Thirdly, I don't write the Xenocide to relax. I write it in the hope that some gaming company will see it, realize that I'm a genius and offer me money to write software for them.
OK, just to clarify, I was mostly joking when I said this.
I fully realise that Game Development is generally not very pleasant (ref EA's infamous Christmas letter), and that I'm well paid by my current employer, with amazing work conditions. 4 day working weeks!
I just have this fantasy of getting an OFFER from a game company.
So thanks to those who PMed me with one. It really stoked my ego.
Yeah, I've run a previous release before, but just to be sure, I repaired my .NET 2.0 files. I still get the same error, unfortunately.
Read this: http://forums.xna.com/thread/9924.aspx
Summary: make sure you're running the December 2006 version of DirectX 9.0c
The other possibility that occurs, I may have accidentally made the shader a v3.0 shader. Does you card support 3.0?
How do you define the background for each option, is it in the xml's or the actual programming, same with where the buttons are... are there ways to make different buttons? So I can make the globes at the bottom a button? with a different image then the menu's?
Currently the image to use, and the size and location of the buttons is done in code.
If we could get Falgard working, then it could be done in XML files.
2 dteviot, are we able to make the GeoScape render the whole left part of the screen?
Can be done, I just haven't got around to doing the math yet.
3 When you call imagesets for rendering buttons etc, do you have to call the image set name? I popped in the image set I made and renamed it inside
Off the top of my head, I'm not sure. Will need to look into it.
I replaced the light spectrum with the nightlights.png I had, Attached a jpeg to see, the png is 2.3 meg I think this might look better because the map changes the countries to night Look above to see lights as they were. Don't know if this defeats the purpose of the shader you just made?
Sorry not sure what you mean.
Simplifying slightly: what the shader does is calculate the sun's angle to determine if location is in daylight or not
When in daylight, it renders the day image.
When it's night, it renders the day image darkened by 75% (so you can just see the land) and then draws the "city lights" on top of the image.
Hope that's clear
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.