are other things that need done tonight too, and life gets busier starting Monday)
Never done this before so I may be quoting extraneous text. Quotes are CnP'd from the log.txt so there shouldn't be any typos.
Errors found in log.txt :
& other similar errors with Malucca Pirates / Mughals. TerrainBuildings.pcx exists in the relevant folder, standard size & properly indexed.
Here's a full run from the TAM Fertile Crescent biq with the only error I see bolded.
The "GraphicsImport - Out of memory" error also occurred with an unposted biq I'm working on. That biq has no custom terrain or rules as of yet. I had tried to open it prior to understanding not to open more than one biq during a session. So I'm not sure that case is relevant - probably just user error.
Let me know if I can run things in a specific way to generate a log for you. Or do anything else to ggive more info for debugging.
Don't have mouse with scroll-wheel available. I use a two button trackball with a scroll ring. With the horizontal setting on it scrolls diagonally in an irregular zig-zag that - on first impression - seems to depend on speed.
Considering that the scenario projects progress on a time scale of months/years I don't think you need to worry about days / weeks.
Opened file again & compared to pristine pcx on C3C install DVD. Original file is 512x256. File in Mughals is 384x256. Looks like the fourth column was trimmed off - otherwise the content is identical. Sorry I didn't catch that. Have to try swapping files out & see what happens.The GraphicsImport indicates that something in the graphics file is tripping up the editor, and it appears to be something in the width. It's strange that it would work for me in that case however, especially when you also have a properly-sized PCX file. I'll take a look at my PCX for that scenario, and see if I see anything that looks non-standard.