diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/src/Autoload/Events.gd | 16 | ||||
-rw-r--r-- | game/src/GameSession/MapView.gd | 2 |
2 files changed, 15 insertions, 3 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd index db63330..0193a08 100644 --- a/game/src/Autoload/Events.gd +++ b/game/src/Autoload/Events.gd @@ -10,17 +10,29 @@ var _define_filepaths_dict : Dictionary = { GameSingleton.get_water_province_file_key(): "res://common/map/water.json", GameSingleton.get_region_file_key(): "res://common/map/regions.json", GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json", + GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/", GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png", GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png", GameSingleton.get_goods_file_key(): "res://common/goods.json", GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods" } +# Set this to your Vic2 install dir or a mod's dir to enable compatibility mode +# (this won't work for mods which rely on vanilla map assets, copy missing assets +# into the mod's dir for a temporary fix) +const _compatibility_mode_path : String = "" + # REQUIREMENTS # * FS-333, FS-334, FS-335, FS-341 func _ready(): var start := Time.get_ticks_usec() - if GameSingleton.load_defines(_define_filepaths_dict) != OK: - push_error("Failed to load game defines!") + + if _compatibility_mode_path: + if GameSingleton.load_defines_compatibility_mode(_compatibility_mode_path) != OK: + push_error("Errors loading game defines!") + else: + if GameSingleton.load_defines(_define_filepaths_dict) != OK: + push_error("Errors loading game defines!") + var end := Time.get_ticks_usec() print("Loading took ", float(end - start) / 1000000, " seconds") diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index 22a7e6b..ced8bb7 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -69,7 +69,7 @@ func _ready(): _map_mesh = _map_mesh_instance.mesh # Set map mesh size and get bounds - const pixels_per_terrain_tile : float = 64.0 + const pixels_per_terrain_tile : float = 32.0 _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor, float(GameSingleton.get_height()) / pixels_per_terrain_tile) var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform |