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		<title>Apolyton Civilization Site - CtP2 Creation</title>
		<link>https://apolyton.net/</link>
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		<lastBuildDate>Wed, 02 Sep 2026 02:57:18 GMT</lastBuildDate>
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			<title>Apolyton Civilization Site - CtP2 Creation</title>
			<link>https://apolyton.net/</link>
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			<title>Trouble with images</title>
			<link>https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9491392-trouble-with-images</link>
			<pubDate>Sat, 22 Aug 2026 20:32:07 GMT</pubDate>
			<description><![CDATA[This is beginning to drive me crazy: It used to be as easy as it should be with my old Photoshop 6 to edit the simple images after having them converted from *.tga to anything else and to reconvert them back to *.tga after my modifications. But helas! Trusty old Photoshop 6 no longer runs on the world-dominating OS. With current Photoshop Elements, Gimp and any other image editing software i'm now runnig into troubles without end: First of all they all tend to add an alpha-channel even if the...]]></description>
			<content:encoded><![CDATA[This is beginning to drive me crazy: It used to be as easy as it should be with my old Photoshop 6 to edit the simple images after having them converted from *.tga to anything else and to reconvert them back to *.tga after my modifications. But helas! Trusty old Photoshop 6 no longer runs on the world-dominating OS. With current Photoshop Elements, Gimp and any other image editing software i'm now runnig into troubles without end: First of all they all tend to add an alpha-channel even if the original image had none, they change bit-depth of the encoding, add unvisible layers which I can only detect by giving the command to delete them and so on and so forth. This causes endless clicking back and forth to edit a small, simple image which I could edit in 2 minutes only a couple of years ago.<br />
<br />
And in one case I am completely clueless what may still be in the image (or being lacking from it) that causes this result: I​ created this Start Screen for MoT-Mod:<br />
<br />
<a href="https://filedata/fetch?id=9491393&amp;d=1787429727" target="_blank"><a href="filedata/fetch?id=9491393&amp;d=1787429727" class="bbcode-attachment"  ><img alt="Click image for larger version  Name:	upsg001.png Views:	1 Size:	218.1 KB ID:	9491393" title="upsg001.png" data-attachmentid="9491393" data-align="none" data-size="medium" border="0" src="filedata/fetch?id=9491393&amp;d=1787429727&amp;type=medium" data-fullsize-url="filedata/fetch?id=9491393&amp;d=1787429727" data-thumb-url="filedata/fetch?id=9491393&amp;d=1787429727&amp;type=thumb" data-title="Click on the image to see the original version" data-caption="upsg001.png" class="bbcode-attachment thumbnail js-lightbox bbcode-attachment--lightbox" /></a></a><br />
<br />
exported it as *.tga, RGB, 8-bit, w/o alpha-channel -- and the in-game result is the following:<br />
<br />
<a href="https://filedata/fetch?id=9491394&amp;d=1787429911" target="_blank"><a href="filedata/fetch?id=9491394&amp;d=1787429911" class="bbcode-attachment"  ><img alt="Click image for larger version  Name:	in-game-failure.png Views:	1 Size:	30.2 KB ID:	9491394" title="in-game-failure.png" data-attachmentid="9491394" data-align="none" data-size="medium" border="0" src="filedata/fetch?id=9491394&amp;d=1787429911&amp;type=medium" data-fullsize-url="filedata/fetch?id=9491394&amp;d=1787429911" data-thumb-url="filedata/fetch?id=9491394&amp;d=1787429911&amp;type=thumb" data-title="Click on the image to see the original version" data-caption="in-game-failure.png" class="bbcode-attachment thumbnail js-lightbox bbcode-attachment--lightbox" /></a></a><br />
<br />
If I add the darn alpha-channel the game just crashes.<br />
<br />
I would be extremely thankful if someone out there could give me a clue or hint on what is happening there.<br />
<br />
(An extremely helpful alternative would be an instruction on how to get Photoshop 6 running again on the &quot;cutting edge&quot;-W-OS ...)<br />
<br />
For forensic puposes I also attach the *.tga-file that gives the black surface and does not crash the game:<br />
 ]]></content:encoded>
			<category domain="https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation">CtP2 Creation</category>
			<dc:creator>BureauBert</dc:creator>
			<guid isPermaLink="true">https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9491392-trouble-with-images</guid>
		</item>
		<item>
			<title>City Surroundings Explained</title>
			<link>https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9490829-city-surroundings-explained</link>
			<pubDate>Wed, 12 Aug 2026 12:58:17 GMT</pubDate>
			<description><![CDATA[Another thing I always found hard to understand (squared radius?!) and hard to keep in mind when modding DB-files used to be &quot;city surroundings data&quot;. To overcome this annoyance I created a small image as a memory card: 
 
 
 
The image shows the city radii as the city grows. The numbers indicate the following: 
 
 first number: the INT-radius 
 second number (T): number of tiles the radius comprises 
 third number (SQ): the SQUARED radius. You shalt count diagonally from the center tile to the...]]></description>
			<content:encoded><![CDATA[Another thing I always found hard to understand (squared radius?!) and hard to keep in mind when modding DB-files used to be &quot;city surroundings data&quot;. To overcome this annoyance I created a small image as a memory card:<br />
<br />
<a href="filedata/fetch?id=9490830&amp;d=1786537794" class="bbcode-attachment"  ><img title="CitySurroundings" data-attachmentid="9490830" data-align="none" data-size="medium" border="0" src="filedata/fetch?id=9490830&amp;d=1786537794&amp;type=medium" alt="Click image for larger version

Name:	CitySurroundings.png
Views:	44
Size:	15.0 KB
ID:	9490830" data-fullsize-url="filedata/fetch?id=9490830&amp;d=1786537794" data-thumb-url="filedata/fetch?id=9490830&amp;d=1786537794&amp;type=thumb" data-title="Click on the image to see the original version" data-caption="CitySurroundings" class="bbcode-attachment thumbnail js-lightbox bbcode-attachment--lightbox" /></a><br />
<br />
The image shows the city radii as the city grows. The numbers indicate the following:<ul><li>first number: the INT-radius</li>
<li>second number (T): number of tiles the radius comprises</li>
<li>third number (SQ): the SQUARED radius. You shalt count diagonally from the center tile to the edge tile of the respective radius, which from int-radius 2 onwards already belongs to the next radius (to no mans land for the last radius), then you shalt multiply this number by 4 (not by 3, except you proceed to the 4 -- 5 is right out).</li>
</ul>In the hopes this might be helpful for someone -- cheers Bert]]></content:encoded>
			<category domain="https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation">CtP2 Creation</category>
			<dc:creator>BureauBert</dc:creator>
			<guid isPermaLink="true">https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9490829-city-surroundings-explained</guid>
		</item>
		<item>
			<title>Adding Sound Effects to the game</title>
			<link>https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9490795-adding-sound-effects-to-the-game</link>
			<pubDate>Tue, 11 Aug 2026 14:56:40 GMT</pubDate>
			<description><![CDATA[In the background I am heavily working on MoT-Mod 2.0. I revised almost each and every file, did a lot of cleanup etc. and my latest playtests are promising. I even got rid of all SLIC-errors with DebugSlic on (except for one that apparently has to do with players not yet having founded a city and hence not yet being alive [at least for some part of the exe], which all IsPlayerAlive-checks don't eliminate). 
 
However ... I have achieved a nice success regarding SOUNDS: I thought it would add...]]></description>
			<content:encoded><![CDATA[In the background I am heavily working on MoT-Mod 2.0. I revised almost each and every file, did a lot of cleanup etc. and my latest playtests are promising. I even got rid of all SLIC-errors with DebugSlic on (except for one that apparently has to do with players not yet having founded a city and hence not yet being alive [at least for some part of the exe], which all IsPlayerAlive-checks don't eliminate).<br />
<br />
However ... I have achieved a nice success regarding SOUNDS: I thought it would add to the atmosphere of the game to replace the odd &quot;building complete&quot;-audio message by sounds/sound effects that match the character of the building (e.g. flowing water for the aqueduct, some religious atmosphere for the shrine, etc.). Now there is only one explicit sound-function in SLIC, and that's PlaySound.<br />
<br />
The disadvantage of PlaySound is, that the sound gets played unconditionally for all players and regardless if the city is visible. I wanted the &quot;building complete&quot;-sound to be played only for the city owner (who naturally can see it), but not for other players (even if they *can* see the city). After quite a while of pondering I came to this solution:<br />
<br />
<!-- BEGIN TEMPLATE: bbcode_code -->

<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	
	<pre class="bbcode_code" style="max-height:calc(30 *  + 12px + 20px);">HandleEvent(CreateBuilding) 'BuildingSound' post {
location_t sfxLoc;
int_t sfxBldg;
int_t sfxPlayer;
int_t sfxCurrPlayer;

sfxLoc = city&#91;0&#93;.location;
sfxBldg = value&#91;0&#93;.value;
sfxPlayer = city&#91;0&#93;.owner;
sfxCurrPlayer = g.player;

if(sfxPlayer == sfxCurrPlayer) {
if(sfxBldg == BuildingDB(IMPROVE_SHRINE)) {
AddEffect(sfxLoc, &quot;SPECEFFECT_BLANC&quot;, &quot;SOUND_SHRINE&quot;);
}
... and so on for all buildings ...</pre>
</div>
<!-- END TEMPLATE: bbcode_code -->One tricky part of adding an effect just to play a sound is the effect sprite. In the first place I used &quot;SPECEFFECT_NONE&quot; which already exists in speceffectid.txt with sprite number -1. This does not work, obviously because the invalid sprite number causes the exe to omit the entire effect. So I had to create an effect sprite which consists of nothing else but transparency, gave it the number 98 and named it SPECEFFECT_BLANC. And hooray: this works just fine.<br />
<br />
I attach &quot;GX98.SPR&quot; (the blanc effect sprite) for those who want to experiment with this method themselves.]]></content:encoded>
			<category domain="https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation">CtP2 Creation</category>
			<dc:creator>BureauBert</dc:creator>
			<guid isPermaLink="true">https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9490795-adding-sound-effects-to-the-game</guid>
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