Maniac
Apolyton Sage
If so, what changes would need to be done in the SDK to enable them?
I have seen some changes in the Planetfall SDK files. I'm wondering if these are sufficient. If not, what else needs to be done?
CyEnumsInterface.cpp has this added (see last couple lines):
CvEnums.h has this added to the last couple lines:
Would changing
PLANET_GOOD_CHAR = MAP_CHAR,
PLANET_GLOBAL_CHAR = MAP_CHAR,
PLANET_BAD_CHAR = MAP_X_CHAR,
to
PLANET_GOOD_CHAR,
PLANET_GLOBAL_CHAR,
PLANET_BAD_CHAR,
and adding three new icons after the Power CHAR in gamefont.tga be sufficient to enable new icons in the game?
And what could MAP_X_CHAR be about?? In an unmodded gamefont.tga, such a CHAR does not exist.
I have seen some changes in the Planetfall SDK files. I'm wondering if these are sufficient. If not, what else needs to be done?
CyEnumsInterface.cpp has this added (see last couple lines):
Code:
python::enum_<FontSymbols>("FontSymbols")
.value("HAPPY_CHAR", HAPPY_CHAR)
.value("UNHAPPY_CHAR", UNHAPPY_CHAR)
.value("HEALTHY_CHAR", HEALTHY_CHAR)
.value("UNHEALTHY_CHAR", UNHEALTHY_CHAR)
.value("BULLET_CHAR", BULLET_CHAR)
.value("STRENGTH_CHAR", STRENGTH_CHAR)
.value("MOVES_CHAR", MOVES_CHAR)
.value("RELIGION_CHAR", RELIGION_CHAR)
.value("STAR_CHAR", STAR_CHAR)
.value("SILVER_STAR_CHAR", SILVER_STAR_CHAR)
.value("TRADE_CHAR", TRADE_CHAR)
.value("DEFENSE_CHAR", DEFENSE_CHAR)
.value("GREAT_PEOPLE_CHAR", GREAT_PEOPLE_CHAR)
.value("BAD_GOLD_CHAR", BAD_GOLD_CHAR)
.value("BAD_FOOD_CHAR", BAD_FOOD_CHAR)
.value("EATEN_FOOD_CHAR", EATEN_FOOD_CHAR)
.value("GOLDEN_AGE_CHAR", GOLDEN_AGE_CHAR)
.value("ANGRY_POP_CHAR", ANGRY_POP_CHAR)
.value("OPEN_BORDERS_CHAR", OPEN_BORDERS_CHAR)
.value("DEFENSIVE_PACT_CHAR", DEFENSIVE_PACT_CHAR)
.value("MAP_CHAR", MAP_CHAR)
.value("OCCUPATION_CHAR", OCCUPATION_CHAR)
.value("POWER_CHAR", POWER_CHAR)
.value("PLANET_GOOD_CHAR", PLANET_GOOD_CHAR)
.value("PLANET_BAD_CHAR", PLANET_BAD_CHAR)
.value("PLANET_GLOBAL_CHAR", PLANET_GLOBAL_CHAR)
.value("MAX_NUM_SYMBOLS", MAX_NUM_SYMBOLS)
;
CvEnums.h has this added to the last couple lines:
Code:
enum DllExport FontSymbols // Exposed to Python
{
// 'OTHER' symbols
HAPPY_CHAR = 0,
UNHAPPY_CHAR,
HEALTHY_CHAR,
UNHEALTHY_CHAR,
BULLET_CHAR,
STRENGTH_CHAR,
MOVES_CHAR,
RELIGION_CHAR,
STAR_CHAR,
SILVER_STAR_CHAR,
TRADE_CHAR,
DEFENSE_CHAR,
GREAT_PEOPLE_CHAR,
BAD_GOLD_CHAR,
BAD_FOOD_CHAR,
EATEN_FOOD_CHAR,
GOLDEN_AGE_CHAR,
ANGRY_POP_CHAR,
OPEN_BORDERS_CHAR,
DEFENSIVE_PACT_CHAR,
MAP_CHAR,
OCCUPATION_CHAR,
POWER_CHAR,
MAP_X_CHAR,
PLANET_GOOD_CHAR = MAP_CHAR,
PLANET_GLOBAL_CHAR = MAP_CHAR,
PLANET_BAD_CHAR = MAP_X_CHAR,
#ifdef _USRDLL
MAX_NUM_SYMBOLS
#endif
};
Would changing
PLANET_GOOD_CHAR = MAP_CHAR,
PLANET_GLOBAL_CHAR = MAP_CHAR,
PLANET_BAD_CHAR = MAP_X_CHAR,
to
PLANET_GOOD_CHAR,
PLANET_GLOBAL_CHAR,
PLANET_BAD_CHAR,
and adding three new icons after the Power CHAR in gamefont.tga be sufficient to enable new icons in the game?
And what could MAP_X_CHAR be about?? In an unmodded gamefont.tga, such a CHAR does not exist.
