[quote quoting="post"] GalCiv II’s UI scales but it tries to stretch horizontally which looks ridiculous. [/quote] I cooked up a few resolution-agnostic screens a couple months back, see if these help matters (title screen background was modified by Maiden666). Never had a chance to test on 5 or even 4K, but I did try to account for up to 21:9. Most functional
Spinorial
Sorry for the lull, been having a hellish week. Still am, frankly, with half of my house nigh unusable. Still, in between the chaos I actually got a hold of a 1280x1024 monitor and got to test out the screens. Most worked perfectly. I had to modify the event screen, because some tiling and alignment functions aparently don't work as expected when defined outside the bounds of the screen. There's some testing to be done there, to nail down the particulars of said behaviour, but it'
[quote who="Maiden666" reply="1591" id="3613564"]I see, on 1024*768 that screen looks quite reasonable, just that this rez is antique by nowadays standards.[/quote] All the same, I have to make sure stuff works with it, given it's supported and not all-that impractical. [quote who="Maiden666" reply="1591" id="3613564"]wouldn't be perfect, but at least, the picture wouldn't be changed in ratio so crudely. because there are a few techniques that look quite awkward es
[quote who="Maiden666" reply="1588" id="3613452"]Is it not possible to simply make that displaying window/box 100 to 50? Because I don't think that it'll look awkward at all. I mean, all those pics have been designed in exact those dimensions, so it seems to me the right way to do this. Especially since all other ways will either mean that they are either chanced in their ratio looking squeezed, or we have to cut 50% of their pixels away, which is not going to help to make them look b
[quote who="MabusAltarn" reply="1575" id="3612811"]Make a Screen 2.0 mod! Seriously, go for it, but take your time to get it right. Once you get going more and more ideas will pop into your head until it drives you to distraction. For now, focus on fixing outstanding issues with the CU. You did some amazing work finding dozens of typos and inconsistencies. All that work will see the light of day and for a basis for brand new mods based of a FULLY WORKING Galactic Civiliza
[quote who="MabusAltarn" reply="1568" id="3612657"]After post 1521 ( https://forums.galciv2.com/457944/get;3611813 ) things stop being about fixing and start altering the CU's core game play and data.[/quote] I hope that doesn't completely invalidate my screen work :( B
Maiden, that looks great! The purple part, too, but it looks out of place in the centre. It would go much better near the end, to resemble a thinning cloud effect. So, yes, keep at it! As I said, if we can get a smooth transition to black, it would work perfectly with the extra background later. [quote who="Maiden666" reply="1545" id="3612268"]Spinorial, I just realized that the loading screens also shows TitleBack.png - but the full pic stretched to the screen. Can that be fixed?[/qu
[quote who="Maiden666" reply="1540" id="3612200"]I've no idea what you - or whoever - did to the packs.... so I need help here. Your new TitleBack.png has size of 1792*768, while the orig one is 1024*768 (4:3) My monitor is 1920*1080 which represents a ratio of 1,777777. A 1365*768 pic would represent the exact same HD ratio - looking into my VidCard panel there is really a 1366*768 setting. So what I did is simply crop a small junk of the pic at its he
[quote who="Gaunathor" reply="1534" id="3612128"] Original 640 x 400 It's odd seeing part of the map in the background. The whole screen also looks just weird this way. Maybe it would look better, if the part with the text was horizontally restricted, too? I really don't know.[/quote] S
Happy New Year! My, you lot have been busy. Here, have a few more screens ! Here's a rundown of what's been done: TitleWnd: the UI and logo have been fully decoupled from the background GalaxyWnd: extended the combo boxes for custom map and scenario, they were absurdly inconvenient to use RaceWnd: "fixed" the sc
Let's hope this counts as my good deed for the day: TitleWnd.dxpack , TitleBack.png . These should work with anything up to 21:9, and lots of testing would be highly appreciated. The background is a quick-fix, mostly a proof of concept until I - or better yet someone artisticall
[quote who="Gaunathor" reply="1488" id="3611414"]There is actually one more thing. NewsRobot_Alien_Evil.bik has a serious clipping error with that heat exhaust (or whatever that is). Would it be possible to fix that?[/quote] Hah, I see what happened there. They never bothered to animate the grill or the furnace behind it. So, as the robot moves around, they stay in place and clip through. Sloppy. Can it be fixed? If one had the actual animation file, sure. Otherwise, a moderately
[quote who="Gaunathor" reply="1482" id="3611316"] Nice! [e digicons]:thumbsup:[/e] I don't recall, if the other Yor videos have the flickering too (I usually play as them, so I don't notice it), but it would certainly be helpful if you could take a look at them to make sure.[/quote] I've not found anything yet, but there's a lot of them and it's been a while since I played the game with any serious commitment. I was actually hoping that you folks, as regular
[quote who="Maiden666" reply="1478" id="3611294"]I think this is the reason why you still keep hearing this background sound when playing with sound disabled while contacting the Yor. Seems like a bug to me. Would it be possible to remove the audio from the file and then check ingame if the sound normally rings if playing with sound enabled?[/quote] Quite simple: silent (I actually needed
Happy post-festivus recovery period, y'all ;) Just to confirm, all outstanding corrections seem to be implemented. [quote who="Gaunathor" reply="1464" id="3610892"]I actually like happy driving joy system.[/quote] By all means, keep it [e digicons]:grin:[/e] [quote who="Gaunathor" reply="1464" id="3610892"] Quoting Spinorial, reply 1463 Campaig
So, I got to rummage a bit through the binary and the convo file (and others, too). First, the new batch of polish (with a little leftover from the last one): English.str: homo-sapiens to "homo sapiens", Agressors's to Aggressor's FlavorText.xml: homo-sapiens to "homo sapiens" GC2_Conversations: aide to aid, "back bone" to backbone, "better us of them then" to "better use of them than", long-run to "long run", "Bare
[quote who="Gaunathor" reply="1445" id="3610485"] Quoting Spinorial, reply 1432 "organic based" to organic-based Is "based" really necessary for this? Wouldn't just "organic" be enough? Or am I completely misunderstanding this?[/quote] No, you're completely correct. Organic is synonymous with carbon-based, making the above a tautology. With so much stuff to correct, I was actively ste
[quote who="MabusAltarn" reply="1442" id="3610453"] Why is once great spelled now "once-great"? [/quote] It's an adverb-adjective compound before a noun (they're all the same reference to a "once-great civilization", I believe). The rules can get murky around these, but I'm pretty sure the correction is in order and adds a bit of clarity to the text, too.
[quote who="MabusAltarn" reply="1438" id="3610312"] Conclusion about [VARIABLES] Please be very, very careful with altering these. Don't replace one for another unless you're 100% sure it works in the situation it is used . This means that if [YourName] appears in topic it doesn't automatically work in . <br
Say, would you be able to look through the variable dump on the previous page ( https://forums.galciv2.com/457944/get;3608768 ) and see if any of them strike you as possible errors. We've marked a couple already, but there's a lot of others that seem to do similar/identical things. Some extra experienced eyes would help...
[quote who="Gaunathor" reply="1427" id="3609941"] It works like this: when you start TotA, the game first looks into the Twilight-folder for the data, then the DarkAvatar-folder, and finally the folders of the base-game. Only if can't find something in any of the folders, will the game through an error. This way, you don't need multiple copies of a file, if it remains unchanged.[/quote] That actually explains a great many things. Thanks! And sorry for the bother. I did wa
You knew this was coming: More fixin! I'm happy to confirm that the vast majority of the fixes have been applied. And good work on those techs! Anything below is what's outstanding (based on the latest uploaded Twilight.zip) English.str: Agressor to Aggressor, malace to malice, "a army" to "an army", "a interspecies" to "an interspecies", "once great" to once-great, "a insectoid" to "an insectoid", "a approval" to "an approval" (not sure how much of this file
[quote who="Gaunathor" reply="1414" id="3609061"] I had a look at the other mass drivers. Some of them use "happy driving". Maybe we should go with that instead of "mass drivation"? [/quote] Hmm, sounds a tad weird. I'll need to have a look at those, see if it's appropriate enough without mention of mass. [quote who="Gaunathor" reply="1414" id="3609061"] I suppose we'll deal with Arnorians, Korathian, and any other troubling raci
[quote who="Gaunathor" reply="1411" id="3608745"] In addition to this, the debug.err is giving me errors when starting the campaigns: Debug Message: Error loading map name from mission 16 from D:\Steam\SteamApps\common\Galactic Civilizations II - Ultimate Edition\Twilight\Data\English\Campaigns/DreadLords/Dread Lords Campaign.gc2campaign Debug Message: Error loading scenario name from mission 16 from D:\Steam\SteamApps\c
[quote who="Gaunathor" reply="1411" id="3608745"] GC2Ships.xml Dreadnought: fixed typo (Dreadnaught to Dreadnought) [/quote] You know, roll this one back, it seems Dreadnaught was introduced intentionally. [quote who="Gaunathor" reply="1411" id="3608745"] ...driver, obviously. The Quantum Driver is a mass driver weapon after all. [/quote] I don't know... the joy system afterwards makes it sound purposefully absurdist. I think they were a