View Full Version : Old Latest Version Thread
alerum68 Sep 02, 2007, 09:14 PM The BUG Project
BTS Unaltered Gameplay, or BUG, is a modification code for Civilization IV: BTS. CIV is a very easy game to modify, but not all modifications are compatible with each other. In an effort to combines these many different Mods from the Civ community, into one concise program, the BUG Project was born.
BUG combines mods that do not change the basic game play of CIV, while adding flavor and ease of use. Some aspects that we feel are within this criteria are Advisor Screens, City View Screen, the Main View Screen, the Civopedia, as well as the way units may look but not the way they play. Also, any addition or changes made, will not provide any information that cannot be figured out within the game itself.
BAT is an add-on to the BUG Mod, that adds flavor to and diversity to the game. It contains the latest version of BUG, so no additional installation is required by the end user.
We feel these Mods are safe for use in any Succession Games, and have ensured any bugs which would conflict with users who are not playing with the BUG Mod are elimiated. If you find any changes within the code that modify games play, please post a message to us here, or on the Project Development link listed below, and we will make it of the utmost important to fix the problem. Also, if you find something that causes conflicts within Succession Games, please let us know as well.
If you would like to have your Mod added, please visit the Project Development page on SourceForge.
Current BUG version: 2.30 (Compatible with Beyond the Sword version 3.13 only!)
Current BAT version: 0.08 (Compatible with Beyond the Sword version 3.13 only!!)
(For older versions of Beyond The Sword, please download one of our older releases. We will no longer be supporting older versions of BUG or BAT.)
Download Here (http://civ4bug.sourceforge.net/)
Project Development Page:
http://sourceforge.net/projects/civ4bug/
If you'd like to keep updated with the latest changes to the Mods, then use our SVN server. To do this, follow these directions:
Create an account on SourceForge (http://sourceforge.net/). It's free, and there are alot of great projects on there besides ours.
Download the latest version of TortoiseSVN from here: Download TortoiseSVN Here (http://tortoisesvn.net/downloads)
After installation, reboot system.
Create Directory to place the Mod. I'd suggest a directoy called "The BUG Project".
Explorer the directory you just created, and right click on it. Go to the Option that says "SVN Checkout."
Use one of the SVN URL's listed below, when prompted. Right click on the URL and select "Copy Link Location," and copy into Tortoise.
Enter Username and Password you created on SourceForge.
Once the directory has been downloaded, you can keep up to date by using SVN Update on the directory again.
To install you just have to use the Export command from within the TortoiseSVN context menu from inside Explorer.
To get the latest revision, right click on directory, and pick "SVN Update."
Source Forge SVN Links:
The Complete Project:
https://civ4bug.svn.sourceforge.net/svnroot/civ4bug
The BUG Mod:
https://civ4bug.svn.sourceforge.net/svnroot/civ4bug/BUG%20Mod
The BAT Mod:
https://civ4bug.svn.sourceforge.net/svnroot/civ4bug/BAT%20Mod
BUG Mod Includes:
•Option Switching Core by ruff_hi and EmperorFool.
Main Screen Interface:
•Not Just Another Game Clock TheLopez
•Remove Dead Civs from Score by TheLopez
•Power rating in Score by EmperorFool
•Attitude Icons by Porges (Take from Attitudes in Scoreboard by SimCutie)
•Advanced Scoreboard by EmperorFool
•Pop-up Game Messages
•Civ4lerts by Dr. Elmer Jiggle
•Reminders by Eotinb
•Autologger by Eotinb
•Basic Plot List Enhancments by ruff_hi
Advisor Screens:
•Better Espionage Screen by Almightix
•Sevopedia by Sevo
•Great Person Tech Preferences by ruff_hi
•Custom Domestic Advisor Redux by EmperorFool
City Screen:
•Raw Commerce by Sevo
•Raw Production by EmperorFool
•Specialist Stacker
The BAT Mod Includes:
•Varietas Delectat by Avain
•Cultural Diversity by Chugginator
•Ethnic Art Styles by GeoModder
•Better Diplomacy Text by Willowmound
•Better Flags & Buttons by KingKongTR
•Better Ship Scale by Elhoim
Devlopers:
Alerum68 (http://forums.civfanatics.com/member.php?u=40475)
Cammagno (http://forums.civfanatics.com/member.php?u=74513)
EmperorFool (http://forums.civfanatics.com/member.php?u=111657)
NikNaks93 (http://forums.civfanatics.com/member.php?u=96170)
ruff_hi (http://forums.civfanatics.com/member.php?u=64034)
alerum68 Sep 07, 2007, 10:34 PM The Final Beta (version 0.16) is out. Click on the download link in first post to get it.
Please report any problems, question, or comments you have.
Thanks!
OneBinary Sep 16, 2007, 04:43 PM For each of the Mods can you please link to the original thread that discusses the Mod (so that I can learn more about what the Mod does, like the legends on what each icon means, etc).
moverred Sep 18, 2007, 06:50 PM I downloaded the newest flavour mod and it seems that the graphics for the euro worker is missing as I see just two colored blobs. I was playing as England. Anyway, great work and thanks.
Cammagno Sep 18, 2007, 11:28 PM I downloaded the newest flavour mod and it seems that the graphics for the euro worker is missing as I see just two colored blobs. I was playing as England. Anyway, great work and thanks.
Thanks for reporting it, but it has already been reported in the "BUG Reporting" thread and it has already been fixed.
We have done a lot of work from the release of the last beta version (the one you have downloaded) and we are about to release the 1.0 version with all the fixes and a bounch of new features.
alerum68 Sep 24, 2007, 12:15 AM Having problems posting on to Source Forge. Here is the .ZIP, and this will be the temp. link until I can figure out what is wrong with the upload server. I can't upload .exe to CFC, so that will have to wait til I figure out waht's wrong with SF.
The BUG Mod v1.00 (http://forums.civfanatics.com/uploads/40475/BUGMod_100.zip)
Cammagno Sep 24, 2007, 12:24 AM Having problems posting on to Source Forge. Here is the .ZIP, and this will be the temp. link until I can figure out what is wrong with the upload server. I can't upload .exe to CFC, so that will have to wait til I figure out waht's wrong with SF.
The BUG Mod v1.00 (http://forums.civfanatics.com/uploads/40475/BUGMod_100.zip)
OH, I tried to do in time, but missed for a couple of minutes :(
I've just committed several docs updated to match the docs additions and modifications made by EF some hours ago (in the hearth of night, here in Italy :) ).
Maybe... due to the fact that you have not yet been able to upload to SF, may you re-zip BUG to include these changes? :blush:
alerum68 Sep 24, 2007, 07:13 AM Yes Cam, I'll make sure to get the new changes in. Could you upload them to me, so I don't pull any other changes made?
Cammagno Sep 24, 2007, 08:00 AM Yes Cam, I'll make sure to get the new changes in. Could you upload them to me, so I don't pull any other changes made?
Sorry, not from here, I'm at work now and I don't have them with me. :(
But I don't think anybody has made other changes...
Cammagno Sep 24, 2007, 09:26 AM I installed Tortoise on the PC at work, so now I can get them :)
Here there is a zip file with the updated Documentation folder, you may simple put this one instead of the old one into your release zip.
http://forums.civfanatics.com/uploads/74513/BUG_Mod_Documentation.zip
You have to delete the old one, not only overwrite, because few file names has changed.
I have also removed (not from the repo, of course, only from this zip) the French Readme, because IMHO it's too old and so it's misleading.
Psyringe Sep 24, 2007, 06:10 PM What a sneaky release of a mod I'm waiting for for weeks. ;)
Downloading / installing as I type. :) Thanks for all your hard work!
alerum68 Sep 24, 2007, 08:12 PM I'm having a nightmare of a time getting this to upload... Our options are either to change the name, or wait until the original file I tried uploading is dropped. There is no delete function, and no matter how much I start and restop, it doesn't work.
EmperorFool Sep 24, 2007, 08:57 PM How about forgetting about SF.net for the moment and upload to CFC?
alerum68 Sep 24, 2007, 09:15 PM Done, but without the new docs yet. Just linked to the current file. Sorry, it's football season.:p
EmperorFool Sep 24, 2007, 09:27 PM Thanks for doing that. No worries as I would rather push (big announcement) the version right after 3.13 is released so I can at least add a credits tab. It might be nice for each of us to write a short little bio paragraph to put into the main readme, more than just "docs" or "code". :)
Cammagno Sep 25, 2007, 12:06 AM Done, but without the new docs yet. Just linked to the current file. Sorry, it's football season.:p
No problem, you can modify the zip when you have 5 minutes of free time and change the link (no need to change the version number, only docs are updated). In that occasion, you may also check the lists in the first post, some updates are needed.
Cammagno Sep 25, 2007, 12:16 AM Thanks for doing that. No worries as I would rather push (big announcement) the version right after 3.13 is released so I can at least add a credits tab. It might be nice for each of us to write a short little bio paragraph to put into the main readme, more than just "docs" or "code". :)
News about 3.13
http://www.apolyton.net/forums/showthread.php?postid=5053707#post5053707
"The save format will be different, but it will be backwards compatible. That means you will be able to load v302 saves from v313, but you will not be able to load v313 saves from v302.
It should be out early next week. We had to go back and fix a couple of new bugs we introduced."
alerum68 Sep 25, 2007, 07:43 AM No problem, you can modify the zip when you have 5 minutes of free time and change the link (no need to change the version number, only docs are updated). In that occasion, you may also check the lists in the first post, some updates are needed.
Yes, the first post needs to be modified... When I rezip it, then I will make sure to update the first post.
I will wait til we get SF uploaded, and 3.13 is out and we can test if there are any incompatibility issues, then will post front page announcement. I also have a thread on Apolyoton, but I don't think it's gaining much interest there.
What about international boards? I'm sure Italy and Germany have some active boards out there. Would anyone be willing to post a thread there to advertise?
Roland Johansen Sep 27, 2007, 08:21 PM As an end user of this mod, I'm a bit confused now. The basic bug mod has been updated, but the flavour version has not. Should I combine both to get the latest version of the flavour bug mod. The sourceforge version of the mod is not updated yet to 1.00, it seems.
I'm not really in any hurry to get the latest version as I'm quite satisfied with the present version, so no pressure there. Just wondering how to get the latest version of the flavour bug mod.
EmperorFool Sep 27, 2007, 09:05 PM Yes, the name is confusing. FBUG is separate from BUG. You can install BUG right over your existing CA folder if you're feeling frisky. I haven't been changing any names/locations of Python or XML files, so this should work fine.
If you want to be sure, install BUG anew and FBUG on top of it (or the other way around as they should have no files in common).
Roland Johansen Sep 28, 2007, 05:46 AM Yes, the name is confusing. FBUG is separate from BUG. You can install BUG right over your existing CA folder if you're feeling frisky. I haven't been changing any names/locations of Python or XML files, so this should work fine.
If you want to be sure, install BUG anew and FBUG on top of it (or the other way around as they should have no files in common).
So there have been no updates to FBUG in the last few weeks? Also no updates to red blobs and such? I thought those were a part of the FBUG part of the mod.
Cammagno Sep 28, 2007, 06:22 AM So there have been no updates to FBUG in the last few weeks? Also no updates to red blobs and such? I thought those were a part of the FBUG part of the mod.
FBUG is not yet ready for the release, due mainly to the red spots problem.
Roland Johansen Sep 28, 2007, 08:29 AM FBUG is not yet ready for the release, due mainly to the red spots problem.
Ok, thanks.
NikNaks Sep 28, 2007, 11:27 AM Although I am in the process of adding VD, which should fix most of the problems with the red dots, but it might create new ones.
alerum68 Oct 15, 2007, 10:25 PM Version 2.00 released. This will ONLY work on BTS version 3.13 or higher. Expect BAT 1.00 for BTS very soon.
ricardojahns Oct 17, 2007, 01:09 PM Great Mod!
I'm having problems with the exit button from the options window... I installed everything, so I don't know the cause.
Basically, when I enter the BUG options window, I can do everything, but when I click EXIT, nothing happens, it just stays there... the only way out is ALT TAB and stop CIV4 via the task manager.
Any clue???
Thanks
Bursk Oct 17, 2007, 01:42 PM Does this work okay with Bhruic's patch?
Edit: I have found that Bhruic's CvPediaPromotion.py file stops working when using BUG. This is what the file does:
Civilopedia promotions no longer display a unit class if only a subsection of that class can get the promotion.
alerum68 Oct 17, 2007, 02:27 PM Great Mod!
I'm having problems with the exit button from the options window... I installed everything, so I don't know the cause.
Basically, when I enter the BUG options window, I can do everything, but when I click EXIT, nothing happens, it just stays there... the only way out is ALT TAB and stop CIV4 via the task manager.
Any clue???
Thanks
Yes, as posted several times in the Bug Reporting Form, the Bug Mod.ini file needs to be either The root BTS documents directory, or if installed as a Mod in the Bug Mod directory.
OneBinary Oct 21, 2007, 08:25 PM Is BAT revision 481 compatible with 3.13?
Edit: Oh, well I guess I answered my own question by giving it a shot. I got a CTD with 481 and 3.13. I shall sit patiently and wait for the official release. :hide:
NikNaks Oct 26, 2007, 11:12 AM Phewph, I need to get bug quashing. Is that version you did working, Alerum?
alerum68 Oct 26, 2007, 03:20 PM No, I ran into problems trying to make it unmodular.:p I think I'm going to kick ImpalerWG's arse.:p
NikNaks Oct 27, 2007, 05:28 AM Well if you send your version to me, I should be able to de-modulize it.
TheLastOne36 Oct 27, 2007, 06:54 AM Q: Can i play multiplayer with this?
NikNaks Oct 27, 2007, 07:00 AM I don't know. :o You could be a pioneer and try it out ;)
TheLastOne36 Oct 27, 2007, 07:39 AM Ok, i guess i'll try it out. (note i'm also using Bhruics unofficial patch as well, which apparently works on multilayer)
TheLastOne36 Oct 27, 2007, 07:45 AM ok, it works, but slows down the game a bit, but that's only my preference in the first 10 turns of the game...
NikNaks Oct 27, 2007, 07:48 AM Just out of interest, are you playing Hotseat or online play?
If there are other computers involved, did they use the mod?
TheLastOne36 Oct 27, 2007, 07:53 AM Online play. Nobody else is using the mod. the slowdown doesn't effect the game to much on multi. Just an extra 2-3 seconds of waiting between turns. Just out of curiosity, is there anyway to uninstall the mod for multiplayer, and install it back easily for singal?
NikNaks Oct 27, 2007, 08:16 AM Ruff's CustomAssets switcher should do the job for you.
ruff_hi Oct 27, 2007, 08:43 AM If you have it loaded in the customassets folder, then multi-player should ignore it. If you are running it as a mod, then everyone should run it or other people get a warning - "TheLastOne36's assets differ".
PS - text for your lolcat ... "Aggg, you dz take my era"
alerum68 Oct 27, 2007, 03:31 PM Version 2.10 is out. Enjoy!
ruff_hi Oct 28, 2007, 06:13 AM We should announce this on the 'new mod' page. I posted the first post of this thread at apolyton (http://apolyton.net/forums/showthread.php?s=&threadid=171419).
TheLastOne36 Oct 28, 2007, 07:10 AM If you have it loaded in the customassets folder, then multi-player should ignore it. If you are running it as a mod, then everyone should run it or other people get a warning - "TheLastOne36's assets differ".
PS - text for your lolcat ... "Aggg, you dz take my era"
Ok, i have it in costumassets, but why do i get the message "Thelastone36 is using a different version of the game" or something?
walbeek Oct 28, 2007, 07:23 AM Ok, i have it in costumassets, but why do i get the message "Thelastone36 is using a different version of the game" or something?
Maybe because you are using a different version of BTS than you're co-players are. Maybe you have patched up to 3.13 and the've not, or the other way around. Check version in Menu-> Advanced -> About his build. It should show which version you're using and compare with other players.
Bushface Oct 28, 2007, 09:40 AM I'd like to install the BUG mod, but the instructions say to put it into a folder called "BTS Documents". Search as I may, I cannot find such a folder, certainly not in Users\"owner"\Documents\My Games\Beyond the Sword. Any ideas ?
alerum68 Oct 28, 2007, 09:47 AM Bushface, TheLastOne, moving this to the General Questions forum so we don't spam this one...
http://forums.civfanatics.com/showthread.php?p=6096417#post6096417
Cammagno Oct 28, 2007, 10:23 AM I'd like to install the BUG mod, but the instructions say to put it into a folder called "BTS Documents". Search as I may, I cannot find such a folder, certainly not in Users\"owner"\Documents\My Games\Beyond the Sword. Any ideas ?
:confused: :confused: :confused:
Where are the instructions that say such a foolish thing?
The folder where to put it is the BtS folder inside the My Games folder.
alerum68 Oct 28, 2007, 10:52 AM The instructions are right Cam... now stop thread jacking, and get back on topic.:p We, that's not true... I don't see the directions saying to put it into the Documents folder, but on version 2.0 it said to delete older documents folder.
EmperorFool Nov 01, 2007, 02:06 AM A minor bug fix (2.11) was released tonight. It fixes timing issues with gold trade alerts and adds alerts for cities that shrink in population.
You can access it on the SourceForge site (see first post in this thread).
BTW, the SF website for BUG does say "BTS Documents" folder. When I get a chance, I'll fix those instructions. Apologies for the confusion. This means the "Beyond the Sword"* folder inside the "My Games" folder inside the "My Documents" folder appropriate to your platform.
* May be different if you are running Civ:Complete or some other bundled version of BtS.
Amra Nov 02, 2007, 03:34 PM A minor bug fix (2.11) was released tonight. It fixes timing issues with gold trade alerts and adds alerts for cities that shrink in population.
Downloaded and nice job on the BUG Configuration documentation. It looks very professional and is easy to understand. :goodjob:
·Imhotep· Nov 02, 2007, 05:38 PM Well, when will BAT for 3.13 come out ? Hurry, sluggards ;) :D !
ChinaBlue Nov 02, 2007, 06:03 PM I wanna play with the BATty BUG :bounce: :bounce: :bounce:
Please hurryyyyyy :)
Cammagno Nov 03, 2007, 12:09 AM I wanna play with the BATty BUG :bounce: :bounce: :bounce:
Please hurryyyyyy :)
Alerum is travelling, so I fear no BAT for at least a couple of weeks...
Minor Annoyance Nov 03, 2007, 12:15 AM Alerum is travelling, so I fear no BAT for at least a couple of weeks...
Damn. I REALLY miss those units.
NikNaks Nov 03, 2007, 05:16 AM I'll try and patch it up. I've got an idea what the problem is.
Derbus Nov 07, 2007, 08:36 AM Heya, I'm new to civ4 and love this mod. Though I found it a little difficult finding out if a newer version had been released (compared to the one i downloaded initially).
Could you include a changelog/date with the changes to the mod on the frontpage (where the download link is). I had to dig around in my civ4 folders and open up the rtf file to see what bug version i was using, and then search through this thread to see if there was something for me to update.
keep up the great work!!
Derbus Nov 07, 2007, 09:03 AM Was going through the new options alongside the configuration documentation (great resource btw).
Noticed that there was no reference to the City Screen: Anger Counter.
I'm assuming that this is an automatic counter that starts when you use the whip? if so, great feature ;)
EmperorFool Nov 07, 2007, 10:40 AM That's a great idea, Derbus. I'll have Alerum post the date of each release (though it should also be the last time he edited the first post in this thread except this latest release since he is on vacation and I posted it).
About the whip/draft anger counter, I'll add an option for it soon.
A change log is a little harder. For one thing, we have a couple developers, and another is that it takes time that doesn't go to adding features. Coordinating multiple people is a lot harder than doing the mod on your own. </cop-out> :)
walbeek Nov 21, 2007, 07:41 AM Any news about the BAT? Has there been any progress yet in converting FBUG to a BtS 3.13 compatible BAT?
alerum68 Nov 28, 2007, 10:50 PM Version 2.20 released. Fixes the problem with CIV: Complete. Let us know if you have any problems running this please!
entwood Nov 30, 2007, 11:26 AM what exactlty does 2.20 change/fix? Fixes the problem with CIV: Complete ? What is this?
alerum68 Nov 30, 2007, 04:21 PM It's kind of hard to know what it is, but when you go to download the file it will show a clipboard next to the file name. That list the change log. I don't know why they don't make it something more obvious, like "change log." Took me a while to find it my first time too. Anyway, 2.20's change log:
Now supports Civilization 4: Complete.
Various bug fixes.
Added "Liberate" to Custom Domestic Adivsor info.
Updating of Scoreboard to make it easier to contact other civs.
Added fist icon to Foreign Adivsor.
As for the problem with Civ 4: Complete it basically would only search for BTS and not the new Euro version. It should work fine now. Was hoping one of our Euro users would have posted a yay or nay, but until then I'm going to assume it's working.;)
pholkhero Dec 01, 2007, 02:38 PM was the bug fixed where non-BUG users would get a CTD when viewing the game log?
EmperorFool Dec 01, 2007, 05:24 PM I wasn't able to reproduce the problem using a save from Ruff. If someone can post a save that crashes, I'll try again.
alerum68 Dec 01, 2007, 07:58 PM I think the problem was only during a brief window of time when were changing versions, and the game was started with one version, and later everyone upgraded. Something was done in that change that caused the problem. Once all games using earlier versions were done, it seems the problem went away. I've looked around the SG forum, and there are still people using BUG in SG games, and have heard no complaints about it.
Ozbenno Dec 06, 2007, 08:45 PM I think the problem was only during a brief window of time when were changing versions, and the game was started with one version, and later everyone upgraded. Something was done in that change that caused the problem. Once all games using earlier versions were done, it seems the problem went away. I've looked around the SG forum, and there are still people using BUG in SG games, and have heard no complaints about it.
That's probably more because we're used to it now. :p
As a non-BUG user, I still have CTD everytime I try and open the game log from a SG where one of the team has BUG, although after this happened all the time I have stopped trying to open the game log in SGs :mad: .
Are you saying that this no longer happens with the newest version of BUG? I can provide a save with the crash in it if you need one as someone was remarking on it in one of my SGs today and I came here looking to see if there was a solution.
ruff_hi Dec 11, 2007, 01:33 PM I tried to trace that problem down ... the only issue is that it doesn't occur if you turn on all the error tracing code in Civ 4. It could still be an open item.
·Imhotep· Dec 23, 2007, 05:48 AM :bump: Any progress on the FBUG (or formerly BAT) part ?
Minor Annoyance Dec 25, 2007, 05:37 PM :bump: Any progress on the FBUG (or formerly BAT) part ?
I think you mean BAT (formaly FBUG)
NikNaks Dec 26, 2007, 06:49 AM Yes, it's BAT. I'm hoping to complete it this week. Alerum, you need to learn to multi-task. :P
Minor Annoyance Dec 26, 2007, 09:41 PM Great!
^^^^
walbeek Dec 27, 2007, 03:21 AM Thanx NikNak, We're looking forward to it!
Conroe Dec 27, 2007, 04:34 PM I tried to trace that problem down ... the only issue is that it doesn't occur if you turn on all the error tracing code in Civ 4. It could still be an open item.Just to confirm, it is definitely still a problem. Although I did try your suggestion of turning on the error logs, and you're right that it no longer crashed BTS. However, I noticed that there were now blank lines in the log. Is it possible those lines are related to the spurious data being written to the log?
ruff_hi Dec 27, 2007, 05:12 PM hmm - interesting. Can you post a copy of the log and highlight the additional lines. That might give a clue.
Conroe Dec 27, 2007, 05:51 PM In looking at it from this game, I see that it actually isn't blank lines after all. It is black text on a black background. Is that meaningful?
http://img176.imageshack.us/img176/8431/civ4screenshot0000xu7.jpg
Of course, without error tracing on, BTS just crashes to the desktop instead of displaying anything. The screenshot is from S-08 (http://forums.civfanatics.com/showthread.php?t=253289) if you want to look at a save.
alerum68 Jan 02, 2008, 09:29 AM Initial versiion of BAT on the SVN. Is fairly basic at this point, containing only BUG and VD, but has no errors, and have mad it Modular so you can plug-n-play your own mods on top of what we do. Since it is modular, you will need to install into a directory named BAT Mod within your BTS docs folder for this to work properly. I won't be putting a release out until we convert all the XML to a modular format, and all the graphics are PAKed.
Naota Reign Feb 12, 2008, 08:52 PM Hi, I just loaded up the mod to see how it works. Everything looks okay till I ctrl-alt-O. The options screen comes up nicely, but I can never exit from it. Pressing exit or esc on my keyboard have no effect, and I have to force quit the program as a result.
Any ideas on this issue?
NikNaks Feb 13, 2008, 02:02 AM Yep, that's a common one. That means that the options screen is having trouble accessing the ini file. Check that it is in the right location (in "My Games/Beyond the Sword/" if installed in Custom Assets or in "Mods/BUG Mod*" if installed as a mod). I might be a bit off with the locations...
*BUG Mod is only a suggested name. Put it in whichever folder you have it installed.
Naota Reign Feb 13, 2008, 07:07 AM Edit: I've fixed the problem after I realized there was a BUG bug forum, and read through that, haha.
Roland Johansen Feb 13, 2008, 07:22 AM Problem solved: post is not needed anymore.
krille Mar 03, 2008, 04:16 AM Latest version currently is from 2007-11-28, can we expect a new, updated march-08 release - for us who don't use SVN - anytime soon? I hope so. :)
Lord_Zath Mar 04, 2008, 04:29 PM What's SVN? Are there updated releases available through that?
ruff_hi Mar 21, 2008, 02:16 PM I have one bug remaining to squash and then there will be no bugs listed in our SourceForge bug database. I think that will call for a release - suggest v2.21. I'm also going to include the SVN reversion number (currently 576) in the modname.py file.
@alerum - are you around to arrange a release of this puppy?
Amra Mar 21, 2008, 02:18 PM I have one bug remaining to squash and then there will be no bugs listed in our SourceForge bug database. I think that will call for a release - suggest v2.21. I'm also going to include the SVN reversion number (currently 576) in the modname.py file.That would be great as I have been unable to get the SVN to work right. I look forward to a new release and thank you immensely for your hard work. :goodjob:
Lord_Zath Mar 21, 2008, 07:48 PM New release = much happiness.
Does it also mean we have to start a new game?
And will BAT be released, too?
ruff_hi Mar 21, 2008, 09:13 PM Does it also mean we have to start a new game?No. However, if you try to open the in-game log (alt-tab) in a game that used the old version while you are using the soon to be released version - you will get a crash to desktop. The old version of BUG was causing this for people who tried to open the game with vanilla BtS.
And will BAT be released, too?I don't know - not my baby.
ruff_hi Mar 21, 2008, 09:23 PM There are now NO, zero, zippo, nada, zilch known bugs in BUG!
Amra Mar 22, 2008, 04:21 AM There are now NO, zero, zippo, nada, zilch known bugs in BUG!
Thanks you, gracias, kudos, you da man!
alerum68 Mar 22, 2008, 07:09 AM The BUG Mod 2.21 and The BAT Mod 0.07 (beta) are out. The BAT Mod 0.07 is for BTS 3.13, and has an installer as well. Also added an uninstaller option for both BUG and BAT. You can get it here (http://civ4bug.sourceforge.net/).
The Help file has been redone. No more Documents folder, so you can delete them. There are 2 ways to get help now. From our website, http://civ4bug.sourceforge.net/, or with the Compiled Help File which is now included with each package. The online versions can be accessed by clicking on each Mods page, and clicking the link at the bottom of the screen that says Online Help.
Enjoy!
Alerum
Mesousa Mar 22, 2008, 07:29 AM I think you got a T in your URLs that shouldn't be there. ;) http://civ4bug.sourceforge.net/
krille Mar 22, 2008, 07:44 AM Yay! Thank you for releasing the new version, I'm getting BUG 2.21 right away! :)
Lord_Zath Mar 22, 2008, 07:55 AM So you can't have both BAT and BUG installed as a single mod? Or can you? I don't want it installed as customassets because I'm playing this with my fiancee on multiplayer.
Speaking of which, Ruff, I'm guessing you mean there are no known bugs in SINGLEplayer?
krille Mar 22, 2008, 08:38 AM There are now NO, zero, zippo, nada, zilch known bugs in BUG!Here's a bug for you in 2.21 Sevopedia: Improvements -> Lumbermill (same with Mine), the additional bonus Railroads provides does not show up here. VERY annoying. (So now I will once more have to turn off the Sevopedia.)
edit: Another bug (I think): Custom Game Settings are not saves/memorized. If I want to restart my latest Custom Game I have to recheck all the right check boxes, list items, etc manually. I don't have to do this when I'm not playing the BUG mod.
ruff_hi Mar 22, 2008, 09:42 AM Speaking of which, Ruff, I'm guessing you mean there are no known bugs in SINGLEplayer?This is a SP mod so, YES, no SP bugs.
Here's a bug for you in 2.21 Sevopedia: Improvements -> Lumbermill (same with Mine), the additional bonus Railroads provides does not show up here. VERY annoying. (So now I will once more have to turn off the Sevopedia.)
edit: Another bug (I think): Custom Game Settings are not saves/memorized. If I want to restart my latest Custom Game I have to recheck all the right check boxes, list items, etc manually. I don't have to do this when I'm not playing the BUG mod.1) is a Sevopedia bug, not a BUG bug. 2) (AFAIK) is a bug in vanilla BtS with regards to mods, again - not a BUG bug.
alerum68 Mar 22, 2008, 10:56 AM Lord Z, you can have both installed. BAT contains BUG default again, I just haven't changed the infomoration on the webpage. At now you can have both, with BUG in your CustomAssets, and BAT in your Mod folder, where before you had to pick and choose where they went.
Krille, since you found the BUG would you mind putting it up on the bug tracker? Even though it's an Sevopedia bug we can still take a look about correcting it.
alerum68 Mar 23, 2008, 01:45 PM I updated BAT Mod to have Cultural Diversity v1.1 and VD v3.5. It's in the SVN now. I plan on adding a few more things today as well. Either way, you may want to stop download 0.07 and wait for 0.08 which I'll put out this evening.
Ruff, again I ask you if it's possible for you to create a link on the Options screen to pull up the help file directly?
ruff_hi Mar 23, 2008, 02:47 PM Ruff, again I ask you if it's possible for you to create a link on the Options screen to pull up the help file directly?Not sure - I will have a look.
ecc Mar 23, 2008, 02:48 PM Yay! Thank you for releasing the new version, I'm getting BUG 2.21 right away! :)
God I love BUG.
Rock on. Thanks for the update.:)
alerum68 Mar 23, 2008, 03:38 PM BAT 0.08, with GreatPerson Mod is on the SVN, but I'm having problems with my video card crashing the PC on me, so I can't test it out. It loaded fine, but don't know if the Popups are on. Anyone mind checking it out for me, and letting me know how it goes?
Thanks!
Lord_Zath Mar 23, 2008, 05:03 PM Lord Z, you can have both installed. BAT contains BUG default again, I just haven't changed the infomoration on the webpage. At now you can have both, with BUG in your CustomAssets, and BAT in your Mod folder, where before you had to pick and choose where they went.
Krille, since you found the BUG would you mind putting it up on the bug tracker? Even though it's an Sevopedia bug we can still take a look about correcting it.
Thanks for the reply. However, I'm looking to use this in multiplayer w/my fiancee. Am I able to install BUG and BAT as you posted and still play MP?
alerum68 Mar 23, 2008, 07:37 PM No idea about MP... when you try it, would you mind let us know if it works? I do know that as long as both of you are using the BAT Mod it should be set up for MultiPlayer.
No one has tried the GP Mod?
OnmyojiOmn Mar 24, 2008, 07:33 AM Thanks for the update! Couple things I've noticed with BAT 0.08:
- Turns to build/growth aren't being shown on city bars.
- The "City will be come happy on the next turn" notification doesn't seem to take into account the second option for the medicine random event, which gives you 2 unhappiness and twice the whip duration. It told me a city would become happy 30 turns into the 60 turn duration, on marathon.
avain Mar 26, 2008, 06:21 AM Thanks guys for crashing the bugs in BUG! This is one of my favorite mods and an absolute must have! Please, continue supporting it!:goodjob:
alerum68 Mar 26, 2008, 07:39 AM The Great Person MOD is in, but can't get Python to call the screen after the GP appears. Any Ideas ruff?
fritjofh Mar 26, 2008, 08:43 AM Hi, I installed BAT for 3.13 v0.08 on two machines and started a pitboss with BAT on one.
I could connect to the pitboss and play the game. But I could not get the advanced scoreboard to display.
As far as I checked it, everything else worked.
ruff_hi Mar 26, 2008, 09:51 AM The Great Person MOD is in, but can't get Python to call the screen after the GP appears. Any Ideas ruff?Is it in sourceforge? Let me know where and I will take a look. Its BAT isn't?
·Imhotep· Mar 26, 2008, 02:13 PM @ruff:
Those Chevrons are a great idea, although it's not this easy to distinguish if it's one or two. Using a bolder or bigger graphic or character might help. Other than that: Great work !
@alerum:
Can BAT now be used in CustomAssets ?
Imhotep
alerum68 Mar 26, 2008, 03:00 PM @ruff - Yeah it's in the BAT directory. I believe the file is: CivGreatPersonModEventManger.py.
@Imhotep - No it's not... and I'm not sure if we should go that way. It makes it very very difficult to update MODs that are modular this way. You can set up BTS so it always starts with BAT Mod and it will appear the same. Only downside is that it makes it so BAT must be loaded for SG games to use it.
ruff_hi Mar 26, 2008, 06:02 PM Those Chevrons are a great idea, although it's not this easy to distinguish if it's one or two. Using a bolder or bigger graphic or character might help. Other than that: Great work !They are pretty small. I could make the bigger but they are currently behind the specialist head and making them bigger would get them covered. If you look closely at the '10' chevron, you can see that part of it is already covered. I could change it to put it in front ... hmmn.
Lord_Zath Mar 26, 2008, 06:12 PM Hi, I installed BAT for 3.13 v0.08 on two machines and started a pitboss with BAT on one.
I could connect to the pitboss and play the game. But I could not get the advanced scoreboard to display.
As far as I checked it, everything else worked.
I had the same problem w/BUG. It's something w/multiplayer, and BUG is singleplayer only. I just turn off the advanced scoreboard and it works just fine :).
Lord_Zath Mar 26, 2008, 08:09 PM No idea about MP... when you try it, would you mind let us know if it works? I do know that as long as both of you are using the BAT Mod it should be set up for MultiPlayer.
No one has tried the GP Mod?
I have installed BAT now and played it with my fiancee. The game worked great. I really like the new textures and unit graphics. Looks great. I didn't realize that BAT automatically included BUG. Aside from the advanced scoreboard issue, the game's running fine. Also, since installing BUG, I'm no longer able to connet via LAN - my fiancee now has to enter in my direct ip address to join the game. Not a huge deal.
alerum68 Mar 26, 2008, 11:33 PM Good to Know Zath. I have no idea what is causing it to not work in LAN mode...
ruff_hi Mar 27, 2008, 07:21 AM Those Chevrons are a great idea, although it's not this easy to distinguish if it's one or two. Using a bolder or bigger graphic or character might help. Other than that: Great work !I've started a separate discussion thread about the chevrons here (http://forums.civfanatics.com/showthread.php?p=6650284#post6650284).
Lord_Zath Mar 28, 2008, 06:11 PM Good to Know Zath. I have no idea what is causing it to not work in LAN mode...
I'm not too worried about that since I can direct IP join. I haven't tried any other joining method, though.
alerum68 Mar 30, 2008, 03:44 AM BAT 0.08 and BUG 2.22 released. Click on the Clipboard next to the name at the download page for change log, as always.:) The installer is set up now to keep your previous settings intact. Unless we make a change to the actual .INI file format, then we should be able to keep your settings between versions now.
avain Mar 31, 2008, 05:00 AM Excellent, thanks!
iamaplayer Mar 31, 2008, 01:51 PM Hi, I'm getting "This file contains invalid data" when trying to install BATMod_008.exe.
I tried to download it many times, always with same result.
ChrisShaffer Mar 31, 2008, 07:15 PM BATMod_008.zip shows a file size of 0 and cannot be downloaded.
ChrisShaffer Mar 31, 2008, 07:54 PM Hi, I'm getting "This file contains invalid data" when trying to install BATMod_008.exe.
I tried to download it many times, always with same result.
Same here.
alerum68 Mar 31, 2008, 08:08 PM It must have been corrupted when I uploaded it. I don't have time tonight, but I'll take a look tomorrow.
ChrisShaffer Mar 31, 2008, 08:36 PM Does BAT really include BUG? If so, perhaps this should be prominently mentioned on the BUG/BAT home page?
iamaplayer Apr 01, 2008, 11:18 AM post to delete
keldath Apr 01, 2008, 01:47 PM hi,
i think bat 008 file isnt good, it wont open...:)
alerum68 Apr 03, 2008, 01:23 AM BAT 0.08 is on sourceforge, and should be working. Didn't have time to test the download link to make sure though. I will be busy this week, but the following weekend I'm going to try and get the GreatPerson MOD merged in, and will update to VD 3.6 (unless he comes out with 3.7 before then.) If I get the GP Mod in, and working, I will make this BAT 1.00.
keldath Apr 03, 2008, 05:25 AM very nice,
i just been exposed to this mod,
i only wish i saw it a few month ago ...:)
great work.
alerum68 Apr 03, 2008, 07:31 AM Graci.:) So everything dl fine for you? I got a clean copy just wanted to make sure everyone did.:p
ecc Apr 05, 2008, 07:50 PM whats up, this mod should be far more popular than it is. spread the word, people.
alerum68 Apr 06, 2008, 12:14 AM I'm working full time, and going to school full time, and planning a wedding in July... have pity on me!:p Tried to spread it as much as we can, but that's limited to CFC. Feel like becoming are de-facto ad guy?:p
Anthrax Apr 06, 2008, 09:15 AM latest version of BAT looking very stable... graphics coming through very nice !
BUG working awesome as always !
great job guys !
alerum68 Apr 06, 2008, 05:57 PM Thanks Antrhax.:)
ecc, are you going off the download shown on the CFC page only? That's not the complete download count. In the last week BAT has been download 150 times, and BUG has been downloaded 207 times... and that's just the last version. If you count all the BUGs and BATs we've put out, we have had about 4,100 downloads since the project started keeping track on SourceForge in August of last year... doesn't seem to bad considering how many active BTS users were out there since the project started... it will never be as large as some of the early MODs me and Ruff worked on just because only the die-hard fans are still playing the game.;) Anyway, 250 dls a week isn't bad.
bennos76 Apr 07, 2008, 02:12 AM I only seem to be able to get the .06 version.?
Edit: Never mind, I found it.
black3car Apr 23, 2008, 09:45 AM I am a newb and have have been totally drawn in to this game. I have been so busy trying to figure out the ins and outs of CIV IV BtS that I haven't even thought about "mods" didn't even know what it meant. This "bug" "bat" mod or mods is a beautiful thing. I just want to sincerely thank everyone involved in this project because it makes this game so much more enjoyable. It is so much easier to keep track of things and "learn the game". Now it is time to show my newbness at this game and my lack of computer savy.
Everything is working great for me after the download. I have browsed the forums looking for the answers I need but because of my lack of computer knowledge I cannot recognize the answers if they are there! :blush:
Here are the questions:
Is the "bat" mod included in the "bug" mod or vice versa? If both mods are in the "bug" mod do I still need to use the "load a mod" feature and load the "bat" mod when I start the game?
Here is the grand daddy of all newb questions....when I go to the "load a mod" screen, I see a bunch of other mods listed...how did they get there? Did they come with the game or are they a part of the "bat" or "bug" mod? Sorry for the newbness but this is a great game and it's driving me nuts...I always want to take just one more turn!
Again, thanks so much for these "mods" and I apologize for my newbness!
Just to clarify, I have downloaded both "bat" and "bug" mods and they are running perfect! I go to the "load mods" screen to load the "bat" mod each time I start the game.
Regards!
EmperorFool Apr 23, 2008, 10:49 AM Glad you're enjoying Civ and our mods! :D
Yes, BAT includes BUG. BUG contains just the interface changes while BAT adds to that a bunch of new graphics and other pretty details.
You can only have one mod loaded at a time, so you just need to load BAT if you want both. You can set up Civ4 to load it automatically (http://forums.civfanatics.com/showthread.php?t=272682) (you can always unload it), and of course if you double-click a saved game, it loads the mod and the game without going through any menus. That's how I always continue games.
All the other mods you see listed come installed with the core game. It includes mods that alter the game play and scenarios that mostly just provide maps and events without changing the rules.
Just one more turn!
Naw, I've never said that before! :rolleyes: This is the moment where I point out that Civ4 has a built-in timer in the Options screen so you can cut yourself off after 14 consecutive hours. :crazyeye:
Thanks again for the props. We'll keep adding more stuff until we explode.
BTW, don't ever feel you need to apologize for being inexperienced. We all started out as newbs once, and things change so quickly that we'll all get to be newbs again. :)
bennos76 Apr 23, 2008, 11:12 AM Hey Blackcar, just in case you didn't know, make sure you have bruic's patch installed too, it fixes a lot of things. And try an archipelago map when you get the chance (makes the later game quite a bit of fun).
Enjoy.
alerum68 Apr 27, 2008, 12:00 PM Alright, I still haven't found anything useful to create an archive (.zip, .rar, .7z, etc) that will let me install into another directory. To prevent issues with installation questions, (And I'm sure we will get them) I am going to change the reference to the .zip file as source code only, and will offer no more install help then a few basic lines on the download page. The Mod is just starting to sprawl all over the place, and the installer I have gives us alot more options on how and where to install it.
As of now I have BUG set to install with 2 optional ways. The first is the standard CustomAssets route, and the other is the install in the MODs folder in My Documents. I was thinking we can add 1 more way of installing it, without the installer being to cluttered. Is there any other way of installing that you can think of to add there?
Before the next release, there are 3 areas I think we should address, if we haven't yet.
1) The Event Log icon bug.
2) The settings tab in Military Advisor, that list just the colors.
3) I know it's not major, but I really would like someway have Help from the BUG Options Screen.
Also, Ruff was talking a while ago about adding another Dom Adv (the one from HoF) to the Optional Advisors, so there are now three. Is that still in th ebooks?
The Doc Apr 27, 2008, 12:11 PM The standard mod-folder of BtS, of course (Beyond the Sword\Mods).
Personally, I like the zip-file. Installers are great for people who don't know much about computers but I (and I guess many advanced users, too) prefer having a zip-file because of the quick install. No clicking through menus and everything. :D
alerum68 Apr 27, 2008, 12:16 PM I'll still have a link to the .zip file, but it'll be listed as a sourcecode only.:p And with the new directory structure it's not going to be as easy an install as it was with previous versions. And I did think of the ProgFiles.../BTS/MOds directory, but worry about having to locate the proper location with CivComplete & Civ Gold.
ruff_hi Apr 27, 2008, 12:18 PM Before the next release, there are 3 areas I think we should address, if we haven't yet.
1) The Event Log icon bug.
2) The settings tab in Military Advisor, that list just the colors.
3) I know it's not major, but I really would like someway have Help from the BUG Options Screen.
Also, Ruff was talking a while ago about adding another Dom Adv (the one from HoF) to the Optional Advisors, so there are now three. Is that still in th ebooks?
I'll be looking at the 'in-game log crash when not running BUG' (is that your 'The Event Log icon bug'?) after I finish playing with the MA. the settings tab is just a place holder - I will take it out when I upload the next version (prob Mon or Tue) Still looking at the HOF Dom Advisor - if we include, it will convert that check box to a drop down and you will get to select from 1 of 3
alerum68 Apr 27, 2008, 12:38 PM Sweet.:) So far the MA is soooooooo much better then anything else I've seen, from the Community or from Firaxis.
EmperorFool Apr 27, 2008, 05:13 PM I don't see a pressing need to have an install into the install dir's mods dir (say that three times fast). If the installer has a way to let the user locate CIV4BeyondSword.exe, then maybe it's worth it, but I doubt anyone really needs it that way.
Keep in mind that we can still put the INI files as siblings to CustomAssets or Assets. BUG will look in five places for the files. So feel free to package the ZIP in that fashion if you want.
@Ruff - When do you think you'll be at a release state with the new MA?
@Alerum - What's your availability for putting out a release in the next couple weeks? Also, do you post to the "mods release" forum here or elsewhere? I'm just curious.
ruff_hi Apr 27, 2008, 07:42 PM @Ruff - When do you think you'll be at a release state with the new MA?I have two items outstanding ... 1) threat index and 2) strategic units on the main screen. Both will take a bit of work as there are multiple steps involved. However, I am pretty sure where I need to lift the code from. I also need to make sure that the scrolling arrows work (they don't at the moment but I haven't looked at it - pretty sure I haven't put the code in.
I also want to free up the main sort criteria (currently unit combat type) so that the user can select what it is.
Finally, I want to get a copy of the glance screen on the MA - I'm hoping that I can just ask the current glance screen to do its stuff.
So - all in all, about another 2 months of work I should guess. Ok, a serious guess - 2 or so weeks.
·Imhotep· Apr 28, 2008, 03:24 AM Hi guys,
I have a question concerning TortoiseSVN - if I export the latest revision to my CustomAssets folder, does the export command make all changes the revision went through (i.e. delete files etc.) ? Or has that to be done manually ?
Imhotep
The Doc Apr 28, 2008, 04:20 AM You mean: delete the superfluous files that are in your CustomAssets folder? I guess, no. But they are no longer in use, so they shouldn't do any harm.
ruff_hi Apr 28, 2008, 04:26 AM @imhotep - can you do the export to a copy of your customassets and let us know what happened?
EmperorFool Apr 28, 2008, 08:29 AM I haven't verified this, but my expectation is that no, it will not delete files that were deleted from SVN. I think export simply means "copy all files in this tree, minus the .svn directories". In other words, it doesn't look at the history of the SVN to make the copy, it merely looks at the files on your hard drive at that moment.
But they are no longer in use, so they shouldn't do any harm.
Unfortunately, this isn't quite true. In the case of new XML files, it is true, since the Python code won't reference any of the deleted keys. For replaced XML files and Python files, however, Civ4's engine loads all files automatically. So any overwritten XML keys will remain overwritten, and any new Python may interfere with the other Python code.
If you want to live dangerously, you could always do the TortoiseSVN checkout directly into your CustomAssets folder and then do the update there as well; no export is necessary. I used to do it this way until I started using Eclipse. In my case, however, BUG was the only mod in the folder, so there was no chance of a clash.
If you try the export out and find differently, please let us know. :)
·Imhotep· Apr 28, 2008, 05:16 PM Thanks for the replys. As soon as we have deleted files again in the SVN I'll report... :)
EmperorFool Apr 28, 2008, 05:36 PM I think CvPath.py and RuffModControl.py were the last files I deleted, and I moved RuffEcho.py at the same time. Before that I killed one or two XML files. It should be pretty rare, though.
Anthrax Apr 28, 2008, 06:56 PM ahhh thanx for the reminders...... i'm always forgetting to delete the files.
alerum68 Apr 28, 2008, 11:20 PM I think I'll make a patch for the next release so we can resolve these issues of deleted files. It will do this for us automatically.
kazapp Apr 29, 2008, 05:01 AM Hi, is it possible to not use a specific mod in the BUG download?
Say I have tested the Sevopedia previously and don't feel it's essential. Can I use the rest of BUG anyway?
(Without having to install those other mods individually, that is. Or, heavens forbid, have to extract the sevopedia-specific information from common xml files)
Thx
The Doc Apr 29, 2008, 06:23 AM Ever looked into the options screen of BUG? ;) There you can switch off all parts of BUG that you don't want, like, in your case, the sevopedia (look for it at the advisors tab).
EmperorFool Apr 29, 2008, 02:50 PM The BUG Mod is completely configurable. Every mod we've added has an option to disable it. If you find one that doesn't, please let us know!
Note that in two cases, Sevopedia and Customizable Domestic Advisor, you must restart the game for the change in option to take effect. This is merely a result of the way that Civ4 is coded.
@Doc - It sounds like kazapp hasn't downloaded it yet, probably waiting to get his/her question answered first. :)
kazapp Apr 29, 2008, 03:17 PM Thanks, exactly the answer I hoped for! :)
Balderstrom Apr 30, 2008, 06:50 AM Alright, I still haven't found anything useful to create an archive (.zip, .rar, .7z, etc) that will let me install into another directory. To prevent issues with installation questions, (And I'm sure we will get them) I am going to change the reference to the .zip file as source code only, and will offer no more install help then a few basic lines on the download page. The Mod is just starting to sprawl all over the place, and the installer I have gives us alot more options on how and where to install it.
Well with WinRAR you would create a SFX (solid) archive;
[Advanced] Tab & [SFX Options] Button:
[General] Tab
1) Path to Extract: %PROGRAMFILES%\Firaxis Games\Sid Meier's Civilization 4\Mods\ (or whatever the path should default to)
[Text & Icon] Tab
2) Title of SFX Window: Civ4 BTS Unaltered Gameplay
3) Text to Display: Please change the directory to the Mods folder, where Civ is installed, if you chose a different install dir.
You could also just have winRAR execute a .cmd batch script, within the script could use something like one of NIR Sofer's tools to query info from the registry to find the proper install directory of civ. then the script just copies/moves the files there.
WinRAR could just initially extract to a temp dir.
If yer interested in the latter, that I can whip up pretty easily. The former is fairly easy for you to do - just not idiot proof ;-)
I don't care for 7z myself, it makes somewhat smaller files at the expense of all the extra things that winRAR has fine tuned over the years. And zip doesn't come close to the compression of either 7z or rar.
BTW Kudos on getting BAT out the door, I had been waiting on that one :-) Took a break from CIV for a while there, will have to give this stuff another run and take a look at that file that makes the advisor screen adjust to screen width...mine worked just wasn't quite perfect.
alerum68 Apr 30, 2008, 07:38 AM Hey balderstrom!
Glad to see your back.;) I thought using an SFX would create a .exe archive instead of a standard one. If it will make a standard archive, PLEASE tell me how.:p
Balderstrom Apr 30, 2008, 08:01 AM It does make an exe...but for any of the tech-literate you can right click on a rar exe and just extract it however you like, or just double-click it to let it run.
The latter is an option as well if yer adverse to the .exe, just have an INSTALL.CMD script - which is easy enough to do. Would need to bundle reg.exe (48Kb) among the files (not everyone has that installed). Reg.exe can query the registry for the installed directory of CIV.
Would need to query 2 separate locations, since I believe the game can be installed for USER or ALL
but just as a quickie test, we have
reg query "HKLM\Software\Firaxis Games\Sid Meier's Civilization 4" /v INSTALLDIR > civ4.testWhich produces a file "civ4.test" that contains:
! REG.EXE VERSION 2.0
HKEY_LOCAL_MACHINE\Software\Firaxis Games\Sid Meier's Civilization 4
INSTALLDIR REG_SZ D:\Games_2008\Firaxis Games\Sid Meier's Civilization 4
we can loop thru that file easily with INSTALL.cmd
FOR /F "tokens=1-3" %%F IN (civ4.test) DO (
IF "%%F" == "INSTALLDIR" (
SET COPYTO=%%H
)
)
Which sets the variable COPYTO to the 3rd argument, Where the game is installed. And proceed from there. ...
And for the tech-literate they can just copy the files to the proper place themself.
alerum68 Apr 30, 2008, 01:29 PM Seems like a lot of work, without much gain. I think we'll just have the .rar copy everything to the BTS folder, including the "BUG Mod" directory. The new code EF put in allows it. BTW - We still haven't decided on the prefered location for that new directory anyway. Should it go under My Games or under the BTS documents folder?
EmperorFool Apr 30, 2008, 02:07 PM The code currently looks in "My Games\BUG Mod" first. It does not look in "Beyond the Sword\BUG Mod" to clarify, as that's what I thought you meant by
Copy everything to the BTS folder, including the "BUG Mod" directory.
Rather, it looks in "Beyond the Sword" for the INI and other config files directly -- no intervening "BUG Mod" directory. I could easily change that, however.
C:\Documents and Settings\
<user>\
My Documents\
My Games\
BUG Mod\
(config 1)
Beyond the Sword\
(config 3)
CustomAssets\
(source)
Mods\
BUG Mod\
(config 2)
Assets\
(source)
C:\Games\
Civ4\
Beyond the Sword\
(config 5)
Mods\
BUG Mod\
(config 4)
Assets\
(source)
Config 1-5 are the order in which the code looks for the files. Am I correct that you are proposing 3 and 5 to be pushed down into a new "BUG Mod" directory just like the one in "My Games"?
The Source directories are simply the three places the mod can be installed and work. I don't know if all three options are available with the current installer.
Balderstrom Apr 30, 2008, 03:34 PM Is that where it actually looks?
In windows 2000 at least the "default" structure is
Documents & Settings\<USER>\My Documents\My Games\Beyond the Sword
perhaps you misposted, you left out "My Documents"
And hopefully yer using %USERPROFILE% ...
My data is kept in
C:\Users\<user>\My Documents\My Games
I wonder, is it possible to query the ini file location, you mentioined Python has access to where the exe is run from. Does it also know where civ's CivilizationIV.ini that has been loaded is? If you know that you know exactly where to look.
If not, optimumX.com has a freeware app "shortcut.exe" (56Kb) similiar to the windowsXP resource kit tool,
shortcut /a:q /f:_Civ4CustomAssets.lnkoutputs:
[_Civ4CustomAssets.lnk]
TargetPath=C:\Users\Crash\My Documents\My Games\Warlords\CustomAssets
TargetPathExpanded=C:\Users\Crash\My Documents\My Games\Warlords\CustomAss
ets
Arguments=
ArgumentsExpanded=
WorkingDirectory=
WorkingDirectoryExpanded=
RunStyle=1
IconLocation=,0
IconLocationExpanded=,0
HotKey=0 (None)
Description=Shortcut to _Civ4CustomAssets
The command completed successfully.
I do believe everytime the game is run, it updates those shortcuts in the programs directory - especially useful if you launched the game via a shortcut that specified a different .ini
EmperorFool Apr 30, 2008, 04:16 PM Oops, yes I missed "My Documents" in that tree (fixed), and the code uses the registry to locate the current user's My Documents folder. It uses the executable path to determine the "Beyond the Sword" folder name.
AFAIK, Civ4 doesn't add any helper functions to get the location of the current .ini file. That would be sweet.
alerum68 Apr 30, 2008, 05:50 PM Yes, I think there should be a BUG Mod directory in the BTS folder if it's installed that way, just like in config 5. I don't see a need for it within the "BUG Mod" when installed in the Mods directory though... bug mod/bug mod doesn't work for me.:p The installer isn't going to be a problem configuring, but the .zip file. That will remove all these problems with trying to package it, but still maintaining a folder that has our own information self-contained.
Balderstrom Apr 30, 2008, 06:03 PM I don't think I get what yer talking about Alerum...
if the zip file has a base folder of "Bug Mod/" and the zip file is unpacked, then it creates "Bug Mod/" there is no Bug Mod/Bug Mod/
And if you are manually installing it as NOT a mod, then you will just copy the contents of Bug Mod into Custom Assets, and have the Bug Mod.ini in "Beyond the Sword" above the Custom Assets dir.
alerum68 Apr 30, 2008, 06:09 PM I'm talking about installing it into the Mods directory.
So it will install this way:
My Docs/BTS/Mods/BUG Mod
then we'll have our support files in another directory called BUG Mod
so it will come out My Docs/BTS/Mods/BUG Mod/BUG Mod
I want it so when it's installed in the Mods folder it only looks in BUG Mod, not BUG Mod/BUG Mod
anyway this has gone way off topic. (bumps it over to the Development Thread.)
EmperorFool Apr 30, 2008, 08:33 PM I want it so when it's installed in the Mods folder it only looks in BUG Mod, not BUG Mod/BUG Mod
Yeah, I get it. No problem. So the only change from the tree I showed is that configs 3 and 5 will be in a "BUG Mod" subdirectory at their current locations.
For the .zip, just package it as a mod and make them move files around if they want it in CustomAssets.
Mods\
BUG Mod\ <-- .zip root, so first file is "BUG Mod\BUG Mod.ini"
BUG Mod.ini
CustomDomAdv\
CustomDomAdv.txt
Adv Unit Naming.ini
BUG Mod Help.chm
Assets\
...
Instructions to install as CustomAssets:
Unzip.
Rename "Assets" to "CustomAssets"
Move "CustomAssets" into the "Beyond the Sword" directory, overwriting all files.
Move "BUG Mod" directory to the "Beyond the Sword" directory.
The BtS directory mentioned above is the one in your "My Documents\My Games" directory.
We could even create "Install to CustomAssets.bat" that will do the above.
alerum68 Apr 30, 2008, 11:12 PM No .bat file. If people like the "ease" of .rar then let them have it, untainted.:p As long as there it reads from My Docs/My Games/Beyond the Sword/BUG Mod, then that is what people will get. If they want to have different configs, then we're going to have to assume they're tech-savvy enough to figure it out themselves.
EmperorFool May 01, 2008, 07:59 AM Sounds good to me, though I was looking forward to having a file named "BUG.bat" :p
alerum68 May 01, 2008, 01:45 PM Reminds me of FBUG... you really want to go down that road again?:p
shari May 04, 2008, 12:51 PM edit: sry wrong Thread
alerum68 May 04, 2008, 01:05 PM The SVN is somewhat of a testing ground for our new code. You'll have to do alot of moving of things around and renaming.
You may want to run the installer we have at our website The BUG Project website (http://civ4bug.sourceforge.net/BUGMod.html). We should be coming out with a full release sometime in the next 24 hours or so, having everything on the SVN. Until then, this is probably the easiest way to get it to work.
alerum68 May 06, 2008, 01:54 AM BUG Version 2.30 released. Please uninstall all previous versions before installing 2.30.
ChangeLog:
Added Mods:
BUG's Military Advisor
Full Plot List Enhancment
Changes:
Moved GreatGeneral Bar and GreatPerson Bar on Main Screen on the same line as the Research Bar, on Wide Screens.
BUG Options translated into Italian, German, and French.
Glance and Info pages in Foriegn Advisor show full details in hover for leaderheads.
All BUG Mod support files now contained within My Docs/My Games/Beyond the Sword/BUG Mod directory. This corrects issues with CivGold and CivComplete, as well as cleaned up the BTS directory.
Trade now shown in 2 sections, with 3 columns each: Total Profit and Number of Routes, with All, Domestic, and Foreign routes.
BUG Help File now accessable through Bug Options screen, and with the HotKey Shift + F1.
Worst Enemy Icon added to ScoreBoard
Tech Trade alerts now say which tech each AI will and will not trade.
Added SevoPedia addition for Favorite Civic.
Bug Fixes:
Fixed route "base profit" display bug.
Added labels for the Espionage section of the Advisors Option Tab.
Fixed bug when displaying Great Person info for a city with a zero GP rate, but points for multiple GP types.
Fixed several tags in XML files.
Fixed SevoPedia bug not showing railroad bonus for Mine, Lumbermill, Quarry.
Roland Johansen May 06, 2008, 02:41 AM BUG Version 2.30 released. Please uninstall all previous versions before installing 2.30.
Is it savegame compatible or do you have to start a new game to benefit from the added functions of the update of this great mod?
All BUG Mod support files now contained within My Docs/My Games/Beyond the Sword/BUG Mod directory. This corrects issues with CivGold and CivComplete, as well as cleaned up the BTS directory.
If you install it in ...\Civilization 4\Beyond the Sword\Mods\BUG Mod will that cause problems? I've always installed it as a mod in that location.
Thanks and good job for the team. :goodjob:
EmperorFool May 06, 2008, 02:49 AM Is it savegame compatible or do you have to start a new game to benefit from the added functions of the update of this great mod?
Yes, it is compatible. We will make it very clear, including bumping up the major version number, if we ever make a change that breaks saved game compatibility.
If you install it in ...\Civilization 4\Beyond the Sword\Mods\BUG Mod will that cause problems? I've always installed it as a mod in that location.
That is indeed one of the options when using the installer. You are free to use the manual install to put it there as well.
ruff_hi May 06, 2008, 03:56 AM Did we update the revision number? Is BUG MA optional? Guess I can d/l and see.
The Doc May 06, 2008, 04:07 AM If I may ask a question: Why did you release that version?
The PLE is not even fully merged into BUG. There are no pop-ups for the PLE icons that explain what they are for. Some of its options are in the "general" tab while the rest of 'em are in "plot list" tab. Furthermore the "plot list" tab doesn't have any translated descriptions or option names. It doesn't even have proper English descriptions. :dunno:
This release really does not reflect the quality of the BUG coders. I know, you can do better...
alerum68 May 06, 2008, 07:28 AM Doc, the PLE doesn't have hover text coded into it. Thanks for the kind words though.:) If you want to, go ahead and edit the PLE Options yourself.
The Doc May 06, 2008, 07:47 AM Well I would..., but there are no tags in the xml files for that (or at least I can't find them in SVN 745). :dunno:
There is no hover text for the buttons? Then why is there a file called CIV4PlotListEnhancementsInfo.xml that holds such tags for tooltip texts? :dunno:
Lord_Zath May 06, 2008, 05:07 PM Might be a dumb question, but does that mean that if I downloaded the BAT mod, it includes BUG 2.3? Or do I need to wait for the re-release of BAT?
GooglyBoogly May 06, 2008, 09:52 PM I am sure you developers already knew this. but I (and many other new players) probably do not
If you upgrade your BUG MOd patch from 2.20 to 2.30 this will 'break' the lock modified assets rule and will render your BUG MOD v2.20 saves unplayable.
So all you need to do is revert back to 2.20 and finish your game with the old version.
It would be nice for the BUG MOd downloads page to mention this, as not all users are CIV veterans.
Or is there a way to play your 2.20 games with the 2.30 mod if they have been locked? :confused:
alerum68 May 06, 2008, 10:19 PM I am going to request to change the name of this thread, and restart a new one for Latest Version announcments. There is a General Question thread. PLEASE use that for questions such as these.
LZ - No, the BAT Mod does not contain BUG, but you can rename the CustomAssets folder to Assets, and copy that over your Assets folder in BAT. If you put the new "BUG Mod" in the Root BTS folder, this will allow you use your settings between BAT and BUG. Just make sure to delete the old support files. This is everything in the directory BAT Mod besides the Assets folder, Help file, and BAT Mod.ini. Also rename The BAT Mod Help.chm to BAT Mod Help.chm to make sure the help file will work from the Options screen. I'm debating on how to release BAT right now, but will have a plan of action fairly soon.
GooglyBoogly - That's not something related to BUG, that's just how Civ works. If you change even one letter inside of any fille in Assets or CustomAssets, it will prevent a save working. I wish I had another solution for you, but any games that were locked, will have to be played out with 2.20. Unlocked games will work fine.
ruff_hi May 07, 2008, 04:02 AM If you upgrade your BUG MOd patch from 2.20 to 2.30 this will 'break' the lock modified assets rule and will render your BUG MOD v2.20 saves unplayable.This is correct. Further, if you play with BUG in customassets and check 'locked assets', then Civ4 will not load anything from customassets (ie no BUG).
Wodan Jun 23, 2008, 02:19 PM Hey alerum can you modify the 1st post of the thread to include hotlinks to each of the inluded mods? I want to be able to read up on what each of them does....
Thanks!!
alerum68 Jun 23, 2008, 02:58 PM Thought this thread was closed.
Go to our website. Click on On-line Help. Click on the MOD name you want to know more about. I'm sorry, but I have to many other things going right now to track down the threads for these mods, but the information that the authors have given us about the Mods are in both On-line Help, and in the BUG Mod Help.chm file as well.
Wodan Jun 23, 2008, 03:20 PM No worries, I'll figure it out!
Wodan
EmperorFool Jun 23, 2008, 08:03 PM I had them all linked as bookmarks on my old PC, may she rest in peace. But yes, the online help and help file both have the readme information from the original mods.
If you have BUG installed, you can open the help file from the BUG Options screen, too. :)
Wodan Jun 24, 2008, 05:23 AM I had them all linked as bookmarks on my old PC, may she rest in peace. But yes, the online help and help file both have the readme information from the original mods.
If you have BUG installed, you can open the help file from the BUG Options screen, too. :)
Good tip but the reason I want the info is to decide whether to install BUG in the first place. ;) I already have several of the pieces installed, and I also enjoy another major mod (Wolfshanze).
Wodan
EmperorFool Jun 24, 2008, 05:39 AM Good tip but the reason I want the info is to decide whether to install BUG in the first place. ;)
That was my guess, but I added the tip in case others were wondering and also I just thought it was cool. :D Alerum and our translators have put a lot of work into the help files.
|
|