Announcement

Collapse
No announcement yet.

Mongols for ToT

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Re: Re: Mongols for ToT

    Originally posted by Palaiologos
    Btw shouldn't you be working on finding ways to pay that debt of yours? With the frenchies winning yesterday you now owe me 3.000.010 Euros.
    Double or quits on the final - my money's on the Italians
    http://sleague.apolyton.net/index.ph...ory:Civ2_Units

    Comment


    • #17
      It's weird!

      I have both the dummy 'spr' files unzipped and the problem persists...!

      This is a job for Catfish!
      http://sleague.apolyton.net/index.php?title=Home
      http://totalfear.blogspot.com/

      Comment


      • #18
        "Whoever thinks freely, thinks well"
        -Rigas Velestinlis (Ferraios)
        "...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
        "I have a cunning plan..." (Baldric)

        Comment


        • #19
          Originally posted by curtsibling
          Oddly, I am not getting the proper Great Wall units in my game...They are invisible.

          Anyone else getting this?

          IIRC, this has to do with the height of these units and the zoom. You guys are lucky you haven't gotten a RTFM from Merc. If you create sprites that are set at one notch lower than the max in Merc's utility, you can see the tall (i.e. invisible health bar units) at ctrl-z. Otherwise you'll need to set it at shift z. It's in his readme. After I shoot some lego baddies with my kid, I'll look it up and rephrase this in a more coherent manner.

          @Curt: you can check this for me. If you change the zoom to shift-Z, do you see the GW?
          El Aurens v2 Beta!

          Comment


          • #20
            Re: Re: Mongols for ToT

            Originally posted by Palaiologos

            Btw shouldn't you be working on finding ways to pay that debt of yours? With the frenchies winning yesterday you now owe me 3.000.010 Euros. And before you ask i am not accepting your ex as payment this time. No way i am falling for that again.
            Once burned, twice shy, eh Palaiologos?
            Tecumseh's Village, Home of Fine Civilization Scenarios

            www.tecumseh.150m.com

            Comment


            • #21
              Originally posted by Boco


              IIRC, this has to do with the height of these units and the zoom. You guys are lucky you haven't gotten a RTFM from Merc. If you create sprites that are set at one notch lower than the max in Merc's utility, you can see the tall (i.e. invisible health bar units) at ctrl-z. Otherwise you'll need to set it at shift z. It's in his readme. After I shoot some lego baddies with my kid, I'll look it up and rephrase this in a more coherent manner.

              @Curt: you can check this for me. If you change the zoom to shift-Z, do you see the GW?
              Ah you're right - I always play on shift-z so I didn't notice. Are you saying that Mercator's SpriteGen doesn't work properly then?

              Is there a solution Boco, or do I have to revert to health-bars on mountains and the Great Wall?

              Edit: Answered my own question I think. SpriteGen defaults to a unit height of 768. Seems you have to choose 512 to get the desired effect.

              Edit #2 No hang on, that gives me a strange ghost unit at the top of the map. Sh1t, I really don't know what I'm doing with this Can anyone help me out? Have you killed all those lego baddies yest Boco?
              Last edited by fairline; July 7, 2006, 04:31.
              http://sleague.apolyton.net/index.ph...ory:Civ2_Units

              Comment


              • #22
                Is there a chance to download the original FW one somewhere?

                Comment


                • #23
                  Check the Spanish Civ2 site: http://spanish.apolyton.net/

                  Also, I also get the ghos units at top, but it's not like they're in the way or disctracting.. At least I can see the Great Wall.
                  "Peace cannot be kept by force.
                  It can only be achieved by understanding"

                  Comment


                  • #24
                    It is true, shift-Z does show the walls properly...Result!

                    Sadly, I always play at maximum zoom, so I can drool at the lovely units!

                    I wonder if anyone can make the sprite-edits work at max-zoom?

                    http://sleague.apolyton.net/index.php?title=Home
                    http://totalfear.blogspot.com/

                    Comment


                    • #25
                      Originally posted by fairline

                      Ah you're right - I always play on shift-z so I didn't notice. Are you saying that Mercator's SpriteGen doesn't work properly then?
                      Well, technically SpriteGen works perfectly as advertised. Civ2 just has this problem with it.

                      Is there a solution Boco, or do I have to revert to health-bars on mountains and the Great Wall?
                      No workaround that I know. Perhaps you could have 2 static.spr files? One for the ctrlz players and another for the shiftz ones. If you opt for that, I could write a bat file.

                      Edit: Answered my own question I think. SpriteGen defaults to a unit height of 768. Seems you have to choose 512 to get the desired effect.
                      You got it.

                      Edit #2 No hang on, that gives me a strange ghost unit at the top of the map. Sh1t, I really don't know what I'm doing with this
                      The ghosts are normal, since the map is over 512 pixels tall. You're doing exactly what can be done with SpriteGen. Oops, I take back the incurable statement, but you won't like the cure. Change your screen res to 800x600 and use 512. That should get rid of the vast majority, if not all, of the ghosts.

                      Can anyone help me out? Have you killed all those lego baddies yest Boco?
                      The Lego universe is infested with a never-ending supply of baddies. Besides my kid is not above fragging, and then we chase each other in cycles of revenge.
                      El Aurens v2 Beta!

                      Comment


                      • #26
                        This morning, I created a sounds pack for this scenario.

                        Anyone interested in using it?

                        http://sleague.apolyton.net/index.php?title=Home
                        http://totalfear.blogspot.com/

                        Comment


                        • #27
                          I for one would be !!

                          Comment


                          • #28
                            Who wouldn't

                            Comment


                            • #29
                              It's gorgeous. May I add it to the conversions collection on my site?
                              Tecumseh's Village, Home of Fine Civilization Scenarios

                              www.tecumseh.150m.com

                              Comment


                              • #30
                                Boco is correct on everything. (Including the RTFM )

                                The taller you make units, the more sure you can be you won't get the "ghost units", even on higher screen resolutions, but the more zoom levels will be affected and see the units disappear altogether.
                                Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

                                Comment

                                Working...
                                X