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alerum68
Sep 02, 2007, 09:17 PM
Where to view the bug information.

Please read through the thread, (I'd suggest going from the back to the front) before reporting a bug.

To report a Bug please use our bug tracking system.

Report Bugs Here! (https://sourceforge.net/tracker/?func=add&group_id=202755&atid=982854)[/COLOR]

dot
Sep 03, 2007, 09:32 AM
Hello everybody. I'm going to report sth that was a known but not solved issue for me with ruff's cobbled SG mod. Since it hasn't been solved I had to cobble sth up myself for me. But since you are getting sth new together I am hoping that we or - :blush: more likely, you - can solve this.

I have absolutely clueless when it comes to modding. :( So I hope that you have a couple of ideas.

I am having trouble with some icons in various screens. For example the main screen looks like this:

http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/MainScreen.jpg


The City Screen looks like this:

http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/CityScreen.jpg


The odd thing is that some of those icons - the :gold: at least - works here:

http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/Ressources.jpg


Now, I've been getting my BtS down to vanilla patched to 3.02 and the results are as shown. Do you have any idea what could be causing the trouble?

The following spoilers hold some more screenies of screens that are somewhat screwed.

http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/Sevo.jpg
http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/F1.jpg
http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/F6MO.jpg
http://i66.photobucket.com/albums/h277/dot_01/BUG%20Report%20No1/Demographics.jpg


Another thingy that I'd like to point out is the Better Espionage Screen (http://forums.civfanatics.com/showthread.php?t=234523). I think it might be a really small change. But a nice one. I haven't read the BUG Project thread in its full magnificence so that might have already been discussed. If so ... ignore this.

---------------------------------

One More Thing (TM):

:thanx:

for putting all this effort into making the management of this beautiful game easier and smoother.

:goodjob:

alerum68
Sep 03, 2007, 11:43 AM
Dot it seems some icon files are missing. The only solutions I can see are going through your assets directory and seeing what files are missing, or uninstall and reinstall both CIV4 and BTS. After you do that make sure that you don't change the Assets folder within the BTS directory, and only install or make changes within the CustomAssets folder in your Documents folder. If the size and font of your text is a problem as well there is a program called CivScale which will allow you to change that, but it won't fix the problem with the icons.

Hope that helps.

dot
Sep 03, 2007, 11:55 AM
I always only change the Assets folder in my documents. I'm not totally stupid after all. :lol: ;)

Could you give me a hint how those font thingies should look. Since I've lend my Civ4 CD to a friend I'm currently unable to reinstall. How can it be that they are not causing any problems without BUG 0.15?

Nice picture in your profile, btw. Very good album! :thumbsup:

alerum68
Sep 03, 2007, 12:49 PM
I thought this was happening to you since Warlords... didn't know it was only with a MOD loaded. You said Assets, not CustomAssets... are you putting this into a MOD directory, then loading a Mod to play it? I'd suggest backing up, and deleting your CustomAssets folder, and reinstalling it completely. Make sure there is a file called GameFont_75.tga inside the CustomAssets/Res/Fonts file as well.

It may be a good idea to install the latest version of Blue Marble if you are running that. Make sure to install BM first then BUG.

I've attached a screenshot of my City View screen showing the icons.

Also, we've taken the Better Esp. Screen, but have changed it slightly to suit our needs.

dot
Sep 03, 2007, 02:38 PM
:eek: You're making +2398 gpt at 100% :science:? - :crazyeye: That's mad.

With the espionage screen ... I've seen that after posting. My :smoke:.

No, with warlords everything is fine. It was only with ruff's cobbled mod and now with BUG.
- The named .tga file is in the CustomAssets/Res/Fonts folder. So there's no problem.
- I've had BM installed but deinstalled it since it's been causing trouble with mp.

So I guess that I'm stuck pretty much at the same stupid situation where I was with gaurav earlier (http://forums.civfanatics.com/showthread.php?p=4195849#post4195849). :sad: If you have a look at it you'll notice that it's going back and forth a bit. But we couldn't sort it out after all.

If this is too special and you don't have the time to do this or simply don't want to do this just let me know. That's OK. It seems to be a problem that hasn't been occuring with anyone else. So it isn't something that's exactly of public interest. :p

Thank you for your help so far, though, ;)

alerum68
Sep 03, 2007, 03:03 PM
Are you using this with Warlords or BTS?

Cammagno
Sep 03, 2007, 03:04 PM
If this is too special and you don't have the time to do this or simply don't want to do this just let me know. That's OK. It seems to be a problem that hasn't been occuring with anyone else. So it isn't something that's exactly of public interest. :p
Thank you for your help so far, though, ;)

I thik you have some file out of order, so you can do like this:
* as a start, you need in your \My Games\Beyond the Sword folder:
- the original Assets folder
- no CustomAssets folder: if you have one, move it someware else or rename it
- an empty MOD folder (if you have something inside it, put it somewhere else)

* now, download this file
http://forums.civfanatics.com/uploads/74513/BUG_Mod.zip
and put the content in your \My Games\Beyond the Sword folder; in particular, check that after dezipping, you have inside that folder a new CustomAssets folder and a file called BUG Mod.ini

* start the game, and check if your problem is still there

alerum68
Sep 04, 2007, 12:35 AM
Any luck with the fix Dot?

dot
Sep 04, 2007, 02:34 AM
Not yet. Just got home from the doctor. But I will do this later and post the results. Thanx. ;)

jray
Sep 04, 2007, 11:01 AM
I mentioned this back in post #571 in the old thread but thought I'd bring it back up with more details now that you have a bug reporting thread.

Tech and gold trade alerts in MoreCiv4lerts are often one turn behind. (I say "often" because under certain circumstances they occur on the correct turn). It looks like the HOF folks have changed their MoreCiv4lerts.py in the last few months, and I noticed a poster there mentioning that the tech trade alert timing seems to have been fixed, although the gold trade alert timing was apparently still glitchy. The HOF folks moved the relevant code from MoreCiv4lerts.py to their HOFUtil.py and modified it there. You might want to take a look at it and/or ask the HOF mod devs how they addressed it.

For my original bug report of this problem over in the HOF mod forum, look at post #747 there (http://forums.civfanatics.com/showpost.php?p=5054113&postcount=747). I've been seeing pretty much the same behavior here in BUG 0.15, although I haven't had a chance to isolate a savegame file (not playing Civ currently).

Also, looking to the future, similar problems happen in the ShowInfo mod. I would love to see the ShowInfo mod incorporated since it adds resource trade alerts and more detailed tech trade alerts (showing which Civs and which techs). Even though the automatic alerts fire late in ShowInfo, it has a shortcut key (Shift-I, at least as I modified it in jrayUGH) that can manually display the alerts, and that has CORRECT timing on all fronts. So maybe it can be fixed somehow simply to emulate a Shift-I at the beginning of the player's turn.

Elandal
Sep 04, 2007, 12:12 PM
"Known Bugs" is funny name for bug report thread :)

When pillaging road I get
Traceback (most recent call):
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 126, in handleEvent
File "CvCustomEventManager", line 137, in _handleDefaultEvent
File "autologEventManager", line 713, in onUnitPillage
File "PyHelpers", line 1704, in getDescription
AttributeError: 'NoneType' object has no 'getDescription'

Umm... I don't usually pillage roads it seems :)

Cammagno
Sep 04, 2007, 01:37 PM
I mentioned this back in post #571 in the old thread but thought I'd bring it back up with more details now that you have a bug reporting thread.

Tech and gold trade alerts in MoreCiv4lerts are often one turn behind. (I say "often" because under certain circumstances they occur on the correct turn). It looks like the HOF folks have changed their MoreCiv4lerts.py in the last few months, and I noticed a poster there mentioning that the tech trade alert timing seems to have been fixed, although the gold trade alert timing was apparently still glitchy. The HOF folks moved the relevant code from MoreCiv4lerts.py to their HOFUtil.py and modified it there. You might want to take a look at it and/or ask the HOF mod devs how they addressed it.

For my original bug report of this problem over in the HOF mod forum, look at post #747 there (http://forums.civfanatics.com/showpost.php?p=5054113&postcount=747). I've been seeing pretty much the same behavior here in BUG 0.15, although I haven't had a chance to isolate a savegame file (not playing Civ currently).

EF had explained why this bug happens in this post:
http://forums.civfanatics.com/showpost.php?p=5888512&postcount=607
so I'm sure that it will be fixed in 1.00 release :)

jray
Sep 04, 2007, 03:13 PM
EF had explained why this bug happens in this post:
http://forums.civfanatics.com/showpost.php?p=5888512&postcount=607
so I'm sure that it will be fixed in 1.00 release :)

Cool, I missed EF's note. You guys work so fast :).

alerum68
Sep 04, 2007, 03:26 PM
"Known Bugs" is funny name for bug report thread :)

When pillaging road I get
Traceback (most recent call):
File "CvEventInterface", line 30, in onEvent
File "CvCustomEventManager", line 126, in handleEvent
File "CvCustomEventManager", line 137, in _handleDefaultEvent
File "autologEventManager", line 713, in onUnitPillage
File "PyHelpers", line 1704, in getDescription
AttributeError: 'NoneType' object has no 'getDescription'

Umm... I don't usually pillage roads it seems :)

This wasn't supposed to be the Bug reporting thread, it just got turned into one it seems.:p

Looks like Autologger is causing some problems. Will take a look and see if I can reproduce. Mind uploading the save before the road pillaging?

Elandal
Sep 04, 2007, 06:36 PM
The first post in the thread indicates bugs are reported in this thread, causing this to be the bug report thread. Or did I read it wrong?


I don't seem to have save from that time. The saves I found (a bit later) didn't cause any trouble - road was pillaged without any errors (although it didn't log anything either).

Does autologger have some initialization issues (like the great people lightbulb mod)? I certainly hadn't opened a brand new bts instance causing the great people lightbulbs be displayed wrongly.

alerum68
Sep 04, 2007, 06:52 PM
Very strange. So it's not causing the python errors now? Love when Bugs fix themselves.:p If it happens again, please upload the save to us and we'll try and reproduce it.

negyvenketto
Sep 09, 2007, 01:58 AM
I have Ruff_hi's mod for Warlords, for BTS I installed this mod.
I hoped the ALT-J options screen is working here, too. It came up, but I couldn't close it :( I had to close BTS from task manager. I guess it is not supposed to work (yet?) Anyway keep up the good work :goodjob:
http://forums.civfanatics.com/uploads/13663/screen.jpg

Cammagno
Sep 09, 2007, 02:14 AM
I have Ruff_hi's mod for Warlords, for BTS I installed this mod.
I hoped the ALT-J options screen is working here, too. It came up, but I couldn't close it :( I had to close BTS from task manager. I guess it is not supposed to work (yet?) Anyway keep up the good work :goodjob:


Yes, it was not supposed to work, all the options are in the BUG Option Screen (Ctrl+Alt+O).
We wanted to remove the ALT-J key, but I think it has been forgotten... :blush:

NikNaks
Sep 09, 2007, 07:33 AM
I thought that had been removed already! We really need to remove it before more people crash the game with it.

dot
Sep 09, 2007, 11:05 AM
Any luck with the fix Dot?
Nope. I still got the problem after follwing Cammagno's hint. Now I could check through the assets under Firaxis Games/ Sid Meier's Civilization 4, right? But that's a lot of files. :crazyeye:

The guy I've lend my CivIV Disc to is currently in another country. For a couple of weeks. :gripe: :sad: So that's currently no option.

Alas, thanks for the help, Cammagno and Alerum. If you have any other suggestions ... I'd be glad to hear them. I hope that I will finally sort things out ... somewhen. ;)

Cammagno
Sep 09, 2007, 12:12 PM
I thought that had been removed already! We really need to remove it before more people crash the game with it.

I'll suggest a new H&T:
"Don't use any shortcut that you haven't been told to use! Somebody said Alt+J?"

:lol: :lol: :lol:

alerum68
Sep 09, 2007, 01:21 PM
Just tried to use it with 0.16 (Alt + J) and it didn't pop up. Maybe it's an older version?

negyvenketto
Sep 09, 2007, 01:57 PM
Yes, it's 0.15. I haven't realized 0.16 is out. Thanks.

alerum68
Sep 09, 2007, 02:41 PM
NP. Let us know if you have any problems.

Elandal
Sep 09, 2007, 03:08 PM
Many BUG users are former ruff_hi cobbled SG mod users, and ruff_hi is developer of BUG and BUG has many of the same elements, so alt-J is obvious choice for options screen before any docs are read :)

alerum68
Sep 09, 2007, 03:54 PM
Is completely understandable. You're not the first person to do it, and I'm sure we'll get quite a few people saying the option screen won't pop up with Alt + J in the future.

ruff_hi
Sep 09, 2007, 05:09 PM
Many BUG users are former ruff_hi cobbled SG mod users, and ruff_hi is developer of BUG and BUG has many of the same elements, so alt-J is obvious choice for options screen before any docs are read :)(picture someone playing an organ in the background, similar to 1950 vampire movies) now they see the power of the ruff mod ... or maybe the Emperor from StarWars young skywalker, I will teach you the power of the ruff.

I'll put in a fix for the ex-ruffmod users.

Edit: Done.

Cammagno
Sep 09, 2007, 11:29 PM
young skywalker, I will teach you the power of the ruff.


:rotfl: :rotfl: :rotfl:

jray
Sep 10, 2007, 08:44 AM
Totally awesome new version-- thanks for all the hard work!

Just one minor glitch to report for now, using FlavorBUG 0.06 and Civ 3.02. Certain units appear as big red blobs, for example, English Workers and Korean Axemen. Sorry I didn't save a savegame file, but I'll keep my eye out for it in the future.

Cammagno
Sep 10, 2007, 12:12 PM
Totally awesome new version-- thanks for all the hard work!

Just one minor glitch to report for now, using FlavorBUG 0.06 and Civ 3.02. Certain units appear as big red blobs, for example, English Workers and Korean Axemen. Sorry I didn't save a savegame file, but I'll keep my eye out for it in the future.


Korean Axeman has already been reported and so it has already been fixed (in an internal version), thanks for reporting English Worker, I'm sure that NikNaks will fix it in no time. If you'll find some more red balls, please report them here :)

alerum68
Sep 10, 2007, 12:26 PM
I'm pertty sure there are going to be a few more of these red blots. The version of EDU we're using missing units starting to pop up. If I have time today I'll go through it in WorldBuilder, and place 1 of each unit and see if I get any more red spots.

NikNaks
Sep 10, 2007, 12:29 PM
If you could do that, it'd be much appreciated. I'll look into the caucasian worker.

alerum68
Sep 10, 2007, 12:39 PM
Nik, you seen the EDU update yet?

alerum68
Sep 10, 2007, 12:56 PM
Ouch. I was thinking that all the units would have a icon in the world builder, but I'd have to go through all the units for all 34 civs, which would take alot more time then I have free to do that.:p I think we should just make the updates listed in EDU, and fix the english worker, and wait to see if we get anymore blank units.

NikNaks
Sep 10, 2007, 01:04 PM
Nik, you seen the EDU update yet?Hadn't heard about that one. My main priority is the EDC update.

jray
Sep 11, 2007, 10:01 AM
Specialist Stacker glitches I've noticed:

displays only 8 or so of each specialist type. (Back when I used the standalone Specialist Stacker, it was possible to fix this so that they scrunched together or stacked in multiple rows, allowing you to see them all)
does not highlight forced specialists unless you have citizen automation turned onAlso, would it be possible to surface some of the INI options that were available in the standalone mod? Thanks!

Using FBUG 0.06.

Roland Johansen
Sep 12, 2007, 06:37 PM
A stack of Babylonian knights + settler appeared as three red blobs. I guess it is the knights as it were 3 red blobs not 4 (which would indicate the settler).

EmperorFool
Sep 12, 2007, 09:40 PM
I'll try to catch up here.

Alt-J: If Ruff meant he added Alt-J so it opened the same options screens as Ctrl-Alt-O, fine. If not, I'll add it.

Specialist Stacker: It actually hasn't been included yet. :) You're seeing the vanilla specialists. It's "on my plate."

The icon issues: The reason some icons work and some don't is because there are two fonts (different sizes). It seems that one of your font files is either corrupt or missing. You should have a gamefont_75.tga in CustomAssets. Try removing it temporarily and see what happens. You should see all icons except the Attitude Icons in the scoreboard (that's all that has been added). I can't think of a reason why this doesn't work for you, but I'll say that since it fails in Warlords the same way, it's likely your installation is just borked. Get your CD back and reinstall, sorry. :(

Pillaging Roads: That it happens only sometimes that you pillage roads is rather confusing. It should happen every time as I guess that the code is grabbing the ImprovementInfo for the improvement that was pillaged, and roads don't have one. Thus, it's trying to ask "nothing" for a description -- rarely a good thing to do in code. :) I'll take a look. It should be easy to fix if that's the problem.

Alerts: I haven't gotten to this. Hopefully this weekend.

ruff_hi
Sep 13, 2007, 04:44 AM
Alt-J: If Ruff meant he added Alt-J so it opened the same options screens as Ctrl-Alt-O, fine. If not, I'll add it.All I did was add a popup that says "Pls use Ctrl-Alt-O". I could have opened the option screen but thought it was better if we only had 1 command that did that. Easier with documentation, etc.

EmperorFool
Sep 13, 2007, 10:41 AM
I changed it to open the options screen, but there's no need to mention it in the documentation. Consider it an easter egg for your mod's users. :)

EmperorFool
Sep 13, 2007, 11:03 AM
When pillaging road I get . . .

Could someone please test this fix so I can commit it when I get home tonight? Open autologEventManager.py and go to line 754. Replace that line with the bolded lines below:


and (pPlot.getOwner() == CyGame().getActivePlayer()
or pUnit.getOwner() == CyGame().getActivePlayer())):
if (iImprovement != -1):
message = "A %s" % (PyInfo.ImprovementInfo(iImprovement).getDescripti on())
elif (iRoute != -1):
message = "A %s" % (PyInfo.RouteInfo(iRoute).getDescription())
else:
message = "An improvement"
zsLocn = ""


I just need to verify that my guess of "PyInfo.RouteInfo(iRoute)" is correct.
If it works, feel free to commit it and I'll check it tonight.

·Imhotep·
Sep 13, 2007, 01:14 PM
I've an issue with the logger. I've changed the style to 'Forum tags without ""', and now I get an HTML document as output. This I wouldn't mind, but it's totally unordered so that you have to manually align the content. Not that what I've looked for, it is less work to exchange the "" then...

ruff_hi
Sep 13, 2007, 02:23 PM
I've an issue with the logger. I've changed the style to 'Forum tags without ""', and now I get an HTML document as output. This I wouldn't mind, but it's totally unordered so that you have to manually align the content. Not that what I've looked for, it is less work to exchange the "" then...I thought I had caught that. I think only the file extension is html or is all the layout off too? I will have a look and correct.

·Imhotep·
Sep 13, 2007, 02:25 PM
All the layout is gone. The colors work nicely, but all the content is not lined up in rows...

ruff_hi
Sep 13, 2007, 08:20 PM
I think that this loss of line feeds is a function of the following:

self.log = codecs.open(os.path.join(szPath, BugAutolog.getFileName()), 'a', 'utf-8')

The codecs open doesn't seem to want to recognize the '\n' items.

EmperorFool
Sep 13, 2007, 08:35 PM
Strange. UTF-8 has no cares about "\n", so I don't see why this would cause a problem. Have you tried simply reverting that part and making sure that solves the problem. The use of that codec is required for any names with non-English characters.

ruff_hi
Sep 13, 2007, 08:55 PM
Strange. UTF-8 has no cares about "\n", so I don't see why this would cause a problem. Have you tried simply reverting that part and making sure that solves the problem. The use of that codec is required for any names with non-English characters.Have I tried ... of course not. I just looked at the code and that is really the only difference so it just makes sense :D:D. I will put back the line as it was and see what happens (tomorrow).

EmperorFool
Sep 14, 2007, 12:35 AM
I just tried all four autologger message formats, and they all worked. Now, it's using "\n" (Unix) instead of "\r\n" (Windows).

This means you'll need to view the log in WordPad instead of Notepad to see the lines correctly. Putting this on the web, the line endings should make no difference.

As to why you're seeing HTML instead of forum tags ... that's odd. Can you upgrade to what's in SVN or wait until the next release and try again?

Morphem01
Sep 14, 2007, 01:15 AM
Korean Axeman has already been reported and so it has already been fixed (in an internal version), thanks for reporting English Worker, I'm sure that NikNaks will fix it in no time. If you'll find some more red balls, please report them here :)


Same red balls instead of the french workers :sad:

Cammagno
Sep 14, 2007, 01:35 AM
Same red balls instead of the french workers :sad:

I fear that there are several of them that are corrupted, but regrettably we have not enough time now to test all of them in the builder, so (unless someone do it for us), we can only fix those pointed out at by you guys. Do you agree with this, NikNaks?

Morphem01
Sep 14, 2007, 02:28 AM
Same red balls instead of the french workers :sad:

Loading the mod 'Varietas Delectat v1.5' on top of BUG seems to fix these problems.

Hopefully it doesn't have any bad side effects

ruff_hi
Sep 14, 2007, 10:04 AM
I just tried all four autologger message formats, and they all worked. Now, it's using "\n" (Unix) instead of "\r\n" (Windows).

This means you'll need to view the log in WordPad instead of Notepad to see the lines correctly. Putting this on the web, the line endings should make no difference.I just opened a log file with wordpad and got the usual 1 record per line (instead of the stream of text when opening with not pad). However, if I change "\n" to "\r\n" I get the 1 line in both wordpad and notebook. Is there a downside to using the "\r\n" code?

I'm also thinking of pulling this apart (code wise) as it is fairly ugly.

EmperorFool
Sep 14, 2007, 11:10 AM
No downside to "\r\n" whatsoever. If you can figure out how to tell Python to use Windows EOL settings, great! And yes, take a hacksaw to the code. :)

ruff_hi
Sep 14, 2007, 03:53 PM
I've an issue with the logger. I've changed the style to 'Forum tags without ""', and now I get an HTML document as output. This I wouldn't mind, but it's totally unordered so that you have to manually align the content. Not that what I've looked for, it is less work to exchange the "" then...All fixed (I hope). I actually did some testing before committing the code changes this time so I think it it right. There are so many options with formatting, color on or off, with or without "s, etc but I think I got all of them. Feel free to let me know if I made a mistake (again).

It also should look ok in notepad again.

Elandal
Sep 14, 2007, 10:08 PM
There are theoretical downsides for CRLF instead of just LF, for Mac users. But is BTS available for Mac yet even? In practice, it's just fine and those who absolutely need to strip CR away can easily do that. I think it can actually be done by several editors even, just choosing the format you want to save in.

Minor Annoyance
Sep 15, 2007, 05:25 PM
A stack of Babylonian knights + settler appeared as three red blobs. I guess it is the knights as it were 3 red blobs not 4 (which would indicate the settler).

Definitely the knights. I've seen it too.

Anthrax
Sep 16, 2007, 09:52 PM
I hesitate to put this in as a bug as i am unsure if it is just my error as no one has yet posted it...... If it is my error well.... sorry. I removed and reinstalled CIV4 and BTS and still i get the same thing.

Inside the custom domestic advisor there is an "I" button down in the left corner beside the drop down menu -- I believe it is used to customize the advisor... I used this MOD before I think, but I am old man and can't remember very well how much I have tooled with the code in the past...... Anyways when i hover my cursor over the "I" the game just crashes, straight dump. been kinda using it as a fast way to get out of the game hehe :crazyeye:

there is an updated log (theme parse log) dumped in the BTS main folder

[Sep 16, 2007 - 23:16:21] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

Cammagno
Sep 16, 2007, 11:58 PM
I hesitate to put this in as a bug as i am unsure if it is just my error as no one has yet posted it...... If it is my error well.... sorry. I removed and reinstalled CIV4 and BTS and still i get the same thing.

Inside the custom domestic advisor there is an "I" button down in the left corner beside the drop down menu -- I believe it is used to customize the advisor... I used this MOD before I think, but I am old man and can't remember very well how much I have tooled with the code in the past...... Anyways when i hover my cursor over the "I" the game just crashes, straight dump. been kinda using it as a fast way to get out of the game hehe :crazyeye:

We worked a lot on CDA since 0.16 release, so before going on, it's better you update your BUG to the last internal release.

If you are using BUG Mod:
- delete CustomAssets and BUG Mod.ini from MyGames/BtS folder
- unzip this inside that folder (keeping the path into the zip):
http://forums.civfanatics.com/uploads/74513/BUG_Mod_016c.zip

If you are using FBUG Mod. unzip the previous file over your existing CustomAssets and BUG Mod.ini , overwriting them.

Please tell us if your problem is still there or if it has been solved.

EmperorFool
Sep 17, 2007, 12:27 AM
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

Is this theme a part of the basic Civ4 install? I know some people set up themes for each of the mods they use so they can visually tell which they're using easily (Ruff recommended this). Have you done the same?

Just to be sure, you're using the Beyond the Sword expansion, right? Gotta check the easy stuff first. :) Are you using the U.S. release? Have you updated to 3.02 or 3.03?

There's one change I made that might fix this problem if everything above checks out. I changed the type of buttons (including that one). The type your version is using pop up a hover text that says "Selection" or something. Since that's not useful info, I changed it so no message pops up. I'm guessing that the font used to display those hovers is wreaking havoc with your theme. Try as Cammago suggested and let us know please if that fixes the issue.

Anthrax
Sep 17, 2007, 03:29 PM
i will try a reinstall of the mod w/ a fresh downloaded version -- got my fbug like 3 days ago ?? anyways dunno what the cause is....

using 303 of course, and solvers patch too......

i put your mod right like you all asked in

I'm guessing that the font used to display those hovers is wreaking havoc with your theme

ya i think your right.... btw, what theme am i using ????? can i choose a theme..... hmm maybe thats the prob.

thanx for getting back with me no big deal for me i guess i am the only one with this issue... I will try to fix it on my own.

probably best to delete civ4, warlords, and BTS then go and make sure it has deleted everything and then do a reinstall as i was trusting that it had deleted enough of it when i did the delete and reinstall yesterday of civ4 and bts.

Anthrax
Sep 17, 2007, 06:23 PM
did a full uninstall........then deleted all left existing folders and files in both my games directory and the C:/program files/firaxis directory rebooted and painstakingly reinstalled and updated both civ4 and BTS (3.03) then applied the flavorful mod (94,993,818 bytes) that i downloaded today.....

still i get the same thing.....
deleted solvers mod.... still get the same thing.
i have a US version of the games

maybe if i have time later i will install on another PC i have lying around here somewhere.....

Cammagno
Sep 17, 2007, 11:39 PM
did a full uninstall........then deleted all left existing folders and files in both my games directory and the C:/program files/firaxis directory rebooted and painstakingly reinstalled and updated both civ4 and BTS (3.03) then applied the flavorful mod (94,993,818 bytes) that i downloaded today.....

still i get the same thing.....

Wait. Where did you get the FBUG Mod?

If you get directly from the SVN repository on SourceForge, it is the last internal version, but you also need to download BUG Mod files (in the repo, they are not included into FBUG).

If you get it as a pack (.zip or .exe), the BUG files are included, but it is the old 0.16 version, so the CDA is not up-to-date (and still has the pop up hover text of which EF was speaking).

Yesterday I uploaded for you our last internal version of BUG (now, the last one is this: http://forums.civfanatics.com/uploads/74513/BUG_Mod_016c.zip). Try to install it in your MyGames\BtS folder, overwriting the existing files.

Anthrax
Sep 18, 2007, 12:23 AM
Yesterday I uploaded for you our last internal version of BUG (now, the last one is this: http://forums.civfanatics.com/upload..._Mod_016c.zip). Try to install it in your MyGames\BtS folder, overwriting the existing files.

ok i will try tomorrow getting late here...

just to let you all know i don't think the crash from the CDA has anything to do with that error i posted... in fact i was able to fix the half of the error referring to the fonts.... by just modifying the civ4_theme_common file and allowing those fonts to exist.....maybe a BTS bug i dunno. couldn't figure out the last two lines of code from the HUD but they refer to the Advisor Button - Religious and HUD Buy-Sell Unit Button so the error i have posted has little to do with my crash......

Anthrax
Sep 18, 2007, 06:09 PM
http://forums.civfanatics.com/upload..._Mod_016c.zip)

i cannot get that link doesn't work.....

got the latest internal version of BUG from source forge (697,920 bytes zipped) but that didn't change anything..........

i attached a photo of my cda with one city..... am i suppose to get the + and - symbols ??? like in the older versions on vanilla and warlords ??? I can hover over it if the drop menu is dropped but once i click it it well say goodbye to the game......

Anthrax
Sep 20, 2007, 08:16 AM
New version of the CDA looks great !! and no problems thus far.....

must just been that stupid button

Thank you !

Cammagno
Sep 20, 2007, 10:20 AM
i cannot get that link doesn't work.....

To tell the truth, the link I posted answering to you in this thread works :) , but you are right, that other link I posted in the thread about CDA was broken :blush:


got the latest internal version of BUG from source forge (697,920 bytes zipped) but that didn't change anything.........

The zipped packs on SF are not internal versions, they are the beta relesed versions.
To get the last internal version, you need to dovnload it from SVN on SF, manually (it's a long task) or using the SVNTortoise client.

Edit: Ok, I've just seen that you have managed to download the last version of CDA, and that it solved your problem, good! :)

EmperorFool
Sep 20, 2007, 11:11 AM
New version of the CDA looks great !! and no problems thus far.....

must just been that stupid button

Thank you !

That is very good news. Thank you for posting an update.

OneBinary
Sep 20, 2007, 05:16 PM
I quickly skimmed through this thread, and did a search but I didn't find anything. Has anybody reported the issue with the Great Person bar blocking the upper-most line of text at the top of the main screen? (Does that even make sense?)

If nobody knows what I'm talking about, I'll have to take a screenshot tonight (at work). I am using Blue Marble, and I installed FBUG 0.06 on top of that (as advised). I think it might be an issue related to Blue Marble since it changes text sizes and such.

Anthrax
Sep 20, 2007, 05:55 PM
in the unit naming mod looks like a small error......

not naming the archer...... and the image has the python err

let me know if you need more info.

ruff_hi
Sep 20, 2007, 07:00 PM
in the unit naming mod looks like a small error......

not naming the archer...... and the image has the python err

let me know if you need more info.What was the naming code that you were trying to use? And the civilization?

Anthrax
Sep 20, 2007, 07:51 PM
What was the naming code that you were trying to use? And the civilization?

german/fredrick.......

1st part i am not sure about but i believe it to be the default one......
well i didn't make any changes... just enabled it to try.

Default = ^ut^ ^cnt[r]^ of ^ct^ :crazyeye:

like this: CombatARCHER = ^rc^ :crazyeye:

well i know it was suppose to name em something......

OneBinary
Sep 20, 2007, 08:10 PM
I quickly skimmed through this thread, and did a search but I didn't find anything. Has anybody reported the issue with the Great Person bar blocking the upper-most line of text at the top of the main screen? (Does that even make sense?)

If nobody knows what I'm talking about, I'll have to take a screenshot tonight (at work). I am using Blue Marble, and I installed FBUG 0.06 on top of that (as advised). I think it might be an issue related to Blue Marble since it changes text sizes and such.

A couple of screenshots attached. So I am referring to the text that is semi-hidden behind the yellow Great Person bar at the top.

alerum68
Sep 20, 2007, 08:51 PM
IIRC, this has already been taken care of, and should be on the SVN. We gave as much space as we could without crowding the Research Bar.

EmperorFool
Sep 20, 2007, 09:14 PM
I thought you made the change, Alerum? In any case, it clears the message text for me now. I wish we could move the message text instead, as the tech icons sit on top of the GP bar when you click the research bar. There's nothing more we can do though -- it's as good as it can get.

Hmm, your screenshots give me an idea for the future. When the resolution provides the space, we could put the two bars side-by-side. Heck, we could even fit in a third bar for GG points. :)

OneBinary
Sep 20, 2007, 09:39 PM
Ah ok, thanks. I look forward to 1.0. :)

Hmm, your screenshots give me an idea for the future. When the resolution provides the space, we could put the two bars side-by-side. Heck, we could even fit in a third bar for GG points. :)

Mmmm, 22" widescreen :) Running at 1680x1050 for reference, and Civ4 handles it beautifully. GG bar would definitely be cool.

Cammagno
Sep 21, 2007, 01:20 AM
I thought you made the change, Alerum?

He did, but it's not in FBUG 0.6, only in the repo.
I support your idea of releasing 1.0 in the w/e with or without 3.13.

FeedBack
Sep 21, 2007, 06:15 AM
I thought you made the change, Alerum? In any case, it clears the message text for me now. I wish we could move the message text instead, as the tech icons sit on top of the GP bar when you click the research bar. There's nothing more we can do though -- it's as good as it can get.

Hmm, your screenshots give me an idea for the future. When the resolution provides the space, we could put the two bars side-by-side. Heck, we could even fit in a third bar for GG points. :)

It's a shame this isn't exposed to python.... But they cannot have done everything right, can they? :lol:
It may be a weird idea, but I'll say it anyway. There's only one "side" of the screen that isn't used by the interface... The top has research, bottom has commands, right has scoreboard and left has.. well.. nothing! That said, I don't know how difficult this is, but why not getting a(n optional) vertical GP and GG bar on that side of the screen? The GG bar should have no problem, as it wouldn't require any text into it... The GP bar would have its text drawn, in the worst case, inserting an \n between each letter in the city name.. I don't know if those mega-large Zulu names would fit! :lol:

Of course, it's an idea for 2.0.. :mischief:

OneBinary
Sep 21, 2007, 08:28 AM
The top has research, bottom has commands, right has scoreboard and left has.. well.. nothing!

The left doesn't have anything permanent, but it is the space that is used for hover information (like when you hover over a stack or an AI player in the score list on the right). You would need to create a large stack to see how much space is taken up on the left. Even at my high resolution I recall some larger stacks take up almost the whole left side up to the sliders.

FeedBack
Sep 21, 2007, 09:24 AM
The left doesn't have anything permanent, but it is the space that is used for hover information (like when you hover over a stack or an AI player in the score list on the right). You would need to create a large stack to see how much space is taken up on the left. Even at my high resolution I recall some larger stacks take up almost the whole left side up to the sliders.

Nice catch... Well, I suppose you cannot move the hovering area as well as you cannot move the messaging area..
There goes my idea! :sad:

EmperorFool
Sep 21, 2007, 09:42 AM
Besides, the stacked bar that draws the percentage bars doesn't go vertical. It's done by the game engine like the text messages and hover text boxes. :(

codetoad
Sep 21, 2007, 06:38 PM
I am runing the Flavorful bug -- lastest from svn. Playing England. I am getting the colored dot instead of the English worker. Also as you can see in the screen shot I cannot issue any orders to the work :(!

Codetoad

Cammagno
Sep 22, 2007, 12:54 AM
I am runing the Flavorful bug -- lastest from svn. Playing England. I am getting the colored dot instead of the English worker. Also as you can see in the screen shot I cannot issue any orders to the work :(!

Codetoad

Ehm... thanks for reporting it, but it's at least the third time it's been reported :lol:

It has already been fixed in our internal version, so it will be ok in 1.0 release.

But maybe there are more red balls out there, so if you guys find some of there, please tell us, it's too time consuming for us to try all the units before release.

Oh, and don't worry if you report them more than once, I was only joking above :mischief:

NikNaks
Sep 22, 2007, 01:56 AM
I'll check and make sure that it is actually fixed when I get back. It'd be a real embarassment if I left it in after the reports :blush:

codetoad
Sep 22, 2007, 11:52 AM
Sorry if it is a duplicate problem. I updated from svn and I am at revision 348. I started a new game with the English and built a worker. I still get the Orange blob.

Is there a specific file I can look for or any thing else I can do to help with this?

Codetoad

Elandal
Sep 22, 2007, 12:00 PM
In Hints and Tips (I believe) is a hint about [COLOR_YELLOW]"!" in domestic advisor. Doesn't look like color codes work in hints and tips, so maybe remove that.

ruff_hi
Sep 22, 2007, 02:33 PM
like this: CombatARCHER = ^rc^That code is saying ... use a random civilization based name. If you are german, it might produce "Herr Hans Beckonbower" but with the correct spelling. Anyway, I had iPlayer.blah instead of pPlayer.blah and it was throwing a wobbly. I've fixed it (and tested it!) and committed it.

alerum68
Sep 23, 2007, 01:37 AM
In Hints and Tips (I believe) is a hint about [COLOR_YELLOW]"!" in domestic advisor. Doesn't look like color codes work in hints and tips, so maybe remove that.

Thanks Elandal. I wasn't sure if it was working but after waiting through alot of random hints and tips I gave up. Will updated it before 1.0

codetoad
Sep 23, 2007, 01:20 PM
I hope this is not a duplicate. I am also getting the orange blog for Sumarian Knights.

This is with revision 348 from svn.

codetoad
Sep 23, 2007, 01:26 PM
I don't know if this is a bug or not. Why is the Adviser screen of the Domestic Advise recommending that I build UB from other civs? I am playing Germany.

Codetoad

Cammagno
Sep 23, 2007, 02:02 PM
I hope this is not a duplicate. I am also getting the orange blog for Sumarian Knights.

This is with revision 348 from svn.

No, it's new. Thanks :)

Cammagno
Sep 23, 2007, 02:05 PM
I don't know if this is a bug or not. Why is the Adviser screen of the Domestic Advise recommending that I build UB from other civs? I am playing Germany.

Codetoad

We have not changed the original Adviser columns from CDA, so I fear that they may have problems with UB.
Maybe we'll take care of them, but probably not before 1.0 release.

EmperorFool
Sep 23, 2007, 02:20 PM
Why is the Adviser screen of the Domestic Advise recommending that I build UB from other civs? I am playing Germany.

This is definitely a bug. I can see the problem with the code. CvCity.canConstruct() ignores which civ you're playing when checking if you can build a building. I'll take a stab at the solution now.

Edit: I've committed the fix (hopefully). Please give this a try by grabbing the latest SVN version of CvCustomizableDomesticAdvisor.py. If you haven't set up SVN access, you can do it using the instructions at SF.net (see my sig for link) or wait for 1.0 release RSN.

ruff_hi
Sep 23, 2007, 02:20 PM
I hope this is not a duplicate. I am also getting the orange blog for Sumarian Knights.

This is with revision 348 from svn.We should remove the pics for all units for 1 particular civ and then play a game of "Attack of the BLOB". We can do our reports in the style of 1950 B movies!

walbeek
Sep 25, 2007, 09:54 AM
No, it's new. Thanks :)

Seems to be a problem with the knights: Babylonian, German and Sumerian so far. I wanted to report the Babylonian knight as red blob but it had already been noted in this thread.

Perfect MOD package by the way. Thanx to al the modders! I keep playing BtS, if I see another Red Blob I will post it here.

Elandal
Sep 26, 2007, 12:26 AM
I'm unsure about whether this is due to BUG or something else, but the ONLY thing I did just now was installing BUG 1.0 (over 0.16, fixing bugmod.ini and so on), and I no longer have "Regenerate" button in the menu.. As I'm a regenerateholic, this is a bit inconvenient :)

If it's not bug, then what all can cause this to happen?

EmperorFool
Sep 26, 2007, 01:14 AM
It never appears? Pardon me for stating the obvious -- I've only used this feature a couple times as when I've regenerated it was always a few turns into the game -- but AFAIK you can only regenerate on the first turn. Is this correct?

In any case, the main menu is generated (hah!) by the game core EXE itself, not Python. I can't think of anything BUG could do to affect this.

BUG's included mods have events that fire on end game turn, and I tried to get EndTurnReady to work for replaying reminders with no success. However, nothing in BUG code should cause the turn to end prematurely (I don't think you even can from Python).

... starting up a new game to try it out ...

... waiting ...

... yawn ...

... note to self: need more RAM ...

And I have no option to regenerate either. I'll take a look into this tomorrow night, but in the meantime can someone try it without BUG and just verify that it should show up with the 3.03 patch?

Cammagno
Sep 26, 2007, 01:26 AM
I'm unsure about whether this is due to BUG or something else, but the ONLY thing I did just now was installing BUG 1.0 (over 0.16, fixing bugmod.ini and so on), and I no longer have "Regenerate" button in the menu.. As I'm a regenerateholic, this is a bit inconvenient :)

If it's not bug, then what all can cause this to happen?


I have no idea, but as a side note... it's better to delete Custom Assets before installing a new release of BUG Mod, because sometimes the names of the files change.

ruff_hi
Sep 26, 2007, 04:31 AM
I'm unsure about whether this is due to BUG or something else, but the ONLY thing I did just now was installing BUG 1.0 (over 0.16, fixing bugmod.ini and so on), and I no longer have "Regenerate" button in the menu.. As I'm a regenerateholic, this is a bit inconvenient :)

If it's not bug, then what all can cause this to happen?The only thing that I can think of that removes the 'regenerate' option is if two or more civs make contact. Try rolling up a new game and see if it happens again. If so, it probably means that we have some code that introduces the civs to each other - no idea how / why / where.

alerum68
Sep 26, 2007, 07:42 AM
The Regen command, IIRC correctly cannot be done once past Turn 1. Also, make sure you don't have Wait at End of Turn turned off, or you could move your units to find a better location, and it will go to Turn 2.

EmperorFool
Sep 26, 2007, 11:14 AM
When I tested it myself last night I had not move a single unit and have wait at end of turn enabled always. I cannot verify that none of the AIs had met, of course.

I seem to recall that when I first read about the regenerate command on the boards here I tried to find it and couldn't. Then, after some time, I went into the main menu to set my name on the first turn (I usually forget until my first save) and saw the command. Perhaps it's the two AI meeting thing that's happening in the background frequently? This was looooong before BUG that it happened.

Elandal
Sep 26, 2007, 08:24 PM
I know the limits of regeneration. I tried several times, simply looking at the main menu as the first thing to do.

I'll try without customassets then with bug only, then with the rest of my modifications, to see what happens.

Elandal
Sep 26, 2007, 08:35 PM
Removed customassets -> started BTS -> Regenerate button existed.
Installed BUG_100 -> started BTS -> Regenerate button didn't exist.

Note that it was there in BUG_016, so something has happened in the meantime.

EmperorFool
Sep 27, 2007, 12:09 AM
Truly bizarre. You're using BUG only -- not FBUG, right? At least not much has changed since 0.16.

@Alerum - Remind me to have a discussion with you about tagging reelases. I should have thought of it before but, well, I didn't. There's a way in SVN to tag all the files' versions when you do a release with a made-up tag. In this case, that would allow me to sync to that tag and see what the repo looked like at 0.16.

I can still do that by downloading the ZIP for 0.16, but it's harder to figure out exactly what changed between then and now. When we do the post-3.13 release, we'll tag it as 1.00 and I can walk through it with you.

And thank you Elandal for trying it with the different installs to pin down when the bug was introduced. That helps a ton!

Elandal
Sep 27, 2007, 01:42 AM
Yes, BUG not FBUG. Solver's patch that I didn't remove for this test (it's in main game install directory / assets) and my own XML changes (which I removed for this test).

I know how nice it's to get more detailed bug reports - been there myself :)

ruff_hi
Sep 27, 2007, 05:59 AM
I just fired up a test game with an 'in between' build and no regen option is there. I entered WB and put a scout near every civ so that I had contact with them. None of them had contact with each other. So we haven't triggered the 'contact between civs' issue with regen ... its something else.

alerum68
Sep 27, 2007, 07:32 AM
@EF - Yes, that's a good idea. I knew it had that tag feature, just hadn't figured out how to use it yet.

I wonder if there is a conflict with Solver's patch and BUG? I haven't opened up CIV in a while, so don't know if I'd get the conflict without it running the out of the box version.

Elandal
Sep 27, 2007, 09:23 AM
I've used solver's patch since he made one available. So I've used the latest patch with BUG 0.16 before and 1.0 now.

For now, I haven't seen any other problems. I think.

ruff_hi
Sep 27, 2007, 08:14 PM
We need a game plan to track this puppy down. How many back issues of BUG do we have? Need to find a version that doesn't have the bug and diff it against the next version that does. I wouldn't be surprised if it was something to do with the logger.

EmperorFool
Sep 27, 2007, 09:10 PM
I've downloaded 0.16 so that when I get a chance I can verify that it works there. Then yes, it's a matter of looking at each change since then.

I also implemented saving/loading of reminders since 0.16, requiring an event for StartGame.

@Alerum - Do you know exactly the date/time that you sync'd to create the release? That would allow us to pretty much figure out which version each file was at.

alerum68
Sep 28, 2007, 07:22 AM
It was download sometime between 12-2pm on 9/26.

Grave
Sep 28, 2007, 04:46 PM
I don't know if it's been covered or not, but I'll post up anyway...


The 3D LH's do not fit into their preview window in the LeaderPedia.py screen. It looks like they need to be scaled down in order to fit properly.

EmperorFool
Sep 28, 2007, 09:24 PM
Yeah, I don't remember Ruff's mod having the leaderhead issues. I'll double-check his version to see if maybe he had a fix in there that didn't make it into the BtS ported versions.

codetoad
Sep 28, 2007, 10:44 PM
New orange blob sighting. Chinese worker

I am using the most recent from svn. Updated tonight arround 7pm

Would a separate thread for orange blobs (misisng units in FBug) be helpful for you?

Codetoad

NikNaks
Sep 29, 2007, 07:46 AM
That's the latest version? I've pulled all of the Flavor Units...

FeedBack
Sep 29, 2007, 08:57 AM
Truly bizarre. You're using BUG only -- not FBUG, right? At least not much has changed since 0.16.

@Alerum - Remind me to have a discussion with you about tagging reelases. I should have thought of it before but, well, I didn't. There's a way in SVN to tag all the files' versions when you do a release with a made-up tag. In this case, that would allow me to sync to that tag and see what the repo looked like at 0.16.

I can still do that by downloading the ZIP for 0.16, but it's harder to figure out exactly what changed between then and now. When we do the post-3.13 release, we'll tag it as 1.00 and I can walk through it with you.

And thank you Elandal for trying it with the different installs to pin down when the bug was introduced. That helps a ton!

EF, I did some search here. The problem occurs somewhere between the revision 286 and 300. The only file changed in bug between these releases was the CDA one. It'll take you less than 15 iterations to find the change that screwed the Regenerate. What did I do:

Start a new game (anyone).
hit ESC to see if regenerate appears.
Exit to Main Menu
Change the python files (I was updating to revision # and then exporting to customassets)
Repeat.

I wish I could tell you exactly which version has the problem, but my time is up now. If you wish, I can do a deeper search sometime tomorrow. Sorry for not being more helpful.

ruff_hi
Sep 29, 2007, 10:07 AM
EF, I did some search here. The problem occurs somewhere between the revision 286 and 300. The only file changed in bug between these releases was the CDA one. It'll take you less than 15 iterations to find the change that screwed the Regenerate.I didn't know you could d/l a particular revision. It sounds like a binary search is in order ... d/l revision (286+300)/2 ... 293 and test it. If it is ok, then repeat between 293 and 300. We should have the particular revision nailed in 3 or 4 d/ls. I'll see if I can find the 'bad' revision.

rev 293 ... regen present
rev 296 ... regen present
rev 298 ... regen present
rev 300 ... regen present (!!! what?)
rev 376 ... regen not present (the latest version)
rev 338 ... regen present
rev 357 ... regen not present
rev 348 ... regen not present
rev 343 ... regen present
rev 346 ... regen present
rev 347 ... regen present (actually, no change between 343 and 347)

So, the difference is between 343 and 348

... and the difference is ... EVENT REMINDER ... and the introduction of the sdtoolkit and the associated code. I will bet a very small amount that the following is the problem ...


def onGameStart(self, argsList):
'Called when a new game is started'
self.reminderManager.clearReminders()
SdToolKit.sdModInit(SD_MOD_ID) <--- this line here is new between 343 and 348
# return 1

jbworld
Sep 29, 2007, 10:43 AM
Hi guys,

first of all let me say this mod seems so awesome! But I had little luck with it so far. I downloaded it, 0.16, 1.0b (from SF.net), SVN editon - all the same. I put the contents of the archives into the My Games\Beyond the Sword directory, start the game, create a new game (or load a new one, doesn't matter) and - well, here is a screenshot:
http://img517.imageshack.us/img517/8343/civ4screenshot0000bf9.jpg (http://imageshack.us)
http://img517.imageshack.us/img517/8343/civ4screenshot0000bf9.2316feec4f.jpg (http://g.imageshack.us/g.php?h=517&i=civ4screenshot0000bf9.jpg)

As you can see, no icons at all - by icons I mean images representing such stuff as commerce, health, religions, etc. Also, I press Alt+Ctrl+O, the dialog apears, but when I try to close it, nothing happens! I have to use the Task Manager to kill BTS. I tried reinstalling BTS, reinstalling everything (BTS, WARLORDS, CivIV), but it wouldn't help. Also I noticed that after I open the options dialog (Alt+Ctrl+O), the BUG Mod.ini is wiped out, its just a 0kb file. I also tried merging BUG Mod with the base installation, with a bit more luck. (By megring I mean instead of copying it to My Games\Beyond the Sword, I rename Custom Assets to Assets, and insert it to the game dir.) The icons are okay that way, and I can even close the options box - once. Next time same stuff, ini wiped out, etc. If I put back the ini It again works for a single occassion. It should also be noted that I had 2 or 3 crashes with the merged game. Sometimes it crashed when starting a new game too, wiping out the ini. If I remove Custom Assets completely everything works like a charm again. I also tried FBUG, same story.

I am using WinXP SP2 hungarian, CivBTS 3.03, Ati X800XT vga.

Thanks, JB

ruff_hi
Sep 29, 2007, 11:01 AM
Ok, I was wrong. It is bigger than just that one line. Thinking about it, the new code changes the game (adds reminder items to be saved in the game) and thus runs fowl of the 'game has changed, no regen possible' flag that is obviously in the dll somewhere. I would suggest setting a flag to save the reminders only if a reminder is actually set (ie queue is not null). That would skip the save when the game is created.

Over to you EF!

alerum68
Sep 29, 2007, 11:07 AM
jbworld,

gotta ask the silly questions first:

Are you adding any other MODs with the BUG mod that maybe sharing the same files?

When you see the 0kb file size for the INI... does it show as 0kb before you go into the Options screen?

Do you have locked modified assets checked?

When you put it into the root BTS folder, did you make sure to backup your original assets and restore them?

FeedBack
Sep 29, 2007, 11:09 AM
Ops... :blush: That's what you get for rushing things... But at least I could help in another way. Thanks for getting from where I stopped, ruff! :goodjob:
And the solution is what you said. I get a message saying: Debug: Mod Reminder initialization (or something like that) right on game start. Maybe it could be done when someone actually hits the reminder button OR any reminder is loaded. I know ruff initializes the Unit Naming when a unit is first created....

jbworld
Sep 29, 2007, 11:32 AM
I have reinstalled everything after the unsuccessful megrer, so its a clean, patched installation running with BUG Mod only. Lock Modified assets if OFF, i just tried it with ON, and it crashed badly (no freeze, but I couldnt get out of the game, had to restart). So no mods, no lock modified assets.

Also I checked a moment ago: the disapearance of the ini file has nothing t do with opening or not the options dialog. If I start the game, but don't play, I mean just exit, the ini is still there. But if I try to play the game, even if I do nothing, press nothing, etc. just exit, the ini is gone.

Psyringe
Sep 29, 2007, 11:48 AM
Not exactly a bug, but I don't want to start a new thread because of this silly question ...

When I install BUG to my CustomAssets folder, it runs well.

However, I already have a combo of mods (all of them compatible with each other and with BUG) in the mod folder of my BtS install directory: F:\Games\Civilization 4\Beyond the Sword\Mods\MyCollection - and I'd like to add BUG to this combo.

But when I copy the BUG files to the folder mentioned above, and then start a game, I can't live the BUG options screen. I can call it with Ctrl-Alt-O, but clicking on Exit in this screen has no effect.

How can I make BUG work in this directory? Or is this a bad choice anyway (if so, why?)?

Elandal
Sep 29, 2007, 11:57 AM
Start a new game (anyone).
hit ESC to see if regenerate appears.
Exit to Main Menu
Change the python files (I was updating to revision # and then exporting to customassets)
Repeat.

When exactly are python files (and xml) loaded? I thought all is loaded when civ is started, as eg. loading a mod forces game restart.

EmperorFool
Sep 29, 2007, 12:13 PM
I haven't caught up on the thread yet -- only got Ruff's PM regarding the issue -- and have to step out for a few hours. I should be home around 2 or 3, but I'm leaving again around 4 for the rest of the day. If someone wants to take a stab at it, it should just be a matter of not initializing the sdToolkit until the game is first saved or loaded (when reminders need to be read/written). If not, I'll fix it easily tomorrow if I can't hit it today.

EmperorFool
Sep 29, 2007, 05:38 PM
I've committed the fix for the Regen bug. The problem was that the game does an autosave as soon as the game starts. I changed it so that the reminder queue is saved only if it's not empty. Please sync up and test it out. I started a game and was able to regen, but I didn't test that reminders are still saved and loaded yet.

FeedBack
Sep 30, 2007, 10:25 AM
When exactly are python files (and xml) loaded? I thought all is loaded when civ is started, as eg. loading a mod forces game restart.

When you change something under CustomAssets, the game reloads the python files. I don't know about XML, though.

@EF: glad you got it. I'll try to test soonish. :goodjob:

alerum68
Sep 30, 2007, 11:38 AM
XML is only loaded on start-up.

NikNaks
Sep 30, 2007, 11:39 AM
Just so everyone's aware, the Flavor Units have been changed to those of Varietas Delectat. If I've made a massive error, please tell me ;)

Cammagno
Oct 01, 2007, 12:01 AM
Just so everyone's aware, the Flavor Units have been changed to those of Varietas Delectat. If I've made a massive error, please tell me ;)

So can I put out the docs for Ethnic Artstyles and Ethnically Diverse Units and put in the readme for Varietas Delectat?
Can you check if you have removed all the files from those mods which are not included into VD? They may cause some problems, and furthermore we can't use them if we don't credit those mods as included ones.
(I know that VD is based on those mods, but it's a different thing, IMO, to credit them as contributors to one of the included mods instead of crediting them as author of two included mods)

walbeek
Oct 01, 2007, 05:14 AM
New orange blob sighting. Chinese worker

I am using the most recent from svn. Updated tonight arround 7pm

Would a separate thread for orange blobs (misisng units in FBug) be helpful for you?

Codetoad

Also Red (? Orange??) Blobs for FRENCH workers. I'm using version 1.0
Thank U.

NikNaks
Oct 01, 2007, 06:46 AM
So you've downloaded the new version off the repository and you're still having those problems?

alerum68
Oct 01, 2007, 07:42 AM
1.0 is for BUG, not FBUG. The file up on the SF site is the older version of FBUG which is 0.06, and is also the bad version. I was going to wait til the new version was tested for bugs before I put it up, but I think enough people d/l directly instead of using the SVN it's worth doing a 0.07 version.... VD hasn't had any complaints about blobs has it?

Arlborn
Oct 04, 2007, 07:12 AM
First; I love this mod! I like that I can customize it so much! Great work and keep it coming!

Second; Well, it is not really a bug, it just bugs me a bit hehe! The reminder of possible trades shows possible trades(like will open borders, and money) even when the civilization in question refuses to talk to you! :lol:
It is just a minor thing that one day I hope that you guys have time to "fix"!


Thanks for listening!

Psyringe
Oct 04, 2007, 08:30 PM
Have I said something stupid in my post #123? Not at all impossible, but please tell me if I did, okay? :)

Btw: After installing the 3.13 patch, I wanted to start a game of Final Frontier and found that the interface of this mod doesn't work anymore (it won't show up). After removing BUG from CustomAssets, Final Frontier worked correctly again. Is this intended? If yes, I'd suggest to put this in the readme, because it won't be obvious to everyone. Something like this:

"What is the best place to install BUG?

BUG offers you two options: You can either install it in your CustomAssets folder, or in your "Mods" folder.

The first method (installing to CustomAssets) will probably be more convenient, because the game will then always load BUG automatically even if you play another mod - so you keep BUG's features even when playing those. However, it will also break mods that make their own changes to the interface. This includes mods like Final Frontier.

The second method (installing to the "Mods" folder) will require you to specifically load BUG every time you want to use it, and you will have to copy files around if you want have BUG's features while playing another mod. However, this method will still allow to play mods like Final Frontier."

(I have no idea whether this is a good explanation, but I thought I'd try to offer something constructive instead of just complaining. :) )

EmperorFool
Oct 04, 2007, 09:04 PM
... But when I copy the BUG files to the folder mentioned above, and then start a game, I can't live the BUG options screen.

I think the problem is that it's trying to write the INI file but cannot because the folder is invalid. Try this:


Go into your Mods folder where you installed BUG and drill down to Assets/Python/Contrib
Open CvModName.py
Change "BUG Mod" to match the name of the folder in your Mods folder.

Example

BtS/Mods/ComboMod/Assets/Python/Contrib

In this case, change CvModName.py to look like this:


#CvModName.py
modName = "ComboMod"


Try that and report back please.

EmperorFool
Oct 04, 2007, 09:07 PM
The reminder of possible trades shows possible trades(like will open borders, and money) even when the civilization in question refuses to talk to you!

Actually, I'd classify that as a real bug since it's telling you that you can do something you can't do. Hopefully it's pretty easy to check for this. In that case, I'll also add a new alert:

"Bozo the Clown is off his high horse and will speak to you now."

:D

Psyringe
Oct 05, 2007, 04:47 AM
Try that and report back please.
Thanks a ton, I'll try that when I get back home (have to go to work now unfortunately) and give you a report. :)

alerum68
Oct 05, 2007, 07:44 AM
very nice EF. Is there a way to put down when a civ starts to refuse to speak to you as well?

ruff_hi
Oct 05, 2007, 10:35 AM
Did we mean to take seviopedia out? Got the following startup issues ... currently at revision 388


CvScreensInterface:0: SyntaxWarning: name 'pediaMainScreen' is assigned to before global declaration
ERR: Call function onEvent failed. Can't find module CvEventInterface
CvScreensInterface:0: SyntaxWarning: name 'bUsingSevopedia' is assigned to before global declaration
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
CvScreensInterface:0: SyntaxWarning: name 'pediaMainScreen' is assigned to before global declaration
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Traceback (most recent call last):
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "<string>", line 1, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "CvEventInterface", line 13, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "CvCustomEventManager", line 24, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "CvEventManager", line 12, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "<string>", line 52, in load_module
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "CvScreensInterface", line 224, in ?
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ImportError
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
:
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
No module named SevoScreenEnums
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function showOptionsScreen failed. Can't find module CvScreensInterface
ERR: Call function showOptionsScreen failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

EmperorFool
Oct 05, 2007, 11:14 AM
Wow, what's up with that?? Here is the relevant part:


import SevoScreenEnums
pediaMainScreen = None
bUsingSevopedia = False
if (BugScreens.isSevopedia()):
import SevoPediaMain
import SevoPediaHistory
global pediaMainScreen
global bUsingSevopedia
bUsingSevopedia = True
pediaMainScreen = SevoPediaMain.SevoPediaMain()
else:
import CvPediaMain
import CvPediaHistory
global pediaMainScreen
pediaMainScreen = CvPediaMain.CvPediaMain()


I don't see how that could fail even if you didn't get all the new files. In any case, make sure you got and copied the new Contrib/Sevopedia folder and that all the CvPediaXXX.py files and CvScreenEnums.py are deleted from Screens.

Did you do a manual merge? Make sure you get the changed options and tab and the INI too.

Psyringe
Oct 05, 2007, 07:16 PM
I think the problem is that it's trying to write the INI file but cannot because the folder is invalid. Try this:


Go into your Mods folder where you installed BUG and drill down to Assets/Python/Contrib
Open CvModName.py
Change "BUG Mod" to match the name of the folder in your Mods folder.


Try that and report back please.

After some hours of testing, hair-pulling, and falling asleep over my keyboard, I finally found that I had made a rather stupid mistake to begin with (probably due to being way too tired).

The results of my tests is as follows:

- BUG mod works fine in all three places I tested (1. CustomAssets, 2. My Documents\My Games\Beyond the Sword\Mods, 3. game install directory (F:\Games\Civilization 4\Beyond the Sword\Mods), as long as the file "BUG mod.ini" resides in My Documents\My Games\Beyond the Sword. It does not matter how the folder the mod is placed in is called, "MyCollection" works as well as "BUG".

- As soom as "BUG mod.ini" is renamed or placed anywhere else, the mod malfunctions (as can be expected).

In my initial attempts to combine BUG with my personal mod collection, I simply misplaced "BUG mod.ini".

This means that the fix you suggested is not necessary. Sorry for sending you on a hunt to fix a bug that only appeared due to a stupid mistake of mine during installation. :(

The good news is that I now do have the mod where I want it, it works and it plays well together with the other mods in my combo.

EmperorFool
Oct 05, 2007, 07:51 PM
I'm very glad it's working for you now, Psyringe. However, I added a fix so it would look in multiple places for the INI. I'm thinking that perhaps it doesn't work when saving the INI to a different place. So kudos to you for blazing new ground and finding a bug! :goodjob:

ruff_hi
Oct 05, 2007, 09:46 PM
import SevoScreenEnums
pediaMainScreen = None
bUsingSevopedia = False
if (BugScreens.isSevopedia()):
import SevoPediaMain
import SevoPediaHistory
global pediaMainScreen
global bUsingSevopedia
bUsingSevopedia = True
pediaMainScreen = SevoPediaMain.SevoPediaMain()
else:
import CvPediaMain
import CvPediaHistory
global pediaMainScreen
pediaMainScreen = CvPediaMain.CvPediaMain()
Well, I think I have copied it all correctly, no manual merges, just and out and out dump to my customassets. That said, I didn't grab the new files last time but I am still getting errors ...


CvScreensInterface:0: SyntaxWarning: name 'pediaMainScreen' is assigned to before global declaration
ERR: Call function onEvent failed. Can't find module CvEventInterface
CvScreensInterface:0: SyntaxWarning: name 'bUsingSevopedia' is assigned to before global declaration
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
CvScreensInterface:0: SyntaxWarning: name 'pediaMainScreen' is assigned to before global declaration
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface


Less that last time. And now for a possible dumb question ...


1: import SevoScreenEnums
2: pediaMainScreen = None
3: bUsingSevopedia = False
4: if (BugScreens.isSevopedia()):
5: import SevoPediaMain
6: import SevoPediaHistory
7: global pediaMainScreen
8: global bUsingSevopedia


... errrr, aren't you defining pediaMainScreen at line 2 before you are diming it at line 7?

EmperorFool
Oct 05, 2007, 10:20 PM
Not a dumb question. Every programming language adds its own little nuances to variables.

1: import SevoScreenEnums
2: pediaMainScreen = None
3: bUsingSevopedia = False
4: if (BugScreens.isSevopedia()):
5: import SevoPediaMain
6: import SevoPediaHistory
7: global pediaMainScreen
8: global bUsingSevopedia
Line 2 declares a new global variable called "pediaMainScreen" and assigns it the special value "None".

Line 7 tells the Python interpreter that when the function ... oh, that code isn't in a function. That's probably the problem. Why it works for me and not you, I dunno, but try removing the global lines (7 and 8 and the two similar lines in the else clause) and see if that works for you.

By my understanding of Python, the global statements here should have zero effect.

To be clearer, here is what that are should look like:


# BUG - Sevopedia - start

import SevoScreenEnums
if (BugScreens.isSevopedia()):
import SevoPediaMain
import SevoPediaHistory
bUsingSevopedia = True
pediaMainScreen = SevoPediaMain.SevoPediaMain()
else:
import CvPediaMain
import CvPediaHistory
bUsingSevopedia = False
pediaMainScreen = CvPediaMain.CvPediaMain()

def linkToPedia(argsList):
pediaMainScreen.link(argsList[0])

ruff_hi
Oct 06, 2007, 07:50 AM
re above ... made your suggested changes and had no errors on game start or game load. :goodjob:

Opened Sevopedia in game ... no problem. Deselected sevopedia in options and opened the pedia ... bomb ... missing sevo files. Sounds like something that you have to restart for.

Ludwig II
Oct 06, 2007, 12:19 PM
I get a crash between the main menu setup and the actual beginning of a game. The crash dialog window is mentioning some "msvcp71.dll". The dll is not missing.
This happens only when FBUG rev 396 is installed (CustomAssets folder) or when FBUG and BUG are installed. With only BUG 396 installed everything is fine. BtS is 3.13.

Update: tested it with some other revisions down to 372 and still the same problem. Last time that I played successfully with FBUG was under BtS 3.03. Any idea what's wrong with my 3.13 installation?

EmperorFool
Oct 06, 2007, 12:38 PM
re above ... made your suggested changes and had no errors on game start or game load. :goodjob:

Great!

Deselected sevopedia in options and opened the pedia ... bomb ... missing sevo files. Sounds like something that you have to restart for.

Like the CDA, you must restart for the change to take effect, however you should be able to continue using whatever you had originally selected -- Sevopedia in your case.

It works fine for me, much as the previous issue. I wonder if we have two different versions of the Python interpreter being used or different versions of the game itself. In any case, can you please post the exception you're getting?

OSaft
Oct 09, 2007, 05:07 AM
Hi,
I have no Interface. It's like ALT-I. No Advisors. Only ESC works.

alerum68
Oct 09, 2007, 07:29 AM
Osaft, either some files weren't copied properly, or there is a conflict between our mod and other mods. Backup your CustomAssets directory, and try reinstalling BUG. It will reinstall everything you need to run our MOD. If there was another mod you wanted with this, you'll have to find the conflict and merge it together.

alerum68
Oct 09, 2007, 02:15 PM
double post

Eunomiac
Oct 09, 2007, 03:32 PM
I get a crash between the main menu setup and the actual beginning of a game.
I have the same problem. I installed Civ4-->Warlords-->BTS-->BTS 3.13 Patch-->BTS Unofficial 3.13 Patch 1.07-->Blue Marble-->BUG (SVN)-->BAT (SVN).

I can't start a game -- shortly after it starts loading (after I've gone through all the options), it just dumps me back on the desktop with Windows helpfully telling me it had to close BTS because of an error.

Any idea what's causing this? As soon as I yank BAT and restore my CustomAssets from backup (to just the BUG (SVN) step above), everything works fine.

ruff_hi
Oct 09, 2007, 04:21 PM
sounds like there is something batty with BAT

slgann
Oct 09, 2007, 05:06 PM
All of the unit pages I view in the Sevopedia have TXT_KEY_ tags visible in the History section. Is this a bug or is there something funky with my installation?


Sheryl

EmperorFool
Oct 09, 2007, 05:56 PM
All of the unit pages I view in the Sevopedia have TXT_KEY_ tags visible in the History section.

Are you using any other mods, specifically the Unofficial 3.13 patch (from CFC, not Firaxis) that has a new DLL? I saw the same thing, but I thought it went away when I took out that DLL. I'll double-check. I saw it in the normal Civilopedia, so it shouldn't have anything to do with BUG.

Eunomiac
Oct 09, 2007, 07:08 PM
sounds like there is something batty with BAT
My astute powers of deductive reasoning managed to get that far ;-) Is this a common problem that a lot of people are having, or is there some conflict between BAT and BUG/Blue Marble/Unofficial 3.13 patch? I did this through a fresh install without any deviation, so I can't think of something I might have done to break it.

Eunomiac
Oct 09, 2007, 07:35 PM
Hrm. I too have the weird Civilopedia problem described above. The screenshot I'd post would be identical, except that I use Blue Marble so it would be... bluer. I tried what Emperor Fool implied: I switched out the Unofficial 3.13 DLL file, but the problem persists (even after clearing cache).

So it doesn't appear to be Unofficial 3.13, BAT or Blue Marble (since it doesn't look like slgann is using it...?). I have no other mods running, so it looks like it might be a BUG bug. HAH! Am I the first person to have come up with that? No? Oh. ;-)

It's a strange error, since it only affects units as far as I can tell (civilizations and other write-ups in text-block form appear unaffected). Hopefully that will make it easier to pin down?

... and just because I've spent a lot of time whining about bugs, I'll add that BUG is fantastic and what little I've been able to see of BAT looks flat-out incredible. So kudos all round; your hard work is appreciated!

Edited to Add: It did; there are two tags that appear in all units of the Civilopedia (see slgann's pic): TXT_KEY_CIVILOPEDIA_STRATEGY and TXT_KEY_CIVILOPEDIA_BACKGROUND. Both are found in BTS\Assets\XML\Text\CIV4GameText_BTS.xml. They seem to be simple formatting tags that are supposed to be substituted out for a "Strategy:" or "Background:" header and two carriage returns. Instead, the Civilopedia is just posting the tag name. That's about as far as I'm able to get; I've never programmed anything in my life and feel a bit like a sous chef tinkering with a fusion reactor.

slgann
Oct 09, 2007, 08:31 PM
I am using Blue Marble but I think I used CivScale to change the color back to the original blue. I'm using the new official patch not the unofficial one. I'm also not using FBUG or any other mod except that I changed a value in GlobalDefines.xml, but that effects the camera and shouldn't have any effect on the infopedia.

Sheryl

Anthrax
Oct 09, 2007, 10:57 PM
sounds like there is something batty with BAT

I have tested it and have the same results as Eunomiac .......

Cammagno
Oct 09, 2007, 11:58 PM
sounds like there is something batty with BAT

No, there is something buggy with BUG.

I've installed the last version from SVN, and I confirm the problem, no interface. If called using the f keys the advisor appear and works (but not all of them properly, the tecnology advisor screen is empty).
So, we have introduced some bug, probably working on the main screen... PLE maybe?

EmperorFool
Oct 10, 2007, 12:17 AM
There are three issues on this page.


Eunomiac: crash to desktop, stops after BAT is removed.
Sheryl et al, TXT_KEY_FOO showing up in Sevopedia.
Cammagno, no interface with latest BUG SVN. [Can't reproduce, rev 438]

I'll look at the latter two now while I wait for my Orange Box to open. :)

Edit: I couldn't reproduce the no interface problem using the latest revision from SVN. Also, I can see the keys in the XML for BtS on the second issue, and I seem to recall that this problem affects the normal Civilopedia as well (can someone else please confirm). I have an idea for a workaround for the problem, though, by duplicating the keys in BUG's XML. I just wonder what other text replacements broke.

Cammagno
Oct 10, 2007, 05:12 AM
There are three issues on this page.


Eunomiac: crash to desktop, stops after BAT is removed.
Sheryl et al, TXT_KEY_FOO showing up in Sevopedia.
Cammagno, no interface with latest BUG SVN. [Can't reproduce, rev 438]

I'll look at the latter two now while I wait for my Orange Box to open. :)

Edit: I couldn't reproduce the no interface problem using the latest revision from SVN. Also, I can see the keys in the XML for BtS on the second issue, and I seem to recall that this problem affects the normal Civilopedia as well (can someone else please confirm). I have an idea for a workaround for the problem, though, by duplicating the keys in BUG's XML. I just wonder what other text replacements broke.

Ok, my problem is due to a simple thing: now BUG is compatible with Civ4 3.13, but not anymore with previous versions.

Cammagno
Oct 10, 2007, 05:18 AM
Ok, my problem is due to a simple thing: now BUG is compatible with Civ4 3.13, but not anymore with previous versions.

Probably Osaft can confirm that he also has not 3.13 on, as I didn't have it on this PC.

I think that we must say this in home page.

ruff_hi
Oct 10, 2007, 05:21 AM
Found an inconsistency with the warlords logger that might be in our BtS logger ...


Logging by Ruff's Cobbled Mod Pack v2.0.4 (Warlords v2.08) - New Log Entries
----------------------------------------------------------------------------
Turn 365/460 (1955 AD) [10-Oct-2007 11:58:08]

IBT:

Turn 366/460 (1956 AD) [10-Oct-2007 12:00:09]
Moscow finishes: SS Docking Bay

IBT:
Civics Change: Brennus(Celtia) from 'Bureaucracy' to 'Vassalage'

Turn 367/460 (1957 AD) [10-Oct-2007 12:01:44]

IBT:

Turn 368/460 (1958 AD) [10-Oct-2007 12:03:12]

IBT:

Turn 369/460 (1959 AD) [10-Oct-2007 12:03:30]

IBT:
Attitude Change: Asoka(India) towards Washington(America), from 'Friendly' to 'Pleased'

Turn 370/460 (1960 AD) [10-Oct-2007 12:03:58]

IBT:
Attitude Change: Asoka(India) towards Washington(America), from 'Pleased' to 'Friendly'

Turn 371/460 (1961 AD) [10-Oct-2007 12:05:46]
Tech learned: Refrigeration

IBT:
Attitude Change: Asoka(India) towards Washington(America), from 'Friendly' to 'Pleased'

Turn 372/460 (1962 AD) [10-Oct-2007 12:06:01]
Research begun: Genetics (13 Turns)
Moscow finishes: SS Engine

IBT:
Hatshepsut(Egypt) and Brennus(Celtia) have signed a peace treaty
Wang Kon(Korea) and Brennus(Celtia) have signed a peace treaty
Washington(America) and Brennus(Celtia) have signed a peace treaty

Turn 373/460 (1963 AD) [10-Oct-2007 12:06:45]
Moscow begins: Supermarket (1 turns)
Moscow finishes: Supermarket

IBT:
Attitude Change: Asoka(India) towards Fox07(Russia), from 'Friendly' to 'Pleased'

Turn 374/460 (1964 AD) [10-Oct-2007 12:09:21]
Yunus Emre (Artist) (Great Artist) born in Moscow

IBT:

Turn 375/460 (1965 AD) [10-Oct-2007 12:11:00]

IBT:

Turn 376/460 (1966 AD) [10-Oct-2007 12:11:42]

IBT:
Attitude Change: Brennus(Celtia) towards Fox07(Russia), from 'Annoyed' to 'Furious'

Turn 377/460 (1967 AD) [10-Oct-2007 12:12:12]
Moscow finishes: SS Thrusters

IBT:
Civics Change: Brennus(Celtia) from 'Police State' to 'Universal Suffrage'
Civics Change: Brennus(Celtia) from 'Vassalage' to 'Bureaucracy'

Turn 378/460 (1968 AD) [10-Oct-2007 12:12:21]
Asoka(India) declares war on Hannibal(Carthage)

IBT:
Attitude Change: Hatshepsut(Egypt) towards Asoka(India), from 'Pleased' to 'Friendly'
Attitude Change: Asoka(India) towards Fox07(Russia), from 'Pleased' to 'Friendly'
Attitude Change: Asoka(India) towards Washington(America), from 'Pleased' to 'Friendly'
Civics Change: Asoka(India) from 'Universal Suffrage' to 'Police State'

Turn 379/460 (1969 AD) [10-Oct-2007 12:15:12]

IBT:

Turn 380/460 (1970 AD) [10-Oct-2007 12:15:39]

IBT:

Turn 381/460 (1971 AD) [10-Oct-2007 12:16:14]
Moscow finishes: SS Thrusters

IBT:

Turn 382/460 (1972 AD) [10-Oct-2007 12:16:23]

IBT:

Turn 383/460 (1973 AD) [10-Oct-2007 12:16:47]

IBT:

Turn 384/460 (1974 AD) [10-Oct-2007 12:16:57]
Tech learned: Genetics

IBT:
Tech learned: Composites

Turn 385/460 (1975 AD) [10-Oct-2007 12:17:22]
Research begun: Ecology (9 Turns)


... spaceship parts are logged as 'finished' but not 'started'.

ruff_hi
Oct 10, 2007, 05:50 AM
I'm running 3.13 and the latest version of BUG with no problems.

ruff_hi
Oct 10, 2007, 05:51 AM
Ok, my problem is due to a simple thing: now BUG is compatible with Civ4 3.13, but not anymore with previous versions.Well, that makes sense as we modified some files when moving from 3.03 to 3.13

OSaft
Oct 10, 2007, 06:08 AM
Probably Osaft can confirm that he also has not 3.13 on, as I didn't have it on this PC.


I did a reinstall, and I have the same problems with 3.02 and 3.12. It seems the mod can't read/write the ini-file. Probably a problem with my System.

ruff_hi
Oct 10, 2007, 06:18 AM
@OSafl ... what operating system?

OSaft
Oct 10, 2007, 06:32 AM
@OSafl ... what operating system?

I have win xp. But I have just Bug mod 1.00, not the latest version from SourceForge.

EmperorFool
Oct 10, 2007, 06:35 AM
@OSafl - and where do you have your INI file installed? So far the only location that works for writing changes (closing Options screen) is in "My Games\BtS" under Windows XP.

Okay, BUG 1.00. You'll want BtS. 3.02 for that, then. How have you installed BUG?

Ludwig II
Oct 10, 2007, 08:26 AM
My astute powers of deductive reasoning managed to get that far ;-) Is this a common problem that a lot of people are having, or is there some conflict between BAT and BUG/Blue Marble/Unofficial 3.13 patch? I did this through a fresh install without any deviation, so I can't think of something I might have done to break it.

Just to repeat it: (In my case (post 147 (http://forums.civfanatics.com/showpost.php?p=6022335&postcount=147))) the problem was independent from BlueMarble and the unofficial 3.13. The crash happens in the combination of 3.13 (official) and FBUG ("BAT").
(3.13 + BUG = fine; 3.13 + BUG + BlueMarble = fine; 3.13 +- anything + FBUG = not fine)

OSaft
Oct 10, 2007, 08:29 AM
I solved my problem. The ini-file has an error:


## BUG Mod settings
## NOTE: Comments begin with "#".
################################################## ########################
[CONFIG]

; Modular XML Loading
ModularLoading = 0



line 6 should be:


# Modular XML Loading

EmperorFool
Oct 10, 2007, 11:13 AM
@OSaft - Did you add that line about Modular XML Loading to the INI yourself, or were there instructions to add it? It's not in my local version and wanted to double-check that there's nothing to fix on our end.

Thanks, and congrats on finding the problem! :)

@LudwigII - Yes, you're #1 in that list I posted of open issues on this page. And it sounds like bad XML in BAT. Unfortunately, Civ4 isn't very helpful in these cases (crash rather than an error message).

@NikNaks - Are you looking into this one? Can you reproduce it?

OSaft
Oct 10, 2007, 12:08 PM
@OSaft - Did you add that line about Modular XML Loading to the INI yourself, or were there instructions to add it? It's not in my local version and wanted to double-check that there's nothing to fix on our end.



Civ put's it in. When i remove it Civ adds it again when i start the mod. And in every Mod i have played since 3.13.

Psyringe
Oct 10, 2007, 01:12 PM
You mean your Civ inserts a non-working line into the mod ini that breaks the mod? :crazyeye:

Does it still do that when you set "Enable Modular XML" to 1 in your CivilizationIV.ini file?

NikNaks
Oct 10, 2007, 01:20 PM
I think the BAT problems are due to the Ethnic Artstyles files. I'll update them to a 3.13 version.

OSaft
Oct 10, 2007, 02:47 PM
@Psyringe: 2 x yes :). I can't be the only one :confused:. I don't think I got a spezial version.

slgann
Oct 10, 2007, 04:21 PM
Regarding the TXT_KEY_ issue with the Sevopedia, I started Civ with no mods at all and they were still there, so it is a problem with the game itself and not BUG. By the way, they appear in both the units and the buildings pages.

Sheryl

Psyringe
Oct 10, 2007, 04:32 PM
@Psyringe: 2 x yes :). I can't be the only one :confused:. I don't think I got a spezial version.

Hmm, the line doesn't get added to my BUG mod.ini. It does get added to the ini files that are created when no ini is found for a mod. Nevertheless it shouldn't cause any problems because ";" and "#" are both treated as comment characters by Civ4. What made you think that this line was the cause of your problem?

OSaft
Oct 10, 2007, 05:25 PM
Hmm, the line doesn't get added to my BUG mod.ini.

In Post 123 you wrote you are using the folder F:\Games\Civilization 4\Beyond the Sword\Mods\MyCollection then Civ will use MyCollection.ini, and not conflict with BUG Mod.ini. If the Bug mod is in the folder "Bug Mod" civ and the mod are using the same file.


It does get added to the ini files that are created when no ini is found for a mod. Nevertheless it shouldn't cause any problems because ";" and "#" are both treated as comment characters by Civ4. What made you think that this line was the cause of your problem?

I changed the ';' to '#' and it works fine, changed it back and I have no Interface.

Civ treats ';' as comment but BUG mod dosn't. The mod has it's own Python-functions to read/write the ini-file. And this functions only accetps '#' as comment. This functions accepts no errors. If there is an error in the ini-file No more python modules are loaded. And no Interface. Look at the Code.

EmperorFool
Oct 10, 2007, 07:29 PM
@Sheryl - Thank you for testing that for us. I'll see if my workaround fixes the issue, and then I'll need to "unfix" it once Firaxis issues an update.

@OSaft - You are correct. The code that I'm using (many mods use it) barfs on "#" as a comment character. Maybe this weekend I can try swapping in a different parser, but I'd rather spend time on new features. In the meantime, I'll add "Modular Loading" to the BUG Mod.ini so Civ4 doesn't add its own.

Thanks for clarifying that. I didn't recognize you were pointing out the comment -- I was focused on the key and value. :)

ruff_hi
Oct 10, 2007, 07:55 PM
@OSaft - You are correct. The code that I'm using (many mods use it) barfs on "#" as a comment character. Maybe this weekend I can try swapping in a different parser, but I'd rather spend time on new features. In the meantime, I'll add "Modular Loading" to the BUG Mod.ini so Civ4 doesn't add its own.Not sure about this but I thought someone looked at the particular code that reads the ini files and the ';' (or '#') code is hard coded. If it is, it should be fairly easy to put in an 'or'.

OSaft
Oct 11, 2007, 03:55 AM
Yes the fix is easy

configobj.py line 1298

# do we have anything on the line ?
if not sline or sline.startswith('#'):


change to :


# do we have anything on the line ?
if not sline or sline.startswith('#') or sline.startswith(';'):

ruff_hi
Oct 11, 2007, 04:30 AM
way to go ... :goodjob:

EmperorFool
Oct 12, 2007, 12:27 AM
I added a small fix for the "missing" sevo/civilopedia text keys.

EmperorFool
Oct 12, 2007, 12:48 AM
Thanks, OSaft. That along with a minor change elsewhere seems to work. Let me know if you have any trouble with the change. It's in SVN.

OSaft
Oct 12, 2007, 01:54 PM
@EmperorFool: Thanks, it works fine.

Psyringe
Oct 12, 2007, 04:44 PM
There seems to be a bug in the alerts with regards to Permanent Alliances.

I have BUG set to alert me if some other civ has more than 10 gold per turn to trade. In my last game, I kept gettig the message " has 11 gold per turn to trade.", i.e. the civ name was missing. The only civ that had 11 gpt/month to trade at this time was Hatshepsut. Hatshepsut had forged a permanent alliance with Isabella. I didn't notice the bug before the alliance was forged.

So my guess is that the alert code cannot cope with permanent alliances.

I should add that I play with a 40civs-dll, but that shouldn't cause such a bug (I think).

alerum68
Oct 12, 2007, 10:20 PM
I've experienced the same thing before, but I was a member of the alliance. I think it has to do with the the difference between Civs and Teams, but not sure which way it needs to be changed.

ruff_hi
Oct 13, 2007, 06:09 AM
I keep on getting a 'missing attribute' error with the reminders ...

AttributeError: 'ReminderQueue' object has no attribute 'isEMpty'


Looks like someone has a sticky shift finger / key :D Fixed and committed.

Psyringe
Oct 13, 2007, 08:30 AM
An