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Posted: Sun Jun 20, 2010 10:16 pm
by pipfromslitherine
It's a custom scripting language (designed to be nice to other platforms too). It is very close in syntax to C (main differences are limited bracket support and lack of operator precedence).

The /* */ comment system isn't supported at all though - which might be why it's not working well :).

I'll try and get some at least initial docs out with the next beta, but there is so much to write up and bugs do tend to get a higher priority at the moment - although getting some editor and system testing requires the docs I know!

Cheers

Pip

Posted: Sun Jun 20, 2010 11:22 pm
by Obsolete
It's ok, I took out my old trusty Soft-Ice debugger and did some revers engineering for a bit. I have /* */ comment supported added in, and also was able to speed up the rendering frame-rate by 45% while keeping the exact same details.

In the meantime, I'll expand some more on your little script.

Oh, and by the way... just kidding :P

Posted: Mon Jun 21, 2010 1:32 am
by Obsolete
Hmm, for some reason all my text either comes back as an empty string, or it's invisible in the pop-up messages. e.g.

ShowUIScreenX( "BattleHead0", "Anim1", "IDS_ALLIED_BEGIN", "BHead0Image:british_infantry_head") ;

I'm not sure why, I've checked the text2.txt file numerous times and even re-written the string names. All my other string definitions work, but nothing will show up in those speech-boxes.

Not sure what I could be missing here.

Posted: Mon Jun 21, 2010 6:02 am
by Obsolete
Another question. I've added in victory markers now. The problem is I'd like to raise the height. It's a problem when the building is higher than the marker.

Posted: Mon Jun 21, 2010 3:49 pm
by pipfromslitherine
Obsolete wrote:Hmm, for some reason all my text either comes back as an empty string, or it's invisible in the pop-up messages. e.g.

ShowUIScreenX( "BattleHead0", "Anim1", "IDS_ALLIED_BEGIN", "BHead0Image:british_infantry_head") ;

I'm not sure why, I've checked the text2.txt file numerous times and even re-written the string names. All my other string definitions work, but nothing will show up in those speech-boxes.

Not sure what I could be missing here.
The UI screen stuff uses a specific naming convention. The string needs to be named such that the end is the name of the UI object (so the game knows where to put the string). E.g. you would want to name the string IDS_ALLIED_BEGIN_BH0TEXT (IIRC) for example.

+ there isn't a way to set the height of the VPs - sorry.

Cheers

Pip

Posted: Mon Jun 21, 2010 3:51 pm
by adherbal
I'm not sure why, I've checked the text2.txt file numerous times and even re-written the string names. All my other string definitions work, but nothing will show up in those speech-boxes.
IIRC I once had the same problem and it appeared to be related to the string ID's length (being too long). Try something like IDS_ALD_BGN instead of IDS_ALLIED_BEGIN and see if it helps.

Also, are you adding _BHEAD0TEXT at the end of the ID in the text2.txt file when using the "BattleHead0" popup? So that should be:
IDS_ALLIED_BEGIN_BHEAD0TEXT, "blah"
not
IDS_ALLIED_BEGIN, "blah"

(note: I'm not looking at the files at so i'm not 100% sure it's "_BHEAD0TEXT". Just take a look at examples in the other text2 files.)

Posted: Mon Jun 21, 2010 6:01 pm
by Obsolete
Alright, I've added the BHEAD0TEXT tag.... it works now.

Without being able to change the flag heights, I'll have to be careful where to put them from now on.

Posted: Mon Jun 21, 2010 6:37 pm
by Obsolete
Hmm, seems fixing one problem spills over into another (typical). For some reason all my other pop ups are now using the same text that shows up in the the first, instead of something different. No matter what I change them, or their string names to. I should probably put a break on this aspect till more definite docs come out.

Posted: Mon Jun 21, 2010 7:25 pm
by pipfromslitherine
That's usually a symptom that they can't find the other strings, and are still set the to last one set.

Cheers

Pip