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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I *think* this is how to makea transparent background. But I dont see an ldl for debugwindow.
I tried the usual suspects like controlpanel.ldl and civ3.ldl but no luck. is there somethingI'm missing? Is there a way to call this mask in an ldl? I dont see a c3window.ldl
well i couldn't figure out the mask issue. but i then went to see how icons with a pink background are transparent on on a window. this is done by using string imagebltflag "chromakey"
however, i set the background to have that flag and i created a new background tga of the same pink color of 248,0,248 at 16bit uncompressed and now the whole background is pink. theoretically it should be making the background transparent.
I'm guessing that somewhere the code is missing the chromakey for backgrounds? not sure. hell noteven sure where to look for that.
second issue tabs to list box. I really don't think this should be hard but i havent had the time to do it. i think it will involver redoing dipwizrad.cpp though since al the tab functionality is there.
having two tab groups (left and right of the parchment) has disabled the two step proposal process. something about hiding the first proposal in order to fill the second.
Once i figure out listboxes I think its possible to ake the proposals similar to editqueue.ldl/cpp which is how you do build lists for cities and then send it. But this will change diplomacy (probably for the better) meaning we have to redo how the ai accepts, rejects and proposees diplomacy.
I think the calc is easy just create a value for everything I think basing it off of 1 gold then have regard and personality as modifiers is doable, but a whole 'nother project.
next phase in the saga. ok I realized the dial thing where the year/turn counter is is round and most images are square so I figured it had to have a transparent background i found the file in the zfs its upfg01.rim(tga in the ldl) I found it in controlpanel.ldl and it had this:
Code:
ControlPanel:CTP2_STATIC_BACKGROUND {
# Location.
int xpix 0
int ypix 0
int widthpix 601
int heightpix 184
# Image layout.
int numberoflayers 1
int imagesperlayer 3
# Background
bool layeralways0 true
int xpix00 0
int ypix00 0
string image00 "upfg01.tga"
int xpix01 542
int ypix01 31
string image01 "upfg03.tga"
int xpix02 189
int ypix02 162
string image02 "upfg04.tga"
I think this does it bool layeralways0 true
I think the layer is always transparent which is 0 provided there is no 'pattern' haven't found a way around the patterns now though. ecluding the patern and making dipwizards background a static background makes it all black
the other issue might be the difference how ctp2_window and ctp_dialog_window are handled.
it crashed too. I think I found it but not sure this is the only line I need or how to find the next line needed. I'm pretty sure I put in the right functions but that could be my prob too.
Originally posted by E
I *think* this is how to makea transparent background. But I dont see an ldl for debugwindow.
I don't think that that code does anything, we don't even have a debug window in the game and I doubt that a debug window is designed to look nice. So probably it is a standart design CTP1 like looking window if you can activate it.
Well and to find out the source of the crash you should use the debug version, E. In this case you don't need to run your mod.
And by the way when you post some pieces of code next time which contains some character combinations that the forum converts into smilies you you should disable smilies in that post.
i had a crazy thought the other day. Shouldn't the trade manager be accessible through the diplomanager. The player really shouldn't be doing foreign trade without talking to the people first.
i figure maybe adding something like a trade popup (like offer gold) but only sorts on the cities that the civ you are talking with shows up. of course we'd have to link that to the negotaiation options etc.
What is happening with the diplomacy manager/proposal windows? I just realised now both windows are too tall for 800*600 resolution, and it should be at most as tall as the great library window. I didn't want to go and change it though without asking first.
And what is happening with the large flags on the proposal window? I read in a previous revision Martin added the emissary photo's back in, but now we have the large flag? I think this flag looks out of place, especially with the messagebox window border around it.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
the big window was my (pathetic) attempt at trying to conver the diplomanager to look closer to the diplomacy windows in Civ3 & 4 which are really good.
I really liked the negotiation table version above. It just needs to be less tall, and obviously remove the buttons that don't work yet.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
I fixed the height of the diplo manager and diplo proposal windows to fit on 800*600 again, and fixed up the left and right borders originally designed by E. Although I added the nipple dude on the right back in. Also redesigned the proposal window and widened it, for the beginnings of a bargaining table layout.
There is a small problem that might become annoying in future. The top (and bottom but you can't see it) of the parchments have a black horizontal line, this was because the old proposal window was so small, the parchment would touch the top and bottom edges of the window. If you don't use a diplomat/leader photo long enough, it will show the line above the parchment. This is also why I have the parchment touching the bottom panel - to hide the bottom line, as was done on the original proposal window.
Attached Files
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
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