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EmperorFool
Apr 18, 2008, 09:33 PM
EF, you mind posting the bit of offending code?

Sure. Here's the fixed version from SVN:


<TEXT>
<Tag>TXT_KEY_TRADE_ROUTE_HELP_BASE</Tag>
<English>%s1 [ICON_COMMERCE]: Base profit</English>
<French>%s1 [ICON_COMMERCE] : bénéfice de base</French>
<German>%s1 [ICON_COMMERCE]: Basisprofit</German>
<Italian>%s1 [ICON_COMMERCE]: profitto basilare</Italian>
<Spanish>%s1 [ICON_COMMERCE]: Beneficio base</Spanish>
</TEXT>

In the broken code, the "%s1"s were all changed to "%d1". The game formats the base profit (a floating point number) as a string like "1.50" and passes in the address of the resulting string to the text formatting engine.

"%s" tells the game to expect a string. "%d" tells it to expect an integer number. Well, the address of a string is just a large integer, so the engine was taking part of it and formatting it into a string ("%d").

I found it because I diffed the new version against the original BTS version so I could split out the additions. At that point I found changes to some of the XML entries which I didn't expect. It was really blind luck.

ruff_hi
Apr 19, 2008, 01:02 AM
ah - I diffed that file today (actually, yesterday now) too and also saw those small differences - thus spurring me to suggest we have our own XML.

EmperorFool
Apr 19, 2008, 01:18 AM
So far splitting out the hints seems to not cause any problems, but I don't know if the new hints still show up. The art definitions, however, don't work.

Also, I tried to get the GP Bar to show the percentages for the selected city, but it doesn't work. I cannot find a function that gets called specifically when a city is clicked on. Sure, the plot list buttons are redrawn, but that happens any time a unit is selected, too.

EmperorFool
Apr 19, 2008, 03:14 AM
Okay, I'm inclined to revert all the non-hint changes in CIV4GameText_BTS.xml. A couple are grammatical (adding a "L'" option to a couple French translations that I don't have the knowledge to verify), but a few alter the substitution codes just like the trade base profit above. Since I don't know why they were altered, I say let's torch them.

@Alerum - There's a comment in there:


Moved hints from CIV4GameText_Strategy.xml to
CIV4GameText_BTS.xml so they resize properly.

What exactly happens if they are in a separate XML file? Also, do you know where the non-hint changes came from? Did you copy the XML file from somewhere else? I don't remember if you made all the new hints or started from some other source.

alerum68
Apr 19, 2008, 09:24 AM
The resizing test didn't work, but kept it that file anyway. IIRC there was 2 files I edited... I odn't remember if it was the Schema or not it's been so long. One would point to the hint number, the other would contain the actual hint. It didn't matter which file I put it in, the Stategy or the BTS one... in fact, the BTS would contain alot of stuff that was like random text. Either file I used, as long that the file that would point to the hint was done properly, it would pull it. I saw it being like this: The filenames didn't matter, consider all the XML as one large file, and the filenames were just a way for the programmer to find it easily. Does that make sense? In a hurry so can't describe what I mean very well. Either way, Ruff's suggestion of having our own XML is a wonderful idea.

As for the base profit thing, I don't remember changing anything that didn't contain HINTS in it's TXT field. It's different then in the base game?

·Imhotep·
Apr 19, 2008, 04:21 PM
@ruff:

If I hit Alt-L now in Revision 614 (it says I'm on 607, but I've copied all the 614 files) I get no popup asking me to log the game anymore. Is that intentional ?

EmperorFool
Apr 19, 2008, 04:42 PM
. . . in Revision 614 (it says I'm on 607, but I've copied all the 614 files) . . .

If you mean you got them directly from SVN, you won't see the real revision number in the options screen. Alerum updates a Python file with the revision number when he makes a release.

@Alerum - I haven't looked yet, but I'm willing to bet those non-hint changes were from a pre-3.13 version of BtS, assuming you introduced the hints before the 3.13 patch. The reason I think this is that when the patch came out, I only looked at the Python changes -- ignoring the new XML files -- because I didn't think we overwrote any XML files.

You are mostly correct about the XML loading. It works as you say -- loading every XML file with game text -- but not apparently other objects (units, civs, buildings, art definitions, etc. That's where the modular loading comes into play.

I'm going to pull the hints out into their own file and delete the duplicate XML file. We'll have to make sure the new hints actually get displayed at some point. I have it that way locally already, but I've only seen old hints in the 10 or so times I've launched BtS while testing.

·Imhotep·
Apr 19, 2008, 05:35 PM
@EF:

Thanks for the clarification. Yes, I always pull BUG directly via TortoiseSVN. Btw, speaking of SVN - I'm currently trying to set up SVN for my web project and want to work with it via Eclipse. I'm rather lost though and as I've seen you mention that you work with Eclipse and SVN too - could you lend me a hand with this ?

Imhotep

ruff_hi
Apr 19, 2008, 05:52 PM
@ruff:

If I hit Alt-L now in Revision 614 (it says I'm on 607, but I've copied all the 614 files) I get no popup asking me to log the game anymore. Is that intentional ?I sometimes manually update the revision number when I make an interum update.

In theory, Alt-L is only available if you have logging enabled. If you have it enabled and 'silent' off, then Alt-L is available. If you have it enabled and 'silent' on, then it isn't available.

EmperorFool
Apr 19, 2008, 06:17 PM
@Imhotep - Yes, I use the Subclipse plugin from inside Eclipse to access SVN. It works great, though when I reinstalled my system this time, I wasn't able to commit from Subclipse until I first committed using TortoiseSVN. I haven't figured out why yet, but it works now. Just Google subclipse and follow the directions for installing it via Eclipse, or ask if you need help. If you already have your files stored in SVN, you just create a new project in Eclipse using the new SVN project wizard.

EmperorFool
Apr 20, 2008, 04:54 AM
I'm going to pull the hints out into their own file and delete the duplicate XML file. We'll have to make sure the new hints actually get displayed at some point.

I have committed these changes to SVN.

The Doc
Apr 22, 2008, 05:24 AM
I'm currently using the SVN-Version (624) of BUG and have two issues:

1. I can't close the options-screen of BUG. No matter where I put the mod into (the BTS-mod folder in "My Games" or the regular one, Customassets is renamed). With the official version (2.22), I'm having this issue only when I use the BTS-mod folder in "My Games".

2. When I use the arrows above the flag in the main-screen to scroll through my cities, the options- and civilopedia-button on the top right of the screen disappear.

·Imhotep·
Apr 22, 2008, 06:56 AM
I'm currently using the SVN-Version (624) of BUG and have two issues:

1. I can't close the options-screen of BUG. No matter where I put the mod into (the BTS-mod folder in "My Games" or the regular one, Customassets is renamed). With the official version (2.22), I'm having this issue only when I use the BTS-mod folder in "My Games".

2. When I use the arrows above the flag in the main-screen to scroll through my cities, the options- and civilopedia-button on the top right of the screen disappear.

Same here. Seems to screw up the ini-file as all the options are changed. Maybe it has something to do with the deletion of the NJAGCM file ?

Imhotep

EmperorFool
Apr 22, 2008, 07:35 AM
1. I can't close the options-screen of BUG. No matter where I put the mod into (the BTS-mod folder in "My Games" or the regular one, Customassets is renamed). With the official version (2.22), I'm having this issue only when I use the BTS-mod folder in "My Games".

The options screen won't close if it cannot find the INI file at startup. I am making a fix for this issue but haven't had a chance to finish it yet. For now, put the "BUG Mod.ini" file in "My Games\Beyond the Sword". That should work as long as the game starts up fine, which it sounds like it is.

2. When I use the arrows above the flag in the main-screen to scroll through my cities, the options- and civilopedia-button on the top right of the screen disappear.

This is actually a normal part of the game. Those buttons disappear whenever you select a city by clicking on a city bar. Using the arrows has the same effect.

The Doc
Apr 22, 2008, 08:10 AM
The options screen won't close if it cannot find the INI file at startup. I am making a fix for this issue but haven't had a chance to finish it yet. For now, put the "BUG Mod.ini" file in "My Games\Beyond the Sword". That should work as long as the game starts up fine, which it sounds like it is.

The game starts up fine, but unfortunately it didn't help to put the .ini into "My Games\Beyond the Sword". I still can't close the options-screen.


This is actually a normal part of the game. Those buttons disappear whenever you select a city by clicking on a city bar. Using the arrows has the same effect.

Oh, you're obviously right. :blush: Never noticed that, sorry.

btw: I make progress on the german translation. Although it's sometimes a bit tricky to cope with the available space. :crazyeye:

alerum68
Apr 22, 2008, 08:31 AM
Actually, I commited the new CVPath.py file, so it should go into My Games\BUG Mod, with the AdvUnitRename.ini file, and the CusDomAdvisor folder.

EmperorFool
Apr 22, 2008, 08:31 AM
I've just committed (version 627) a couple fixes for the INI fiasco.

1. It doesn't use the registry to determine the name "Beyond the Sword" any more. This will fix the problems related to Civ Gold and Complete. It now uses the name of the executable which conveniently contains the part I need.

2. If it cannot find the INI file, the game starts up, the default options are used, you cannot change any option values (not saved when the screen is closed), and it says "Cannot Find INI File" at the bottom of the first (General) tab on the BUG options screen . . . but you can close the screen now.

Please update and try this out.

@Doc - Don't worry too much about space as the screen can scroll. Are you using the latest from SVN so you can see your translations live? Sadly, XML is cached while the game runs, so you have to quit/restart Civ to see your changes.

EmperorFool
Apr 22, 2008, 08:35 AM
Actually, I commited the new CVPath.py file, so it should go into My Games\BUG Mod, with the AdvUnitRename.ini file, and the CusDomAdvisor folder.

I clobbered that version for now. I found an easy way to get what I need without the registry, so we can revisit where we want the INIs to go. My main reason for leaving them in the "Beyond the Sword" folder is so people don't get surprised when they upgrade. I can still change it. I'm writing our own version of CvPath, specifically so I can tell the user when the INI isn't found and tell them where it's looking.

alerum68
Apr 22, 2008, 08:52 AM
No way to make it "locate" and let the user choose which .ini file it would want to load?

The Doc
Apr 22, 2008, 08:54 AM
[...]
@Doc - Don't worry too much about space as the screen can scroll. Are you using the latest from SVN so you can see your translations live? Sadly, XML is cached while the game runs, so you have to quit/restart Civ to see your changes.

I know. No on-the-fly editing. :D
The new version works great so far. :goodjob:

·Imhotep·
Apr 22, 2008, 09:57 AM
Yeah, it works now again. Cool. :)

EmperorFool
Apr 22, 2008, 08:41 PM
No way to make it "locate" and let the user choose which .ini file it would want to load?

Asking the user, no. At the point that the .ini file is being loaded, there is no UI with which to ask the user. Plus, would you want to select that every time you loaded a game? :rolleyes:

Instead, my preference is to have an ordered list of locations in which to look, and take the first one that is found. This would be applied for each .ini file sought, so crazy users are cool to spread them around if they wish.


My Games\BUG Mod
My Games\BtS\Mods\BUG Mod
My Games\BtS
C:\Games\Civ4\BtS\Mods\BUG Mod
C:\Games\Civ4\BtS
The last two of course would be wherever they installed BtS which I get without using the registry (Python's builtin sys.executable conveniently holds the full path to CIV4BeyondSword.exe).

@The Doc - Great to hear! :)

alerum68
Apr 22, 2008, 11:09 PM
hehehehe - GMTA. I was saying the same format, minus directly into the My Games directory, but like having it search the BTS install directory too. This should remove any chance of getting the No Interface issue.

EmperorFool
Apr 23, 2008, 09:04 AM
See my latest thread (http://forums.civfanatics.com/showthread.php?t=272658) for the resolution to this annoying INI file issue.

ruff_hi
Apr 23, 2008, 07:39 PM
Bug in revision 635 ...

Traceback (most recent call last):
File "CvAppInterface", line 56, in onLoad
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 124, in handleEvent
File "CvCustomEventManager", line 169, in _handleOnLoadEvent
File "CvCustomEventManager", line 135, in _handleDefaultEvent
File "autologEventManager", line 277, in onLoadGame
File "autologEventManager", line 53, in StartLogger
File "autolog", line 23, in setLogFileName
File "BugAutologOptions", line 204, in setFileName

AttributeError: 'BugAutologOptions' object has no attribute 'setValue'
ERR: Python function onLoad failed, module CvAppInterface

It seems that the underlying BugOptions.py got changed somewhere.

EmperorFool
Apr 23, 2008, 11:49 PM
Yes, and I'm updating Autolog. I'll go ahead and commit what I have. It runs at least without any errors, but I haven't tested it thoroughly.

EmperorFool
Apr 24, 2008, 04:51 AM
This is now fixed. All BUG stuff uses BugPath. CvPath is no longer.

As well, I created a new tab in the Options Screen: Config. It shows all of the currently active configuration items:


Search paths for configuration files
BUG Mod.ini
Adv Unit Naming.ini
CustomDomAdv.txt
Autolog Log File
They get added as they are accessed, so something has to be logged for the last one to show up, and a unit must be built for the third, and you have to open the CDA to see the fourth. I'd like to fix this in the future so the locations show up immediately if that feature is enabled.

I touched a lot of files in this update, so please bang on it extra hard.

The Doc
Apr 24, 2008, 07:36 AM
Just updated: BAM! Interface gone. :assimilate: :D (Tested both mods-directories (My Games and Standard).)
First time I have this issue. :dunno:

EmperorFool
Apr 24, 2008, 11:32 AM
Bummer, sorry about that. Please post the contents of PythonErr.log (not PythonErr2.log). You may need to enable logging first in CivilizationIV.ini and rerun the game if it's not there. The file is located in your "My Games\BtS\Logs" directory.


; Enable the logging system
LoggingEnabled = 1

Also, where do you have "BUG Mod.ini" located? The game should now tolerate not finding this file, so more likely it's something wonderful and new. :(

ruff_hi
Apr 24, 2008, 11:53 AM
from eyeballing the changes, BugUnitNameOptions.py still contains a reference to RuffModControl.py.

EmperorFool
Apr 24, 2008, 01:21 PM
Crap. Good catch. I forgot that the way I copy changes from my local development environment to the CustomAssets folder doesn't remove deleted files. :(

I've committed the fix and tested after deleting all the old files. My bad. :blush:

·Imhotep·
Apr 26, 2008, 06:28 AM
Hi guys,

I found a graphical glitch I wanted to share with you. Unfortunately I can find no pattern when it occurs - at first I thought it was only in coastal cities, but that didn't prove to be true. It only happens in some enemy cities you have access to - either recently captured ones or via Espionage. The scoreboard is visible in the city screen. I never saw that with the vanilla scoreboard.

http://img518.imageshack.us/img518/9494/civ4screenshot0000pz7.jpg

Also I wanted to ask if there is a chance we see the enhanced trade alert (a notice which tech the AI has to offer actually) soon... :)

Imhotep

P.S.: I've attached a save in case it helps for investigating. This is with revision 640 from the SVN.

ruff_hi
Apr 26, 2008, 06:36 AM
wow - I also see that BUG has imported the startrek font too!

EmperorFool
Apr 26, 2008, 08:08 AM
Unfortunately I can find no pattern when it occurs.

Fixed. Nice catch. The problem was caused by a city with a zero GP rate but more than one GP type with points.

wow - I also see that BUG has imported the startrek font too!

You're the one that introduced the Borg naming convention, after all. :)

Anthrax
May 02, 2008, 09:27 PM
Ok here is a graphical BAT bug ?? I dunno - but found while playing fredrick

Issue is with the heavy footman

3 images, first when training a heavy footman (popup window) notice the small icon next to the text. second is heavy footman selected at bottom also has wrong image.... 3rd is correct attempting to upgrade a swordsman

loving all the new features !! :D

thank you all for the hard work !

alerum68
May 02, 2008, 11:16 PM
That's very strange. I see a swordsman in my game, not an archer. Would you mind posting this on the Bug tracker for me Anthrax? I'll take a look at it this weekend.

Anthrax
May 03, 2008, 08:34 AM
ok did that for ya........

[ 1956720 ] Graphic error w/ Heavy Footman

wouldn't let me upload there..... here is the game save...... dunno if it will help.

Check city of Lisbon

Should have an inventory of:
6 Heavy footman
4 Horsemen
2 Longbowmen
1 Pikeman

No archers as the Stack icons would suggest...... :crazyeye:

alerum68
May 03, 2008, 08:59 PM
@EF - I tried moving the BUG Mod support directory to the BTS folder from My Games, and it wouldn't pull it up. I got the no .ini error, but it won't allow the screen to exit, just says no .ini file is present.

Also Alt + E isn't bring up the Add a Log Entry dialog. Also, Why aren't we using Alt + R for Reminders again? I just tried using it, and it called up nothing. Is it something that is another screen?

EmperorFool
May 03, 2008, 10:12 PM
Alt-R does Rebase when you have air units selected, though I just right-click where I want them to go.

I haven't changed the code to look in the new location. I'll do that now. It should let you exit the screen, however. What is the Python error in the log file?

As for Alt-E, do you have logging turned on?

alerum68
May 03, 2008, 10:48 PM
There was no python error. Logging is enabled, but not err files were generated. And I do have logging in the BUG Options screen enabled as well. Have you tried using Alt + E recently?

ruff_hi
May 03, 2008, 10:59 PM
if (theKey == int(InputTypes.KB_E)
and self.eventMgr.bAlt
and BugAutolog.isEnabled()
and BugAutolog.isLoggingOn()):
self.eventMgr.beginEvent(CvUtil.EventCustomLogEntr y)
return 1


Logging has to be enabled and turned on. It is automatically turned on if you have silent enabled, if not, you have to start it with Alt-L. that said, I bet I broke it when I put in the 'isLoggingOn' stuff - although, I do have some recollection of testing it.

Alt-M = reMinders.

alerum68
May 03, 2008, 11:04 PM
Alt + M works, alt + E does not. Logging is 100% enabled. I'll look at my local copy and see if that line is there.

alerum68
May 03, 2008, 11:11 PM
strange... alt + L brought it up, even though I had it enabled by default. Maybe it stored when we had the logger problems, and I was turning it on and off to test it? Why do we need to do alt + L after it's turned on and then off? Shouldn't clicking on the check box ensure that it's 100% enabled?

ruff_hi
May 03, 2008, 11:39 PM
strange... alt + L brought it up, even though I had it enabled by default. Maybe it stored when we had the logger problems, and I was turning it on and off to test it? Why do we need to do alt + L after it's turned on and then off? Shouldn't clicking on the check box ensure that it's 100% enabled?Enabling logging doesn't start logging unless you have silent enabled. If you don't have silent enabled, then you have to start it manually.

Copy of post from earlier ...
History: The original logger didn't have the 'silent' option. When you started or loaded a game, a dialog popped up while the game was loading asking you to put in a file name. If you were too slow - it didn't log. For this reason, I put in the Alt-L command that popped up the said dialog box. However, I started to play some games and forgot to start the logger. :mad: Thus I put in the silent option (auto start the logger with a pre-defined name). And also introduced the convoluted way of not logging (uncheck enable AND silent).

Revision 607 of BUG (just updated) now has an internal 'isLoggingOn' flag which says is logging is on or not. Here are your options:

You start a game / load a game with logging ENABLED checked ...

silent is checked - logger auto starts and logs events silent is not checked - nothing happens, you have to manually start the game with Alt-L ... after Alt-L (and ok), logging starts If you uncheck ENABLED while playing a game, all logging stops if you re-ENABLE logging while playing the same game, I think logging starts

You start a game / load a game with logging ENABLED not checked ...

silent is checked - nothing happens silent is not checked - nothing happens you press Alt-L - nothing happens ditto Alt-B and Alt-E If you open the BUG option screen and put a check in ENABLED - NOTHING HAPPENS. The game does not start logging, even if you have 'silent' checked. You have to Alt-L to start the logger (if silent is checked, it looks like nothing happens but it does start logging - confirm with Alt-E)

Balderstrom
May 04, 2008, 09:53 AM
Is it possible to make reminders SHIFT-ALT+R, or CTRL-SHIFT+R ?

EmperorFool
May 04, 2008, 10:06 AM
Is it possible to make reminders SHIFT-ALT+R, or CTRL-SHIFT+R ?

Sure, this is actually quite easy in Civ. :) I don't know if those are used by other actions, though. Anyone else know for sure?

alerum68
May 04, 2008, 10:19 AM
No they're not. I suggested this when we were first putting things together, but someone said we should keep it the same so people who used Ruff's wouldn't be confused. If we do this, we should probably keep Alt + M as well.

EmperorFool
May 04, 2008, 10:43 AM
If we do this, we should probably keep Alt + M as well.

That's the plan. Pick one and I'll add it. I'm used to Alt-M, so you better believe it'll stay in there. :)

ruff_hi
May 04, 2008, 01:05 PM
My vote is the same combo as the option screen.

alerum68
May 04, 2008, 01:32 PM
damn it. The full PLE I just put in makes it so the Options Screen won't come up at all.

ruff_hi
May 04, 2008, 01:34 PM
damn it. The full PLE I just put in makes it so the Options Screen won't come up at all.You are putting in the full version of PLE - very best of luck. I never want to see that code again :D :run:

alerum68
May 04, 2008, 01:35 PM
It's cleaned up alot. It's all pretty much contained in just a few blocks of code, instead of all over the place.

alerum68
May 04, 2008, 01:51 PM
File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 126, in handleEvent

File "CvCustomEventManager", line 150, in _handleConsumableEvent

File "MoreCiv4lerts", line 118, in onKbdEvent

File "MoreCiv4lerts", line 330, in CheckForAlerts

NameError: global name 'buildPlayerString' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Here's the error log I got. I can't access the options screen, nor enter the Reminders tab. I CAN do Events though.

EmperorFool
May 04, 2008, 02:11 PM
Fixed. I was missing a "self." in front of 3 calls to a new function. I don't know if this fixes the options screen not opening, but it will clear up that error log you're seeing.

Cammagno
May 04, 2008, 02:22 PM
Fixed. I was missing a "self." in front of 3 calls to a new function. I don't know if this fixes the options screen not opening, but it will clear up that error log you're seeing.

Yes, it works :)
A strange thing is that it only was broken with old save files.
I'll close the bug report I had just done. :)

ruff_hi
May 05, 2008, 05:58 AM
I'm getting an error in the BUG checkout / update ...

Error: In directory 'C:\Documents and Settings\timpratt\My Documents\My Games\The BUG Mod\CustomAssets\Python\BUG\Tabs'
Error: Can't copy 'C:\Documents and Settings\timpratt\My Documents\My Games\The BUG Mod\CustomAssets\Python\BUG\Tabs\.svn\tmp\text-base\BugPlotListOptionsTab.py.svn-base' to 'C:\Documents and Settings\timpratt\My Documents\My Games\The BUG
Error: Mod\CustomAssets\Python\BUG\Tabs\.svn\tmp\BugPlotL istOptionsTab.py.tmp.tmp': No error

Cammagno
May 05, 2008, 06:05 AM
I'm getting an error in the BUG checkout / update ...

Same for me.

EmperorFool
May 05, 2008, 11:20 AM
Please try again. Alerum and I changed a filename by case only, and I think that borked it. So I renamed it completely. If you still cannot update, I'll file a ticket with SF.net to have them remove the file from the server. Unfortunately, they don't give us access to the SVN servers like they do with CVS.

ruff_hi
May 05, 2008, 11:28 AM
works now. @730. It was 600 about 30 mins ago (well, it felt like 30 mins)

Cammagno
May 05, 2008, 01:46 PM
Please try again. Alerum and I changed a filename by case only, and I think that borked it. So I renamed it completely.

The change of a filename by case only can only be done with repo-browser, I did it several times and it works perfectly.

You can also use repo-browser to delete files from server, but I'm not sure if this works in the case of these errors.

EmperorFool
May 05, 2008, 02:07 PM
The change of a filename by case only can only be done with repo-browser, I did it several times and it works perfectly.

Oh wow, I thought it only allowed you to view different revisions. Thanks for the tip!

EmperorFool
May 05, 2008, 06:29 PM
I must have broke PLE because I'm only seeing one unit's icon in the plot list. If anyone finds any other bugs, let me know.

ruff_hi
May 05, 2008, 07:53 PM
I noticed that too. It looks like the two units are one on top of the other. I bet they aren't spacing horizontally. They are spacing vertically.

Another bug: wide screen, 3 progress bars across the top, tech finishes and you get a list of available techs that are centered horizontally ... the list should start just to the right of the GG bar.

EmperorFool
May 05, 2008, 07:59 PM
I noticed that too. It looks like the two units are one on top of the other. I bet they aren't spacing horizontally. They are spacing vertically.

The problem was a mistyped option key, resulting in 0 being used for horizontal spacing.

Another bug: wide screen, 3 progress bars across the top, tech finishes and you get a list of available techs that are centered horizontally ... the list should start just to the right of the GG bar.

Agreed. Can you put it in the tracker, or just fix it? ;)

alerum68
May 05, 2008, 10:07 PM
Are you sure you want it right of the GG Bar, or centered between the GG Bar and the GP Bar?

ruff_hi
May 05, 2008, 10:20 PM
Can you put [tech bar / icon bug] it in the tracker, or just fix it? ;)

Are you sure you want it right of the GG Bar, or centered between the GG Bar and the GP Bar?Too late - fixed. First icon is just to the right of GG bar (at the start of the now gone tech bar).

ruff_hi
May 05, 2008, 10:26 PM
BTW - when are we doing a release?

alerum68
May 05, 2008, 10:29 PM
Set it so it's to just the right of the GG Bar.

alerum68
May 05, 2008, 10:31 PM
hehehe... Ruff beat me to it.:p

Roland Johansen
May 06, 2008, 10:42 AM
I installed the 2.30 version of the BUG mod, but I'm still suffering from the trade route 'base profit' error. It can very well be my own mistake, but maybe you can still help me. :)

I was using the BATMod_008a version before the 2.30 version of the BUG mod and what I did was just copy the new version of the files from the 2.30 version of the BUG mod to the BAT mod directory. I thought this would work because the BAT mod is an extension of the BUG Mod. At first the game couldn't find the ini-file as it was looking in ...\Civilization 4\Beyond the Sword\Mods\BUG Mod (among other places) and I had the BAT Mod (with the 2.30 version of the BUG Mod files) installed in ...\Civilization 4\Beyond the Sword\Mods\BAT Mod
This was however easily solved by creating a BUG Mod directory and placing the ini-files there.
Then I noticed that the trade route base profit error was still present when I continued my game. I started a new test game to see whether the existence of the error was due to the continuation of an old game but this was not the case.

Did I do something wrong by overwriting the old BAT Mod 008a files with the BUG Mod 2.30 files? Should I have removed some other old BAT Mod 008a files?

Note that I also have some of my own xml and minor SDK changes added to your mod and combined with Bhruics patch but it would be a ridiculous coincidence if these were causing the exact same trade route error as was present in the previous version of the BUG Mod.

EmperorFool
May 06, 2008, 11:56 AM
Should I have removed some other old BAT Mod 008a files?

This is exactly the problem. We removed the file "XML/Text/CIV4GameText_BTS.xml" from BUG. You should remove it from BAT. To be safe, simply add ".old" to the file so it's no longer an XML file and Civ4 won't load it.

Roland Johansen
May 06, 2008, 02:20 PM
This is exactly the problem. We removed the file "XML/Text/CIV4GameText_BTS.xml" from BUG. You should remove it from BAT. To be safe, simply add ".old" to the file so it's no longer an XML file and Civ4 won't load it.

Thanks that worked.

However, there is a different problem. I can't seem to get any reminders. (I've tried different setting in the BUG options menu just to be sure the problem wasn't located in those settings.)

I installed the Bug Mod in the folder BUG Mod without any changes and still didn't get any reminders and then I tried with the exe-file and it still didn't work, so I guess there's something wrong with the reminders.

EmperorFool
May 06, 2008, 02:27 PM
I can't seem to get any reminders.

Yes, reminders are not showing up. I must have broken something (else). I've logged it in the tracker and will look at it later tonight.

Opferlamm
May 07, 2008, 05:37 AM
got this phyton exception with BUG 2.22 and BAT 0.08 it appeared after a vasall was created

see attachment

hubutz
May 07, 2008, 01:21 PM
tbh i'm not able to see any UI thing... and options dont work.
just installed the latest BAT-patch. Having BTS 3.13 and bhruic-patch already. may bhruic be the problem?

gonna have a look how to uninstall it...

cheers

EagleFixer
May 07, 2008, 05:32 PM
Just downloaded and installed. Looks great and everything comes up just fine. However after going into the options (CTRL + ALT + O) changes I make are not saved or updated. I change them exit and open the options and they return to the defaults. Also same thing if I change them, save the game, exit and reload saved game no changes I made in the options are retained.

edit (I downloaded the 2.30 executable from sourceforge)

alerum68
May 07, 2008, 09:32 PM
Which option did you use to install it EagleFixer? Was it a standard install, or in the Mods directory?

EagleFixer
May 07, 2008, 09:59 PM
I tried all three options and had the same effect every time. I did notice the Exit button had an XML error when hovering over it. Fortunately I always keep a clean copy of my docs as a backup and was able to restore it on each try. BTW before attempt number four I redownloaded the 2.30 from sourceforge again. No fix that time either. On the fifth attempt it now works. Attempt five was a standard install. On the first four tries the XML error existed. Also no other mods of any type running except Blue Marble. Reinstalled both each and every time with Blue Marble being the first to install. I appreciate the response. Hope it at least helps someone else out there.

alerum68
May 08, 2008, 01:32 AM
did you uninstall your previous install of BUG? I saw you said no other mods, just wanted to clarify BUG wasn't loaded.

ruff_hi
May 12, 2008, 12:43 PM
tbh i'm not able to see any UI thing... and options dont work.
just installed the latest BAT-patch. Having BTS 3.13 and bhruic-patch already. may bhruic be the problem?

gonna have a look how to uninstall it...

cheers

Just downloaded and installed. Looks great and everything comes up just fine. However after going into the options (CTRL + ALT + O) changes I make are not saved or updated. I change them exit and open the options and they return to the defaults. Also same thing if I change them, save the game, exit and reload saved game no changes I made in the options are retained.

edit (I downloaded the 2.30 executable from sourceforge)Guys - this happens with BUG cannot find the ini file. Open the BUG Option screen and go to the last (or second last) tab. There should be a tab of file names that show were BUG is getting its info from. If you can - please post a screenshot so we can see what is going on. Also, your version of BtS (ie complete, gold, etc) would be useful.

jray
Jun 02, 2008, 11:52 AM
I get Python exceptions after creating a new reminder and also at the beginning of the turn when the reminder pops up. I don't see the reminder text when it pops up, just the Python exception.

Sorry I don't have any screenshots or savegame files right now. I'll post some later if you have trouble duplicating the problem. BUG 2.30.

P.S. Awesome update---love the full PLE and new wide-screen stuff!!

EmperorFool
Jun 02, 2008, 10:22 PM
I get Python exceptions after creating a new reminder and also at the beginning of the turn when the reminder pops up.

Both of these problems have been fixed in SVN.

If you'd like to just get this fix and avoid dealing with SVN, replace the entire contents of the file [Custom]Assets/Python/Contrib/ReminderEventManager.py with the following version.


##-------------------------------------------------------------------
## Modified from reminder by eotinb
## by Ruff and EF
##-------------------------------------------------------------------
## Reorganized to work via CvCustomEventManager
## using Civ4lerts as template.
## CvCustomEventManager & Civ4lerts by Gillmer J. Derge
##-------------------------------------------------------------------
## EF: Turned into a real queue, can be disabled
##-------------------------------------------------------------------

from CvPythonExtensions import *
import CvUtil
import Popup as PyPopup
import BugUtil
import SdToolKit

import BugAlertsOptions
BugAlerts = BugAlertsOptions.getOptions()

import autolog
g_autolog = autolog.autologInstance()

gc = CyGlobalContext()

SD_MOD_ID = "Reminders"
SD_QUEUE_ID = "queue"

# Used to display flashing end-of-turn text
g_turnReminderTexts = None

class ReminderEventManager:

def __init__(self, eventManager):

ReminderEvent(eventManager, self)

self.reminders = ReminderQueue()
self.endOfTurnReminders = ReminderQueue()
self.reminder = None

# additions to self.Events
moreEvents = {
CvUtil.EventReminderStore : ('', self.__eventReminderStoreApply, self.__eventReminderStoreBegin),
CvUtil.EventReminderRecall : ('', self.__eventReminderRecallApply, self.__eventReminderRecallBegin),
CvUtil.EventReminderRecallAgain : ('', self.__eventReminderRecallAgainApply, self.__eventReminderRecallAgainBegin),
}
eventManager.Events.update(moreEvents)

def __eventReminderStoreBegin(self, argsList):
header = BugUtil.getPlainText("TXT_KEY_REMINDER_HEADER")
prompt = BugUtil.getPlainText("TXT_KEY_REMINDER_PROMPT")
ok = BugUtil.getPlainText("TXT_KEY_MAIN_MENU_OK")
cancel = BugUtil.getPlainText("TXT_KEY_POPUP_CANCEL")
popup = PyPopup.PyPopup(CvUtil.EventReminderStore, EventContextTypes.EVENTCONTEXT_SELF)
popup.setHeaderString(header)
popup.setBodyString(prompt)
popup.createSpinBox(0, "", 1, 1, 100, 0)
popup.createEditBox("", 1)
popup.addButton(ok)
popup.addButton(cancel)
popup.launch(False, PopupStates.POPUPSTATE_IMMEDIATE)

def __eventReminderStoreApply(self, playerID, userData, popupReturn):
if (popupReturn.getButtonClicked() != 1):
reminderTurn = popupReturn.getSpinnerWidgetValue(0) + gc.getGame().getGameTurn()
reminderText = popupReturn.getEditBoxString(1)
reminder = Reminder(reminderTurn, reminderText)
self.reminders.push(reminder)
if (g_autolog.isLogging() and BugAlerts.isLogReminders()):
g_autolog.writeLog("Reminder: On Turn %d, %s" % (reminderTurn, reminderText))

def __eventReminderRecallBegin(self, argsList):
self.showReminders(False)

def __eventReminderRecallApply(self, playerID, userData, popupReturn):
if (popupReturn.getButtonClicked() != 1):
if (self.reminder):
self.endOfTurnReminders.push(self.reminder)
self.reminder = None

def __eventReminderRecallAgainBegin(self, argsList):
self.showReminders(True)

def __eventReminderRecallAgainApply(self, playerID, userData, popupReturn):
if (popupReturn.getButtonClicked() != 1):
if (self.reminder):
# Put it back into the queue for next turn
self.reminder.turn += 1
self.reminders.push(self.reminder)
self.reminder = None

def showReminders(self, endOfTurn):
global g_turnReminderTexts
thisTurn = gc.getGame().getGameTurn() + 1
if (endOfTurn):
queue = self.endOfTurnReminders
prompt = BugUtil.getPlainText("TXT_KEY_REMIND_NEXT_TURN_PROMPT")
eventId = CvUtil.EventReminderRecallAgain
else:
g_turnReminderTexts = ""
queue = self.reminders
# endTurnReady isn't firing :(
# prompt = BugUtil.getPlainText("TXT_KEY_REMIND_END_TURN_PROMPT")
# eventId = CvUtil.EventReminderRecall
prompt = BugUtil.getPlainText("TXT_KEY_REMIND_NEXT_TURN_PROMPT")
eventId = CvUtil.EventReminderRecallAgain
yes = BugUtil.getPlainText("TXT_KEY_POPUP_YES")
no = BugUtil.getPlainText("TXT_KEY_POPUP_NO")
while (not queue.isEmpty()):
nextTurn = queue.nextTurn()
if (nextTurn > thisTurn):
break
elif (nextTurn < thisTurn):
# invalid (lost) reminder
queue.pop()
else:
self.reminder = queue.pop()
if (g_autolog.isLogging() and BugAlerts.isLogReminders()):
g_autolog.writeLog("Reminder: %s" % self.reminder.message)
if (not endOfTurn):
if (g_turnReminderTexts):
g_turnReminderTexts += ", "
g_turnReminderTexts += self.reminder.message
if (BugAlerts.isShowRemindersLog()):
CyInterface().addMessage(CyGame().getActivePlayer( ), True, 10, self.reminder.message,
None, 0, None, ColorTypes(8), 0, 0, False, False)
if (BugAlerts.isShowRemindersPopup()):
popup = PyPopup.PyPopup(eventId, EventContextTypes.EVENTCONTEXT_SELF)
popup.setHeaderString(self.reminder.message)
popup.setBodyString(prompt)
popup.addButton(yes)
popup.addButton(no)
popup.launch(False)

def clearReminders(self):
self.reminders.clear()
self.endOfTurnReminders.clear()
global g_turnReminderTexts
g_turnReminderTexts = None

def setReminders(self, queue):
self.reminders = queue


class AbstractReminderEvent(object):

def __init__(self, eventManager, *args, **kwargs):
super(AbstractReminderEvent, self).__init__(*args, **kwargs)

class ReminderEvent(AbstractReminderEvent):

def __init__(self, eventManager, reminderManager, *args, **kwargs):
super(ReminderEvent, self).__init__(eventManager, *args, **kwargs)

eventManager.addEventHandler("kbdEvent", self.onKbdEvent)
eventManager.addEventHandler("EndGameTurn", self.onEndGameTurn)
eventManager.addEventHandler("endTurnReady", self.onEndTurnReady)
eventManager.addEventHandler("GameStart", self.onGameStart)
eventManager.addEventHandler("OnLoad", self.onLoadGame)
eventManager.addEventHandler("OnPreSave", self.onPreSave)

self.eventMgr = eventManager
self.reminderManager = reminderManager

def onKbdEvent(self, argsList):
eventType,key,mx,my,px,py = argsList
if ( eventType == self.eventMgr.EventKeyDown ):
theKey=int(key)
# If ALT + M or CTRL + ALT + R was hit, show dialog box to set up reminder
if ((theKey == int(InputTypes.KB_M) and self.eventMgr.bAlt)
or (theKey == int(InputTypes.KB_R) and self.eventMgr.bAlt and self.eventMgr.bCtrl)):
if (BugAlerts.isShowReminders()):
self.eventMgr.beginEvent(CvUtil.EventReminderStore )
return 1
return 0

def onEndGameTurn(self, argsList):
'Called at the end of the end of each full game turn'
iGameTurn = argsList[0]

g_turnReminderTexts = None
if (BugAlerts.isShowReminders()):
self.eventMgr.beginEvent(CvUtil.EventReminderRecal l)

def onEndTurnReady(self, argsList):
iGameTurn = argsList[0]

if (gc.getPlayer(iPlayer).isHuman()):
if (BugAlerts.isShowReminders()):
self.eventMgr.beginEvent(CvUtil.EventReminderRecal lAgain)
# return 1

def onGameStart(self, argsList):
'Called when a new game is started'
self.reminderManager.clearReminders()
# return 1

def onLoadGame(self, argsList):
'Called when a game is loaded'
self.reminderManager.clearReminders()
queue = SdToolKit.sdGetGlobal(SD_MOD_ID, SD_QUEUE_ID)
if (queue):
self.reminderManager.setReminders(queue)
SdToolKit.sdSetGlobal(SD_MOD_ID, SD_QUEUE_ID, None)
# return 1

def onPreSave(self, argsList):
"Called before a game is actually saved"
if (not self.reminderManager.reminders.isEmpty()):
SdToolKit.sdSetGlobal(SD_MOD_ID, SD_QUEUE_ID, self.reminderManager.reminders)
# return 1


class Reminder(object):

def __init__(self, turn, message):
self.turn = turn
self.message = message


class ReminderQueue(object):

def __init__(self):
self.queue = []

def clear(self):
self.queue = []

def size(self):
return len(self.queue)

def isEmpty(self):
return len(self.queue) == 0

def nextTurn(self):
if (self.isEmpty()):
return -1
return self.queue[0].turn

def push(self, reminder):
for i, r in enumerate(self.queue):
if (reminder.turn < r.turn):
self.queue.insert(i, reminder)
return
self.queue.append(reminder)

def pop(self):
if (self.isEmpty()):
return None
return self.queue.pop(0)

Glad you're enjoying the new stuff. More is on the way. :)

jray
Jun 02, 2008, 11:00 PM
Thanks! I encountered another minor issue: Clicking on Mansa Musa in the military advisor does not show his Axeman that is standing right next to my army in neutral territory (just left of the advisor in the screenshot). It only shows his units that are in his own territory. I'm using BUG 2.30, Bhruic's 1.21, and *cough* my own little mod that gives me all the traits, UU's, and UB's :). Hopefully that last one won't screw up the ability to load the file, but if so, I can post my mod files (only 2 of them).

http://img77.imageshack.us/img77/1321/militaryadvisorglitchup8.th.jpg (http://img77.imageshack.us/my.php?image=militaryadvisorglitchup8.jpg)

EmperorFool
Jun 03, 2008, 04:16 PM
Clicking on Mansa Musa in the military advisor does not show his Axeman that is standing right next to my army in neutral territory (just left of the advisor in the screenshot). It only shows his units that are in his own territory.

Yes, the first tab of the BUGMA is still quite a work in progress. I'll take a look at it and hopefully get some time to complete it ASAP.

I can post my mod files (only 2 of them).

Actually, if you wouldn't mind, that sounds like a fun thing to try out. Could you PM/email them to me please? :)

jray
Jun 04, 2008, 03:04 PM
@EmperorFool: I tried your new ReminderEventManager.py and didn't see any changes. I wonder if maybe there's another dependency. No big deal though... since the reminder alert (albeit without text) still fires, I'm not gimped that much, and it's even more motiviation for me to try out SVN :).

Yes, the first tab of the BUGMA is still quite a work in progress. I'll take a look at it and hopefully get some time to complete it ASAP.

The bug is quite strange. I noticed a few turns later that a couple of Mansa Musa's Chariots that surfaced in neutral territory were in fact included in the BUGMA, but that original Axeman still wasn't. I didn't do anything weird with that Axeman like gift it or anything like that.

While I'm thinking about it, I have a suggestion for the BUGMA: I find that I miss the ability to see at a glance how many of a certain unit type I have in the world. I wonder if it might be possible to restore that old behavior as a new tab in the BUGMA.

Actually, if you wouldn't mind, that sounds like a fun thing to try out. Could you PM/email them to me please? :)

Sure, actually they're small enough to just post here as spoilers. Note that in cases of multiple choices for UU or UB, I just picked my favorite. (You can't have more than one available at a time... later entries seem to overwrite previous ones). It'd be easy to change though... just search the same file for the alternative UU or UB xml key and replace it.

It's definitely a blatant instant-gratification thing, satisfying the urge to try out the best of all civs at the same time, and I should warn you, it will be frustrating to go back to a normal civ after trying it, lol.

1. Replace lines 2021-2054 of \Beyond the Sword\Assets\XML\Civilizations\CIV4CivilizationInf os.xml (Buildings through Free Techs) with the following:

<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_WALLS</BuildingClassType>
<BuildingType>BUILDING_CELTIC_DUN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>
<BuildingType>BUILDING_SPANISH_CITADEL</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
<BuildingType>BUILDING_ZULU_IKHANDA</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
<BuildingType>BUILDING_MONGOL_GER</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_GRANARY</BuildingClassType>
<BuildingType>BUILDING_INCAN_TERRACE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_AQUEDUCT</BuildingClassType>
<BuildingType>BUILDING_KHMER_BARAY</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LIGHTHOUSE</BuildingClassType>
<BuildingType>BUILDING_VIKING_TRADING_POST</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
<BuildingType>BUILDING_CARTHAGE_COTHON</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_OBELISK</BuildingClassType>
<BuildingType>BUILDING_NATIVE_AMERICA_TOTEM</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_COLOSSEUM</BuildingClassType>
<BuildingType>BUILDING_BABYLON_GARDEN</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_THEATRE</BuildingClassType>
<BuildingType>BUILDING_BYZANTINE_HIPPODROME</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_CUSTOM_HOUSE</BuildingClassType>
<BuildingType>BUILDING_PORTUGAL_FEITORIA</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_COURTHOUSE</BuildingClassType>
<BuildingType>BUILDING_HOLY_ROMAN_RATHAUS</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_JAIL</BuildingClassType>
<BuildingType>BUILDING_INDIAN_MAUSOLEUM</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_GROCER</BuildingClassType>
<BuildingType>BUILDING_PERSIAN_APOTHECARY</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
<BuildingType>BUILDING_ROMAN_FORUM</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_BANK</BuildingClassType>
<BuildingType>BUILDING_ENGLISH_STOCK_EXCHANGE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType>
<BuildingType>BUILDING_AMERICAN_MALL</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LIBRARY</BuildingClassType>
<BuildingType>BUILDING_ARABIAN_MADRASSA</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_OBSERVATORY</BuildingClassType>
<BuildingType>BUILDING_FRENCH_SALON</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_UNIVERSITY</BuildingClassType>
<BuildingType>BUILDING_KOREAN_SEOWON</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LABORATORY</BuildingClassType>
<BuildingType>BUILDING_RUSSIAN_RESEARCH_INSTITUTE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
<BuildingType>BUILDING_MALI_MINT</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_COAL_PLANT</BuildingClassType>
<BuildingType>BUILDING_JAPANESE_SHALE_PLANT</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_LEVEE</BuildingClassType>
<BuildingType>BUILDING_NETHERLANDS_DIKE</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
<UnitType>UNIT_INCAN_QUECHUA</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
<UnitType>UNIT_SUMERIAN_VULTURE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SPEARMAN</UnitClassType>
<UnitType>UNIT_ZULU_IMPI</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
<UnitType>UNIT_PERSIA_IMMORTAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
<UnitType>UNIT_KHMER_BALLISTA_ELEPHANT</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MUSKETMAN</UnitClassType>
<UnitType>UNIT_ETHIOPIAN_OROMO_WARRIOR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PIKEMAN</UnitClassType>
<UnitType>UNIT_HOLY_ROMAN_LANDSKNECHT</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
<UnitType>UNIT_JAPAN_SAMURAI</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
<UnitType>UNIT_AZTEC_JAGUAR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
<UnitType>UNIT_CARTHAGE_NUMIDIAN_CAVALRY</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CUIRASSIER</UnitClassType>
<UnitType>UNIT_SPANISH_CONQUISTADOR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_RIFLEMAN</UnitClassType>
<UnitType>UNIT_ENGLISH_REDCOAT</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MARINE</UnitClassType>
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WORKER</UnitClassType>
<UnitType>UNIT_INDIAN_FAST_WORKER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ARCHER</UnitClassType>
<UnitType>UNIT_MALI_SKIRMISHER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CROSSBOWMAN</UnitClassType>
<UnitType>UNIT_CHINA_CHOKONU</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
<UnitType>UNIT_KOREAN_HWACHA</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
<UnitType>UNIT_ARABIA_CAMELARCHER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CAVALRY</UnitClassType>
<UnitType>UNIT_RUSSIA_COSSACK</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_TANK</UnitClassType>
<UnitType>UNIT_GERMAN_PANZER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
<UnitType>UNIT_PORTUGAL_CARRACK</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GALLEON</UnitClassType>
<UnitType>UNIT_NETHERLANDS_OOSTINDIEVAARDER</UnitType>
</Unit>
</Units>
<FreeUnitClasses>
<FreeUnitClass>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
</FreeUnitClasses>
<FreeBuildingClasses>
<FreeBuildingClass>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bFreeBuildingClass>1</bFreeBuildingClass>
</FreeBuildingClass>
</FreeBuildingClasses>
<FreeTechs>
<FreeTech>
<TechType>TECH_FISHING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_MYSTICISM</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_MINING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>


2. Replace lines 25623-25632 of \Beyond the Sword\Assets\XML\CIV4LeaderHeadInfos.xml (Traits section) with the following:

<Traits>
<Trait>
<TraitType>TRAIT_AGGRESSIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_CHARISMATIC</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_CREATIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_EXPANSIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_FINANCIAL</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_IMPERIALIST</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_INDUSTRIOUS</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_ORGANIZED</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_PHILOSOPHICAL</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_PROTECTIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_SPIRITUAL</TraitType>
<bTrait>1</bTrait>
</Trait>
</Traits>

EmperorFool
Jun 04, 2008, 10:45 PM
I tried your new ReminderEventManager.py and didn't see any changes.

Yes, I forgot I changed a couple files to fix that. Maybe I'll hold off posting them so you'll try out SVN.

. . .

Nah! But try SVN anyway. ;)

You gotta replace autolog.py in the same directory with this one:


## Ruff autologger
## Modified from HOF MOD V1.61.001
## Modified from autolog by eotinb
## contains variables to turn on and off various extra log messages
## Alt+E is always on

import codecs
import os
import os.path
import string
import BugPath
import BugConfigTracker
import BugAutologOptions

BugAutolog = BugAutologOptions.getOptions()

class autologInstance:

# def __init__(self):

def setLogFileName(self, LogFileName):
BugAutolog.setFileName(LogFileName)
BugAutolog.write()

def isLogging(self):
return BugAutolog.isLoggingOn()

def writeLog(self, vMsg, vColor = "Black", vBold = False, vUnderline = False, vPrefix = ""):
self.openLog()

if vPrefix != "":
zMsg = "%s %s" % (vPrefix, vMsg)
else:
zMsg = vMsg

## determine type of message
zStyle = BugAutolog.getFormatStyle()
if (zStyle < 0
or zStyle > 3): zStyle=0

if zStyle == 0: # no formatting so do nothing
zMsg = zMsg

elif zStyle == 1: # html formatting
if vBold:
zMsg = "<b>%s</b>" % (zMsg)
if vUnderline:
zMsg = "<u>%s</u>" % (zMsg)
if (vColor != "Black"
and BugAutolog.isColorCoding()):
zMsg = "<span style=\"color: %s\">%s</span>" % (vColor, zMsg)

zMsg = "%s<br>" % (zMsg)

else: # forum formatting
if vBold:
zMsg = "%s" % (zMsg)
if vUnderline:
zMsg = "%s" % (zMsg)
if (vColor != "Black"
and BugAutolog.isColorCoding()):
if zStyle == 2: # color coding with "
zMsg = "%s" % (vColor, zMsg)
else: # color coding without "
zMsg = "%s" % (vColor, zMsg)

zMsg = "%s\r\n" % (zMsg)

self.log.write(zMsg)
self.closeLog()

def openLog(self):
szPath = BugAutolog.getFilePath()
if (not szPath or szPath == "Default"):
szPath = BugPath.findOrMakeDir("Autolog")
if (not os.path.isdir(szPath)):
os.makedirs(szPath)
szFile = os.path.join(szPath, BugAutolog.getFileName())
self.log = codecs.open(szFile, 'a', 'utf-8')
BugConfigTracker.add("Autolog_Log", szFile)

def closeLog(self):
self.log.close()

class autologRetain:

def __init__(self):
bLogFileOpen = False
bPlayerHuman = False
Counter = 0

I find that I miss the ability to see at a glance how many of a certain unit type I have in the world.

The plan is to have two or more sorting options that group units (e.g. unit type, location. level, combat type, domain, promotions). You'd then be able to choose your own sorting on the fly.

Real life has been intervening in my BUGability lately, but I'll be back at BUGMA very soon.

It will be frustrating to go back to a normal civ after trying it, lol.

I suspected as much. We'll see how good my willpower is. Thanks for the code.

jray
Jun 05, 2008, 09:44 AM
You gotta replace autolog.py in the same directory with this one:

Thanks, that did the trick.

The plan is to have two or more sorting options that group units (e.g. unit type, location. level, combat type, domain, promotions). You'd then be able to choose your own sorting on the fly.

Real life has been intervening in my BUGability lately, but I'll be back at BUGMA very soon.

Sounds cool! And hey, real life is good too, so no worries. Speaking of real life, I'll be moving to San Francisco at the end of the year, so I guess I'll be in your neighborhood.

Cheers,
jray

alerum68
Jun 05, 2008, 03:21 PM
You're moving to The City itself?

EmperorFool
Jun 05, 2008, 10:46 PM
I'll be moving to San Francisco at the end of the year, so I guess I'll be in your neighborhood.

I lived there for seven years and am tempted to return as it's so convenient to get around with lots to do.:goodjob:

jray
Jun 06, 2008, 01:43 PM
You're moving to The City itself?

Yep, I'm looking to move to/near the downtown area in late December. Cool, I see you're there too. Ping me if you know of any apartment or roommate vacancies... I assume Civ fanaticism is a sufficient credential :lol:.

Balderstrom
Jun 06, 2008, 02:01 PM
I've noticed something a little strange? If I alt-tab out from CIV, and go back. The log gets a turn behind. The info is still displayed top/middle of the screen, but doesn't go into the viewable log until the turn afterwards.
Will do some more testing to see if Alt-tabbing out at beginning/middle/or end of turn makes any difference. Has anyone else noticed this?

alerum68
Jun 06, 2008, 03:22 PM
Jray - I live in the East Bay, and don't know to many people who live in SF. I know places in that area, but not Downtown SF. Talk to EF for that... he's the city boy.

Balderstrom - I've never noticed that before, but I have a hard time reading the log now. It's set up very poorly... that's an idea of something to mod.... making the log more user friendly.

Balderstrom
Jun 06, 2008, 04:07 PM
Well I did make a suggestion a while back, about adding at least one more TAB to the Log window & have all trade-type information like CIV-A has X gold to trade/CIV-B has new Techs to Trade/etc show up in the new [ $ ] (or Trade) Tab - possibly the rushing/whipping info here too? I dunno how difficult that would be atm, I also considered having an additional Tab for World + OtherCIV events, and the main log just showing your Empire specific information.

Balderstrom
Jun 06, 2008, 11:24 PM
FYI, I have switched to the latest SVN, from Bug 2.22 in the middle of my most recent game.
No issues. Opening the Log doesn't crash the game. And options are now changing in-game.

alerum68
Jun 07, 2008, 12:39 AM
Was the log crashing the game previously?

Balderstrom
Jun 07, 2008, 01:10 AM
Yeah, there was an issue w/ old save games. This is a dif game than the one that was crashing 2.3 - believe that older one somehow got light black|black text in he log. Ruff determined referencing that colour causes CTDs.

alerum68
Jun 07, 2008, 02:45 AM
No I meant the save you had... it didn't seem to do it in all games. Glad to know this has FINALLY been resolved!

Balderstrom
Jun 08, 2008, 05:32 PM
I have found, after much hair pulling, while working on the Customizable Domestic Advisor (http://forums.civfanatics.com/showthread.php?t=257583).
It is wise to delete the cache (Documents & Settings/<USERNAME>/
Local Settings/Application Data/My Games/Beyond the Sword/cache

Whenever making changes to Mods/CustomAssets,
ie: updating to a newer version of BUG, or changing files.

This apparently can/will get rid of obscure Python Traceback/popup errors.

Falc
Jun 10, 2008, 02:03 PM
I just noticed that the PLE buttons remained on screen when I went into WorldBuilder. Of course, this is with my own conversion for Fall from Heaven, so can someone confirm whether this happens with a standard BUG install as well or whether I screwed up the code merge somewhere?

alerum68
Jun 10, 2008, 02:20 PM
No it's with the standard BUG install, a carry over from the original PLE. We need to add a HideScreen funtion when the WB is pulled up, just haven't had time to do it yet.

EmperorFool
Jun 10, 2008, 05:01 PM
I've already fixed this, but I have other changes in CvMainInterface that aren't ready yet. If I get a chance, I can commit just that change.

alerum68
Jun 10, 2008, 06:21 PM
Nah, it's not a game breaker... let's just leave it for the next release.

morchuflex
Jun 24, 2008, 05:03 AM
Hello.
I don't know if this has already been reported, but I've just installed the latest version (2.30) of the BUG mod, and reminders (alt-M) no longer work. Any help?

EmperorFool
Jun 24, 2008, 05:45 AM
I've just installed the latest version (2.30) of the BUG mod, and reminders (alt-M) no longer work.

See posts 582 (http://forums.civfanatics.com/showthread.php?p=6883137&highlight=reminders#post6883137) and 586 (http://forums.civfanatics.com/showpost.php?p=6891046&postcount=586) earlier in this thread to fix this problem. You need to replace two files with the contents posted there.

Or you can get the latest version from SVN to fix the problem and get more new stuff. :)

morchuflex
Jun 24, 2008, 07:11 AM
See posts 582 (http://forums.civfanatics.com/showthread.php?p=6883137&highlight=reminders#post6883137) and 586 (http://forums.civfanatics.com/showpost.php?p=6891046&postcount=586) earlier in this thread to fix this problem. You need to replace two files with the contents posted there.

Or you can get the latest version from SVN to fix the problem and get more new stuff. :)
Ouch... Code lines are like Chinese to my eyes. I'd rather use the other solution. Which brings another question, that I am a bit embarrassed to ask... What is SVN? :confused:

EmperorFool
Jun 24, 2008, 07:28 AM
You just have to replace the two entire files with the contents of those posts. No editing code. Just use Notepad to edit the files.

However, SVN is short for Subversion, and it holds and tracks all of the BUG code and its various versions. There's a handy program for Windows that makes it available in the Windows Explorer pretty easily.

For instructions on setting it up (about 10 minutes from start to "got latest BUG") see the second post in this thread (http://forums.civfanatics.com/showthread.php?t=246097) or this newer thread (http://forums.civfanatics.com/showthread.php?t=274636). Note that you do not have to create a SourceForge account -- just leave username and password blank.

oedali
Jun 24, 2008, 10:27 AM
See posts 582 (http://forums.civfanatics.com/showthread.php?p=6883137&highlight=reminders#post6883137) and 586 (http://forums.civfanatics.com/showpost.php?p=6891046&postcount=586) earlier in this thread to fix this problem. You need to replace two files with the contents posted there.

Or you can get the latest version from SVN to fix the problem and get more new stuff. :)

I implemented this fix and although the reminders do work now, they are still not recorded in the autolog. I made sure that autolog is enabled but for some reason it is not logging the reminders along with the other stuff anymore.

EmperorFool
Jun 24, 2008, 05:14 PM
Can you check to make sure you have "Log w. Autolog" checked on the "Alerts" tab of the BUG options screen? If you already do, and logging is indeed taking place for other stuff, I'll check on my end.

oedali
Jun 24, 2008, 09:45 PM
I am pretty sure I did have that checked but will check it again when I get home tomorrow night.

Would it make a difference that I am playing with the "Better BTS AI " dll?

EmperorFool
Jun 25, 2008, 12:41 AM
Would it make a difference that I am playing with the "Better BTS AI " dll?

No, BUG doesn't use its own DLL and should work with any DLL that works with BtS.

The Doc
Jun 27, 2008, 12:01 PM
I played around with the PLE buttons and encountered a strange behavior.
First, select one of the four rightmost buttons and deselect it again. Then, select one of the other buttons to the left and the button you deselected before gets automatically selected again.
It seems that these four buttons can't be deselected properly. :dunno:

Also, the "Unit Info Tooltip" of PLE seems to be somewhat messed:

http://www.abload.de/img/1f7vl8.png

EmperorFool
Jun 27, 2008, 12:49 PM
First, select one of the four rightmost buttons and deselect it again. Then, select one of the other buttons to the left and the button you deselected before gets automatically selected again.

This is a visual problem that I'll look into. Technically, one of the four buttons on the left and one of the four on the right must be selected at all times (think radio buttons). That the game allows it to look like you deselect it by clicking it again is erroneous.

When you click that second button, it redraws them all and fixes the display issue on the right.

I'll take a look at the unit info. I haven't noticed that before. What resolution are you playing at? Have you changed the Civ font sizes at all?

The Doc
Jun 27, 2008, 01:51 PM
This is a visual problem that I'll look into. Technically, one of the four buttons on the left and one of the four on the right must be selected at all times (think radio buttons). That the game allows it to look like you deselect it by clicking it again is erroneous.

When you click that second button, it redraws them all and fixes the display issue on the right.

I'll take a look at the unit info. I haven't noticed that before. What resolution are you playing at? Have you changed the Civ font sizes at all?

Just wanted to mention it because the unit icons can disappear when you select the promotion or upgrade filter although there is no unit that can be promoted or upgraded. When you deselect the filter the icons don't show up again. You actually have to select one of the "Grouping Mode" buttons to do that. That's, imho, rather confusing. :dunno:

My resolution is 1024x768 and yes, the font size is changed. I use a community translation that does it by default so I guess, the problem with the "Unit Info Tooltip" is probably only related to me. :D

EmperorFool
Jun 27, 2008, 02:31 PM
When you deselect the filter the icons don't show up again. You actually have to select one of the "Grouping Mode" buttons to do that. That's, imho, rather confusing. :dunno:

Yes, this is a legacy of the PLE interface. The right four buttons work just like the left four buttons (mutually exclusive, one must be selected), but the right buttons aren't really all related. They are treated as "grouping" modes, but really only the first two are grouping modes.

The promo and upgrade buttons are actually totally different operational modes. They do act partially like filters in that they show only certain units, but they also add special buttons for upgrading and promoting.

I suppose I could make those two special buttons operate just like the other filter buttons. They would still change modes as they do now, but the buttons would behave just like the filter buttons. I'll play around with it and see what works.

Yes, the font size is changed.

Good, the fix is easy then. Open your "BUG Mod.ini" and play around with the values for these two settings:


# defines the height in pixels of a standard text line. If you have problems that a info pane contains a scrollbar, you may adjust this value.
# don't touch it unless you're sure what you're doing!!!
# default = 24
Pixel Per Line Type 1 = 24

# defines the height in pixels of a text line with a "bullet" in front. Those text lines are, for some reason, smaller than a standard text line.
# If you have problems that a info pane contains a scrollbar, you may adjust this value.
# don't touch it unless you're sure what you're doing!!!
# default = 19
Pixel Per Line Type 2 = 19

Psyringe
Jun 28, 2008, 09:02 AM
Hi there,

I noticed a couple of typos in the help file (very good documentation, btw). There's absolutely no problem with this, but in case you guys want to make this excellent mod perfect on *all* levels, here's what caught my attention:

In the "Content" Pane:

"Advanced Scoredboard" should read "Advanced Scoreboard"
"Autlog" should read "Autolog"
"Better Espionnage Screen" should read "Better Espionage Screen"

Also, the documentation about the CDA ends with a thanks to "Fixaxis" ;)

Lastly, PLE is not mentioned under "Included mods", and there's no documentation for it (which is a bit odd, since the German documentation at least mentions its presence). PLE is mentioned on the page of "Improved Unit Icons", but I haven't found an explanation of (for example) the unit filters in the documentation. Of course, it's not a problem to figure out their meaning by simply using them, but I'm not sure whether you actually wanted to exclude this part from the documentation, hence I'm mentioning it.

Thanks again for an excellent mod!

EmperorFool
Jun 28, 2008, 10:08 AM
Thank you, that's very helpful!

PLE was added during this release cycle, and we haven't had time to update the docs with it. The latest version in SVN actually has help text when you hover over the buttons. :)

entwood
Jun 28, 2008, 01:39 PM
I can't get SVN to work. I installed Tortoise and followed the instructions but the URL won't connect to the Server. I also see no place to put my UserName and Password; even though this may not be needed? Might anybody know what I did wrong?



OPTIONS of 'https://civ4bug.svn.sourceforge.net/svnroot/civ4bug/BUG%20Mod':
could not connect to server (https://civ4bug.svn.sourceforge.net)

AngryZealot
Jun 28, 2008, 02:04 PM
After some problems with BAT and 2.17, I went down to just BUG. Am I missing something, or do the options from Ctrl+Alt+O not save? There's no apply button or anything, and when I hit exit, I'm left with the exact same option settings as before. The last modified date on BUG Mod.ini IS being updated, so I'm not sure what's going wrong.

EmperorFool
Jun 29, 2008, 12:21 AM
I can't get SVN to work.

You don't need to enter a username and password; those can only be used when doing "SVN Checkout..." anyway.

Make sure you aren't putting the quotes (') around the URL. The URL you posted without the quotes works for me. It could be the SVN server was down.

After some problems with BAT and 2.17, I went down to just BUG. Am I missing something, or do the options from Ctrl+Alt+O not save?

I assume you mean BtS 3.17. BAT isn't compatible with 3.17 yet, so you will have problems there. :) BUG, however, should work. Others have had this options-not-saving problem, but that's very interesting to note that it is changing the last modified date of the file. I had assumed it wasn't writing to disk.

So far, what has worked for others is to uninstall BUG and reinstalling BUG 2.30 (or the latest from SVN). How did you install it (EXE or ZIP), and where (CustomAssets or Mods)? Sorry for the trouble you're having.

DrJambo
Jun 29, 2008, 08:53 AM
For some reason the Sit Rep screen of my military advisor no longer seems to be working - perhaps due to the recent version of Solver's unofficial patch? This is the case with BUG 2.30 and 2.40. Anyone else?

EmperorFool
Jun 29, 2008, 09:59 AM
For some reason the Sit Rep screen of my military advisor no longer seems to be working.

Can you please be more specific? Does this happen with all games? If not, can you attach a save where it doesn't work?

AngryZealot
Jun 29, 2008, 11:36 AM
I assume you mean BtS 3.17. BAT isn't compatible with 3.17 yet, so you will have problems there. :) BUG, however, should work. Others have had this options-not-saving problem, but that's very interesting to note that it is changing the last modified date of the file. I had assumed it wasn't writing to disk.

So far, what has worked for others is to uninstall BUG and reinstalling BUG 2.30 (or the latest from SVN). How did you install it (EXE or ZIP), and where (CustomAssets or Mods)? Sorry for the trouble you're having.

I had installed it using the .EXE in the mod folder. Instead of putting everything in /Beyond the Sword/MODS/BUG Mod, it also put some stuff in /Beyond the Sword/BUG Mod. Not sure why. The BUG mod.ini file in MODS/BUG Mod didn't really have anything in it. Copying the BTS/BUG Mod/BUG Mod.ini file to the MODS/BUG Mod folder fixed the problem.

EmperorFool
Jun 29, 2008, 11:45 AM
Thanks for the information. I understand what the problem is now. Hopefully I can get a fix put together easily enough.

Edit: Are you sure the folder "BUG Mod" is in "My Games\BtS" and not "My Games"? I'm not talking about the mod folder in "My Games\BtS\Mods", just to be clear, but the one that had the full INI file.

AngryZealot
Jun 29, 2008, 01:37 PM
Yes, that is correct. The installer created two folders:

C:\Documents and Settings\<name>\My Documents\My Games\Beyond The Sword\BUG Mod
C:\Documents and Settings\<name>\My Documents\My Games\Beyond The Sword\MODS\BUG Mod

The full .ini file was in the first one.

EmperorFool
Jun 29, 2008, 02:36 PM
Thanks again. I've fixed the code in Subversion, though clearly you've solved the problem for yourself. When we release the new version as an EXE, you'll want to make sure to make a backup of your modified INI before uninstalling 2.30. Or you could just setup your options again.

Strato
Jun 30, 2008, 07:49 AM
Awesome, I was having what I believe would be the same problem as AngryZealot, due to the download I did from here (http://sourceforge.net/project/showfiles.php?group_id=202755&package_id=248908) which made the folder in the parent BTS directory, not in the Mods subdirectory.

I copied the Bug Mod folder that was created from the installer

[...\Documents\My Games\Beyond The Sword\BUG Mod]

into the Mods folder

[...\Documents\My Games\Beyond The Sword\Mods\BUG Mod]

and now it is working perfectly.

I just thought I'd mention this because the last few posts confused me, in case anyone else was much the same way. Or yeah, I guess just use SVN too. I'm not too familiar with some of these computer things though :p

Great mod by the way!

keldath
Jul 10, 2008, 07:58 PM
hi,
did anyone else had this bug:

the religions wont show up in the mini score board at the right below panel,

?

EmperorFool
Jul 10, 2008, 08:06 PM
The religions wont show up in the mini score board at the right below panel,

On the "Scoreboard" tab of the BUG Options screen, what are your settings?


Is "Advanced Layout" enabled?
If so, what is the full "Column Order" field? Make sure it has an "R" in it. Mouse over it to see all the codes and what they will display.

Are you having any other missing icons elsewhere? What version of BUG are you using? BtS version? Are you running any other mods such as BlueMarble?

Gainy III
Jul 10, 2008, 10:10 PM
My god you guys have been quite productive, I think I'd struggle to memorise the entire database but I guess persistence is a virtue!!

The first bug that strikes me is my unwavering ability to build any wonder I choose. I haven't encountered this in the latest build but can anyone confirm or deny? This seems to be irrespective of the difficulty I play on.

Nishdog
Jul 11, 2008, 12:25 AM
My god you guys have been quite productive, I think I'd struggle to memorise the entire database but I guess persistence is a virtue!!

The first bug that strikes me is my unwavering ability to build any wonder I choose. I haven't encountered this in the latest build but can anyone confirm or deny? This seems to be irrespective of the difficulty I play on.

I'm having the same "problem" but I'm playing on Warlord difficulty and playing as an Industrious leader with access to all required strategic resources so I really haven't noticed a change between builds :mischief:

Gainy III
Jul 11, 2008, 01:01 AM
Thanks Nishdog I was worried for a second

keldath
Jul 11, 2008, 03:02 AM
EmperorFool ,

hi, ok,
ive merged bug with my own mod first of all,
but im pretty skilled merger so im not sure ive done somthing bad,

ive try to tweak the settings of the advanced layout, it still didnt brought up the religions.....

EmperorFool
Jul 11, 2008, 03:14 AM
ive merged bug with my own mod first of all,
but im pretty skilled merger so im not sure ive done somthing bad,

ive try to tweak the settings of the advanced layout, it still didnt brought up the religions.....

Can you post your merged CvMainInterface.py file? Without any more information, all I can say is the religions show up for me. :dunno: Do the religions show up when you run BUG by itself? If so, it means something went awry during your merge.

keldath
Jul 11, 2008, 07:37 AM
EmperorFool,

hey,
if you could take a look i would much appriciate it,

i forgot to mention, that ive added the 47 religion code by johny smith -it allowes 47 religions to be displayed over the city main intereface and the religion screens,
it kinda of a cool code.

EmperorFool
Jul 11, 2008, 09:26 AM
i forgot to mention, that ive added the 47 religion code by johny smith.

Ah, this helps. I'll check it out now, but I have some initial questions/comments.


Did you create your own GameFont_75.tga with the icons for the extra religions? If so, did you merge those icons into BUG's font file?
Civ requires that all the religion icons be contiguous (next to each other) in the font file. Are they in yours?

EmperorFool
Jul 11, 2008, 09:45 AM
@keldath - I don't see anything wrong with how you did the merge. Can you post a screenshot of the scoreboard for me? Also, try turning off the Advanced Layout in the Scoreboard tab and see if you see the religion icons.

I see that the code that draws the "minor" civs doesn't use the BUG Advanced Layout scoreboard code. This is fine, but it also means that you should see the religion icons for those civs if the problem is BUG.

keldath
Jul 11, 2008, 09:54 AM
hey,
ok then,
the fonts have been merged,and even if not...it should show some icon - usually a corporation one.

i have tryed to tweak with the layout and nothing happended im affraid.
ill be sure to post you a creen ,

but,
is there a possibility that the problem isnt in the maininterface file?

thanks for the kind help ,by the way.

EmperorFool
Jul 11, 2008, 10:01 AM
the fonts have been merged,and even if not...it should show some icon - usually a corporation one.

I agree.

i have tryed to tweak with the layout and nothing happended im affraid.

What I'm saying is to uncheck "Enabled" below "Advanced Layout". This will give you the normal Civ scoreboard without BUG's interference.

is there a possibility that the problem isnt in the maininterface file?

That's a possibility, but I checked that the code is correctly dealing with BUG's Scoreboard.py. CvMainInterface.py gives Scoreboard.py a string containing the religion character, and at that point SB.py simply displays it on screen. You could pass in the string "N/A" or "Bob", and SB.py would display it for you.

In fact, try that. In CvMainInterface.py, find where it checks for religion. Search for "scores.setReligion". Outside of and after the if-test to see if the player has a religion, set their religion to "X":


if (gc.getPlayer(...).getStateReligion() != -1):
...
if bAlignIcons:
scores.setReligion("X")

keldath
Jul 11, 2008, 10:31 AM
ok thanks for the tip - ill try it,

meanwhile,
hears two screen shots..
i think the religion isnt the only thing thats missing.

***
change this "scores.setReligion(szTempBuffer)" into "scores.setReligion("X")" ?


***
well tryied it - it didnt change anything,
also when i deselect advanced setting, the score board is displayed a bit higher in the cullom - around half way between the right screen side...

***
OK,
no luck,
i have determind that the problem is in one of the mainitereface code,
im not sure where, perhaps in the revolution code or somthing,
i have tryed using only the bug code - and the result was i was getting some religions - not all, also couldnt see the religion i founded myself.

with a mainiterface from an older version everything was fine.

really hope you can help me...im desperate...

EmperorFool
Jul 11, 2008, 12:19 PM
Yes, I see you have the options set correctly for religions to show up. What I meant was not to change the existing scores.setReligion() call but to call it again after the check for state religion with "X" so you can test that the function is working. I can't imagine it wouldn't.

Without being able to run the mod myself, it's hard to diagnose the problem. Can you ZIP up what you have so that I could run it? If it's really big, you can probably omit the Art folder and it should still run.

Another thing to try is to install BUG as a mod and copy only your modified GameFont_75.tga file into it. Then try starting a game and giving yourself a religion. This will test if the problem is the font file or your merged code.

keldath
Jul 11, 2008, 01:03 PM
EmperorFool ,
i didnt understand really what you mean with the religion line there, perhaps you can show me,

as for the mod...
well you can always dl from my post....its only 60mb...

but if you prefer i can send you the basic no art files.

thanks again for the great attitude.

EmperorFool
Jul 11, 2008, 01:47 PM
Ah, I thought you were still working on it internally. I see it's released (1.7), but it's for 3.17 only. I have 3.13 installed and need to keep it that way for now.

If you post your GameFont_75.tga file, I'll try it in BUG and see if it works for me.

keldath
Jul 11, 2008, 01:57 PM
alright mate,

ill supply you with the files.

have a good weekend.

Thomas SG
Jul 11, 2008, 06:52 PM
I've installed BUG 3.00 Beta2 and found a problem just with the very first view. :D Have you seen the button overload in the upper right corner? The problem is very old. BTS 3.13 had it but it was fixed by johnny smith (?) and is even solved in BTS 3.17. Why have you got the problem now?

Here the screen.

EmperorFool
Jul 11, 2008, 07:04 PM
Have you seen the button overload in the upper right corner? The problem is very old. BTS 3.13 had it but it was fixed by johnny smith (?) and is even solved in BTS 3.17.

Yes, this is a problem with 3.13. We didn't fix it, but if you have 3.17 it's fixed there. If you're running 3.13, why expect a 3.17 fix? ;)

With the first fix release for 3.0 we'll likely include the graphics for those top areas from 3.17 along with shrunk-down research bar and GG/GP bars.

keldath
Jul 12, 2008, 03:18 AM
hey EmperorFool

well i found a solution...

i took out evrything related to the buf scoreboard from the maininterface...and it worked, im now using the revolution one,

but,
say, how can i still show only research icons instead of description? permanatly?

EmperorFool
Jul 12, 2008, 03:33 AM
How can i still show only research icons instead of description?

I created the Advanced Layout using Scoreboard.py to do just that. You'll have to do some significant rewriting to extract just that part. The problem is that the normal scoreboard is created by displaying a single, multiple-row text string. There's no way to know where to place the tech icons nor leave space for them unless you draw the scores using a grid as I have done.

There's no reason Scoreboard.py couldn't be used with Revolutions. It will just take some futzing around with it. You might consider merging in BUG 3.0, just released, instead of BUG 2.30. I might be able to help you more easily.

Cammagno
Jul 12, 2008, 04:53 AM
Archer in Cuma (which previously has been renamed, if it is of interest) disappears from MA when upgraded.

Here there is the save of the result

http://digilander.libero.it/cammagno/CamCDAp/Saves/0565.zip

Here there is the previous save

http://digilander.libero.it/cammagno/CamCDAp/Saves/0560.zip

EmperorFool
Jul 12, 2008, 05:08 AM
Very good, Cam. I'll take a look at these tomorrow.

keldath
Jul 12, 2008, 05:10 AM
EmperorFool ,

well , version 3 fixed the problem, everything is working properly now !

revolution, introduces a code that you can display in the score board only the top civs, you can choose how many it will show - say youchoose 10, then you can toogle the display to see the top 10 or the low civs,

its awesome...but i couldnt merge bug and this together,

anyway - thanks alot!

·Imhotep·
Jul 12, 2008, 08:17 AM
Hi guys,

I finally found the answer to an old question. Just wanted to let you know that the TortoiseSVN export command doesn't delete files that are marked for deletion in the SVN. So you have to do it manually... :(

Imhotep

negyvenketto
Jul 12, 2008, 10:53 AM
I'm using the 3.0 version with 3.17 and I found the logger doesn't work :(
I have left all option to default as always. No new log entries in the old log files and no new log files (I've searched for new .txt files on my disk hoping it just put it to another folder, but no.)
Does anyone else experience it?

alerum68
Jul 12, 2008, 11:16 AM
Negyvenketto, did you remove your old BUG files before install?

EmperorFool
Jul 12, 2008, 01:22 PM
The TortoiseSVN export command doesn't delete files that are marked for deletion in the SVN. So you have to do it manually... :(

Hmm, I thought I had already explained this. The reason SVN Export does not delete removed files is because export has no knowledge that you ever got the deleted file in the first place. That may sound goofy, so let me explain in reverse.

Think of SVN as a big cash register tape tracking file operations: add, update, and delete. Every operation is numbered for tracking.


1: Add a.txt - "This is file A"
2: Add b.txt - "This is file B"
3. Update a.txt - "Now this is A"
4. Add c.txt - "This is file C"
5. Delete b.txt

When you do SVN Checkout, it essentially performs the same operations on your hard drive and remembers the number (revision) of the last operation.

In the above example, if you had done a Checkout at revision 2, you would get both a.txt and b.txt and a marker saying "revision 2":


svn checkout
A a.txt
A b.txt

2 Added
At revision 2

When you do SVN Update, it uses this revision number stored on your hard drive to ask SVN for all of the operations that have occurred since that number. It knows to delete files only because it remembers that it told your computer to add a file earlier.

To continue the example:


svn update
*** to SVN server: I am at 2 ***
U a.txt
A c.txt
D b.txt

1 Added
1 Updated
1 Deleted
At revsion 5

However, SVN Export doesn't use any local revision tracking, so it doesn't know that you had gotten b.txt previously. When you issue the export command, it takes a snapshot of the current state of the repository and sends it to your computer.

If a file was added and later deleted, it doesn't bother to send the file to your machine. Bottom line: Do not try to update using SVN Export.

Either use Export into a new, empty directory or use SVN Checkout to start and SVN Update to get the latest changes since the last checkout/update.

I hope that clears it up. :D

I'm using the 3.0 version with 3.17 and I found the logger doesn't work :(
I have left all option to default as always.

The logger was changed and the defaults set up so that logging isn't automatic. Go into the Logging tab of the BUG Options screen and check "Silent Start". Also, make sure "Enabled" is checked, but it should be by default.

Previously, just being Enabled would log all games. This defeated the purpose of Silent Start, so we changed it.

negyvenketto
Jul 12, 2008, 02:37 PM
Negyvenketto, did you remove your old BUG files before install?
I uninstalled the previous version, is it enough? Should I try with a clean CustomAssets folder?

EmperorFool
Jul 12, 2008, 02:42 PM
I uninstalled the previous version, is it enough? Should I try with a clean CustomAssets folder?

See my reply to your post. If that's not it, starting with a clean CustomAssets folder is a good start. You can just rename it to CustomAssets-old if you like.

Kalimakhus
Jul 12, 2008, 08:28 PM
I am using the SVN and my following report is based on the version I pulled a couple of days ago.

I got a python exception when hovering the mouse over an air unit's icon in the plot list. The cause of the exception is in CvMainInterface.py within the following code:

# strength
if (eUnitDomain == DomainTypes.DOMAIN_AIR):
fCurrStrength = float(pUnit.airCurrCombatStr()*0.01)
fMaxStrength = float(pUnit.airMaxCombatStr()*0.01)
else:
fCurrStrength = float(pUnit.baseCombatStr())*float(1.0-pUnit.getDamage()*0.01)
fMaxStrength = float(pUnit.baseCombatStr())
<