I'm going to use this thread to keep every one updated on what I've been doing with IndieCiv.
11th Novemeber 2012
So I've recently spent a lot of time getting unit graphics to a point where it's usable. To start with I was flat out trying to loading all the unit graphics into memory. The BIC i'm using, World War II European Front, has hundred's of units and even loading just the default animation with all 8 directions each with multiple frames filled up the memory pretty quickly.
For each default anim I was opening the file, and for each frame I was reading from the file, it was being turned into an image which the graphics engine could use, that was then being turned into a directx texture. Using this method I ran out of graphics memory quite quickly.
I then turned my attention to only loading default anims for unit that appeared on screen. So scrolling around the map a unit would come into view on the map, this would then do the process of opening the flc, reading in each frame, turning each frame into an image and then into a directx texture. Units that then went off screen would remove them self from memory, unless it needed the same flc for another unit currently visible. This worked but was very slow and not usable and in some cases on the map it would still run out of memory.
This method albeit slow was kinda working, so I started to look into speeding it up. I added a thread every time a flc needed to load and apart from the memory issue I was still having, adding a thread was working perfectly. Well almost, it ran perfectly on my windows xp 32bit work machine, but at home on my windows 7 64bit pc the editor would freeze when exiting a thread. I spent a number of days looking into this but never came up with a fix. So back to the drawing board.
I started to realize that the act of opening the file from the hard drive was very slow, so now every flc is opened and the compressed contents are loaded into memory before the map is displayed. When a map tile is displayed that has units, the unit flc is then read from memory and turned into an image and then a directx texture. This method is a lot quicker and usable, I'm also much happier with how this is working now.
There still loads todo around this area as it still slows down a bit when loading quite a few flc's.
I've created an updated version which you can download here http://indieciv.codeplex.com/releases/view/97584.
I've also uploaded a video to show the importing of a BIC file.
Link to video..
31st October 2012
So at the moment I'm working on the functionality around being able to import BIC files, and to do that I'm currently using this scenario World War II European Front as test.
A few things have popped up during this, most notably was the need to get the unit graphics. And to be able to do that I've added a dialog window which during import will ask you for directory path where it can search for the unit flc files. You are able to add global paths, which all projects will use. So for example you might add the default Civ3 paths here if you have it installed.
You can then add paths for the mod you are trying to import.
During import you also get the option to only import select areas of the BIC file. This still needs work doing to it and is not fully working yet.
I've also added this dialog when you start the editor, you can enter a mod name, select either a new blank project, import a bic or load an already existing project.
18th Feb 2012
Civs now have colors!!!
17th Feb 2012
I've updated the files on drop box. It's now possible to save and load mods into the editor.
Added the ability to change the map size.
Added a tile properties window, clicking on a map tile will update the properties.
To use the paint method for making a map just press left control at the same time as clicking on the map.
There is a known issue when after using the map it wont then let you use any of the editor. Tabbing to another application and back should fix it.
8th Feb 2012
Right so I like had a baby, well not me specifically. My lovely wife gave birth to a baby girl on the 27th Jan weighing 9lb 2.5oz :O Unfortunately I not been able to spent much time on IndieCiv in the past 2 weeks, but I am now back at work and once things settle down there I should be able to get back to some IndieCiv coding
I did however did get to add the properties windows so that you can edit a tiles properties. My next goal is to get the editor to know about mods/scenarios.
25th Jan 2012
Since the last update I've been working on being able to add cities and territory borders to the map. There are a few things I still need to add like being able to remove them from the map and a few other things. I also started work on the rules and scenario editor.
A few more days until I can upload a version to drop box.
20th Jan 2012
Over the past few days I've been moving the editor into a standalone windows app. Having the editor in game was proving to be quite a pain and very slow going, so having a proper stand alone app allows me to quickly add new features.
Current Features:
The editor is uploaded to dropbox for those that want to have a play around. I'll add more features over the next few days.
11th Novemeber 2012
So I've recently spent a lot of time getting unit graphics to a point where it's usable. To start with I was flat out trying to loading all the unit graphics into memory. The BIC i'm using, World War II European Front, has hundred's of units and even loading just the default animation with all 8 directions each with multiple frames filled up the memory pretty quickly.
For each default anim I was opening the file, and for each frame I was reading from the file, it was being turned into an image which the graphics engine could use, that was then being turned into a directx texture. Using this method I ran out of graphics memory quite quickly.
I then turned my attention to only loading default anims for unit that appeared on screen. So scrolling around the map a unit would come into view on the map, this would then do the process of opening the flc, reading in each frame, turning each frame into an image and then into a directx texture. Units that then went off screen would remove them self from memory, unless it needed the same flc for another unit currently visible. This worked but was very slow and not usable and in some cases on the map it would still run out of memory.
This method albeit slow was kinda working, so I started to look into speeding it up. I added a thread every time a flc needed to load and apart from the memory issue I was still having, adding a thread was working perfectly. Well almost, it ran perfectly on my windows xp 32bit work machine, but at home on my windows 7 64bit pc the editor would freeze when exiting a thread. I spent a number of days looking into this but never came up with a fix. So back to the drawing board.
I started to realize that the act of opening the file from the hard drive was very slow, so now every flc is opened and the compressed contents are loaded into memory before the map is displayed. When a map tile is displayed that has units, the unit flc is then read from memory and turned into an image and then a directx texture. This method is a lot quicker and usable, I'm also much happier with how this is working now.
There still loads todo around this area as it still slows down a bit when loading quite a few flc's.
I've created an updated version which you can download here http://indieciv.codeplex.com/releases/view/97584.
I've also uploaded a video to show the importing of a BIC file.
Link to video..
31st October 2012
So at the moment I'm working on the functionality around being able to import BIC files, and to do that I'm currently using this scenario World War II European Front as test.
A few things have popped up during this, most notably was the need to get the unit graphics. And to be able to do that I've added a dialog window which during import will ask you for directory path where it can search for the unit flc files. You are able to add global paths, which all projects will use. So for example you might add the default Civ3 paths here if you have it installed.
You can then add paths for the mod you are trying to import.
Spoiler :

During import you also get the option to only import select areas of the BIC file. This still needs work doing to it and is not fully working yet.
Spoiler :

I've also added this dialog when you start the editor, you can enter a mod name, select either a new blank project, import a bic or load an already existing project.
Spoiler :

18th Feb 2012
Civs now have colors!!!
Spoiler :

17th Feb 2012
I've updated the files on drop box. It's now possible to save and load mods into the editor.
Added the ability to change the map size.
Added a tile properties window, clicking on a map tile will update the properties.
To use the paint method for making a map just press left control at the same time as clicking on the map.
There is a known issue when after using the map it wont then let you use any of the editor. Tabbing to another application and back should fix it.
8th Feb 2012
Right so I like had a baby, well not me specifically. My lovely wife gave birth to a baby girl on the 27th Jan weighing 9lb 2.5oz :O Unfortunately I not been able to spent much time on IndieCiv in the past 2 weeks, but I am now back at work and once things settle down there I should be able to get back to some IndieCiv coding

I did however did get to add the properties windows so that you can edit a tiles properties. My next goal is to get the editor to know about mods/scenarios.
25th Jan 2012
Since the last update I've been working on being able to add cities and territory borders to the map. There are a few things I still need to add like being able to remove them from the map and a few other things. I also started work on the rules and scenario editor.
A few more days until I can upload a version to drop box.
Spoiler :

Spoiler :

Spoiler :

20th Jan 2012
Over the past few days I've been moving the editor into a standalone windows app. Having the editor in game was proving to be quite a pain and very slow going, so having a proper stand alone app allows me to quickly add new features.
Current Features:
- Create Maps
- Select terrain types via a right click on the terrain icon
- Clear Map
- Load and Save a map
- Zoom in and out using the mouse wheel, also using the +/- keys on the numeric keypad
- Right click on the map will allow the map to move around
- Left click will perform an action on the map, depending on what mode the editor is it (currently you can only place terrain)
The editor is uploaded to dropbox for those that want to have a play around. I'll add more features over the next few days.
Spoiler :
