Good news buddy...
I
finally could get around applying your set of last-minute fixes while personnally adapting a lot of other stuff to various features in some degrees of importance. All these files compiled smoothly and everything looks fine ingame.
-- The (bottom area) Eras description texts (along with their mini Tooltips - good foresight on your part, btw) were extremely fun to create.
-- Luckily, i caught a silly error for the Renaissance backdrop splash. Everything was empty as intended, except that the right side Pods-Trio was wrong (copy of the left-side!!). Fixed it.
-- All the resources Icons (w-Frames) are now rendering correctly and much better visually.
-- The "ComingSoon' screen has received its proper top-trim version too.
Sooooo, i'm extremely happy with the results... and i think you will also. You should be very proud of all that excellent code-work. Let's hope together that one day you'll find both the time and will to finish that cool project of ours!
Many thanks, again.
PS; There is a slight "flaw" that i just noticed... the Key-Wonders Icons_80 (On the Left side are Units_80, Center_128 are Techs) seem to be borked up for Medieval and Industrial PopUps. Some of the other Eras selection(s) are getting somehow
transfered to that place-holder (example; Medieval should be a Workshop image but at random times it could be anything else but). If i start directly with any of these two Eras, their icon locations are just empty.
I've tried real hard to figure out if i could fix this before releasing the Mod to Steam... but i can't find whichever tricky typo prevents either the LUA or XML files from working correctly. Anyway - take a look please and let me know, asap.
PS2!!; Okay -- you wont have to bother about the "KEY_BUILDINGS (Wonders)" two flaws anymore. I've just switched the WORKSHOP call for CHICHEN_ITZA & FACTORY for BIG_BEN. I suspect your attempt at a parsing function that would coordinate references to both Wonders and Buildings simultaneously **JUST** to accomodate that single location with different types (a silly restriction on my part, and i'm sooooo sorry for the extra coding troubles this may have caused you)... was somehow failing at runtime. Thus, if you ever return to that code section... some changes might need to be made knowing that only Wonders are now dispatched to that global KEY location. Much easier and simple, AFAIC.
