RoMgameUtils py

AlphaCentari

Chieftain
Joined
Sep 1, 2015
Messages
2
RoMgameUtils.py

I have a rather specific question. My group (fx artist, animator, modeller and programmer) has been enjoying updating our medieval exclusive version of "A New Dawn" for our pastime enjoyment. We have graphics unit artists with Maya/Max animation suites and make commercial level unit animation and texture maps from high resolution normal bakes. We redid the combat in our old Bts mod and tried to translate my python scripts to "A New Dawn." I have never worked with the Bug mod. Simple changes were easy to integrate in the RoMeventmanager.py but I can find no documentation for CvgameUtils.py. After 5 hours, I have concluded that there was a RoMgameUtils.py loaded from the configuration file only prior to the Bug mod being integrated?

http://sourceforge.net/p/anewdawn/c...nd - A New Dawn/Assets/Python/RoMGameUtils.py

It appears that the BUGeventmanager has most of the functionality of the the CvgameUtils.py that was in Bts and it should be an integration of all of those original features. But in the mod itself there are more than 30 files to read through (such as UnitUtils.py etc...). I could find no direct tutorial for the Bug mod (which is incredible and self-explains why we wan't to use it). Particularly time consuming is the activation of the utilities scripts? I am not even certain that the python callbacks are correct.

Would it be possible for the modding community to showcase a simple example tutorial for the BUG mod? Just telling the BUG mod to accept a independent gameutility file that does something simple ..."like change the upgrade cost." Activate that in the configuration file .ini and python callback?

Can anyone (Afforess?, Playtyping?) elucidate how to translate my proven scripts (works in Bts, brokenstar, final frontier, next war...etc...) regarding the GAME UTILITIES only (the RoMevent manager is trivial but acts on ON functions and not on the pre-ON functions and variables accessed through the old CvgameUtils.py).

Can I directly code into the BUGeventmanager to access the old CvgameUtils.py?

Thank you for your exchange of information, our team appreciates your hard work,
AlphaCentari
 
Can I directly code into the BUGeventmanager to access the old CvgameUtils.py?

Not really. BUG introduces a way to have optional Python modules for events and utils for the player to adjust before they play a game by editing a few XML file. Most don't read the documentation and don't know this or how it is done.

RoM only went part way towards a full BUG implementation by taking some short cuts and this has affected the mods derived from it eg RoM:AND and C2C.

To do a it correctly you need
  • to change config/init.xml to refer to a name (usually the same n all cases to avoid confusion)
  • add an XML file in the config folder that links the reference added in init.xml to the file containing your game untils
  • have a python file in the Python folder that contains the utils

BUG then uses the utils in your file instead of the default ones. You only need provide the ones you change.

I think the Immigration Mod by Orion Veteran uses such and since C2C uses a version of that mod we also have it there.

This is all described much better in the BUG Documentation/WiKi
 
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