World History Mod Conversation

hmmmm...

I am trying to find references to the free buildings you start with, (like carpenter, village hall, etc.) But they do not get an ifreetocity type reference in the building xml, so it must be handled some where else, source?

Also I had no idea how much free stuff a castle gets!! I wanna build castles now! (or were they disabled?)

You set starting buildings in CivilizationInfos.xml for each Civ. I did disable "building" castles as no one seemed to be using that feature, instead military units can Found Outposts that can have a few different buildings from other settlements.

Well I just spotted my first billboard issues...

Apparently an ale brewer converts fealty into faith...

and the village hall produces something other than fealty but I have no idea what the symbol is :D

It looks like pretty much everything is out of whack! :D

Also I have a curious phenomenon with the carpenters shop, and I can't figure out why..

As you can see from the pic, the desc box writing has gone funny, and there are no worker slots..

You can also see some of the changed icons at the top, the thing that looks like three trunks of a palisade, and something which I am dubbing a balloon ship!

Are you just now being introduced to the little evil prank the devs pulled on all modders? It is called the tga files, they are located in the res/fonts folder as GameFont.tga and GameFont_75.tga. They are evil.:evil:

They are the worst part about modding. There are no settings in xml for yields and buildings you can tinker with to adjust these as they are setup based on the number of yields. So, if you move a yield around in the DLL you also have to move it's spot in the tga. Sense you have added so many yields there is a ton of work to do to add the Gamefonts, someone should have warned you.:nuke: It is all doable mind you, just an intricately pain in the arse. One of my fellow modders helped me for M:C, KJ Jansson, he is pretty good with it, not sure if he is around anymore.

There are plenty of tutorials in the Civ4 forums about editing the tga files. For starters the tga files need to be adjusted to support 80+ yields. I am not sure how many yields have been added for R&R but you may look there for help. You may can use their gamefont files if they are better suited. The M:C gamefont files will be pretty useless with so many additional yields. Some of the map icons for things like Vassals and City type would still be useful however.
 
TW
I have made the builder(YIELD_HAMMER) to be CARPENTER
and
I have made the carpenter (YIELD_WOODEN_GOODS) to be CARPENTER1

and attendant buildings will be standard carpenter one for builder and carpenter1 for carpenter.

We have to open a new thread to keep some certain record of things to be added to the tech tree, at least until we have a version of it into git.
Therefore I (or anyone) can use it as reference and cross included or changed things out.

Kailric also mentioned including Envoys or Brilliant Dignataries into alphabet I think...
 
git log said:
Added relative placement in tech screen

New tags: iX_Relative_Location and iY_Relative_Location
When this is set to something different from (0,0) and RequiredInvention is not NONE, then location will be
location of RequiredInvention + (iX_Relative_Location, iY_Relative_Location)
The normal location is ignored in this case.

Relative location (0,0) is assumed unless specified otherwise.
It is in world history project with a precompiled DLL. The game doesn't run at the moment due to XML errors, which mean I only tested it with M:C. I assume it survived the transfer to another mod.
 
Assert Failed

File: CvPlayerAI.cpp
Line: 6166
Expression: pBestYieldCity != NULL
Message: No target city for unsellable YIELD_STONE_TOOLS (yieldgroup setup error?)

----------------------------------------------------------
This happened after the first turn, and happens with most of the yields.... obviously these yields need to be assigned somewhere, I just don't know where?

I still can't find a reason why buthchery is researchable from turn 1 when it has a prereq tech(I am wondering if it is an oddity resulting from having a free tech further down the tree? But why is it just butchery?!?)

or why I have no 'profession spaces' in the carpenters shop...

Something has also gone strange with the fonts and messages, some text seems larger than it should be, others smaller(this seems to happen a lot with coloured text) Also messages are getting 'clipped' in the alert box at the top of the screen...

I don't think I could have touched anything that would have effected this though... is it python or .dll based? Either way I haven't touched any of this recently, and the only thing I touched in python was adding a new trade screen..

Could it be some oddity connected with the new city screen code?

Or is it somehow connected to the tga fonts file and all the shifting around from that?
 
looking at the tga file, it looks like you have made it long enough Kail, I just need to copy some of the white boxes onto the end to get me the last few 'slots' that would be needed.

From what i have read of the empty ones underneath, they need to stay blank, so can't just sick the last few needed in there.

I just need to figure out a program to do that with, I will go back to the tutorial and reread it at some point, cause I think he talks about doing that and what program he uses..

ok so it looks like I can increase the number of 'slots' in the font without it exploding in my face, whether that will continue after I add graphics to then I don't know.

Then of course I have to figure out and make tiny little pictures for all of the resources, it is hard enough making 64x64's, these tiny 20x20's are going to be a nightmare!!

oh Kail, is there a reason why some icons have different colour backgrounds? Like there is white, black, grey and I think brown too?

hmm... maybe if I leave it alone for long enough some one will volunteer...muahahahahaha! (wait.... did I say that out loud?)
 
Then of course I have to figure out and make tiny little pictures for all of the resources, it is hard enough making 64x64's, these tiny 20x20's are going to be a nightmare!!

oh Kail, is there a reason why some icons have different colour backgrounds? Like there is white, black, grey and I think brown too?

Yep, those little pictures are a pain. I can't remember the name of the editor I use for tga but it was in the tutorials. I do use a free program called "Gimp" for all my icon and skin creation and editing. Gimp is pretty awesome and powerful too.

There are a few colors that are considered alpha colors that are not visible when you view the icon in game. The pinkish color is one, if the color is used for a background color then it is safe to use. Not sure why they used so many, maybe to make the icons appear better for editing. The aggravating part about the tga files is having to edit the "negative" part of the file in order to make your icon visible in game. Everything has to be lined up near perfect or you'll completely could mess up the whole thing, text fonts and all.
 
I'm looking at what is pushed to github. I noticed that Emphasize is out of sync with the yields, which reminded me that I wrote a script to handle just that. The problem is first of all I never added that script to git. Secondly the script is horribly written meaning writing a new perl script and adding it to git would likely be the best choice as my current script has hardcoded stuff and will not work with WH without modifications. Looks like fixing this problem could take longer than I first thought. I am working on a solution though and it will be pushed eventually.
 
yeah I use gimp too, the only thing with gimp is I can't figure out how to view the pink alpha channel, as it is just a transparency in gimp.. I use gimp for all my button work in civ and col, after making something like 60+ new yield piscs my head was spinning :D but for the most part they look quite nice, especially for how little time I spent on some of them!

I just need to figure out what the heck I am going to do for all the tiny pics now.. then see if I can add them without it exploding!!

Yeah I have not worked with the emphsize file yet, except to 'swap' references that no longer exist, like fur and silver.
 
I just need to figure out what the heck I am going to do for all the tiny pics now.. then see if I can add them without it exploding!!

If I was you, sense you are adding so much and having to add unique art for each one would be really time consuming I would scour tga files of the many mods like R&R and other CIV 4 mods and simply find similar or at least different looking icons. And then when you have it all working you can go back a edit in details or make changes. That's what I have done with the Silk icons in M:C at the moment. I used something that looks like a bowl of soup I guess, not sure, but it's just a place holder till I get the time to edit it for real.

I found the name of the program I used for editing the tga, it's called DTXBmp. I could never get Gimp to work correctly on the tga but maybe I just gave up too soon, but the DTXBmp worked.

I used this tutorial thread http://forums.civfanatics.com/showthread.php?t=181119&highlight=edit+tga

PS Yeah, this is what I would do. With that many additions getting a "working" tga file is of most importants. Once every yield has icons that work in the game, no matter what it is, you can then go back and redo the ones that need changing. Trying to edit them all at once would be hell. Remember, once you have a working version, make copies of it, then make copies of the copies. It is so easy to mess up the whole thing that it will not work, and without any working copies you will liable to need medical attention and or a straight jacket.
 
I was able to open the M:C gamefont file in it, what it does is allow you move the icons around REALLY easily, as it detects the slots and lets you copy paste the images from on slot to another, it has been really helpful for moving icons from one font file to another, as well as being able to rearrange the order to fit my yields... unfortunately I am like 3!!!!! slots short of what I need.... So now I need to try and extend the 'pink' box without destroying the file....
 
Ok the font file is about 95-98% fixed now!

There are a few that can't be fixed until Night updates his AI code and we can remove the 3 unused yields.

I think I may just be able to get away with the font file the size that it is JUST!

Man that felt like hard work... I do not even want to imagine how hard that would have been to do it all by hand! game font editor = WIN!
 
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