RevolutionDCM for BTS

@Johny
I'm working through WoC lite at the moment. It is going smoothly, thankyou :goodjob:. The philosophy I am taking is to strip down WoC lite to bare WoC lite for it's initial inception, and leave all the RevDCM components hardcoded as they are now. In this way the initial RevDCM with WoC will allow modules but only simple ones, because there is no SDK support for the more complex modules. If over time, people are happy with an extra light WoC, RevDCM may look into modularising it's hard coded components like Super Spies, but that will be way down the track. The initial WoC concept for RevDCM will be to focus on stable, simple, minimal "changes", just enough to make simple WoC possible. I will be testing RevDCM with light weight WoC like extra religions, techs and most fundamentally, a stable WoC Nextwar module.

Waiting for version 2.0 to give this one a try.

My mod should contain a stable Next War module for WoC. As it is stripped down and WoC-ified, it should be possible to simply plug it in anywhere (provided there is WoC support).
 
Yes, it should still work. Have not used it in a while though, but I do not see any reason why it might have stopped working :)
 
I think a militia add on pack would be a nice touch to 2.0. There is already medieval and renaissance units, and I'm guess that there's going to be more for other periods.
See post 1053 for a link and an idea.
 
Yeah, but just as an add-on. These units are cool, especially the mideival ones. What's the harm of a couple extra units.
 
RevDCM 2.00 with Better BTS 0.7F and WoC Extra Lite has been uploaded. Sorry for the archive being in "rar" format but it is the quickest solution to get the upload below 10MB. Any of the standard archive unzippers understand "rar" but if you are having problems, post here. Also included are a WoC for RevDCM sample pack under the addon's pack downloads section and of course the source files in post #1.

As for where the home will be for RevDCM WoC modules, it's still up for debate and suggestions are welcome. The addon pack is just a sampler and will probably not be the home for modules. WoC modules have to be converted to RevDCM to work, and we will need to find somewhere to put them.

The documentation for RevDCM2.0 says Better BTS 0.7h but it's actually 0.7f.
Enjoy!
 
Did any of the XML schema change from 1.02 to 2.0? Have a couple tags I have added, and need to know to take that into account if they did.

Also do you need any help on getting the scorboard fixed so it doesn't run off the screen, and exposing the RevIdx causes? If this isn't on the next version list I'll need to focus on it since these are the major flaws in RevDCM at the moment (and by extension my mod), while everything else functions at a "comercially viable" level (though I don't know if WoC has changed anything :s, I assume it's all good to go if you released it).
 
All that was in the download was 1 file, and CCP and H Files, is it supposed to be that way or am I supposed to c&p them to the 1.02 file?
 
@Phungus
Yeah the schema files have been updated. It should be really simple to merge in though. As for the scorebaoard, nothing has happened. I want to track down the civ fanatics in Germany who posted to our Revolution forum with a super cool scrollboard. At the time they said they would share the code with us but that it wasn't "finished" yet.

@Zach
You downloaded the source files not the mod. Good one. It is funny that all that hard work in the source files through dozens of super talented software developers, produces a DLL that is smaller in size than one of those "font" files that are sitting now inside RevDCM.

Cheers.
 
Glider that scoreboard is from CCV, just post in their forum. I'm sure ThomasSG will help you out. I saw him offer the scoreboard code to someone else a while ago. If you want, I can work on this, since I really need it done for my own mod anyway, I'm happy to do this. Plus I'm kinda liking working with the SDK.

I assume this means that the RevIdxs aren't getting updated... That's a pain because it's all Python, and thus I can't really access it through the GameTextManager file, it's really easy getting things exposed working through that I've found.... Man is there any way I could convince you and jdog to prioritize that? In my opinion the reason why so many people turn off and hate revolutions is just because they have no idea what causes them...
 
@Phungus
Yeah fair enough. Please do work on the scoreboard! As for the next RevolutionDCM update, just hang in there. I still have a headache from this one that needs to be fixed with a hammer.
Cheers.
 
Hmmm, well the last post from Thomas SG was over a month ago, so I'm not sure if he'll respond, but I've posted in their forums. If not, the scoreboard thing might be above my level. I'll have to see. It is possible a scrolling scoreboard will need to be programmed from scratch though. Sucks having to reinvent the wheel, but it's necessary sometimes.
 
@Zach
You downloaded the source files not the mod. Good one. It is funny that all that hard work in the source files through dozens of super talented software developers, produces a DLL that is smaller in size than one of those "font" files that are sitting now inside RevDCM.

Cheers.

:blush: This looks like a mad face, not a blushing face
Hang in there with me. I'm getting this whole modding thing down, one line at a time. (I'm actually looking into getting a job as a professional software developer. I hope I get it down in the next two years to have a head start in college.)
So... umm... where do I put the source files? Or do I not need them? I feel like this is supposed to be common knowledge, and that I usually have :smug:, but I just having a hard time with this. Does it just click one day?
 
@Zach
The source files are just if you want to modify the CvGameCoreDLL for your own purposes with a compiler. Otherwise just ignore them. Just download RevolutionDCM into your mods folder but save your old RevolutionDCM installation just in case.
Cheers.
 
It is possible a scrolling scoreboard will need to be programmed from scratch though.

There's one right here: http://forums.civfanatics.com/showthread.php?t=295703

Not sure how well it actually runs, but it's a stand-alone modcomp.


Also, I know you're pretty insistent on exposing all of the rev index to the player, but I am under the impression that it is just a few relatively small effects that aren't exposed. I'm all for seeing every cause of revolutions too, but I don't think the issue is something that would keep your mod in beta. Either way, you can still see the accumulation of rev points in your city, so it's not like points are actually being added without your knowledge.
 
-------------------------------------
Change Log Version 1.02 to 2.00
-------------------------------------
- WoC Extra Lite which is a cutdown version of WoC Lite. A huge thanks to Johny Smith.
- Better BTS AI 0.70H. A huge thanks to Jdog5000 and others.
- Perfect World 2.01 converted for RevDCM.

Ok, so how much lighter is this WoC Lite ?

I thought WoC Lite was already as lite as it could get (i.e. no additional tags or functionality, just the WoC format).
 
Just small things. Audio xml is still not modular. Firaxis did not open that up. So anyone wants sounds they will need to add them to the audio xml in the xml folder in order to get sounds in modules.

The scrolling scoreboard I tried needs some work still. I did a simple change, but there are some things I am not happy about when you try to click a hotkey with the leader, and how you must scroll down to see the leaders. If anyone can figure it out more then me it is definitely needed on scoreboard.

So anyway I am just proposing for future modules that if audio must be added that we have a clear distinction for changes for everyone to know. The extra lines of xml in the audio files would not effect the game, but why does someone want all of the extra xml if they are not using it. So that is why I suggest we need for modders to include a separate file of just their audio changes so everyone knows.

As for the modules structure besides that we need to still figure out a structure for the MLF file. In RoM they continued to use the older modules just by using the matching name like Custom Units or whatever. So I would think the first step would to be getting the old non WoC modular files working by just keeping these folder names in the MLF. Then later perhaps cutting them down in size by WoCing them.

I hope you guys like it. It is nice to see the WoC stuff being used, and run really fast in a Lite form.
 
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