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Thema: [RWL] Grafiken und GameFonts

  1. #121
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Here my variant for Salt, Coal and Imported Luxury Goods (draft version).
    I love them.
    They are great.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Please, note the difference in icons between Salt (Coal) as yield/bonus resource and Salt/Coal as goods. We should see Salt and Coal as goods on the City/Europe screens.


    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Concerning Imported Luxury Goods.

    ATM I have no exact information about luxury goods imported in New World from Europe.

    Traditionally tools, arms, food, horses and home animals imported in colonies from Europe in XV-XVI centuries. However, all these goods are already present in the game, moreover these goods are usual products, not luxury ones. Thus, the question is open....

    Any proposals from the community would be greatly appreciated.
    The button and icon are great !
    (Just leave them as they are.)

    Only wondering what icon could be used in Gamefonts ?
    (Maybe just color the one from "Trading Goods" a little different ?)
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  2. #122
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    Hi Ray!

    I guess these Gamefonts are required some corrections after your last changes where you added additional YIELDS_ in your mod.

    ASAIR you added:

    - HEMP
    - ROPE
    - COLORED_CLOTH (?)
    - COAL
    - SALT
    - IMPORTED_LUXURY_GOODS

    I have a question:
    Where exactly all new added YIELDS_ should be added? As a base I will use your last Gamefonts from this message.

    Krankheiten und Verletzungen (Heilkräuter und Medizin)
    Very good and historically correct idea!

    I also have a plan to add "HEALTH" parameter in the game especially taking into account the history of XV-XVIII centuries with some very serious "Krankheiten" (like "black death", etc).

    However, if you add "Krankheiten und Verletzungen" you probably will need also some "Heilkräuter und Medizin", too, with a new YIELD_MEDICIN with a new icon in Gamefonts. As a draft version you can take an icon from "1492: GC. Resource Pack".

    I made a number of tests and found at least couple solutions of problems with gamefonts. Now everything is working perfectly, no problems with ICON_BULLET or wrong text style on the screen. I also found that these problems appear then a number of yields more 50. Your mod has less than 50 yields and thus you a in a "save zone".

  3. #123
    Col-Modder Avatar von raystuttgart
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    I have added some new Yield-Icons myself to the Gamefonts.
    (I am very slow but I can do it. )

    Currently I need no new Yield-Icons in them.
    (The features I have mentioned will be implemented at a much later point. Problably Release 2.)

    I have also added some Icons for Special-Buildings.
    (Currently also need no changes there.)

    However I will post my current version of the Gamefonts tonight.
    I would really appreciate if you could then check for the other problems you mentioned.

    And also the Bonus-Icons are still the (wrong) ones from Civ4.
    Geändert von raystuttgart (23. Februar 2011 um 15:00 Uhr)
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  4. #124
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    I have added some new yields myself to the Gamefonts.
    (I am very slow but I can do it. )

    However I will send you my current version of the Gamefonts tonight.
    I would really appreciate if you could then check for the other problems you mentioned.
    OK, I will wait and check.

    The problems (ICON_BULLET, wrong text style) appear only if you have more 50 yields on the top line of icons. Here you have to make rather seriously changes of Gamefonts. I have now more 50 yields in my mod and I found how to solve these problems. ATM I have no errors on screens or in CivPedia.

    The second line of icons is required for special buildings. Therefore I cannot use this line for my yields_icons. <FontButtonIndex> in the CIV4SpecialBuildingInfos.xml can be changed if you see a wrong symbol in Production section of Advisor-screen.

  5. #125
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    OK, I will wait and check.
    Thanks.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    The problems (ICON_BULLET, wrong text style) appear only if you have more 50 yields on the top line of icons. Here you have to make rather seriously changes of Gamefonts. I have now more 50 yields in my mod and I found how to solve these problems. ATM I have no errors on screens or in CivPedia.
    Good to hear.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    The second line of icons is required for special buildings. Therefore I cannot use this line for my yields_icons. <FontButtonIndex> in the CIV4SpecialBuildingInfos.xml can be changed if you see a wrong symbol in Production section of Advisor-screen.
    I know now how this works, don't worry.
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  6. #126
    Col-Modder Avatar von raystuttgart
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    @KJ:

    By the way, could you post your current Gamefonts here ?
    I am very interested to see which Yields and Specialbuildings you are planning.
    (And maybe I might find a nice icon which I could use too. )
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  7. #127
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    @KJ:

    By the way, could you post your current Gamefonts here ?
    I am very interested to see which Yields and Specialbuildings you are planning.
    (And maybe I might find a nice icon which I could use too. )
    Sure, here the current version of my gamefonts. However, I must update a number of yields (coal, saltpeter, furs, ivory, incense, rope) and to finish at least with bonuses.

    Specialbuildings
    Up to now I did not changed SpecialBuildings at all.

    Please, do not be surprise about rather strange "one line shift of some icons UP". This is one of graphical solutions of problems I mentioned above. There is a second graphical solution, but here I can have 75 bonuses instead of 50 in the second variant.
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  8. #128
    Col-Modder Avatar von raystuttgart
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    Hi KJ,

    here is the current version of my Gamefonts.
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    Davor Teammitgleid dieses Projekt für Colonization:
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  9. #129
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Hi KJ,

    here is the current version of my Gamefonts.
    OK, I downloaded them.

    However, I see only

    - HEMP
    - ROPE
    - COLORED_CLOTH (rose in color)

    but where
    - COAL
    - SALT
    - IMPORTED_LUXURY_GOODS?

    Can I add them and if "yes" where?

    Additional question concerning Specialbuildings.
    Are you sure that new icons could be AFTER traditional "BELL_CROSS_etc." section? I never tested such variant.
    Geändert von KJ_Jansson (23. Februar 2011 um 19:14 Uhr)

  10. #130
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    - COAL
    - SALT
    - IMPORTED_LUXURY_GOODS
    I am not going to implement the features needing Coal and Luxury Goods for the 1. Release.
    That is why I haven't added those now.

    I haven't added Salt because of two reasons:

    1. I am still missing graphics for the specialist. (Will be searching on the weekend.)
    2. I remember that there were Problems with the graphics for the Bonus Salt from TAC which I would be using. (Will also check at the weekend.)

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Additional question concerning Specialbuildings.
    Are you sure that new icons could be AFTER traditional "BELL_CROSS_etc." section? I never tested such variant.
    No, I haven't tested yet, will also check on the weekend.
    (But technicaly there should be no problem, if you pay attention to the marker pixel.)
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  11. #131
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    How about such Salt miner?

    Bild

    All credits to Kailric. I just repainted a little bit his coalminer.

    I remember that there were Problems with the graphics for the Bonus Salt from TAC which I would be using. (Will also check at the weekend.)
    What type of problems? In couple words, please.
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  12. #132
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    How about such Salt miner?
    Yes maybe if I do not find something else during my search at the weekend.

    However I do not like to have units that look too much the same.
    (That is why I was so happy that melcher created some for me.)

    I only use Unit-Graphics looking the same or very similar if I do not find ohters I like.
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  13. #133
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    I see.

    I very recommend you to test in your mod or in a special separate mod EACH new unit you add in your mod. EACH ONE!!! This prevents any crashes during the game when one of your civilization creates a new unit with a wrong or defected graphics.

    Unfortunately, only few nice-looking units from CivIV could be used in CivIVColonization without problems. I don't know why. Probably, Melcher could explain the reasons.
    Geändert von KJ_Jansson (23. Februar 2011 um 20:51 Uhr)

  14. #134
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    I very recommend you to test in your mod or in a special separate mod EACH new unit you add in your mod. EACH ONE!!! This prevents any crashes during the game when one of your civilization creates a new unit with a wrong or defected graphics.
    Thanks for the hint.
    However I know about that problem.

    We have experienced problems like that in TAC.
    (In TAC ususally totally new units were made for new features.)
    As far as I know it is usually a problem with the NIF.

    Bad thing is:
    These errors do not occur every time.
    You could have tested 10 or 20 times and nothing happens.
    Then somebody reports CTD when doing something very specific ...

    By the way, these problems do not only occur with units but also with other graphics having NIF. (Buildings, Bonusses, ...)

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Unfortunately, only few nice-looking units from CivIV could be used in CivIVColonization without problems. I don't know why. Probably, Melcher could explain the reasons.
    Yes, melcher or Fankman could probably explain a lot better.

    The only thing I can do:

    I am using the graphics I like.
    If somebody reports a problem, then I try to find out what could cause it.
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  15. #135
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    I checked your gamefonts and found no visible errors. Thus, they could be used to add all required bonuses. The list you already sent me about couple weeks ago. I plan to finish after about 2-3 days.

    Zitat Zitat von raystuttgart Beitrag anzeigen
    We have experienced problems like that in TAC.
    (IN TAC ususally totally new units were made for new features.)
    As far as I know it is usually a problem with the NIF.

    Bad thing is:
    These errors do not occur every time.
    You could have tested 10 or 20 times and nothing happens.
    Then somebody reports CTD when doing something very specific ...

    By the way, these problems do not only occur with units but also with other graphics having NIF. (Buildings, Bonusses, ...)
    Yes, you are right! Exactly the problems with one of nif resource was the reason of CTD in the middle of the game in my last mod.

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