[SDK MODCOMP] Civ4 Core Community Project

Updated to 1.61.0005a. Nothing too major. See changelog in first post for details.

LittleRedPoint said:
Well my mistake, yes the negative values are suported but it is shown incorrect in civic screen. Sevo had managed to get this showing thing work. I'm interested to get it work in warlords, so i want to know how it can be done..
Here is the code that is used here. As far as I am aware it works fine. Approx line 2821 in CvGameTextManager.cpp:
Code:
	if (GC.getCivicInfo(eCivic).getNonStateReligionHappiness() != 0)
	{
		if (GC.getCivicInfo(eCivic).isStateReligion())
		{
[B]/* START - TGA | Fixing text misstating unhappiness in civic display | v0.06 | 18 July 2006 */
			szHelpText += NEWLINE + gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE", abs(GC.getCivicInfo(eCivic).getNonStateReligionHappiness()), ((GC.getCivicInfo(eCivic).getNonStateReligionHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR) : gDLL->getSymbolID(UNHAPPY_CHAR)));
/*  			Original:
			szHelpText += NEWLINE + gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE");
END - TGA | Fixing text misstating unhappiness | v0.06 | 18 July 2006 */[/B]
		}
		else
		{
			szHelpText += NEWLINE + gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_WITH_STATE", abs(GC.getCivicInfo(eCivic).getNonStateReligionHappiness()), ((GC.getCivicInfo(eCivic).getNonStateReligionHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR) : gDLL->getSymbolID(UNHAPPY_CHAR)));
		}
	}
 
Ok I found the string but its still asking for a password, how do we browse/get

cvs -d:pserver:anonymous@civ4ccp.cvs.sourceforge.net:/cvsroot/civ4ccp login
 
Hmmm. I was never really very good at this CVS business. That string was working before, dunno why it isn't now. I could spend hours poking it, but I'd probably mess it up, and it's probably something Impaler can fix in a few mins...
 
Thats cool, I will eagerly await impalers assistance
 
Assistence rendered :goodjob:

If anyone else is having difficulty performing a checkout send me a PM or post here, I see I'm now the CVS guru (because SimCutie is on vacation last I heard) I had better get around to posting the Warlord code base so work can get going on it. I'll probably need to freshen up on my CVS knowlage as I've got no exp creating branches (though I did manage to accidently create a Modual :mischief: ). Am I correct in thinking that we Want a new WarLords Modual which will have the virgin WL code as its initial upload, imediatly followed by a Commit of the WL code I have ready.
 
Yes Sir...

Can I get a dev login please porfavor...
 
I have a suggestion to make, apologies if you've already considered and discarded the idea:

This project has a hell of a lot of potential. A big pitful for any end-user wanting to incoporate mod components into their own mod is the SDK work. A lot of mod components (and larger modpacks) don't come with sourcecode, or if they do the sourcecode isn't annotated. What we could really do with is a single .dll that would be kept updated with the most popular mod components. Of course, the end-user would need to be able to pick which parts of this .dll they wanted to use. With new XML tags that is easy enough (just don't add them to the schema file), but I'm sure that they are other SDK mods that aren't quite so easy to turn off. I don't know how to get around that, but perhaps you guys do?

This could eventually be taken a stage further, with a Civ3-style editor released to take advantage of the code in this new DLL.
 
Actualy I find that the community has been great at providing the source for the Mod Components, well over 95% I would say. The compilation mods are less likley to have Source avalible, they simpley reference what mods their using.

One of our guiding principles is to make all changes (other then obvious improvments and bug changes) fully optional and default disabled. Infact the XML schemas list new tags as optional so you can safely use them with the Original assets no problem. Other things like changes to the games rules will have some kind of switch to turn them on or off like a GlobalDefine or a CustomGameOption. SDK mods initialy made without such switches are re-writen before being added to the project.
 
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