Components.bmp |
As I begin to "teach" myself how to mod I am going through the various files and I discovered the components.bmp. This bmp is basically a poster with each and every component in the game arranged in a checkerboard pattern. Is this bmp simply for reference or is it utilized by the game code? If it is utilized by the game code then I assume that the components must be placed on this "poster" in the order that they are numbered on their individual bmp pictures? I also assume that if this bmp is used by the game code that each area/square of the poster must be the same size for the code to be able to locate the picture needed. If true this is easy enough to build...but if I do not need to build one all the better.
So, is it needed?

Re: Components.bmp
Will your mod be for multiplayer only or will you be modding the AI to use your expanded tech tree?

Re: Components.bmp
Pascal? You should feel right at home with SE5's scripting language, then - everyone else hates it, but Aaron Hall apparently loves to code in Delphi, which is a derivative of Pascal, so of course he made the scripting language look like Pascal! 
I'm trying to convince him to use Delphi.NET and use dynamic compilation so we can hook into an API with a real programming language of our choice, so long as that language runs on .NET! (There are more .NET languages than you think - it's not just C# and VB, there's also Boo, F#, IronPython, and maybe even something resembling Java, though that's a bit redundant with C#) th In any event we'll see how that turns out... 
P.S. I don't mean that Pascal's not a real programming language, I mean that the SE5 scripting language isn't!
Well technically it is, as you can program SE5 scripts with it, but... ugh... 
And here's a pretty complete list of languages targeting .NET:
http://www.dotnetpowered.com/languages.aspx
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: Components.bmp
I can safely assert that Pascal is not a real programming language.
Re: Components.bmp
I was a fan of Turbo Pascal and Pascal back in the 80's and 90's and Fortran and Basic in the 70's. (Don't even ask about the 60's!
) I think many of today's languages are needlessly complex (even the visual ones). You'd think things would become easier as time went on... 
Re: Components.bmp
PHP? Python? Seem simple enough, without being crazily verbose like Basic-derived languages..
The problem with trying to "simplify" languages is that you can really only go so far. After a point, the more simplistic you make the syntax, and the more you make commands do, the less you can do with the language that deviates from what its designed to do. You need a balance between the absolute flexibility of machine language and a "do half the program with this line" approach.
Re: Components.bmp
Back in '81 I worked at a place overseas that still used punched cards (Hollerith, I believe) and punched tape teletypewriters. The place I'm at now still has some green screen stuff. My first experience with programming was hardware based (move this wire to here then this one to there
) so Pascal with its easy to understand syntax (compared to C or C++ ) was awesome. I liked Basic but all that line number listing was so tedious. Still, it was alright for the late 70's. 
I never gave any thought as to what language SE was in. Considering how long the series was around something Pascal based is possible. Perhaps someone out there knows the answer. 
Re: Components.bmp
SE1/2 were written in Visual Basic. SE3/4 were written in Delphi. I think SE5 was written in C++ for the DirectX libraries, but we've never really confirmed that with Malfador since he mentioned it as a possibility early on.
Re: Components.bmp
Delphi was a good one. With the above list you can almost see Aaron's progress in learning programming. 




Re: Components.bmp
Yes. Those images are the mini-portraits for components and are displayed in the ship design's slot layout or in the design's condensed layout. I believe they are 42x42 pixels in size and each row has 20 images. You can add additional rows if you'd like. The rest of your assumptions are correct.
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