Started by RippleJet, February 22, 2007, 04:02:12 PM
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Quote from: jeronij on February 22, 2007, 04:23:40 PMThis tutorial is being translated. Please, be patient....
QuoteMonthly Cost: #m:ea54d286#Passenger Capacity: #d:4aa60ebc#
Quote from: thetinker on March 01, 2009, 02:05:34 AMIf using the standard placeholders from the bldg. exemplar will only reference a single rep, is it possible to use something a little deeper, like a "g_game_blah_blah" variable in the LTEXT? If so, (or even if not) has anyone compiled one or more lists of such variables? Can you point me in the right direction?
Quote from: thetinker on March 01, 2009, 02:05:34 AMHi RippleJet, I'm not a poster by nature, but I've been searching for that tidbit for some time, specifically, only properties w/one rep being referenced. Is that set in stone? School monthly cost is an array of 2 numbers, bldg. & busing costs, and I have to assume the game differentiates them using some index associated with a named variable, iid, etc.
Quote from: thetinker on March 01, 2009, 02:05:34 AMis it possible to use something a little deeper, like a "g_game_blah_blah" variable in the LTEXT? If so, (or even if not) has anyone compiled one or more lists of such variables?
Quote from: RippleJet on March 01, 2009, 02:54:24 AMYes, if we're talking about property values that can be referenced from the item description's LTEXT file, that seems to be set in stone.... I haven't found any way of accessing reps 2 and higher from the item description.... Those LUA tokens can unfortuantely not be used in an item description. They can be used in queries though.... I'm attaching that LUA file that Swamper is referring to as an txt file.
Quote from: Swamper77 on March 01, 2009, 02:17:07 AMThere is a file already in the game.... That file is a LUA file with the TGI address of 0xCA63E2A3 0x4A5E8EF6 0xFFBF9CCF.-Swamper
Quote from: thetinker on March 01, 2009, 11:55:51 PM On the query point, I was aware of this, but again, I'm just getting my feet wet. In using iLive's Reader, I had looked at UIs with the preview, and could not figure out how the LUA tokens were referenced. Only later in text view did I find the iid reference (unless I'm missing something in the preview). I have only looked at a few UIs so far, and they (so far) have only used a numerical reference, i.e "#--------". Can I use the text token, or do I have to find the actual reference id. If the latter, do I have to search UIs for what I want, or have all you modders compiled an (available/accessible) list?
Quote from: thetinker on March 01, 2009, 11:55:51 PMI really (really!) appreciate the prompt response from 2 well-respected modders, and I'd like to give back a little if I can.
QuoteI have played a little with the fonts.ini file, and have made some very rough mods that change the size of the in-game labels (not signs) from very large to very tiny, though the changes do have some impact on the number of characters that are displayed, some more, some less than Maxis default. There is an upper limit, probably related to a hard-coded text buffer size. Also, though the label text is saved with a city, its size is NOT! Change to a different mod size, and that is reflected in a re-loaded city. There may (or may not) be a use there for a creative player. I have also discovered that the font is a subset of the old DOS terminal font, with many of the symbol and high ASCII characters available in the label entry box using the ALT-number pad technique. I've found it useful as a !free! way to mark out future power/pipe line, civic bldg. placements, etc.
QuoteSomewhere around I have some in-game pics of a table of available characters, and if anyone is interested, I can try to find them and make the mods and the pics available. I don't have much time to play with them anymore, but if anyone wants to use the info for a publishable mod, I'd be happy to help.
Quote from: RippleJet on March 02, 2009, 12:29:10 AMLUA Tokens (in the form of #game.g_blah_blah#) can only be used in LTEXT files....I once compiled all id's that I was aware of in an Excel sheet, which I've attached to this post.
Quote from: Swamper77 on March 02, 2009, 12:40:16 AMMe, respected? Depends who you talk to. While you can try to shower me with compliments, I just usually brush them off. I don't take compliments very well, so I'm sorry if this statement seems a bit rude. I've always been this way about people praising me. It's just how I am.
Quote from: Swamper77 on March 02, 2009, 12:40:16 AMVery interesting. We used to think that the fonts were not modifiable in any way. We're still not sure of how their fonts are stored or created, though.
Quote from: Swamper77 on March 02, 2009, 12:40:16 AMSomewhere in one of the game's files, there is a "hex to alphabet" key which maps the characters on the keyboard to specific hex numbers. These hex numbers are 2 digits per letter. Somewhere else, there is information on the character map for the information that is stored in the INFO files that are created when you take screenshots with the game's camera tool.-Swamper
Quote from: thetinker on March 03, 2009, 07:58:33 PM I'm a little wary of the legality of distributing specific internal Maxis files, so I'm hesitant to make my .dat file public, but I put together a page with some sample pics, here, http://home.covad.net/~jay07zorch/sc4pics/, if you're interested. If someone can assure me Maxis won't mind, I'd publish it, but I need time to put together some docs, as this was all done a few years back, and I didn't take notes. Still, its not very complicated if you have the time and patience to experiment.
Quote from: RippleJet on March 04, 2009, 03:32:33 AMQuite impressive work you've done! Very few have even thought of looking that deep into the in-game fonts.I know the Japanese version of the game sometimes has difficulty fitting certain text strings into the same space as in our version (e.g. with the Census Repository's Query), due to the font used being wider.I wonder if you could provide a solution to this by looking into fonts.ini from a Japanese installation. Maxis (or EA) won't mind. Ever since iLive created Reader, Maxis content has been modded and re-released. If you write a proper readme, this could probably be uploaded on the LEX as well.
Quote from: Andreas on March 04, 2009, 05:36:32 AMI always wondered why EA ....
Quote from: thetinker on March 04, 2009, 12:42:48 PM Andreas, who knows why EA/Maxis does/did anything? I miss Hydroelectric Dams! Thank you, Mythical Winged Horse, and all you other water explorers out there. EDIT: Wow! I typed "P......", and you guys replaced it with a URL. THAT'S celebrity! I guess I'm going to have to follow that link and see where it goes.
Quote from: thetinker on March 04, 2009, 12:42:48 PM Well, I don't read Japanese. If it is in English, I'd be happy to look at it, PM it to me with some specifics on the problem, but if you open the Fonts.ini file in Reader, its just a text file you can copy and paste into any text editor. It specs out which font to use for every element of the User Interface, in individual sections, such as:
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