View Full Version : SEVO mod available for Mac Testing!
galganog Jul 13, 2006, 08:15 AM After a couple of messages to Sevo he uploaded a 7z version of sevo mod to his site. The link is here
https://lorax.chem.wisc.edu/civ4/Sevomod.7z
I don't know if it will work, and i don't have any real ability in programing. I am dl it right now to open it up and mess around with the files. if you don't know how to open 7z compression here is a link.
http://mac.softpedia.com/get/Compression-Tools/EZ-7z.shtml
anyway tell me if you get it to work.
AlanH Jul 13, 2006, 08:39 AM If I click your link it tries to download as text into a window, and being a massive file I have to force quit Safari to stop it.
If I try to d/l it by right clicking I get a "Bad Certificate" error. How are you downloading it?
And why do people insist on using non-standard compression formats? What's wrong with good ole ZIP, ffs?
galganog Jul 13, 2006, 08:51 AM Try going to this site first and accepting the certificate it gives you. I don't know why but yeah try that. if it doesn;t work for you you may need to accept cookies or something its working fine for me with Safari.
https://lorax.chem.wisc.edu/civ4/
galganog Jul 13, 2006, 10:44 AM Well I DLed it and dropped it in my mod folder and loaded it. It wouldn;t start up. So i guess some of the files are not compatable and need to be messed around with. If anyone can give it a shot go for it.
AlanH Jul 13, 2006, 10:47 AM I'll have a look. We may have more problems than I thought, as it appears a lot of modders use a Python library that determines where various bits of the delivered data are. That code will fail spectacularly if run on a Mac, as all the file paths are different.
ejday Jul 13, 2006, 11:04 AM This could be a problem...
Is it something that can be "fixed"? Perhaps something Aspyr can tweak with an update? If not, we're effectively out of Windows mod game.
AlanH Jul 13, 2006, 11:17 AM Aspyr can't do anything, as the librarry feeds information directly to the other Python code in the mod. I imagine we'll have to modify the libraries to detect which platform the Python code is running on and return the appropriate correct paths for Mac installations. Shouldn't be too difficult as long as we can track down the libraries being used. Then we'll have to either get the cross platform versions of the libraries adopted by the mod makers or we'll have to replace those Python files ourselves in the Mac-compatible mod zitp files.
platypus Jul 17, 2006, 12:58 PM What library is that?
I get a series of Failed to Load XML file (FXml.cpp:140) with Line 0,0 but no explanation as to why. After a bunch of them it crashed. :(
I did another test since I realized that the version we got was not patched. With that one I got a little further and even though I got more errors, it did load. However choosing a civilization resulted in entering and giving me the " You have been defeated message". :cry:
I thought the problems with in the xml files themselves but after some comparisons with the original, I see no problems with them. So it seems more an issue of not finding the files or something.
Platypus
AlanH Jul 17, 2006, 01:21 PM What library is that?
Sorry if I misled you. I haven't looked at the Sevo mod specifically, I was just repeating a warning I've seen that *some* modders are using Python code that is platform-specific. There are some standard libraries that provide these functions, but equally the mod maker could have coded Python scripts of his own to do the same stuff. If they do then it could well be that the mod is not able to find the files it's looking for because they aren't in the same place on a Mac as they are on Windows.
platypus Jul 17, 2006, 05:57 PM Alan,
I should be working but alas I'm not. So I found some of the files you might be referring to, in the Amra and CivMore mods. I see a file called CvPath.py (in the Assets/Python directory) that has calls to _winreg which is clearly a library to access the windows registry and it's here where the mod get's the User and Install Dirs.
Somebody with a little more knowledge :confused: of python on mac could probably easily replace that in order to make those mods work.
On the bad news side, for the life of me, I can't find equivalent code in the Sevomod, but maybe with some back and forth with Sevo it could be obtained.
Platypus
AlanH Jul 17, 2006, 06:40 PM If you can find the offending code I can have a look at it. I'm not a Python programmer (yet) but how hard can it be?
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