RDSouth wrote:I have a Hewlett Packard with 4 Athlon II 640s and running 64 bit Windows 7. The problem did not exist on my old Vista machine or my old XP machine, only this one. I tried it with different keyboard also. I can work around it, since only numbers 1-0 and letters A-Z are affected. Map movement can be shift plus direction keys and unit movement can be just the arrow keys. But it speaks to portability. If I'm affected, how many others are?
Can you please confirm if those keys are reported at all when using the "keyboard.on_press" and "keyboard.on_release" callbacks.
Another thing you can try is editing the "settings.ini" file (from the AGen directory):
- Code: Select all
[input]
plugin=Plugins\AgenDI8.dll
Replacing the above line with:
- Code: Select all
[input]
plugin=Plugins\AgenDI9.dll
Lastly, you want to make sure that "use_windows_keyboard" is set to "no":
- Code: Select all
use_windows_keyboard=no
RDSouth wrote:I'm not sure how to use the Assert. Does it output to a log? A console? Can I set it up to make something happen if true, so I can see if it happens? Maybe i should read up on asserts.
"assert" is just used for debugging purposes.
It opens a dialog window showing an error message if the supplied condition is "false" or "nil".
RDSouth wrote:Really its just adding the same small number over and over to a few thousand variables in an array, not really a bunch of graphics crunching except for what's on the screen.
Changing the position of sprites does a few things on the engine-side as well.
In short, a lot of individually moving sprites do tend to cause slowdown.
On the other hand, static sprites are rendered and culled pretty fast.
RDSouth wrote:With Civ like games the bottleneck is in putting a complexity of useful information visually on each tile, which can only hold so much graphically.
The art is in designing how to do that. I'm planning to have just one Terrain sprite, one Habitation sprite and one Unit sprite per tile.
Stacks of units will be represented by the program analyzing the stack and deciding what kind of higher echelon unit that makes up.
So, if you have a tile with two infantry divisions and one armor division, the program presents that as an Infantry Corps.
Similarly, tiles will have villages, towns, cities and metroplexes in them, as well as a complex mix of economic activity.
There is no need to represent what kind of town that is ( a mining town or farming town), just that its a town.
Your strategic awareness includes what you remember about it, and if you want to know more you look it up.
In Civ IV, do you think people look at the city represententation to know what buildings are there?
For one thing they don't all show, even if you have a microscope, becuase the presentation changes as more buildings are added, bumping some.
You know the cities in your empire, so you don't have to look.
Certain city improvements in Civ4 are useful when shown on the map screen like, for example city walls.
But yeah, I know what you mean. I don't think this should be an issue if you just redraw the sprites that are on-screen.