Lead Developer, Stardock Entertainment
Published on March 4, 2005 By CariElf In GalCiv Journals
I worked on the save game wnd this week, modifying the graphics from the options wnd. It needs some tweaking, graphically, but I think that all the code it needs is in, and I was able to test to make sure that I could load a saved game. I'm not sure how well it will work if you do it from within a game, or for that matter, how starting a new game from within a game works. I did some minimal testing on this mostly to make sure that it wouldn't crash, but the weirdness that resulted may have been due to the fact that I'd been trashing memory while hunting down bugs in the save game code and hadn't rebooted. I also discovered some bugs in the file manager while working on the save games, and fixed those.

There were a lot of little things that needed to be fixed in the UI and most of them required graphic changes. Mormegil is still working on some of them, but I was able to work on some of the stuff that didn't require graphical changes. For example, there are buttons on the Colony Management screen that let you cycle through your colonized planets. I hadn't hooked up the code for this yet, so I did that and disabled the planet list button until we can get that implemented. There was also a bug where mousewheel messages weren't getting forwarded properly to listboxes if the mouse wasn't right over the scrollbar, so I fixed that. None of the sliders on the domestic economy screen had working grippers or buttons, so I fixed those. Something is different between the way that we do slider grippers from Political Machine to now, because in GC2 they're all displaying down too far. I still have to look into that further.

You know how in GC1, pressing the C key made the camera center on your selected ship? Well now if you don't have a ship selected, but you do have a planet selected, it will center on the planet. That was one of the quick things I did because it was irritating me while working on other stuff. Another change like that was making the planet context window refresh after you select a ship to build in the starport.

Brad reported today that the anti-aliasing code wasn't working again, and it turned out that the Options Wnd was saving the value for anti-aliasing wrong. Also, there wasn't a way to specify 2x or 4x except in the prefs.ini file. So I changed that option to use a spinner, which inrcrements or decrements by 2. Right now it ranges from 0-4. Maybe eventually I'll make it so that it checks the hardware to see how high it supports. I also had to temporarily remove an option that makes the device always use the recommended anti-aliasing, because for some reason GalCiv2 ALWAYS says that it recommends not using anti-aliasing. I'm pretty sure that this worked in Political Machine, but it hasn't worked from day 1 with GC2. I'm wondering if something changed between DirectX 9.0b to DirectX 9.0c that broke that code. It's not critical though, since anti-aliasing does work if you enable it and your card supports it.

I also added a popup that will come up if you click on a button that we haven't implemented the screen for yet.

Finally, the thing I just finished about 15 minutes ago: dxdiag info in your debug.err! Right now, it will always report the info to debug.err but after the beta I may need to make it something that only happens if you use the command line parameter DEBUG because it does slow down the startup a little. I'm not sure if it's the i/o or the tests, but I have noticed that dxdiag takes awhile to run.

Comments
on Mar 04, 2005
Have a great weekend
on Mar 05, 2005
Great news! I like how you guys/gals keep us informed every week or so. I am looking forward to the beta.
on Mar 06, 2005
Sounds like things are progressing nicely towards the beta.

Paul.
on Mar 07, 2005
Make sure the game runs well under DirectX 9.0c !
on Mar 07, 2005
Make sure the game runs well under DirectX 9.0c !