Dogworld 1.0
Dogworld 1.0
Here is a map with a scenario that I came up with. Yes, it's silly, but somebody out there may like it. I had fun making it anyway.
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UPDATE: This is my finished version of DogWorld. I have added more
features such as new goods and added to the scenario. Leave feedback
if you have problems and I will try and fix them.
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Map Name : DogWorld
Map Size : 100 x 100
Scenario : Yes
Multiplayer : no
Version : Updated to version 1.0 as of Jan. 30,2007
Status : Released Beta
release date: Jan. 17, 2007
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UPDATE: This is my finished version of DogWorld. I have added more
features such as new goods and added to the scenario. Leave feedback
if you have problems and I will try and fix them.
--------------------------------------------------------------------------------
Map Name : DogWorld
Map Size : 100 x 100
Scenario : Yes
Multiplayer : no
Version : Updated to version 1.0 as of Jan. 30,2007
Status : Released Beta
release date: Jan. 17, 2007
- Attachments
-
- DogWorld_SAM.zip
- (5.04 MiB) Downloaded 491 times
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- DogWorld.jpg (16.67 KiB) Viewed 13393 times
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- dogworld1.0.zip
- Finished version 1.0
- (1.88 MiB) Downloaded 629 times
Last edited by Jimmylh on Wed Jan 31, 2007 2:27 am, edited 7 times in total.
Jimmy
Good map, only problem is on the retire screen the dog president image is too tall to fit within the borders. I finished it in Oct 1908 with 3 AI and all objectives met. 125 pts for net worth, 25 for prestige and not sure on objectives due to dog image covering the screen.
How did you rename the various retire tags?
Mike
How did you rename the various retire tags?
Mike
Unfortunately, I can't get Paint Shop Pro to merge layers without the back ground turning white. I tried to re-size the image to leave room at the bottom of the retirement screen but then I couldn't get the .dds file to save. If anybody knows how to correct my image to keep the transparent background I would really like to know how.
As far as editing the retirement names on the left side, that was easy. You just edit the RRT_Quayle.xml file and change the names to what you want. Then re-name to RRT_Quayle_XXXX.xml (XXXX being your custom name) and save the file into your usermap folder. Then edit your RRT_Scenario_XXXX.xml to point to the new Quayle file.
Any requests, help or comments are welcome. Thanks for downloading.
As far as editing the retirement names on the left side, that was easy. You just edit the RRT_Quayle.xml file and change the names to what you want. Then re-name to RRT_Quayle_XXXX.xml (XXXX being your custom name) and save the file into your usermap folder. Then edit your RRT_Scenario_XXXX.xml to point to the new Quayle file.
Any requests, help or comments are welcome. Thanks for downloading.
Something I would suggest for the next release of this map (and others who modify the finish names/images) please name the dds files uniquely so they only show up on this map!Jimmylh wrote: As far as editing the retirement names on the left side, that was easy. You just edit the RRT_Quayle.xml file and change the names to what you want. Then re-name to RRT_Quayle_XXXX.xml (XXXX being your custom name) and save the file into your usermap folder. Then edit your RRT_Scenario_XXXX.xml to point to the new Quayle file.
I have renamed the two dds files to be dogtown_* and updated the RRT_Quale_XXXX.xml to reference the new names.
Mike
Sorry about that. I haven't played any of the other maps since I uploaded this one and didn't realize there was an interference problem. Thanks for pointing that out. I will upload a fix as soon as possible.atani wrote:Something I would suggest for the next release of this map (and others who modify the finish names/images) please name the dds files uniquely so they only show up on this map!Jimmylh wrote: As far as editing the retirement names on the left side, that was easy. You just edit the RRT_Quayle.xml file and change the names to what you want. Then re-name to RRT_Quayle_XXXX.xml (XXXX being your custom name) and save the file into your usermap folder. Then edit your RRT_Scenario_XXXX.xml to point to the new Quayle file.
I have renamed the two dds files to be dogtown_* and updated the RRT_Quale_XXXX.xml to reference the new names.
Mike
*****Update***** new fixed version uploaded.
Jimmy
Yep, stole the face right off of McGruff. I'm no artist and the pic was just right for a cut and paste...atani wrote:Mangy mutt looks a lot like McGruff... Was that some sort of inspiration?Jimmylh wrote:Just uploaded a fix for the retirement images that were to big. I finally figured out how to correctly edit the .dds images and save with the transparent background.
Mike
Jimmy
- K-class
- Posts: 325
- Joined: Sat Jan 06, 2007 10:54 pm
- Location: New Zealand across from Australia
- Contact:
Just want to add thanks for this amusing map. Good to see a different take on things and the latest update.
For me to run this I had to remove all the global xml files as when map loads SMR CTD.
Once global xml's removed then SMR runs sweet as no CTDs for this map.
(global xmls have really made a differance for this game and would like this map with global xml's.)
I see you have some of these global xml files in the map folder.
Namely the RRT_Goods.xml and RRT_TrainCars.xml
If I delete these and add back the global xmls SMR CTD on load.
You may have some customistion in these?
Even tried the latest xmls posted today 03/02/2007
For me to run this I had to remove all the global xml files as when map loads SMR CTD.
Once global xml's removed then SMR runs sweet as no CTDs for this map.
(global xmls have really made a differance for this game and would like this map with global xml's.)
I see you have some of these global xml files in the map folder.
Namely the RRT_Goods.xml and RRT_TrainCars.xml
If I delete these and add back the global xmls SMR CTD on load.
You may have some customistion in these?
Even tried the latest xmls posted today 03/02/2007
K-class - I set it up for Global and played it for ~30 minutes, making sure all the Goods, Industries and TrainCars worked OK. The map template is in the ZIP.
Let me know if you have any problems.
Let me know if you have any problems.
- Attachments
-
- DogworldGlobal.zip
- This is the Global version.
- (1.9 MiB) Downloaded 473 times
I'm correct 97% of the time..... who cares about the other 4%....
- K-class
- Posts: 325
- Joined: Sat Jan 06, 2007 10:54 pm
- Location: New Zealand across from Australia
- Contact:
Once again snoopy55 you come to our rescue Fraxis should be paying you some of the royalties.
The global xml you and choobacca have done up and work of others testing these (slappyg gforce Dr fragand and the new installer from atani and you other mappers and forum members here have made a real differance to this game. (sorry if I forgot others you know who you are.)
I actually get to play without CTD's and are now enjoying this game as intended.
Appreciate the quick reply and files and Im off to go play.
The global xml you and choobacca have done up and work of others testing these (slappyg gforce Dr fragand and the new installer from atani and you other mappers and forum members here have made a real differance to this game. (sorry if I forgot others you know who you are.)
I actually get to play without CTD's and are now enjoying this game as intended.
Appreciate the quick reply and files and Im off to go play.
snoopy, do you still have to mod the XML's?? I think I will stay away from it if you do. Always run into problems.snoopy55 wrote:K-class - I set it up for Global and played it for ~30 minutes, making sure all the Goods, Industries and TrainCars worked OK. The map template is in the ZIP.
Let me know if you have any problems.