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(+1)

It is not hardcoded and it properly applies the settings from the scripts.  I doubled the rows in LandTarget_SLB and appended some random images in row 3 and 4, then tested with the following example and it worked properly:

objLandInterface.CommandTextures.list.t1.name = "battle_interface\LandTarget_SLB2.tga.tx";
objLandInterface.CommandTextures.list.t1.xsize = 16;
objLandInterface.CommandTextures.list.t1.ysize = 4;
If you are not seeing any of the images from the newly appended rows, you need to edit your scripts in either the fast_reload_table.c, and/or the part of the scripts that assign the texture/picture numbers:

objLandInterface.UserIcons.(fastLocName).pic = sti(curloc.pic)+16;
objLandInterface.UserIcons.(fastLocName).selpic = curloc.pic;
objLandInterface.UserIcons.(fastLocName).tex = 1+sti(curloc.tex);

Yes, it seems to work.

And here is the output of additional pictures in the spyglass. How to do it?

Those. we have prescribed upgrades for ships that can be installed at the shipyard. But we also want to display them for display in telescopes, as with skill icons and other icons at the bottom of the screen.

Attempts to repeat the analogue were unsuccessful.

There is no feature to display additional or different data with spyglass; it only supports the icons and data listed:

shipname,
shiptype,

fRelativeHP,
fRelativeSP,
nShipCrew,
fShipSpeed,
fSailTo,
nCurCannons,
nMaxCannons,
nCharge,
nNation,
nSailState,
nFace,
nFencingSkl,
nCannonSkl,
nAccuracySkl,
nNavigationSkl,
nBoardingSkl,
captainname,
facetexture,
nShipClass