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-rw-r--r--game/localisation/en_GB/mapmodes.csv1
-rw-r--r--game/src/Game/GameStart.gd28
2 files changed, 14 insertions, 15 deletions
diff --git a/game/localisation/en_GB/mapmodes.csv b/game/localisation/en_GB/mapmodes.csv
index 8fa5798..bcb466f 100644
--- a/game/localisation/en_GB/mapmodes.csv
+++ b/game/localisation/en_GB/mapmodes.csv
@@ -8,3 +8,4 @@ mapmode_rgo;RGO
mapmode_infrastructure;Infrastructure
mapmode_population;Population Density
mapmode_culture;Nationality
+mapmode_religion;Religion
diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd
index a5524d6..422a42a 100644
--- a/game/src/Game/GameStart.gd
+++ b/game/src/Game/GameStart.gd
@@ -25,12 +25,7 @@ func _ready() -> void:
loading_screen.start_loading_screen(_initialize_game)
-# REQUIREMENTS
-# * FS-333, FS-334, FS-335, FS-341
-func _initialize_game() -> void:
- GameSingleton.setup_logger()
- loading_screen.try_update_loading_screen(5)
-
+func _load_compatibility_mode():
# 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)
@@ -48,21 +43,24 @@ func _initialize_game() -> void:
# Example for adding mod paths
#compatibility_mode_paths.push_back("C:/Program Files (x86)/Steam/steamapps/common/Victoria 2/mod/TGC")
+ if GameSingleton.load_defines_compatibility_mode(compatibility_mode_paths) != OK:
+ push_error("Errors loading game defines!")
+
+# REQUIREMENTS
+# * FS-333, FS-334, FS-335, FS-341
+func _initialize_game() -> void:
var start := Time.get_ticks_usec()
+ loading_screen.try_update_loading_screen(0)
+ GameSingleton.setup_logger()
- loading_screen.try_update_loading_screen(15)
- loading_screen.try_update_loading_screen(25)
Localisation.initialize()
- loading_screen.try_update_loading_screen(45)
- loading_screen.try_update_loading_screen(50, true)
+ loading_screen.try_update_loading_screen(15, true)
- # TODO: Loading takes way too long to keep the LoadingScreen at 50%
- # Should either split this up or seperately multithread the compatibility mode loader
- # Or both and emit a signal that allows us to add percentages to the LoadingScreen
- if GameSingleton.load_defines_compatibility_mode(compatibility_mode_paths) != OK:
- push_error("Errors loading game defines!")
+ _load_compatibility_mode()
+ loading_screen.try_update_loading_screen(75, true)
loading_screen.try_update_loading_screen(100)
+
var end := Time.get_ticks_usec()
print("Loading took ", float(end - start) / 1000000, " seconds")