Large GameFont Files without Modular Loading

Are you using a modified GameFont_75 & GameFont tga files of the ones that I posted in the mod? Also could you confirm that the FontButtonIndex value from the BonusArtInfo for one of the missing resources is correct.

Have you modified the CvDLLWidgetData->parseActionHelp code where it is retrieving the icon. This is the code that I have:

PHP:
					{
						iLast = 0;

						FAssert((0 < GC.getNumBonusInfos()) && "GC.getNumBonusInfos() is not greater than zero but an array is being allocated in CvDLLWidgetData::parseActionHelp");
						for (iI = 0; iI < GC.getNumBonusInfos(); iI++)
						{
							if (GET_TEAM(pHeadSelectedUnit->getTeam()).isHasTech((TechTypes)(GC.getBonusInfo((BonusTypes) iI).getTechReveal())))
							{
								if (GC.getImprovementInfo(eImprovement).getImprovementBonusDiscoverRand(iI) > 0)
								{
									szFirstBuffer.Format(L"%s%s", NEWLINE, gDLL->getText("TXT_KEY_ACTION_CHANCE_DISCOVER").c_str());
									szTempBuffer.Format(L"%c", GC.getBonusInfo((BonusTypes) iI).getChar());
									setListHelp(szBuffer, szFirstBuffer, szTempBuffer, L", ", (GC.getImprovementInfo(eImprovement).getImprovementBonusDiscoverRand(iI) != iLast));
									iLast = GC.getImprovementInfo(eImprovement).getImprovementBonusDiscoverRand(iI);
								}
							}
						}
					}

Searching for TXT_KEY_ACTION_CHANCE_DISCOVER in the source should jump you to it.

Yes, I have added some additional icons to the GameFont_75 & GameFont tga files.

No I have not modified the CvDLLWidgetData->parseActionHelp code. Your code matches what I have.

I confirmed that each of the FontButtonIndex values from the BonusArtInfo for all of the missing resources are correct.
 
Here is a guess maybe the FontUtil in the Python of BUG from the BUG Mod 4.4 needs to be updated to work with your sdk changes to show that the fonts show up right for Orion. a line might need change to +125 here or so hopes thats helps out.



for Orion with the copy off Grand Inquisitions 255E that I have I did change +125 to 0 it seems to be working right. here is all that I added to Inquisitions 255E

http://www.atomicgamer.com/files/100566/grand-inquisitions-255e


and if you want to get the Expansive fonts to show up add this change to the sdk
 
Glad to hear you have it working, the TGA files are very easy to break when you are editing them. Out of interest did you edit them by hand or using a tool such as the GameFontEditor by Asaf?
 
Glad to hear you have it working, the TGA files are very easy to break when you are editing them. Out of interest did you edit them by hand or using a tool such as the GameFontEditor by Asaf?

I used the GameFontEditor. I ended up using Roamty's files and still used the editor to add a few more images. It worked great. I still can't explain why your TGA files didn't work for my mod. It's a mystery. I'm just happy I found the source of the problem. Thanks for your interest in helping me out.

Sincerely,
 
Back
Top Bottom