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Messages - Gigantus

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16
Rome - Total Realism / Re: Bug report thread
« on: October 16, 2016, 12:57:03 PM »
This is getting ridiculous - I restored the battlefields folder and it's settlement name folder and the custom battle started to load. Only to crash with a missing texture message.



I have a suspicion that it's not the file in the folder but the presence of the folder as such that causes the return to the previous menu. I will test this by adding a dummy file to the folder.


Edit: I give up - the dummy doesn't work. It has to be the descr_strat file. Which does not make any sense at all. Unless all the custom battles are somehow linked to that folder.
I am going to restore the folder and the files.

Edit2: as sure as rain SEGA had to pull a really genius stroke here. It obviously means that there is no direct connection between the battles and the battlefield folder other then some sloppy coding. And here I am still wondering why I am usually not modding RTW. Thankfully they fixed that in M2TW.

17
Rome - Total Realism / Re: Calibrating seasons for 6 tpy
« on: October 16, 2016, 05:18:53 AM »
I am afraid my scripting is based on m2tw. This is a really basic script command and I had expected it to be present in RTW as well.

If the event_counter condition doesn't work then the 'regular' counter will, notice the additional declaration of the counter and the altered SeasonCount lines:

Code: [Select]
declare_counter SeasonCount

console_command date -270
console_command season summer
advance_advice_thread Turn_0_Year_270_BC_Season_1_Thread
set_counter SeasonCount 1    ; <--- the counter for reference in trigger
while I_TurnNumber = 0
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season summer
advance_advice_thread Turn_1_Year_270_BC_Season_2_Thread
set_counter SeasonCount 2
while I_TurnNumber = 1
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season summer
advance_advice_thread Turn_2_Year_270_BC_Season_3_Thread
set_counter SeasonCount 3
while I_TurnNumber = 2
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season summer
advance_advice_thread Turn_3_Year_270_BC_Season_4_Thread
set_counter SeasonCount 4
while I_TurnNumber = 3
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season winter
advance_advice_thread Turn_4_Year_270_BC_Season_5_Thread
set_counter SeasonCount 5
while I_TurnNumber = 4
    suspend_unscripted_advice true
end_while

console_command date -270
console_command season winter
advance_advice_thread Turn_5_Year_270_BC_Season_6_Thread
set_counter SeasonCount 6
while I_TurnNumber = 5
    suspend_unscripted_advice true
end_while

console_command date -269
console_command season winter
advance_advice_thread Turn_6_Year_269_BC_Season_1_Thread
set_counter SeasonCount 1
while I_TurnNumber = 6
    suspend_unscripted_advice true
end_while

The trigger will then change slightly as well, again check the SeasonCount line:

Code: [Select]
Trigger summer_calibration_turn_1
  WhenToTest CharacterTurnStart

    Condition I_CompareCounter SeasonCount = 1
          and Trait Season < 2

  Affects Season  1  Chance  100
Big note: I found the docudemons for BI, they contain the scripting events, commands and conditions as well as console commands. As ALX got released after BI I am assuming that they will work for us.

18
Rome - Total Realism / Re: Bug report thread
« on: October 16, 2016, 03:36:09 AM »
It appears there is indeed a maps\campaign\battlefield folder which necessitates the presence of a like wise named settlement name file. That folder only contains a descr_strat file and in my eyes is a leftover from previous modding attempts. This folder is inaccessible during game play: the 'Prologue' option leads nowhere as the required folder (sons_of_mars?) doesn't exists. Likewise a 'custom campaign' (provincial campaign) option is not available either - making the battlefield folder and it's connected settlement name file obsolete.
The maps\campaign\imperial_campaign folder doesn't exist at all - making the likewise named settlement name file redundant.

Incomplete removal of redundant\replaced files and folders will lead to a mess like this where no-one knows how stuff actually ties together or why it is present in the first place. 'Good housekeeping' is essential for team work like this.

The "campaign_map_reset" batch file works as intended: deleting the current map.rwm file (and two other, non existing ones) to force the game to generate a new map after changes were done in the maps\base folder. There is no need to have the map.rwm file versioned, same as the logs and entries in the preferences folder.

Renaming Rome {Town101T} to Tokyo in the alexander settlement name file and deleting map.rwm resulted in the anticipated change in settlement name and the generating of a new map.rwm file without any error messages.
Running the launcher apps resulted in these modified files as expected:
  • launcher.log
  • launcher.user.cfg
  • rome.log
It would seem that entries in .gitignore are unreliable\outdated - map.rwm is listed twice and yet gets flagged every time it's changed

My recommendations:
  • delete the campaign\battlefield folder and it's connected settlement name file
  • delete the obsolete imperial settlement name file
  • unversion the map.rwm file
  • unversion the above launcher files

19
Rome - Total Realism / Re: Bug report thread
« on: October 16, 2016, 02:48:27 AM »
Quote
I get this error sometimes when I start a custom battle: edit: I'm getting it every time
My bad - I messed around with the text string files, somehow the other two 'settlement name' files are linked although they shouldn't be. I suspect it's by way of outdated look up files.
Ahowl re-instated the files and it should work again.

I can't read the region name in the screenshot properly, what does it say? Area104A? If so then it doesn't make sense because it's present in the alexandria settlement name file (Umbria). It is however also present in the Battlefield settlement name file which I deleted together with the imperial name file (where it isn't present). I am going to run some tests which is the actually used name file - having three of them doesn't exactly help.

Quote
Found another bug: the auto-management option in the campaign menu does exactly the opposite:
Change the text to the original 'Manage all Settlements'


20
Rome - Total Realism / Re: Design, concept
« on: October 13, 2016, 04:02:27 AM »
Do the 'Faction Defeated' movies actually work - because they don't in M2TW.

Apparently the 'switch' entry in descr_event_images doesn't work for the faction_defeated event.

21
Rome - Total Realism / Re: Removing the annoying default intros
« on: October 12, 2016, 05:10:21 PM »
Done

22
Rome - Total Realism / Removing the annoying default intros
« on: October 12, 2016, 06:16:48 AM »
Just found a tutorial that removes the annoying first two movies (logo and intro) without impacting on other video stuff.

Any objections if I add this to GIT?

The effect can be reverse\restricted by simply commenting out the lines.

23
Here is the rest of the pics - simply use the 'insert image' button and copy the code. Don't want to create another wall of pics.
The code is in the sequence as the pics appear at TWC - codes start with the second pic.

Code: [Select]
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/103-Achaischer%20Bund.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/117-Hellenistische%20Reiche.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/119-Staumldtegruumlndungen%20u.%20Bildungsstaumltten.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/121-Aumlgypten%20bis%20zum%201.%20Jh.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/125-Pergamenisches%20Koumlnigreich.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/127-Bosporanisches%20Reich.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/133-Koumlnigreiche%20Indo-Baktriens.jpg
http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/135-Handelswege%20Hellenismus.jpg


24
Rome - Total Realism / Re: Sprites
« on: October 11, 2016, 06:32:52 AM »
I have written a tutorial for M2 (download includes tools) for sprite creation. Will that be of any help for RTW? The conversion of the generated sprite files used to be a big bother in M2.

25
Rome - Total Realism / Re: 1:4 scale units (on huge unit size)
« on: October 11, 2016, 06:30:13 AM »
Quote
Most modern PC's can handle that easily (mine can handle 18000 with vanilla, 12000-15000 with most mods)

It's a matter of individual CPU core speed.

26
Rome - Total Realism / Re: RTR on M2TWK
« on: October 11, 2016, 06:09:36 AM »
From a work flow point of view I would suggest to finish the RTW project. The only feasible work at this moment would be the porting of battle models (finalized units and buildings) which can be tested in a standard mod with ease.

Ahowl and me are still testing but it appears that we have been able to integrate the M2 set up into GIT. I have to tinker a bit with the mod's CFG file and provide one or two more alternate symlink BAT files for the M2 set up but otherwise we are good to go.

Note: the symlink file for M2 can be easily adapted to the standard M2TW installations (steam and disk) as well as custom installations. Neither my disk nor my steam installation use default paths so it would be great if someone could provide the exact paths. Simply right click a short cut that leads to a M2 mod, click 'properties' and then choose 'open file location'. Copy the path displayed at the top of your explorer window here.

All other aspects of the mod can be transferred with little (well, that's relative) or no extra editing for which only the final files are suitable (to avoid duplication of work).

PS: AntiTraits don't work properly in M2TW, they will require some 'merging' - likely the bulk of coding work.

27
Being an admin at TWC has it's perks: underneath the image. The pic is pretty large (2329*3417 pixels) and it's display here automatically resized. To view more intricate details simply save it to your desktop (right click\save image as - choose desktop as destination)


28
Thanks for all the responses

29
The Thermopolium - Communication & Chat / Re: Gig's stuff
« on: October 10, 2016, 04:59:52 AM »
Would it be sensible for me to write another mini-tutorial guide thing for the welcome hall that covers this?

Makes sense - add a mention of the 'show new replies to your posts' function as well to help keep track of general subscriptions (which requires to enable subscriptions in the first place - if not set by default). Unfortunately the contrast in the RTR forum makes it difficult to notice. Maybe the blue font can be changed to orange? Ditto with the 'Town Crier' font on the right.


30
Missed the 'new replies' link - that will do just fine, thanks.

More bugging - the 'Karma' is linked to [applaud] and [smite] I presume? A 'reputation' or 'like' feature?

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