Rallying call for all interested: Colonisation of the Moon mod!

dsquared said:
i guess you cant have an empty shadow argh! ok well if you want animation we can do that, just have to, like you said, use the original model's folder etc, and change every skin reference in the NIF, and I'll have to make damaged skins, so yes do the animation??

haha notepad all the way!

:cry:

ARGH! Don't tell me I was right all this time?!??!?!??

And yes, JBG has tons of errors at times doing it with notepad.

Email sent out to you guys and at Belizan's request I've frozen my editing...
 
dsquared said:
i guess you cant have an empty shadow argh! ok well if you want animation we can do that, just have to, like you said, use the original model's folder etc, and change every skin reference in the NIF, and I'll have to make damaged skins, so yes do the animation??

haha notepad all the way!

Not notepad... Notepad++, it's built on Scintilla. Which I also use in teh form of SciTE (which has a Python context colorer). Not to mention I've customized Scintilla for a number of languages and clients over the years, so it has the advantage of being terribly familiar to me 8).
 
yeah you were right DOH! no i mean I use notepad, and JBG apparently too, luckily im the artist not the coder! i do have an XML editor but am too lazy to use it. so we are freezing changes right now? should I still try to get the animation for the new units going??
 
dsquared said:
yeah you were right DOH! no i mean I use notepad, and JBG apparently too, luckily im the artist not the coder! i do have an XML editor but am too lazy to use it. so we are freezing changes right now? should I still try to get the animation for the new units going??

I am not touching the actual .dds, .kfm, or.. uh, that other art file type files. I'm only working with the XML and Python files.
 
I found out why research started accelerating towards the end of the first era....most of the buildings were giving +25% research. There are still a ton of little things like that to iron out.....

I'm like Monk, the more I play the more I want to rearrange and straigten things out....it's a disease.
 
dsquared said:
yeah you were right DOH! no i mean I use notepad, and JBG apparently too, luckily im the artist not the coder! i do have an XML editor but am too lazy to use it. so we are freezing changes right now? should I still try to get the animation for the new units going??

What I normally do after "freezing" is copy my working mod and then if I edit I use the copy. Maybe you can do that for the art files and let everyone know what XML files you're editing since they're the only real problems with getting duplicated.
 
hahah yeah, you know that actor was born in greenbay wisconsin

ok well i wont touch the xml files, ill just get them to work in a different mod then see if we can merge them in.
 
And just to clarify, to me "frozen" means XML only. I don't think any of us will be working on the same type of any other kinds of files.

So long as we communicate we should be okay.

I'd feel better if matthew or anyone with DSL got everything around and uploaded a version now so we were sure. But it's not too important if everyone puts my emailed files into the mod.
 
I've checked randomly through the posts and didn't see this issue mentioned, if it was, my apologies. When I start a game is it supposed to take approximately 5-6 minutes for the map(huge) to generate and be able to start? I have a 1.8Ghz processor and 1 gig of ram. On the same computer other huge maps generate in 1/10 the time. I'm running v0.102 of this very cool mod. I'm enjoying it immensely, once I can generate a map. :cool:
 
Ohtar said:
I've checked randomly through the posts and didn't see this issue mentioned, if it was, my apologies. When I start a game is it supposed to take approximately 5-6 minutes for the map(huge) to generate and be able to start? I have a 1.8Ghz processor and 1 gig of ram. On the same computer other huge maps generate in 1/10 the time. I'm running v0.102 of this very cool mod. I'm enjoying it immensely, once I can generate a map. :cool:

Why don't you try a smaller map? I noticed too that a huge map takes a loong time to load.
 
I've checked randomly through the posts and didn't see this issue mentioned, if it was, my apologies. When I start a game is it supposed to take approximately 5-6 minutes for the map(huge) to generate and be able to start? I have a 1.8Ghz processor and 1 gig of ram. On the same computer other huge maps generate in 1/10 the time. I'm running v0.102 of this very cool mod. I'm enjoying it immensely, once I can generate a map.

As we have to make our own map script for the moon and we are not experts like firaxis our map script does not run as effeciantly as a firaxis map script. Also, we are loading completely diffenent grachics then vanilla civ and many of our graphics files take up more memory, thus lengthing load time.(Lower end graphics cards sometimes have some graphical issues because of this)

I hope to work on lowering the load time in the future.
 
When playing your mod, turning on the grid changes the colors of some areas from gray to tan, and turns the images of the craters into gaping black spots.
 
Drakonik said:
When playing your mod, turning on the grid changes the colors of some areas from gray to tan, and turns the images of the craters into gaping black spots.

Yeah, we know about this one. I believe it's just a laborious quantity of art replication required to fix it. Thanks for the input though 8).
 
When playing your mod, turning on the grid changes the colors of some areas from gray to tan, and turns the images of the craters into gaping black spots.

Yes, we knew that :D Should be fixed in next version.
 
@ woodelf

Have you released the working upgradeable turrets to the modders yet? Matthew doesn't seem to have the file, and I want to playtest with them. :)
 
Robby said:
@ woodelf

Have you released the working upgradeable turrets to the modders yet? Matthew doesn't seem to have the file, and I want to playtest with them. :)

I sent out an email early this morning called assets.rar that had some art, python, and xml subfolders. The turrets are in there and work wonderfully!
 
I sent out an email early this morning called assets.rar that had some art, python, and xml subfolders. The turrets are in there and work wonderfully!
Thanks, my brother really wants to play with turrets.
 
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