As I said, GL entries are what I'm now working on. My plans are rather ambitious, so I don't know how long it will take. Might be a day or a week.
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child of Thor J Bytheway is working on a advance CTP2 textfile editor, not on a slic file editor, this one would be a little bit more complicated but I think not impossible as the game develope team considered to do it on their own. Therefore you have still to learn slic (or ask someone) if you want to do more than just modding the text files. By the way the CTP2 icon for the CTP2 editor would be much cooler (like ModSwapper) than just this a standart icon. Maybe an additional textfile editor/viewer would be to much but would it be possible to view the code of a currently selected advance/good/unit/citystyle......
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Martin Gühmann
child of Thor J Bytheway is working on a advance CTP2 textfile editor, not on a slic file editor, this one would be a little bit more complicated but I think not impossible as the game develope team considered to do it on their own.
Code:CRA_MILITIA_TYPE[0] = UnitDB(UNIT_SPEARMAN_MILITIA); CRA_MILITIA_TYPE[1] = UnitDB(UNIT_HOPLITE_MILITIA); CRA_MILITIA_TYPE[2] = UnitDB(UNIT_LEGION_MILITIA); CRA_MILITIA_TYPE[3] = UnitDB(UNIT_MAN_AT_ARMS_MILITIA); CRA_MILITIA_TYPE[4] = UnitDB(UNIT_INFANTRYMAN_MILITIA); CRA_MILITIA_TYPE[5] = UnitDB(UNIT_MACHINE_GUNNER_MILITIA); CRA_MILITIA_TYPE[6] = UnitDB(UNIT_HOVER_INFANTRY_MILITIA);
By the way the CTP2 icon for the CTP2 editor would be much cooler (like ModSwapper) than just this a standart icon.
Any preference as to the icons on the various subwindows? I don't want to use the CTP icon for all of them...
Maybe an additional textfile editor/viewer would be to much but would it be possible to view the code of a currently selected advance/good/unit/citystyle....... It's certainly much much easier than the GUI I've made so far). It would be possible to view the code of the currently selected entry, but if you wanted this visible all the time and constantly updated it would slow things down since the relevant data is stored in an object tree, so it would have to keep regenerating the text. I don't think it's necessary since the interface is very WYSIWYG but if you still want it after you've tried using the editor then I'll try to oblige you.
Anyway, enough talking - time to get back to coding for those annoying GL entry things...
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Originally posted by J Bytheway
I don't think it's necessary since the interface is very WYSIWYG but if you still want it after you've tried using the editor then I'll try to oblige you.Therefore I think the user should have the possiblity to switch on the text viewer and also the options constantly update and update by button request.
For the icons of the subwindows I first would have a look on the program and than I could get some ideas. For example for a window dealing with cities we should use an example city style and if we use one than a fan created one, because this is closer to modding. Of course we could also use shrink down GL images of the various concepts for wonders, cities, units... but that wouldn't be closer to the original game and not so close to modding.
-MartinCiv2 military advisor: "No complaints, Sir!"
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And I'm sure that as SLICers get more ambitious and the code gets more complex these kinds of things might get much longer. But that wasn't a priority - it's not that hard to do with copy-and-paste (but you are more likely to make a mistake).Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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Originally posted by Martin Gühmann
it doesn't matter if I still write my suggestions down.
And then it's on to some serious alpha-testing (the dull end of programming...).
For the icons of the subwindows I first would have a look on the program and than I could get some ideas. For example for a window dealing with cities we should use an example city style and if we use one than a fan created one, because this is closer to modding. Of course we could also use shrink down GL images of the various concepts for wonders, cities, units... but that wouldn't be closer to the original game and not so close to modding.
Originally posted by Immortal Wombat
I was thinking of this at about midnight last night while I debugged a big chunk of copied-and-pasted code...
Also, can anyone help me with this:
I was glancing through the units.txt fields and noticed SpaceLaunch - clearly this is obsolete. Are there any others that are obsolete? It would really help to decrease crowding in my interface... I can post the full list of fields if it would help. It's just that I haven't really done enough CTP2 modding to get the hang of all these little facts.
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Actual the order space lunch is still part of the orders.txt and the space plane can go into space it just works a little bit different than in CTP1. Actual there are more fields that aren't used in the units.txt and maybe work, therefore I would include them all espeacily the wonder fields like ReduceWorldPollution/ReduceWorldPollutionValue or
AllCitizensContent, note if you have a field and a field with value in its name than it is actual only one entry with a value.
I already copied with a texteditor all the possible flags from the ctp2.exe, unfortunatly I never finished this flag list this version contains more entries than the version that was at least on Hex's homepage, also slic and some UI elements.
-MartinAttached FilesCiv2 military advisor: "No complaints, Sir!"
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Thanks, this makes for interesting reading. I was trying to decrease the number of fields, not increase them, but never mind...
The thing that interests me most is the VisionClass field for units - there's Standard, Underwater and Stealth and then some UnusedBitx - is it possible to make use of these unused bits? In CTP1 you could use 9 visibility classes, and three just isn't enough! Maybe I'll try putting UnusedBit3 in some unit and see what happens...
I am correct in thinking that the Description field does nothing, right? But it has to point to a valid entry of junk_str.txt
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Originally posted by J Bytheway
The thing that interests me most is the VisionClass field for units - there's Standard, Underwater and Stealth and then some UnusedBitx - is it possible to make use of these unused bits? In CTP1 you could use 9 visibility classes, and three just isn't enough! Maybe I'll try putting UnusedBit3 in some unit and see what happens...
Originally posted by J Bytheway
I am correct in thinking that the Description field does nothing, right? But it has to point to a valid entry of junk_str.txt
-MartinCiv2 military advisor: "No complaints, Sir!"
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Great! from a power who's not, thankyou and i can't wait to try it out'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
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OK, I think it's finished now. To any of the powers that be who are listening: can I put this up on the ctpmodmakers site?Of course you can put it up there, it's a public site, anyone can put anything (CtP1/2-related) up there. But if it's final, you may also want to submit it for the Apolyton Database (see the topped thread in this forum)
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