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  • Guess what I'm playing?

    Come on, guess......


    Yes, the beta is finally up and running, well sort of.
    I am using Paul's modswapper program, and I am having some difficulty with the terrain features. Certain terrain features are screwed up, and I don't know why. Most, but not all, of the deep water type has a ring of colors around it, like you get when you mis-match terrains, like putting deep water next to land. Also, sometimes shallow water shows up using the hills graphics. The worldmap colors are also screwed up.
    I have not even altered any of the map files, and the game should be using the same ones it does for the regular game. And no, this problem does not show up when I switch back to the standard files.

    Any ideas here?

    Also, I have discovered that the newsprite.txt is not loaded when using modswapper. I will contact Paul and see if he can do something about this.

  • #2

    TORMENT ME NO LONGER!

    Aghh, I can't stand it.

    Urgently waiting your mod, Wes. I can wait for cities to become evolving problems, not the army-factories they are now.



    ------------------
    Bluevoss-
    Bluevoss-

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    • #3
      Wes, see you have the bata on your web site, will we need to doneload parts 1-3 or only the text when you get it up?
      He who believes and is baptized will be saved: But he who does not believe will be condemned. Mark 16:16

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      • #4
        Everyone will have to download all four components, due to the new sprite system and some other things. Once Morgoth gets some new units made, people will need to get a graphics update for subsequent betas and/or the public release. The sprites necessary for the beta are already posted, if you want to go ahead and get them. I have the pics up too, but they are missing a couple of advances, so you may want to hold off on getting them just yet.

        I have run into some more problems with the beta, due to the new file naming system and the modswapper. I have been working with Paul on the problem, but I need to get help from Wouter as well, and he is not online tonight.
        I have the modswapper up on my site, but I will take it down, since Paul is going to have to make another version of it. When it finally is working correctly, everyone will have to use it as well. Once the problems are worked out, I think everyone will want to use it for their mods, so it's not like it is just for the Med mod.

        So, just be patient, and hopefully the beta will be up and running in the next couple of days.

        Comment


        • #5
          Wes, question...

          When we play your mod, do we HAVE to use the new units, or can we play with the original units?



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          Bluevoss-
          Bluevoss-

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          • #6
            I think I have the problems solved now. Some were with the Med Mod and some were with the Modswapper. I made a new version of the Modswapper which I am now testing. I will also send it to Wes, so that he can also test it. When we have tested it and eveything works Wes can put the new version on his site.

            Comment


            • #7
              Blue, you could take the units out without a whole lot of trouble if you wanted to, but it would take the heart out of the mod.

              Most everything has been worked out. There are a few problems with a couple of the slic triggers that I want fixed, and I am waiting for Harlan to get back to me on the last two pics. I should have the beta up in the next 24hrs.

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              • #8
                Wes

                I just looked over at your site and noticed Beta 1.0 has maybe been posted. I went to download the modswapper but I get the error message "file does not exist"

                Is the beta avaliable ?

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                • #9

                  Everyone, I need some help.

                  There is a syntax error in this trigger. It needs to be fixed, or else the mod will not work properly. I have done all that I know to do, and cannot find the problem.

                  // at turn 125, turn off start strategies
                  HandleEvent(BeginTurn) 'MM2_TurnOffStartStrategies' post {
                  if (g.year == 125) {
                  SetStrategicState(player[0], StrategyDB(player[0].leaderperonality));
                  }
                  }

                  If the bug cannot be found, I will have to change all kinds of things in the mod, and it will never work like it should.

                  I have been having some mis-communication with people lately, or else my email is not working properly once again. Anyway, I have not heard back from the people I emailed yesterday regarding the last pieces of the mod. I am going to wait another day and see if I can't get in touch with them somehow. I also need this trigger corrected.

                  I have taken the modswapper down, awaiting the arrival of a new version.

                  Comment


                  • #10
                    Lemme first point out that I know nothing about slic. Just guessing. But in what you displayed, is the variable "leaderperonality" correct? I thought I saw a leaderpersonality. Is it a typo?

                    This is a long, laim shot. Hope it helps.



                    ------------------
                    Bluevoss-
                    Bluevoss-

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                    • #11
                      Wes:
                      If StrategyDB is the same as DiplomacyDB (which I assume it will be), then you won't be able to use player[0].leaderperonality as a reference. I wanted to do something similar to you but found I couldn't use anything except actual diplomacy.txt references. For example, you'd need to change the line to:

                      SetStrategicState(player[0], StrategyDB(STRATEGY_DEFAULT));

                      or set a variable to the DB index and reference it that way (see the PW mod):

                      dbindex = StrategyDB(STRATEGY_DEFAULT);
                      SetStrategicState(player[0], dbindex);

                      ------------------
                      Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

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                      • #12
                        Damn, I sweared that I won't register only for forum but this was a good reason

                        > // at turn 125, turn off start strategies
                        > HandleEvent(BeginTurn) 'MM2_TurnOffStartStrategies' post {
                        > if (g.year == 125) {
                        > SetStrategicState(player[0], StrategyDB(player[0].leaderperonality));
                        > }
                        > }

                        I suppose that "leaderperonality" is not a correct word. How about "leaderpersonality" see the "s" I hope this was the reason of the error and we will now finally get the beta out

                        Jani

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                        • #13
                          I have just mailed Wes about the new version of Modswapper. As far as I can tell it should be working now.

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                          • #14
                            janilxx: You registered in vain. Bluevoss suggested the same thing two posts earlier.
                            To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

                            From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

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                            • #15
                              Leaderperonality is not the problem. The s was originally in the code, but I deleted it because I got an error message that it didn't exist. A look at the slic documentation here showed that apparently Activision made a typo when they programmed slic and never bothered to fix that.

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