Fury Road LS Mod Mod

better bat has BUG integrated, so I am seeing if I can implement it all together.

as to button sizes I can't remember, my advice is go to the modding tutorials and search for making buttons or just buttons, it should give you all the info you will need for the future, it has been a long time since i read them..but they are good. it will also show you how to do button borders and stuff.

right now I am feeling too ill for original thought, so I am seeing how far I can get with just looking/copy/paste work, seeing how far I can push myself with merging and implementation.
 
K-Mod has BUG integrated as well but modified so u dont have a "cheat" i mentioned and some additional functionality. Since this is a new page and i doubt u saw my edit ill ask here again: Do you want the entire new set of art or u want to keep some original civ art. Im talking about techs/units. Buttons will be all now im sure ;)
 
the answer is not sure :-) hehe

it all depends on what we can get... and make, and have made. I saw someone that made a set of Fallout Perk promotions that looked great, but the mod file was gone before I could get it.

ok you've convinced me, I will give up on BAT and try K-mod.

really i just want to play with the HUD in the city screen :-P I want to try out my new icons! :-P
 
Since u wanna try doing it with K-Mod ask where u can find the development kid for the mod. Cus if u just download the mod and start meddling u will most probably get lost. I strongly suggest u postpone the integration for later on. It is too complex. A lot of changes, and additional python coding and dll as well. Ofc, i dont know if that is too hard or not, so up to u. ;)

And tnx for considering this, cus it will make this mod really better later on if u manage to merge them.
 
Yes I will need the source files for K-mod, I did not look whether he has a players and modders download, but I'd need the source code in oder to integrate the two .dll, it actually not that scary, if the modder has good notation of their changes it is just copy paste copy paste copy paste hehe

Now I am a badass modder who can say SDK and compile the .dll and python and almost know what i am talking about!! Yeah that's right! Bishes!!
 
Last time i was reading about it he had an older version for modders. He might have uploaded new one recently. Anyway ask on the thread if u havent. ;)
 
Anyway i got fallout 2 installation. Just found it. So if u want me to do some screens and make buttons or u want some "smoother" graphics like tactics? I think i have that somewhere too. :D
 
oh yeah i did not think of going straignt for game screenies! I have just been googling them hehe

I love both F2 and tactics, so feel free to go as mad as you like :-)

oh I downloaded the source code from Kmod.

trying to fix my GUI at the minute, I blew up all the boxes!! if the buttons had all stay it would look pretty cool :-)
 
The game is missing scout units, what do you think about adding different scouts it would a nice reference to the game if scout units had dogs with them. If not there does need to be a dog at least in the art with some kind of "wanderer" unit.
 
ok guys, here is a sneaky peek at a WIP of the HUD, please note it is very WIP!! but check out the new specialists on the right hand side :-P
Spoiler :
Civ4ScreenShot0000.jpg
 
deadomancer: As someone who is not developing this project, I can give some pointers so that the developers have useful information to work with: Is Python debugging on? Can you post the relevant lines from pythonDbg.txt?

Basically, the random map generator is not perfect. The workaround, until someone who can program Python can show up and fix the problem, is to regenerate the map when there is a problem like this. And to have the pythonBdg.txt lines posted in a spoiler so they can give you a more constructive answer than "Works for me. Unreproducible. Closed".

For the record, yes I am a Python programmer, but sadly I haven't had time to playtest, much less debug or fix what is undoubtedly an excellent mod.

- Sam
 
yeah I am guessing it must be something in the fury_world script, possibly to do with all those random options, I BARELY understand map scripting so I really don't know a solution, all I can suggest is using another script for the time being...

Also this is the pic I am using for my GUI inspiration, I am currently trying to learn how to 'clear out' all the junk I don't want like the stone background in the civilopedia.. I also want to get some more custom icons in.
Spoiler :
37250-2-1289940399.jpg


By the way did I upload the pillage and specialist mod update? the way to check is if the RnS leader has a 100% pillage trait. Oh also Slaves are in(top icon on city screen specialists), i just need to add a txt string and then it is making building entries to limit how many you can build etc. they produce 2 Food (no support footprint) 2 hammer(I think) and 1 unhappiness.

On a side note, what kind of fallout pic should i look for to represent 'Food' in the city screen?
 
deadomancer: Is Python debugging on? Can you post the relevant lines from pythonDbg.txt?

Basically, the random map generator is not perfect. The workaround, until someone who can program Python can show up and fix the problem, is to regenerate the map when there is a problem like this. And to have the pythonBdg.txt lines posted in a spoiler so they can give you a more constructive answer than "Works for me. Unreproducible. Closed".

Forgive me for my ignorance but I actually don't understand most of what you just said, I am not familiar enough with code to discern the advice you were hopping to give. I appreciate the help though I feel the need to be more than just a loud mouth. ;)
 
Most common food i encountered playing the game was jerky or maybe iguana on da stick.
 
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