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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Ghost turn is present in RF 1.5 and more units are involved than in RF 1.4. Which version of .scn do you intend to work with?
I'll see if I can figure out how to hex edit it out of the game, even if it means hex editing individual German units to set their movement to zero.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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Is this the sequence of turns that you want? All Soviet units are active in the Soviet July turn.
Ignore the fact that there are only a few German units, I have no wish to hex edit hundreds when testing.
The attached file is from 1.5. I'll switch to 1.4 if things are ok so far.
Attachment: rf g40 s0mv +6.scn
This has been downloaded 6 time(s).
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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I downloaded and it opened fine in my RF 1.5 folder but the units were wrong in the RF 1.4.
Have you tried it in your RF 1.5 folder?
Let me get a bit further if I can before trying it on your .scn
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Field Marshal Klesh
AGRICOLA, will the need for me to futher delete German units affect your progress? Can anything be changed after whatever you are doing is complete? |
Check the new ghost turn thread. I managed to remove the bug without altering anything significant except that one German city loses an improvement when RF 1.4 or Redux are started up as Germany.
As far as I can tell, you can make all the mods that you want to your development file and remove the bug afterwards. I don't know if the bug will stay fixed if you remove the bug now but continue to modify the file. That shouldn't be hard to test.
Last edited by AGRICOLA on 09-12-2004 at 16:41
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Mercator
Why does any file need to be replaced? If you want to use a Static.spr file, you can simply put it in the scenario folder. |
quote: Originally posted by Mercator
Better than using Catfish's dummy files. I'm not sure why you even need to use a batch file for this (see the edit in my previous post). |
I thought all of this was straightforward. There is only one dummy file. That is resource.spr. It serves 2 purposes:
1. When animated terrain is turned off, a frame from the oil resource (desert terrain) is still visible. It's a bug. The file circumvents this bug.
2. It avoids the user having to toggle animated terrain on and off all of the time if they're using it for the Original game (like me).
That paragraph in the batch file screenshot was written by me. It has nothing to do with animated unit lockout. It has everything to do with hiding the health bar for several units. The units in question change 4 times during the scenario - hence there are 5 static.spr files. The message is there because sprites will not be "refreshed" until the user quits to the main menu. They are not dummy files. The source bitmaps for these files have been downloaded 28 times to date. Do people not know what they are downloading?
quote: Originally posted by Mercator
Well, if William Keenan's hex editing thing works (which I'm sure it does, I just haven't tried it myself yet), that'd be much better. |
Those offsets that William provided are not constants. They appear (if at all) at least after the first map data block and therefore are only valid for the saved game on which he conducted his tests. I couldn't get his starting-from-scratch procedure (which I'm sure I've done in the past) to work either. Maybe he already had animated sprites turned off (like you did).
Therefore, unless someone can get WK's procedure (or similar) to work, all ToT designers should be advised not to enable the two animation lockout options under the Scenario Parameters menu – I already disabled them for the RF 1.4 (FW) conversion because CivConverter enables them.
In the converted scenario the only procedure required of the user (as stated previously in the other RF thread) is to turn off Animated Units under Graphics Options. Because I set the individual unit SPR overrides (rules.txt) to 1 for all units except those with hidden health bars, even if you did in fact have animated units turned on, the most you would see of the animated sprites would be a brief flash whenever you tried to select a unit with a hidden health bar (they're all movement 0).
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All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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