Rotated by one character - what on earth ... Or maybe such toy ciphers are more widely used than I imagine. The multitude of "/eet" in the fpk files is striking – if one knows what to look for.And I've deciphered the FPK archive format, as I didn't see it anywhere. It's just a simple list of file records with ROT-1 "encryption", with file addresses and sizes.
I'm curious. What does that mean?Rotated by one character - what on earth ... Or maybe such toy ciphers are more widely used than I imagine. The multitude of "/eet" in the fpk files is striking – if one knows what to look for.
Hey, question. Yeah, I know you have a lot on your plate, but: Is this audio a higher quality than the original game? Because when I dug into the game's files, I noticed that the quality of music, for one example, is surprisingly high, but the bitrate or something in-game is lower. Are we able to get that full HD quality of audio here in this engine?Had a brainwave. I can just put reverse engineered/decompiled code in a different repository. Problem solved. So release code should have its pathfinding.
Decided to also begin on audio support. Here's an image of it:
Audio is IMA ADPCM. Decoded then played using SFML. SFML for a console game.
Initially an unrealistic idea of having a headless simulation for AI. Then initial TUI. Then made a Skyrim mod. Then decided to finish it off. After wondering why it wasn't done already. Relatively easy compared to everything else out there.Awesome !
So just to make it clear for me - you startet your work at April 5. this year till now - lets say 6 month - and you reverse engineered/decompiled CIV4 as a single person show ?
Where have you been the last 20 years ?
It's a bit low-effort compared to I Of The Dragon. They had an *8-byte XOR.Rotated by one character - what on earth ... Or maybe such toy ciphers are more widely used than I imagine. The multitude of "/eet" in the fpk files is striking – if one knows what to look for.
bsu]ufssbjo]sftpvsdft]dsbc]dsbc/eet -> art\terrain\resources\crab\crab.ddsI'm curious. What does that mean?
The audio system appears to be configured for 22050Hz in AudioDefines.xml. Naturally, I'll run at whatever SFML does.but: Is this audio a higher quality than the original game?
That's vanilla behaviour. Graph shows [0..N] turns.Concerning the replay screen, would it be possible to add "first N turns" instead of every option being "last N turns"?
It's the True Dragons mod. One of those mods I had to do to my programmer art standards because nobody else did.Also, could you share a link to your Skyrim mod
CvPlot::getSoundScriptId
returns -1. This also happens if you scroll away from visible terrain.What is a quasi-spherical map?I really don't want to derail the topic but here's a (not so) random thought:
Is there any chance to code a quasi-spherical map for the game?
I meant spherical map that may not be exactly a sphere but feels like one.What is a quasi-spherical map?
Definitely the good thing we can do is to alter the game to how we want. Features, leaders, graphics, gameplay, technicalities, so on. But I bet we’ll get this open source in no time flat considering the rate of work our awesome @snowern is working at.Maybe a game rule for toroidal maps where all tiles on the same longitude are counted as adjacent if there is no tile north or south of them? Could be added as a mod, but would be fun to have as an official option, I'd def be up for making it as a PR when it goes open source.
Graphics graphics graphics!graphics
As an artist this makes me REALLY excited. Would love give better graphics for some mods I play.Graphics graphics graphics!
I've got audio running well now. It almost sounds like you're playing the real thing. Turn message sounds, tech slash sounds, soundscapes, popup sounds.
Doesn't look like you're playing the real thing though. Graphics!
Somebody just needs to get started. Just a bunch of meshes, some textures, bit of lighting. A realtime update loop. But what engine capabilities would be needed for better art?As an artist this makes me REALLY excited. Would love give better graphics for some mods I play.
I would have to know more about modding Civ4 itself to say for sure but it's my understanding that some elements have hardcoded resolution, right? Would be interesting to be able to work with higher resolutions and polycounts. Modding the UI and the appearance of the map are things I might mess with in the future but it's beyond my abilities currently.Somebody just needs to get started. Just a bunch of meshes, some textures, bit of lighting. A realtime update loop. But what engine capabilities would be needed for better art?