alerum68
Sep 02, 2007, 09:24 PM
Main thread for development discussion. Please, developers posting only.
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alerum68 Sep 02, 2007, 09:24 PM Main thread for development discussion. Please, developers posting only. alerum68 Sep 02, 2007, 10:10 PM Might as well start using this!:p The GP bar needs to be raised, or the text event messages needs to be lowered. It's not much, maybe a few pixels. alerum68 Sep 02, 2007, 10:43 PM How does everyone feel about after 1.00 we start releasing a patch as well. I think this is going to become more of an issue as the flavor mod grows. alerum68 Sep 03, 2007, 12:04 AM (Continuing from other thread) The scoreboard options are perfect! I love how you had all the variables listed in a tooltip. How come THEY didn't think of this?!?! EF, I think you should copyright this one.:p Cammagno Sep 03, 2007, 03:22 AM How does everyone feel about after 1.00 we start releasing a patch as well. I think this is going to become more of an issue as the flavor mod grows. I think that after 1.0 we have to release 3 things: - BUG mod - FBUG mod (including BUG mod) - patch to FBUG mod. Patch to BUG mod will be useless, IMO, it is small. alerum68 Sep 03, 2007, 01:25 PM Agreed on the patch. I've found a much better programs to make installation files, so this won't be a problem at all. I need your and Niks help with translations though. I've started the Hints & Tips mod, and have roughly 20 tips added already, but I need the French and Italian translations for them. I'll have what I've done so far on the SVN tonight, after I make sure there are no XML errors present. The file is named Civ4GameText_BTS.xml. I chose this one because it seems to resize the window properly for longer hints, while Civ4GameText.xml does not. I can't find where the size of the loading window is stored. Anyway, do you think you'll have time to translate them before this weekend you two? It's working now, but will display the text in english for BUG Hints. Cammagno Sep 03, 2007, 01:40 PM I need your and Niks help with translations though. I've started the Hints & Tips mod, and have roughly 20 tips added already, but I need the French and Italian translations for them. I'll have what I've done so far on the SVN tonight, after I make sure there are no XML errors present. The file is named Civ4GameText_BTS.xml. I chose this one because it seems to resize the window properly for longer hints, while Civ4GameText.xml does not. I can't find where the size of the loading window is stored. Anyway, do you think you'll have time to translate them before this weekend you two? It's working now, but will display the text in english for BUG Hints. I'm translating the ActualQuotes files now, and it's an hard work indeed... a lot of lines, and needed to be translated carefully. Furthermore, as they are now, they are not showing the English version of AQ text, but the Italian vanilla text, so for people with a localized version, it's as if the AQ mode has not beeen included at all. So, I'm afraid that I'll not be able to translate anything else before the week-end... maybe during the weekend, but not for sure... I'll try, though. EDIT In any case, I dubt that we'll be ready for this weekend... we have still some things missing, like PLE, personalized CDA pages (the old one aren't up-to-date, so I'm for not using them), a good selection of H&T, and some good work needed for documentation (features and changes files)... My opinion is that we can use ten more days, and so that next week-end (not this one) will be a better target date. Only my opinion, of course. :blush: NikNaks Sep 03, 2007, 02:23 PM Unfortunately I have limited time as well. I'll try and do some on the weekend. Cammagno Sep 03, 2007, 03:09 PM @ EF I think that your task list in SF needs to be updated... you have already done almost all of those things :lol: :lol: Mates... I really like this mod :goodjob: (I can say this, because I'm only a translator and doc-guy, so I'm not praising myself ) alerum68 Sep 03, 2007, 09:41 PM Alright, I edited the .xml files that contain hint information, and am getting no XML errors, but the damn thing ctd's when you load a game. Anyone want to take a look and see what they can find? They're .xml files renamed to .txt. I don't want to put them on the SVN until it's stable. alerum68 Sep 04, 2007, 12:08 AM Two mods I was thinking about merging in. The First is the Top Civs score mod. This will allow you to limit the number of Civs displayed on the score. Was hoping to make the number of civs listed as optional, with a pull down menu having between 2-18. The Second is the Archeology Mod. I'm not sure about this one... What it does is have city ruins disappear over top, and then when Sci. Method is discovered, they reappear with a message about what city was there in the past. The problem is that it will make an improvement (ruins) go away without needing to be worked, and not sure if it will have improvements like farms, that are build over it, disappear. Thoughts? EmperorFool Sep 04, 2007, 04:18 AM Damn, it's really hard to avoid adding new features. This one's almost done, though. Check it out if anyone's interested. Whip-Assist Bar (http://forums.civfanatics.com/showthread.php?t=240775) @Cammagno - I thought I had kept that list up-to-date. I think a lot are partially complete -- the bain of most coders and procrastinators, but I repeat myself. :) I'll go through the list. I'm bummed that I haven't had the energy to tackle PLE yet. @Alerum - Could you please add a link to this subforum to the first page of the old BTS thread? I noticed it was locked, but others might not know to go to the previous page to find the link. I was going to allow the user to limit the number of civs in the scoreboard (a la Top Civ), but my other thought was to also allow the user to scroll through the list with up/down arrows. The player would also be listed, and the arrows would scroll by pages. So if you had 20 civs and 10 showing, you'd only have to scroll once. All I really need for that is for someone to take the current left/right arrows for cycling through cities and rotate them for me as DDS files (or whatever they are now). Anyone up for the challenge? ruff_hi Sep 04, 2007, 06:43 AM All I really need for that is for someone to take the current left/right arrows for cycling through cities and rotate them for me as DDS files (or whatever they are now). Anyone up for the challenge? I can take a stab at that. I was driving up to Hartford today and thought of the following: re Great People counter on front page ... does that show the next GP and the city? Can we expand it to also show the 2nd, 3rd, 4th (maybe user defined how many) in a cycle (similar to the alternate text in the clock)? re Great People counter - does it show the percentages chance for each GP? That information might not be available to python. Would be neat if it could put the icon and a percentage up. alerum68 Sep 04, 2007, 07:24 AM No, the first page thread is closed. I couldn't even edit it to put it on the Latest Version page, but had to copy and past and redo the formatting. I'm afraid that post is closed to use now. When we develop a FAQ I'll put it up as one of the top things though. I looked at the Whip-Assist. Seems like alot of work! Good luck with it... will be very useful. EmperorFool Sep 04, 2007, 10:40 AM The GP bar only shows the next city and how many turns until birth. To show multiple cities would require more involved calculations. I'll think about it a little at work today. And yes, I can move the bar up a little. I just copied the code from Main Interface mod. :mischief: I will also look at putting up the percentage for each type when I get home tonight. Regarding the Whip Assist bar, I have all the code working. I just need to translate from a message to a bar. The bar is provided by Civ's core rendering code, so that part will be very easy. The tough part is deciding what information to display. I'm going to start with what I posted and fit it onto both the City Screen and main interface when you have a city selected. Oh and the CDA as new columns. ruff_hi Sep 04, 2007, 11:10 AM The GP bar only shows the next city and how many turns until birth. To show multiple cities would require more involved calculations. I'll think about it a little at work today. And yes, I can move the bar up a little. I just copied the code from Main Interface mod. :mischief:Well, don't you have to calculate the 'turns to go' for all the cities to work out which one is next? I'm suggesting that you display the next for (say) 5 seconds, then the 2nd for 5 secs, 3rd for 5 secs and then back to the first. Let the user decide how long between updates (ie the 5 secs part) and how many cities to loop through. Cammagno Sep 04, 2007, 01:49 PM Well, don't you have to calculate the 'turns to go' for all the cities to work out which one is next? I'm suggesting that you display the next for (say) 5 seconds, then the 2nd for 5 secs, 3rd for 5 secs and then back to the first. Let the user decide how long between updates (ie the 5 secs part) and how many cities to loop through. Well, the second city of the list "now" may or may not be the first city after the birth of the GP in the first city of the list. Suppose you have a city which has a low GP points/turn value, but a lot of stored GP points... it may be the second city of the list "now", but after the birth of the GP, the amount of needed points increses, and another city with an higher GP points/turn value (even if with a smaller amount of stored GP) will become the new first of the list. NikNaks Sep 04, 2007, 01:59 PM Two mods I was thinking about merging in. The First is the Top Civs score mod. This will allow you to limit the number of Civs displayed on the score. Was hoping to make the number of civs listed as optional, with a pull down menu having between 2-18.Sounds great!The Second is the Archeology Mod. I'm not sure about this one... What it does is have city ruins disappear over top, and then when Sci. Method is discovered, they reappear with a message about what city was there in the past. The problem is that it will make an improvement (ruins) go away without needing to be worked, and not sure if it will have improvements like farms, that are build over it, disappear.Hmm. Personally, I think that that would alter gameplay so I wouldn't want it included at this point. Maybe in the future we could have a 'BUG Extended' mod which includes gameplay changes, but for now, it's a no from me for that mod. Cammagno Sep 04, 2007, 02:17 PM Two mods I was thinking about merging in. The First is the Top Civs score mod. This will allow you to limit the number of Civs displayed on the score. Was hoping to make the number of civs listed as optional, with a pull down menu having between 2-18. The Second is the Archeology Mod. I'm not sure about this one... What it does is have city ruins disappear over top, and then when Sci. Method is discovered, they reappear with a message about what city was there in the past. The problem is that it will make an improvement (ruins) go away without needing to be worked, and not sure if it will have improvements like farms, that are build over it, disappear. Thoughts? I say "great!" to the first and "better not to include it" to the second. alerum68 Sep 04, 2007, 03:23 PM I think I like EFs version, with a scroll bar better then Top Score. For the Archeology MOD I was thinking to modify it in so ruins don't change, and you can build farms and everything over it same as before, but in the future The ruins are "rediscovered", but don't actually reappear. It just generates a message, but nothing changes. Xebeth Sep 04, 2007, 03:27 PM Excuse me to intrude your dev thread but I read in the initial post you wanted to get a different installer. I suggest Inno Setup (http://www.jrsoftware.org/isinfo.php). It's easy to use and above all free. The examples are enough to get you started with copying in different folders and reading/writing in the registry. I hope this helps and thanks for the great work. alerum68 Sep 04, 2007, 03:29 PM Thanks Xebeth! I'll take a look at this, with another two I was thinking about, and seeing which is easiest for future releases. alerum68 Sep 04, 2007, 07:03 PM Alright I was playing around with the Hints & Tipss mod some more, and I got it to load on all but some of the early autosaves I have in my directory. (I keep all 750 saves til the game is done... don't ask.) So I took the files out, and reloaded the autosave that was causing problems and it crashed too. So I took all of BUG out, and got the same crash. I'm guessing it's because the save was from a period when the EDU was half in, and those early saves are stuck in limbo. Anyway, the Hints & Tips MOD is working. Also I've found that all the hints in the strategy file are not resizing properly while the ones in the file I modded are being resized to show the full tip, including ones I've added. So I'm thinking that just moving these files from the Strategy file of CIV to the BTS file will cause them all to be reloaded. I'll be trying this out later tonight, and doing some more play testing. If it works like planned, expect the working hint mod, with resizing, on SVN tonight, with a list of the Hints & Tips added in the thread so we have something to build from. EmperorFool Sep 04, 2007, 07:28 PM As Alerum has just described the Archeology mod (no gameplay changes -- just a message), I think it's great for the Flavorful version. @Ruff - Cammagno covered exactly what I was getting at (requiring slightly more complicated calculations). Still workable, just gotta think it through. In many cases (one major GP producing city, several minor cities) the next X cities to produce a GP will be the same city. I'll have to look in the C++ code to figure out how it calculates the next thresholds as it's not a straight "add X" each time. The Civ API doesn't provide any future-looking functions. For that reason, I had to implement the C++ whipping code in Python for the Whip Assist bar. alerum68 Sep 04, 2007, 08:08 PM hehehehehe... I don't know what I was thinking. The probably is something else. When a hint pops up, the program resizes it to fix just the hint. The problem comes when the next hint loads and the window retains it's same size. The only thing I can think to fix it would be to add four or 5 [NEWLINE] to each hint. That will ensure each one is loaded, and if a long one is cut off, only the blank lines will be cut off. That's alot of Ctrl + V's though. Will work on it tonight, but won't get the list put up until tomorrow. I'm going to post it, as is now, on SVN. EmperorFool Sep 05, 2007, 02:28 AM I was thinking more about the multi-city GP bar concept and had a question. First, it may be that Cammagno and myself misunderstood Ruff's point (please clarify). For example, you have three cities of concern. City 1: 10 GP/turn, @90 (1 turn) City 2: 1 GP/turn, @98 (2 turns) City 3: 20 GP/turn, @40 (3 turns) You currently need 100 GP points, and will need 200 for the next level. These numbers are contrived to make it easy to see the numbers. Don't get caught up with them being unrealistic. Option A: Show Next GP Birth Only This would show the 3 cities in the order they appear above with the number of turns each would take to bear a GP if all other cities were ignored. Option B: Show Future GP Births (the one Cammagno described) This would show the second city that will actually create a GP assuming you change nothing. Since the threshold jumps to 200 in 1 turn, city 2 drops out of the race. Here's how the list would be displayed (cycling bars, whatever): City 1: 1 turn (100) City 3: 8 turns (200) City 3: 23 turns (300) City 1: 41 turns (400) City 3: 48 turns (500) One reason to use Option A is so you can see that you should slow cities 1 and 3 to allow city 2 to pop because otherwise it will never get a chance to pop in the foreseeable future -- its GPPs are wasted otherwise. I currently use the CDA to determine this. Frankly, I don't really know that Option B would be as useful. We could make yet another option to switch between the two, but I only want to do that if it's truly helpful. I suppose knowing when the next 4 GP will be born could be helpful as well. Cammagno Sep 05, 2007, 04:37 AM One reason to use Option A is so you can see that you should slow cities 1 and 3 to allow city 2 to pop because otherwise it will never get a chance to pop in the foreseeable future -- its GPPs are wasted otherwise. I currently use the CDA to determine this. Frankly, I don't really know that Option B would be as useful. We could make yet another option to switch between the two, but I only want to do that if it's truly helpful. I suppose knowing when the next 4 GP will be born could be helpful as well. About option B uses: consider that the cities will produce different types of GP (normally they are optimized for one type), so it can be useful to know which type of GP will be generated (and even tell you which city you have to alter to change the order, without doing complex calculations). the thing is that I fear both type of information are useful... so an option to choose the right one will be ok IMHO, and even better will be to have a switch button or something like it near the bar, but I fear that it's not possible... ruff_hi Sep 05, 2007, 06:48 AM Option A: Show Next GP Birth Only This would show the 3 cities in the order they appear above with the number of turns each would take to bear a GP if all other cities were ignored. Option B: Show Future GP Births (the one Cammagno described) This would show the second city that will actually create a GP assuming you change nothing. Since the threshold jumps to 200 in 1 turn, city 2 drops out of the race.Good points all. I would punt for Option A as it is easiest (even thou slightly misleading). But then again, a build message like 'STONEHENGE (178 TURNS)' is also misleading but you know it is wrong because the city will grow. If you are too dumb to realize that the future cities could change over time then you should uninstall your copy of Civ4 and give it away :D. alerum68 Sep 05, 2007, 05:41 PM Alright, I'm irked now. They still haven't fixed the waiting for other players bug, even though I found about another 20 people who posted the same problem, and now I'm trying to make a colony, but because I played with all 18 civs, they won't let me, even though I killed off 3 so far. Anyway, I found a MOD that increases the max number of civs in a game to 40... all 34 in BTS, and 6 spots for dead Civs to reappear as Colonies. The only problem is that it's compiled in the .DLL. You think this can be done with Python? I know it can't be done with XML. Edit: My 2 cents on the GP bar... it's clickable right? Why not make on bar, that when you click will cycle through the top 3 cities which are about to pop a GP. If this was alright in the works, I'll apologize now for not reading the whole concept. EmperorFool Sep 05, 2007, 10:49 PM I found a MOD that increases the max number of civs in a game to 40... all 34 in BTS, and 6 spots for dead Civs to reappear as Colonies. The only problem is that it's compiled in the .DLL. You think this can be done with Python? Can't be done with Python or XML, sorry. The main problem is that there are constants defined in the C++ DLL called MAX_NUM_PLAYERS. How they chose 18 I have no idea. Not entirely true; my guess is that there were 18 (or 17 to allow for barbs) civs in vanilla Civ4. alerum68 Sep 05, 2007, 11:24 PM EF, I don't like you much right now. That is not what I wanted to hear.:p Go back to enjoying your wildfire. alerum68 Sep 07, 2007, 02:08 PM Hey guys, Just wondering how everything is going and if we'll be ready for 1.00 this weekend, or need to delay another week? The only things I can see, besides minor tweaks, are PLE, Cam's translations of the GP Mod and it's inclusion, and some variant of Top Score. Ruff's naming is done, Nik has all the units in, and Ket's gone AWOL, so I don't know if he he's working on anything or not. Let me know by tonight if you can guys. Either way I'll put out a release this weekend, either 0.16 or 1.00. I'm going to keep the ReadMes for 0.16 labeled as 1.00 just because I don't think it'll be an issue, and would feel bad to have Cam do it after he did it once and I went and changed it all to 1.00, and I just don't feel like going through the trouble of something so small. NikNaks Sep 07, 2007, 02:20 PM Well from my point of view we should quash all the bugs we can before a definite 1.00 release. Of course on the FBUG side there's always something to add, but we can go from 1.00 and just add things on if that's where we want to go. alerum68 Sep 07, 2007, 02:36 PM What outstanding bugs do we still have? I thought everything that was causing problems was fixed. ruff_hi Sep 07, 2007, 02:39 PM There are is a bug report in the unit naming that I will be looking at this week end. I would not suggest releasing 1.0 yet. I think that we can release a beta version and get some more user testing it. It would make sense getting it mentioned on the MOD update. Cammagno Sep 07, 2007, 03:14 PM Hey guys, Just wondering how everything is going and if we'll be ready for 1.00 this weekend, or need to delay another week? The only things I can see, besides minor tweaks, are PLE, Cam's translations of the GP Mod and it's inclusion, and some variant of Top Score. Ruff's naming is done, Nik has all the units in, and Ket's gone AWOL, so I don't know if he he's working on anything or not. Let me know by tonight if you can guys. Either way I'll put out a release this weekend, either 0.16 or 1.00. I'm going to keep the ReadMes for 0.16 labeled as 1.00 just because I don't think it'll be an issue, and would feel bad to have Cam do it after he did it once and I went and changed it all to 1.00, and I just don't feel like going through the trouble of something so small. Well, my opinion is to wait one more week, because the unit naming is in but not working yet, PLE isn'in in (but it can wait), the CDA pages are missing (waiting for building icons), and I think that some more work is needed for docs (features and changes files). About Italian translation, the GP mod is translated yet, but I'll have more work to do with the ActualQuotes translation (in this week-end, if my girlfriend agrees :D ). About releasing 0.16... My humble opinion is "yes, no problem, but only with a working unit rename"... I don't care at all if we don't have some features yet, but the features included are supposed to work... so I'll wait for ruff to fix it... furthermore, it is a great component :) EmperorFool Sep 07, 2007, 03:17 PM I have a few things left to do still. Bugs Switch Power Ratio to us-vs-them. Scrolling scoreboard Fix Civ4lert delayFeatures Whatever we want to do for showing multiple GP bars. XP counter City Arrows (see Main Interface Mod) PLE Specialist Stacker Whip Assist BarPerhaps we should cut all the features for a 2.0 release in a few weeks. PLE will be big. The others I can probably do in a night each. I am finding I have much less time now. I am all for another beta release so people can do some more playtesting and setting a feature freeze for a week to squash bugs. We would then release 1.0 next week. Don't worry about changing the readme version numbers as this is a 1.0 beta. Cammagno Sep 07, 2007, 03:56 PM I have a few things left to do still. Bugs Switch Power Ratio to us-vs-them. Scrolling scoreboard Fix Civ4lert delayFeatures Whatever we want to do for showing multiple GP bars. XP counter City Arrows (see Main Interface Mod) PLE Specialist Stacker Whip Assist BarPerhaps we should cut all the features for a 2.0 release in a few weeks. PLE will be big. The others I can probably do in a night each. I am finding I have much less time now. I am all for another beta release so people can do some more playtesting and setting a feature freeze for a week to squash bugs. We would then release 1.0 next week. Don't worry about changing the readme version numbers as this is a 1.0 beta. I agree with you, also on delaying features to next release. If it is possible, can you add the famous :d building icon headers in the week-end, so that I can work on the pages on sunday? If it isn't possible no problem, I'll work on the translation instead and on those pages when it will be possible. :crazyeye: EmperorFool Sep 07, 2007, 04:45 PM If it is possible, can you add the famous :d building icon headers in the week-end, so that I can work on the pages on sunday? Sorry, I forgot to add that to the list of bugs. Yes, I can do that this weekend, but I don't think you need to wait. I posted above that I will make sure that however I add the icons will not affect the pages you create. The columns you'll be defining will all be much wider than needed for the icons, so that shouldn't be a problem. We still have the question of whether or not to swap out "actual building" for "civ-specifc building". I can see the need for both. Example: Mint (replaces Forge) The Forge (generic building) should show on the "Production Buildings" and "Happiness Buildings" pages since it provides +25% :hammers: and +1 :) for fur, ivory and whale. In addition to this, the Mint -- not the Forge -- should show on the "Gold Buildings" because it provides +10% :gold:. What are your thoughts on this wrinkle? Maybe you answered before, but I don't have time to look right now. alerum68 Sep 07, 2007, 05:50 PM alright the nay's have it. We'll take care of the bugs over this weekend and next week, and put out 1.0. I'll make a 0.16, still in beta form, with the current features we have. As for the Power Rating being us-vs-them or visa-versa, how about we make it optional? I really like the format now, but understand that others like the other way. Another thing we need to add to taht list is moving the domadvisor.txt file to the root BTS directory in My Docs instead of the actual game directory. alerum68 Sep 07, 2007, 10:56 PM Put 0.16 & 0.06 up tonight, and made a front page announcement for it. Cammagno Sep 08, 2007, 12:44 AM Sorry, I forgot to add that to the list of bugs. Yes, I can do that this weekend, but I don't think you need to wait. I posted above that I will make sure that however I add the icons will not affect the pages you create. The columns you'll be defining will all be much wider than needed for the icons, so that shouldn't be a problem. We still have the question of whether or not to swap out "actual building" for "civ-specifc building". I can see the need for both. Example: Mint (replaces Forge) The Forge (generic building) should show on the "Production Buildings" and "Happiness Buildings" pages since it provides +25% :hammers: and +1 :) for fur, ivory and whale. In addition to this, the Mint -- not the Forge -- should show on the "Gold Buildings" because it provides +10% :gold:. What are your thoughts on this wrinkle? Maybe you answered before, but I don't have time to look right now. Uhm, let me think... if I'm not wrong, you told me that we can have building columns which are for normal buildings but switch to the civ specific building when you are using that civ, is this correct? If it is, I say to use them. Plus, yuo can add columns for the civ reltated buildings themselves, or even only for those civ reltated buildings which have as additional effect one that gives "another type" of bonus (as the Mint). Doing so, I can put the Forge column in the "Production Buildings" and "Happiness Buildings" (and it will become the Mint column if I'm playng Malinese) and the Mint column in the "Gold Buildings". Is this possible? Note: another small thing to do for the CDA mod is to move the CustomDomAdv.txt location. EmperorFool Sep 08, 2007, 12:56 AM @Cammagno - Yes, your description is exactly what I meant. I should probably do it for both "types" of building columns: the one set showing the effects and the other showing whether or not you have built, can build or are building the building. I'll take a look at doing it tomorrow, but it's going to be a lot of work. @Alerum (and Cammagno) - Yes, moving the CDA config file is on my SF.net list and should be relatively easy. EmperorFool Sep 09, 2007, 04:13 AM I looked at the changes that would be necessary to implement the extra building type and class columns for CDA, and honestly I just don't have the time to dig into the existing code well enough to do them correctly. Sorry guys, but we're stuck with this version for now. Cammagno, I can still replace the names with the icons in the headers for the buildings sometime this week. That change alone won't affect whatever you do in setting up pages. Cammagno Sep 09, 2007, 04:40 AM I looked at the changes that would be necessary to implement the extra building type and class columns for CDA, and honestly I just don't have the time to dig into the existing code well enough to do them correctly. Sorry guys, but we're stuck with this version for now. Cammagno, I can still replace the names with the icons in the headers for the buildings sometime this week. That change alone won't affect whatever you do in setting up pages. ok :) ###this is for the stupid rule about short messages### alerum68 Sep 09, 2007, 11:13 AM EF would you be able to put a code snippette up for this that would allow someone with little to no coding ability in python to make this work? Cammagno Sep 09, 2007, 12:04 PM @EF (and all the other modders) I've made some little changes to CvCustomizableDomesticAdvisor.py, changing some of the column headers (the purpose was to differentiate them). I tested it and it works fine for me, but if (and when) you can, give a look at it, because my python skills are poor :blush: The changes that I made are the following: ADVISE_NUTTY changed from "Nutty Professor" to "NUTTY" AUTOMATION changed from "Automation" to "AUTO" BASE_COMMERCE added a "B" before the icon to differentiate itfrom COMMERCE BASE_FOOD added a "B" before the icon BASE_PRODUCTION added a "B" before the icon COULD_CONSCRIPT_UNIT added a "#" after the text to differentiate it from CONSCRIPT_UNIT CULTURE changed from "TOT" to culture icon CULTURE_RATE added a "R" after the icon to differentiate it from CULTURE GREATPEOPLE changed from "TOT" to GP icon GREATPEOPLE_RATE added a "R" after the icon to differentiate it from above POPULATION_REAL added a "#" after the text to differentiate it from POPULATION GRANK_something and NRANK_something: changed the "#" after the icons with a "g" and a "n" respectively, to differentiate between the two classes. There are 3 GRANK_BASE_something and 3 NRANK_BASE_something, so for these I added before the icons a "B" and after it a "g" or a "n" (to differentiate them from the respective GRANK_something and NRANK_something); only for these 6 columns, I had to increase the size from 38 to 42 (40 is enough, but 42 looks better). Oh, and I have also removed the long readme inside the file, because it isnět up-to-date and because now there is a readme for this component mod (I made it from these comments and the author's posts in the original thread). I left there only some basic stuff like credits etc. Edit: moved the "B" for "_BASE" before the icons. Edit2: added a "#" after text in a couple di headers to differentiate them. EmperorFool Sep 09, 2007, 01:55 PM @Alerum - Two things make this a time-intensive or difficult task. The first is that to make the changes you'd need to study the code quite a bit to see what it's doing. If interested, start with the function createDictionaries() Near line 690 (I have made some changes locally, so line numbers will be off) this function builds the column definitions for the buildings and building classes. A column definition looks complicated, but it's a little deceptive. You have a unique key for refering in code to the column, a width, a type ("text", "int", and I added "bldg") that tells how to format the value, a title/header (last field) and finally one of three functions for calculating the value (come before the title). The calc function (look near line 440 for the built-in column definitions like culture, gold, etc.) consists of 5 fields. You put values in certain fields and set all others to None based on how the calc function is called. Function called on a CyCity object with no parameters: first field holds function. Function called on a CyCity object with one parameter: second field holds function and third field holds parameter value. Function called on a CDA itself with one parameter*: fourth field holds function and fifth field holds parameter value.* Functions called on CDA receive other parameters as well (the CyCity and the column key). The columns you'd be building will be of the third type. See the existing building columns for an example. Okay, if you understood that, now it gets complicated. :) For buildings, the author created extra arrays to hold information about the buildings: BUILDING_DICT maps key to building ID -- the same ID you pass to gc.getBuildingInfo(int). BUILDING_INFO_LIST maps building ID to its info (to avoid calling gc.gBI later). BUILDING_ICONS_DICT maps key to building effects icon string....Crap. Okay I just realized it's easier than I first thought. CDA is already building the icons for all buildings -- not just the generic ones but also the civ-specific ones. Here are the changes that need to be made. When the column for a building that the civ viewing the screen doesn't have, skip it. For example, the Malinese should see a Forge. Note that if you want the Malinese to see a Mint in this case, select the Forge building class instead. Add a set of building columns that show whether or not you have the building instead of its effects. See the similar column for building classes. Change building columns to use icon headers.In any case, if you want to tackle it, it takes first delving into the code and following what variables and functions it uses. One key function is drawContents() especially around line 2070. This draws the actual table (headers and values). This is where the third change above needs to be made (mostly). If you can figure out what's going on in that function, you're doing pretty well. :) You can skip the whole if(self.customizing): ... block down to the "else". That's the code for drawing the customizing version of the page. The code does a lot, so hopefully that gives you a little bit of a head start. At this point, it would be easier for you to ask specific questions over IRC or IM. EmperorFool Sep 09, 2007, 02:00 PM @Cammagno - Good call on those changes. That should be fine. If you commit them to the repo, I can diff the two versions and verify that you did them right. If they work for you, likely you have. BTW, what the heck does the Nutty Professor column tell you? NikNaks Sep 09, 2007, 02:13 PM Nutty Professor column?? Where did that come from? :lol: alerum68 Sep 09, 2007, 02:40 PM It's always been in there, but hasn't worked very well. After you build a few basic things like barracks and granaries it just suggest civ unique buildings for OTHER civs. Cammagno Sep 09, 2007, 02:47 PM It's always been in there, but hasn't worked very well. After you build a few basic things like barracks and granaries it just suggest civ unique buildings for OTHER civs. Hey... of course he does, he's nutty! ;) I think he's always been a sort of joke :) Cammagno Sep 09, 2007, 02:50 PM @Cammagno - Good call on those changes. That should be fine. If you commit them to the repo, I can diff the two versions and verify that you did them right. If they work for you, likely you have. BTW, what the heck does the Nutty Professor column tell you? Yes, I commited it. To tell the truth, I liked more to put the "B" for "BASE" before the icons instead than after, but when I tried I get some crashes. Edit: Problem solved (I misplaced a " sign), so now I've put the "B" before the icons(more logical), and furthermore the GRANK_BASE_something and NRANK_BASE_something look much better, with a "B" before the icon and a "g" or "n" after it. Nutty column is an advisor column, so he suggests what to build, as other advisor columns do. But his suggestion are... nutty, fool :) alerum68 Sep 09, 2007, 03:55 PM I think in Civ2 there were advisors like that, and one was named Nutty Professor. There was also an Elvis guy. alerum68 Sep 09, 2007, 04:35 PM I merged in the City Button Scroll feature, but didn't comment anything in, just did the merge. Should I commit it? EmperorFool Sep 09, 2007, 04:44 PM Yes, go ahead and commit. I'll add comments and make it configurable. alerum68 Sep 09, 2007, 05:05 PM BTW - The Composite XL Mod is using our docs, even with same directories.:p alerum68 Sep 09, 2007, 07:32 PM Uploaded the city arrows & city bar resizing. I made sure to comment it, but it'll need options put in. Going to try and tackle the GP bar placement and also see about changing the number of units listed per a row from 9 to 10. EmperorFool Sep 09, 2007, 07:42 PM Uploaded the city arrows & city bar resizing. Okay, I'll check it out. Going to try and tackle the GP bar placement Sounds good. You should be able to get away with moving it up like 5 pixels. Bummer because it looks nice with the top of the bar lining up with the little "supports" that stick out under the research bar. Shrinking it vertically wouldn't work with the text, though, so moving it is really the only option. and also see about changing the number of units listed per a row from 9 to 10. You might want to rethink that only because I do eventually plan to include PLE which will obliterate whatever you change. Not a problem, but if you have other things you'd like to tackle, you might put them higher on the list. alerum68 Sep 09, 2007, 07:46 PM Alright, I'll hold off on the changes on units. And I was thinking would probably be better to have 8 instead of 10 because transports hold 8. Another option would be to move the popup text down 5 pixels, but I don't know where that's located, while I do know where the GP bar is. Edit: I think I was able to squeze it up enough to show all the popup, but to still have the text within the bar. Take a look and see if it looks alright. EmperorFool Sep 09, 2007, 08:12 PM Alright, I'll hold off on the changes on units. And I was thinking would probably be better to have 8 instead of 10 because transports hold 8. But then isn't 9 best (1 for transport, 8 for its cargo)? Another option would be to move the popup text down 5 pixels, but I don't know where that's located, while I do know where the GP bar is. The code to draw the messages is in the heart of the game code -- not in the C++ DLL or Python. alerum68 Sep 09, 2007, 08:28 PM I usually build my stacks outside of cities, and when I get enough for a transport I move it into the transport. Hardly ever do I build stacks in cities for fear of taking a defender by mistake. And already solved the GP bar problem, and commited it. EmperorFool Sep 09, 2007, 11:56 PM I'm moving the text up with the bar so it's centered again. In looking at the changes, when you did the city cycle arrows, you also shifted the position of the culture and great people (in the city screen) bars -- but not their text either. I'm going to revert those changes for now assuming it was an error. Edit: Committed the fix and optionality. ruff_hi Sep 10, 2007, 06:23 AM All I really need for that is for someone to take the current left/right arrows for cycling through cities and rotate them for me as DDS files (or whatever they are now). Anyone up for the challenge?I put my hand up for this and now I cannot find the actual DDS files. Can someone give me a file name? Elandal Sep 10, 2007, 07:02 AM As I have no idea what arrow buttons we're talking about, I'll just note that there's a very limited number of files with name containing "arrow" with extension ".dds" in the art folder of assets.. The only right/left arrows I found quickly were in Interface\Buttons named LeftArrow.dds and RightArrow.dds. There were also down/up arrows in same directory. The only arrow found in BUG install was in UnitUpgradeGraph, was only right (no left), and didn't seem to match description to begin with. These of any help? alerum68 Sep 10, 2007, 07:18 AM There are up/down arrows in the Art/interface/buttons directory. They're labeled Up_arrow.dds and down_arrow.dds. @EF - No I wanted to make those changes. It allows for the text not to run over when you have a long city name which will take a long time to expand, especially in the late game, when you have low culture cities get into 100's of turns. I'll recommit them in tonight, and make changes to the text to center it better. BTW - When I'm working with python the game says it loaded the new changes, but the changes don't seem to be put in unless I reload the save. Am I doing something wrong there? @Cam - No more complimenting the MOD. You commited your first code change last night, so you can't say you're just Docs manager anymore.;) ruff_hi Sep 10, 2007, 08:11 AM I'm talking about the city cycle arrows that I thought were on the main interface which for some reason aren't on my screen (?) ... http://img207.imageshack.us/img207/2295/arrows0014cu3.jpg That said ... as alerum68 says, there are some inbuilt up and down arrows ... - <InterfaceArtInfo> <Type>INTERFACE_GENERAL_DOWNARROW</Type> <Path>Art/Interface/Buttons/General/DOWNARROW.dds</Path> </InterfaceArtInfo> - <InterfaceArtInfo> <Type>INTERFACE_GENERAL_UPARROW</Type> <Path>Art/Interface/Buttons/General/UPARROW.dds</Path> </InterfaceArtInfo> EmperorFool Sep 10, 2007, 10:07 AM @Ruff - The city cycle arrows are now optional. They should be on by default though, so maybe you haven't sync'd? I see up/down_arrow DDS, TGA and XCF files. I assume TGA is a font like the game font, but what's XCF? In any case, I'm guessing they are for the trade table in the Foreign Advisor. If so, they are too heavy (blue square). However, the left/right arrows are kinda big. I'd like something that would fit on a single line of the scoreboard -- around 20 pixels high. @Alerum - Okay, I wasn't sure if that's what you were doing. The Main Interface mod shifted those bars to allow for more room (and the Specialist Stacker) IIRC, so maybe steal their code. Just make sure to search for the name of the bar with "Text" appended (e.g. "GreatPeopleBarText") to find where the text is positioned. ruff_hi Sep 10, 2007, 10:49 AM @Ruff - The city cycle arrows are now optional. They should be on by default though, so maybe you haven't sync'd? I see up/down_arrow DDS, TGA and XCF files. I assume TGA is a font like the game font, but what's XCF? In any case, I'm guessing they are for the trade table in the Foreign Advisor. If so, they are too heavy (blue square). However, the left/right arrows are kinda big. I'd like something that would fit on a single line of the scoreboard -- around 20 pixels high.I'll take a look. Off for a few days vacation so it'll be end of the week before I can get to this. Cammagno Sep 10, 2007, 12:17 PM @Cam - No more complimenting the MOD. You commited your first code change last night, so you can't say you're just Docs manager anymore.;) You are right... :eek: Wait, just a minute... I can say something like: "What a wonderful mod! It's a real pity that it's ruined by those ugly and stupid changes to the CDA headers!" :cool: alerum68 Sep 10, 2007, 12:21 PM @Ruff - The city cycle arrows are now optional. They should be on by default though, so maybe you haven't sync'd? I see up/down_arrow DDS, TGA and XCF files. I assume TGA is a font like the game font, but what's XCF? In any case, I'm guessing they are for the trade table in the Foreign Advisor. If so, they are too heavy (blue square). However, the left/right arrows are kinda big. I'd like something that would fit on a single line of the scoreboard -- around 20 pixels high. @Alerum - Okay, I wasn't sure if that's what you were doing. The Main Interface mod shifted those bars to allow for more room (and the Specialist Stacker) IIRC, so maybe steal their code. Just make sure to search for the name of the bar with "Text" appended (e.g. "GreatPeopleBarText") to find where the text is positioned. Actually, looking at the .DDS for it, it seems to be the up arrow that's used in the city to scroll up and down on the build section. It's white, and fairly small. It's not the heavy blue ones used on the Foreign Advisor though. And... umm... i did steal their code for the bars.:p I didn't see any text adjustments in the file though. I'll go through it again and see what I can find out. @Cam - Nope, sorry. Not even that.:p Going to have to deal with being a full member now. @Nik, I read yesterday that there was some problems with EDU and a couple of the units being incomplete.. Did you by chance already catch this, or should we go through it and make the changes? alerum68 Sep 10, 2007, 04:40 PM Does anyone else like the idea of merging BlueMarble directly into the Flavor Mod? I don't think there are any coprights on it, so it should be good in that regard. And would it be better to keep the city buttons so it goes to the closest city to the center of your screen, as it is now, or to take the time and code it to go to the last city visited? @Cam - Would you mind if I made some changes to the domestic advisor to get some of the screens to be "justified" instead of "Left"? ie - Spacing and shrinking things to fill up the complete screen. I think it looks cleaner. ruff_hi Sep 10, 2007, 05:17 PM ... also see about changing the number of units listed per a row from 9 to 10.The number of units that you see per row is also dependent upon your screen resolution. I see a lot more units on my wide screen computer than on my laptop. EmperorFool Sep 10, 2007, 05:46 PM Does anyone else like the idea of merging BlueMarble directly into the Flavor Mod? I don't think there are any coprights on it, so it should be good in that regard. No, because it would a) bloat our download, b) inconvenience anyone that doesn't want BM and c) require downloading BM to uninstall it -- double download! And would it be better to keep the city buttons so it goes to the closest city to the center of your screen, as it is now, or to take the time and code it to go to the last city visited? Perhaps, but this is done in the C++ code (probably the game and not the DLL). I dunno how you'd do it. @Cam - Would you mind if I made some changes to the domestic advisor to get some of the screens to be "justified" instead of "Left"? ie - Spacing and shrinking things to fill up the complete screen. I think it looks cleaner. I would recommend against this in case people want to add columns to his pages. If they do, they'll have to undo the changes you make and figure out the minimum space a column needs (I think Cam is doing this last part). Just my thoughts though. If you do, please provide his original version as well. :) Edit: Sorry to be a party pooper. If my message seemed curt, it's because I wrote it quickly at work. Everyone's doing a kick-ass job with this mod, so please don't ever feel that I feel differently. I will try to call it like I see it, though, which may include bursting a few bubbles here and there (including my own). :D EmperorFool Sep 10, 2007, 08:05 PM Actually, looking at the .DDS for it, it seems to be the up arrow that's used in the city to scroll up and down on the build section. It's white, and fairly small. It's not the heavy blue ones used on the Foreign Advisor though. Okay perfect. Could you please tell me what dimensions it is? Alternatively, what graphics program can I d/l to work with DDS files myself on Windows? And... umm... i did steal their code for the bars.:p I didn't see any text adjustments in the file though. I'll go through it again and see what I can find out. The text placement is far removed from the stacked bar creation. They are, thankfully, named as I said with "Text" appended, making search easier. Sorry to undo your work. Note also that the hiding of the help and menu buttons was moved. I moved it back because I couldn't think of a reason this would be needed for the city cycle buttons. I'm leery of making any changes to such a critical file as CvMainInterface without knowing exactly why and what it does. On a semi-related note, my Civ4 seems to be acting up lately. I was playing last night and the Sevopedia was occassionally not drawing correctly. The list of techs wouldn't be drawn, or the tech I clicked on (top research bar on main screen) wouldn't be selected, etc. This is the first I've seen of this, and I use the Sevopedia quite a bit. Maybe it's just bad timing, or maybe it's caused because I did the 3.03 update (it said I had to to do a multiplayer game). Anyone else seen tweaky behavior? alerum68 Sep 10, 2007, 08:15 PM Sorry, don't know much about graphic editing. And haven't had that problem yet myself, but I don't use the 'pedia much. ruff_hi Sep 10, 2007, 08:22 PM Okay perfect. Could you please tell me what dimensions it is? Alternatively, what graphics program can I d/l to work with DDS files myself on Windows?GIMP. To work with DDS files you might need to d/l an additional item. There is also a DDS viewer so that you can see thumbnails of them (don't know name). EmperorFool Sep 10, 2007, 08:23 PM I found IrfanView which allows you to view DDS images, but it won't save as DDS. I found two perfect arrows (16x16) in "Art/Interface/Civ4 Main Menu", but they're left/right. :( Bah! The ones you pointed me to do indeed look like the blocky buttons: they're single white chevrons (^ and v) on a dark gray rounded square. Are there different images I'm missing? They are in the BtS Assets dir because they were added with ExForAdv's IconGrid. I guess they'll work in a pinch -- I just wanted smaller images. I can certainly shrink them in-game from 32x32 to 16x16. @Ruff - I've heard of GIMP but didn't expect it to do DDS files. I forgot it's pluggable, so I'll grab it and see what I can find. THanks!. alerum68 Sep 10, 2007, 10:12 PM Probably won't work for you, but try these. Cammagno Sep 10, 2007, 11:31 PM @Cam - Would you mind if I made some changes to the domestic advisor to get some of the screens to be "justified" instead of "Left"? ie - Spacing and shrinking things to fill up the complete screen. I think it looks cleaner. Not sure what you are saying here... if you are speaking of changes to my old 30-pages CustomDomAdv.txt, I'm completely redoing it, adding in the new columns and reorganizing the whole thing. It will be available before the weekend. As you have probably seen in the repo, I've completed and committed the Italian translation of ActualQuotes for WL and BtS, I've started the huge translation of the vanilla file (it's about 6500 lines!), but suspended it to work on CDA personalization. Cammagno Sep 10, 2007, 11:46 PM Not sure what you are saying here... if you are speaking of changes to my old 30-pages CustomDomAdv.txt, I'm completely redoing it, adding in the new columns and reorganizing the whole thing. It will be available before the weekend. As you have probably seen in the repo, I've completed and committed the Italian translation of ActualQuotes for WL and BtS, I've started the huge translation of the vanilla file (it's about 6500 lines!), but suspended it to work on CDA personalization. @EF Before you'll work on the moving of CustomDomAdv.txt to a different location, I want to ask you if is it possible to allow the choice (through option screen) of the customization file that the CDA uses (instead of always using CustomDomAdv.txt). As for autolog the player can choose the title of the output file, we can have a box in which the player can type the name of the file to load (or even better a box in which he can choose among the files in a particular folder (My Games\Beyond the Sword\CustomAssets\CDA?). In this way, we can provide different versions of the CustomDomAdv.txt. I don't want to say we have to do this now, only asking if it can be done :) If the answer is yes, I'll work with the idea that I can release at least two versions of CustomDomAdv.txt, a "complete" one and a "quick" one. EmperorFool Sep 10, 2007, 11:55 PM Yes, that would be possible. Easiest would of course be to have them type a name, but then we may as well force them to rename a file since they'll have to go to that directory. Better would be your second option, to scan a directory under their My Games folder for *.txt files and let them choose. So yes, I'd plan that way. Cammagno Sep 11, 2007, 02:44 AM Yes, that would be possible. Easiest would of course be to have them type a name, but then we may as well force them to rename a file since they'll have to go to that directory. Better would be your second option, to scan a directory under their My Games folder for *.txt files and let them choose. So yes, I'd plan that way. If it is too difficult or time consuming, a simpler but still rather nice (IMHO) thing that we can do is the following: -call our CustomDomAdv.txt files with simple names like 1.txt, 2.txt and so on and put them in My Games\Beyond the Sword\CustomAssets\CDA - include in the option screen a simple drop down list with numbers from 0 to 9 - add a tooltip to that list (as you did for the box in which player as to select the order for the score pannel) saying something as: 1= Cammagno's Complete CDA 2= Cammagno's Light CDA 3= EmperorFool's Standard CDA ... ... 8 = free slot 9 = free slot 0 = empty CDA - make that the CDA uses as CustomDomAdv.txt file the #.txt file, where # is the number selected by the player in the list above. - make that CDA saves player's changes (I'm speaking of the ones done using the on-line custamization interface) to the same #.txt file he has chosen to load. - add a note in the ReadMe explaining that if someone want to make little changes to one of the custamization files provided by us he simply has to load it and change it, while if he want to create a completly new one he can load the empty one (number 0) and modify it in-game. If he wants to create more than one, he simply has to rename 0.txt to *.txt (where * is a free number). I hope I've explained this idea clearly enough... Edit: what do you think about this? Cammagno Sep 11, 2007, 06:22 AM deleted because obsolete Cammagno Sep 14, 2007, 06:42 AM @EF About building columns for CDA... I changed my mind. Some standard building columns are too large to be used properly in the way I want to use them, so I think I'll use only your smart BLDGCLASS columns. So, at least for me, the icon headers for all normal building columns aren't anymore needed. About the "mint problem", now I know how I want to solve it, and so now I know what I need from you ;) What I need are BLDGSPC (of course they can be called BLDGCLASS as the others, I only use a different name here to be clearer) columns for the civ-specific buildings. They have to be normal building columns (meaning, they have to refer not to a building class but to a specific building, so eg to mint and not to forge class), but they have to look like your BLDGCLASS columns (meaning, showing not effects but o-x... symbols, and having icons as headers). If you give me these, I'll be ok :king: (and I belive that the work you have to do is less, I'm correct?) I'll use in my pages the BLDGCLASS columns, plus the BLDGSPC columns for those civ-specific building whose normal version is not present in that category. Speaking of mint case, it will be replaced by BLDGCLASS_FORGE (or what it is) in the Happy, Production, Health and Specialist pages, while it will be present as BLDGSPC_MINT in the Economic page. For now, I go on with the creation of the pages, using normal BUILDING columns instead of BLDGSPC ones. Please tell me if my explanation has been clear :blush: and what do you think about it. alerum68 Sep 14, 2007, 07:18 AM Our first thread just passed 10,000 views!:) EmperorFool Sep 14, 2007, 12:16 PM What I need are BLDGSPC (of course they can be called BLDGCLASS as the others, I only use a different name here to be clearer) columns for the civ-specifici buildings. They have to be normal building columns (meaning, they have to refer not to a building class but to a specifici building, so eg to mint and not to forge class), but they have to look like your BLDGCLASS columns (meaning, showing not effects but o-x... symbols, and having icons as headers). That is totally clear and should be entirely manageable. Also, they will be invisible on pages when they don't apply to the civ. For example, the Mint column won't show when you're playing a non-Malanese civ. I'll try my best to get that done this weekend. Cammagno Sep 14, 2007, 12:41 PM Also, they will be invisible on pages when they don't apply to the civ. For example, the Mint column won't show when you're playing a non-Malanese civ. This will be simply perfect :) Edit: the columns needed for my pages are only 13: AMERICAN_MALL AZTEC_SACRIFICIAL_ALTAR BABYLON_GARDEN EGYPTIAN_OBELISK GREEK_ODEON INCAN_TERRACE MALI_MINT MAYA_BALL_COURT NATIVE_AMERICA_TOTEM OTTOMAN_HAMMAM ROMAN_FORUM VIKING_TRADING_POST ZULU_IKHANDA ruff_hi Sep 14, 2007, 05:21 PM Did we get the up and down arrow graphics resolved? Also, what were these for again? EmperorFool Sep 14, 2007, 08:47 PM Did we get the up and down arrow graphics resolved? Also, what were these for again? Yes, I have installed The Gimp which should allow me to rotate the existing left/right arrows. They are for scrolling the scores up/down if you limit the number of civs that show up (new feature, might hold off for other features/fixes first). alerum68 Sep 14, 2007, 09:10 PM The ones I uploaded didn't Work EF? EmperorFool Sep 14, 2007, 10:25 PM I haven't gotten to working with it yet, so I just forgot. When I do, I'll make sure to grab the ones you posted. Work is hectic, I simply posted too quickly. :) Cammagno Sep 15, 2007, 02:24 AM Not a priority, but a good improvement to CDA personalization interface will be to increase the size of the box with the name of the page (150%) and to add two buttons (using the up and down red arrow icons already used for moving columns) to move up and down a page in the list. And speaking of CDA, other 2 things: - why in the page with specialists and culture value list the city zoom buttons aren't displayed? Some conflict? - the Defense column seems not to work for me, it stays blank Cammagno Sep 15, 2007, 12:58 PM Deleted because obsolete EmperorFool Sep 15, 2007, 08:03 PM I've committed the civ-specific building columns for CDA. They are hidden if the civ cannot build that building. They are after the building class columns in the customize view. I'll work on adding some of those other ideas you had Cammagno. I'll also check out your pages now. :goodjob: EmperorFool Sep 15, 2007, 10:00 PM I've made some more improvements to the CDA. Fixed Defense and Espionage Defense columns. Widened pages dropdown by 50%. Added buttons to switch pages (< and >). (@Cammagno - you suggested up/down buttons which make more sense visually, however ...) Added buttons to move pages while customizing. No more need for leaving empty pages for future use. Just add a page and move it up where you want it. :) Let me know of any problems. Cammagno Sep 15, 2007, 11:34 PM I've made some more improvements to the CDA. Fixed Defense and Espionage Defense columns. Widened pages dropdown by 50%. Added buttons to switch pages (< and >). (@Cammagno - you suggested up/down buttons which make more sense visually, however ...) Added buttons to move pages while customizing. No more need for leaving empty pages for future use. Just add a page and move it up where you want it. :) Let me know of any problems. Me dreams are real now! :goodjob: :goodjob: I'll test just now. :) Edit: tested: everything is working pretty well; you increased my mark for CDA from 9 to 10! Cammagno Sep 16, 2007, 01:51 AM @ EF I've just committed my customized pages for CDA (I'll start a new thread about them, because for now it is not possible to install them together with BUG, so it's better to make people know that they exist). They are in the repo and here: http://forums.civfanatics.com/uploads/74513/Cammagno_s_CDA_Pages_1.0.zip Thanks to the new buttons added by you to CDA, I think that a double edition (Full and Light) is not anymore needed... it's so quick to move between pages, now! :) The only thing that can be improved (ok, there is the location/installation issue, but we already spoke a lot of it) is that in the first page (the one with the specialist icons and the Civ and GP lists) the zoom city buttons doesn't appear. Is this intentional because of some conflict with the specialist icons? Or can it be solved? In any case, thanks again for your improvement to CDA :goodjob: alerum68 Sep 16, 2007, 09:07 AM @EF - You never fail to amazing. Great changes to the CDA bro.:) EmperorFool Sep 16, 2007, 11:34 AM The zoom city buttons were hidden when the specialists were showing by design, probably because of the way the button was attached to the table. Since i fixed that I tried now with the zoom buttons showing -- works fine. :) I also added buttons to toggle whether the page should show the specialists/gp/culture. Since I couldn't think of a button to use for the specialists, the figurehead is used for both GP legend and specialists. They don't show the current state, so they are a little confusing. If someone can think of some DDS files that could be used (or make some), I'll swap them out for the highlighting buttons like the "customize mode" toggle button. @Cammagno - Could you please commit your CDA.txt file to the repo at the same level as the INI? I think that's where we eventually want it to live, right? I'll work on fixing the location code soon (maybe tonight). P.S. Thanks Alerum. :) Cammagno Sep 16, 2007, 01:01 PM The zoom city buttons were hidden when the specialists were showing by design, probably because of the way the button was attached to the table. Since i fixed that I tried now with the zoom buttons showing -- works fine. :) The same for me :goodjob: I also added buttons to toggle whether the page should show the specialists/gp/culture. Since I couldn't think of a button to use for the specialists, the figurehead is used for both GP legend and specialists. They don't show the current state, so they are a little confusing. If someone can think of some DDS files that could be used (or make some), I'll swap them out for the highlighting buttons like the "customize mode" toggle button. Good idea :) I think that a unique button can be enough: if someone want to visualize the bottom bar with the specialists and GP levels, I don't think he can have any reason to want to hide the culture levels, and vice versa. The good thing is to have a button to choose if visualize that bar ("loosing" some rows of cities) or not. So, my opinion is that you can merge the two buttons in one and use for them the highlighting "customize mode" toggle button, placing it a bit upper than now, near the upper line of buttons (but a bit far from them on the left, as the two buttons are now). @Cammagno - Could you please commit your CDA.txt file to the repo at the same level as the INI? I think that's where we eventually want it to live, right? I'll work on fixing the location code soon (maybe tonight). Done. :) EmperorFool Sep 16, 2007, 09:51 PM I took your advice and replaced the two "text" buttons with a single "checkbox" button (like the customizing button with a yellow outline when on). I used the standard citizen graphic, and it sits next to the "rename" button. I also fixed the customizing button so it shows the full graphic. And finally, the file is now loaded/saved from/to "My Games\Beyond the Sword\CustomDomAdv\CustomDomAdv.txt". I put the directory in there in case we create multiple pagesets and provide a way to switch from within the options screen. It's not worth it yet since we'll ship with just one version, but maybe if others create pagesets. Have I missed any other crucial features for this screen? If not, I'm going to see about cleaning up the other minor things so we can release this bad boy. Cammagno Sep 16, 2007, 11:21 PM I took your advice and replaced the two "text" buttons with a single "checkbox" button (like the customizing button with a yellow outline when on). I used the standard citizen graphic, and it sits next to the "rename" button. I also fixed the customizing button so it shows the full graphic. And finally, the file is now loaded/saved from/to "My Games\Beyond the Sword\CustomDomAdv\CustomDomAdv.txt". I put the directory in there in case we create multiple pagesets and provide a way to switch from within the options screen. It's not worth it yet since we'll ship with just one version, but maybe if others create pagesets. Have I missed any other crucial features for this screen? If not, I'm going to see about cleaning up the other minor things so we can release this bad boy. I think you have done everything, many many thanks! :goodjob: Cammagno Sep 17, 2007, 11:56 PM @ BUG Team Till now, the FBUG Mod folder in the SF repo has only the flavor files, not the BUG files. It is better for working on them, but it is worse for creating the release packs and for users who download FBUG directly from SVN repo (they have also to download BUG files and put them inside BtS folder). On the other side, we release FBUG packs with the BUG files included. Besides, some of the FBUG docs refer only to the flavor mods, other refer to the whole FBUG mod (which include BUG files), making things even more confusing. So, IMO we have two options: - release and consider FBUG as an addition of BUG, so without BUG files (and fixing all FBUG docs to refer only to flavor mods and files), and say clearly that BUG mod is also needed. Better for us (not for making release packs, though), worse for users - release and consider FBUG as the bigger brother of BUG, so with BUG files included into it (and fixing all FBUG docs to refer to all the flavor and BUG mods and files); in this case, I think that we have to copy all the BUG files in the repo inside the FBUG folder, and keep it updated (maybe not each time we update a file in the BUG folder, but somebody need to update daily the FBUG folder with the new file committed to the BUG folder... if nobody else, I can do it). Worse for us (but easier to make release packs), better for users Now that we are near the first official release, I think that we have to choose one of these 2 options (the hybrid solution we are using now is too confusing, IMO), what do you think about it? EmperorFool Sep 18, 2007, 01:29 AM I haven't inspected FBUG at all yet (busy busy), but my assumption is that they have no files in common. Specifically, you can install BUG and then FBUG or FBUG and then BUG and it won't make any difference -- you end up with the same files. Is this correct? In any case, we should not try to duplicate files and keep things in sync. That way madness lies. Rather I would say anyone that wants to access SVN directly is going to be knowledgeable enough to understand that they must install both separately, one over the other. It's a PITA to stay current, but that's the price for bleeding edge greatness. :) When we make a release (which should be infrequently, 1.0, then 1.01 and 1.02 for fixes, but then at least several weeks/months before 2.0, etc.) we can package BUG with FBUG. The releases are geared to normal users that need a little more hand-holding. There's another thread that states that the installer deletes CustomAssets before installing. Is this how it works? If so, why? Why not just have it install over the existing directory, overwriting any files in common but otherwise leaving existing files in tact? This would make installing FBUG a process of 1) install BUG, 2) install FBUG on top. Wouldn't that work, or am I not grasping something here? My main hesitation with doing manual copies on our end every day or so is not just that it's more work. The problem is that frequent manual processes are fraught with errors. It's not a fun process, and it'll be less fun when things go awry. One maxim we use to maintain a happy repo is to never ever put any generated (output) files into the repo. Don't package a release and put it in the repo. Don't put compiled binaries in the repo. Etc. Well, copying files from one repo to another is the same thing, and it's bound to go bad at some point. That's my take after quite a few years of experience. :) Having said that, this is a team effort and a learning experience for everyone. I'm totally open to trying anything new as that's how we learn the things that we think we know are actually totally bogus. :goodjob: Besides, I haven't lifted a finger for FBUG so it's really up to everyone else. Cammagno Sep 18, 2007, 03:11 AM I haven't inspected FBUG at all yet (busy busy), but my assumption is that they have no files in common. Specifically, you can install BUG and then FBUG or FBUG and then BUG and it won't make any difference -- you end up with the same files. Is this correct? Correct. This is why my choice would be to keep them separated. In any case, we should not try to duplicate files and keep things in sync. That way madness lies. Rather I would say anyone that wants to access SVN directly is going to be knowledgeable enough to understand that they must install both separately, one over the other. It's a PITA to stay current, but that's the price for bleeding edge greatness. :) I fully agree with you, but we have to say (in the readmes and in the main page) that they are 2 different mods, and that you have to download and install both of them if you want everything. Now the things are confusing, because in different places we say and different things, and now FBUG is spoken about as two different things (the mod with the flavor files and the mod with both the flavor files and the BUG files). -this is the reason for which I asked what we wnat to do. When we make a release (which should be infrequently, 1.0, then 1.01 and 1.02 for fixes, but then at least several weeks/months before 2.0, etc.) we can package BUG with FBUG. The releases are geared to normal users that need a little more hand-holding. Here I don't agree. Or maybe yes, but we must be clear about this. IMHO, we have to release a Bug Mod Setup and a FBUG Mod Setup *without* BUG files. -Even because somebody may like flavor files but not BUG ones. In addition (but only in addition) we may release a BUG+FBUG Mod setup, with both groups of files. But the Docs file will be made for the 2 mods independently. At least, this is my opinion about this. [note for Alerum... due to the big size and complexity of FBUG, I agree to have only exe versions, they maske things easier for user]. There's another thread that states that the installer deletes CustomAssets before installing. Is this how it works? If so, why? Why not just have it install over the existing directory, overwriting any files in common but otherwise leaving existing files in tact? This would make installing FBUG a process of 1) install BUG, 2) install FBUG on top. Wouldn't that work, or am I not grasping something here? The same question from me... Alerum, may you explain again this thing? :blush: My main hesitation with doing manual copies on our end every day or so is not just that it's more work. The problem is that frequent manual processes are fraught with errors. It's not a fun process, and it'll be less fun when things go awry. One maxim we use to maintain a happy repo is to never ever put any generated (output) files into the repo. Don't package a release and put it in the repo. Don't put compiled binaries in the repo. Etc. Well, copying files from one repo to another is the same thing, and it's bound to go bad at some point. That's my take after quite a few years of experience. :) Having said that, this is a team effort and a learning experience for everyone. I'm totally open to trying anything new as that's how we learn the things that we think we know are actually totally bogus. :goodjob: Besides, I haven't lifted a finger for FBUG so it's really up to everyone else. I want to make clear that I only reported the 2 options, but I didn't intended to suggest the second, I'm strongly in favor of the first one. :) But in that case, I'm also strongly for keeping the two mods divided in the docs and in the releases (even if, as I said, we can release a BUG+FBUG pack, made simply putting files together... but I don't think it's so useful). ruff_hi Sep 18, 2007, 04:59 AM I think we take a leaf out of Firaxis's book. That way, BUG is the main mod (similar to Civ4) and FBUG is an expansion pack mod (similar to Warlords or BtS). You need to install BUG and then FBUG if you want the expansion pack mod. Cammagno Sep 18, 2007, 06:48 AM I think we take a leaf out of Firaxis's book. That way, BUG is the main mod (similar to Civ4) and FBUG is an expansion pack mod (similar to Warlords or BtS). You need to install BUG and then FBUG if you want the expansion pack mod. Yes, this is the general idea :) So, if everybody agrees, this evening I'll update the docs accordingly. alerum68 Sep 18, 2007, 07:28 AM Sorry I didn't have time to read everyone's reply but what I've been doing is leaving the 2 seperate, and including BUG with FBUG in the install.... we don't want to do this anymore? Also we're getting alot of people having to go to SVN, which tells me we REALLY need to put out 1.0, or at least 0.17. Are we ready for 1.0? FeedBack Sep 18, 2007, 08:08 AM I was searching for a way to "share" the files in SVN, like it's possible with Visual Source Safe (VSS). I found something here (http://geekswithblogs.net/flanakin/archive/2004/11/16/15090.aspx) about using svn:externals in the properties of the project (search the page for "share"). The only problem is that you can do it only within directories, not files. For the majority of the cases it could be used. Say, /Flavor Mod/CustomAssets/Python points to /Bug Mod/CustomAssets/Python. When you commit bug, you would commit FBug too. There are some cases, like the /CustomAssets/Art/Interface or the /CustomAssets/Xml/Art that wouldn't work like this. It's just another idea. I do think the better way is to use FBug as an expansion of BUG. Cammagno Sep 18, 2007, 08:56 AM Sorry I didn't have time to read everyone's reply but what I've been doing is leaving the 2 seperate, and including BUG with FBUG in the install.... we don't want to do this anymore? It is good to keep BUG and FBUG separate, but this should be done even in the docs (now, FBUG is not considered to be an addition to BUG, but as if it a mod with both flavor and BUG files) and in the released setup files (which should be 2, one for BUG and another for FBUG with only flavor files). So, the setup process for the user that wants both will be: 1) install BUG Mod 2) install FBUG Mod (over BUG) Also we're getting alot of people having to go to SVN, which tells me we REALLY need to put out 1.0, or at least 0.17. Are we ready for 1.0? I think that in one (max 2) days we'll be ready. EmperorFool Sep 18, 2007, 08:55 PM Given the responses, my gut reaction is to choose a new name for FBUG that doesn't have BUG in the title. These are two separate mods as I understand it. Much of the confusion is that FBUG implies BUG + F, and I'd assume that it includes the BUG mod already in the install. Regardless, I'm on board with complete separate of documentation and files. I just think a new name will make it totally clear for everyone. Plus it gives us another chance to be creative. :) alerum68 Sep 19, 2007, 07:33 AM I plan on making up the Screen Shots in the new couple of days. Which features should I get some screenshots of, and should I do it with BlueMarble uninstalled to show just BUG Cammagno Sep 19, 2007, 02:18 PM @EF What about the credits page in our option screen? I think a normal one could be enugh, no real need for interactivity there. EmperorFool Sep 19, 2007, 09:14 PM I think without BM so the user is clear what exactly BUG provides. BM looks nicer, but I don't want anyone being disappointed when they don't see BM after installing BUG. That and all the posts asking why it looks different. ;) Major things to hit for me would include Main Screen (2 versions with different settings on each one for variety). City Screen CDA (maybe 1 page and then the customizing view) Sevopedia? A couple shots there? Ours isn't any difference from Sevo's, so maybe just include his shots. Tech Chooser (I'm biased of course :)), make sure to select a couple techs to research so the tech prefs are different. Each of the options screen. The option screen shots will be key to hammering home the point that everything is customizable. In one of the main screen shots, maybe enable the Ctrl-Alt-O reminder and capture the flashing message, again to push the customizability of our killer mod. :goodjob: @Cammagno - Yes, list item 362 I think. :) I'm focusing on nailing down those loose stragglers now -- I've put Whip Assist on the back burner, fun as it is -- and will keep tackling these tasks until we release. 3.13 should be this week, right? If so, then maybe this weekend, next weekend at the latest. Cammagno Sep 19, 2007, 11:24 PM In one of the main screen shots, maybe enable the Ctrl-Alt-O reminder and capture the flashing message, again to push the customizability of our killer mod. :goodjob: In the second, you may select a renamed unit EmperorFool Sep 20, 2007, 11:09 AM If you hover over a stack of renamed units using various naming schemes, will the screenshot capture the hover text? ruff_hi Sep 20, 2007, 07:02 PM If you hover over a stack of renamed units using various naming schemes, will the screenshot capture the hover text?Yes it will. That is a good idea. alerum68 Sep 23, 2007, 01:48 AM I think we're going to have to delay releasing FBUG 1.0 for a while. There are alot of fixes to make to missing units, and unless all of us who know XML work on it, I don't seeing being able to finish before the end of next week. I'll install the latest update from the EDU thread, but I still think we have a number of units that are going to be blank. I haven't taken a look at the VD mod pack completely, but I think merging that will install several of the missing units. Will take a look at that as well. Nik, if you get a chance today can you take a look at the VD thread and make sure it fits BUG requirments? Anyway, I'll do what I can to get the flavor version out tomorrow. Cammagno Sep 23, 2007, 04:29 AM I think we're going to have to delay releasing FBUG 1.0 for a while. I think that if needed (and wanted) we can release BUG this w/e and FBUG next w/e (together with BUG 1.1, fixed for BtS 3.13). Or we can wait and release them together next w/e. I think the first solution may be better, it's a lot from when we released 0.16, and a lot of work has been done in this time. EmperorFool Sep 23, 2007, 04:56 PM I was naughty and slipped in a couple new features. :mischief: 1. Civ4lerts checks for civs that will sign DP and PA. Totally untested, but it's pretty much a dupe of the (also mostly untested) OB code. Yay for new untested code before release! :goodjob: 2. Clicking the GP bar's text zooms to the city. @Alerum - Are you still available to put out a 1.0 release this weekend? If so, let us know when you start. I'll try really hard not to add anything from now until then. ;) I'm gonna go play some UrT for a break. Elandal Sep 23, 2007, 06:21 PM Yay for new untested code before release! :goodjob: Wasn't testing why it needed to be released so that users can then report the bugs..? ;) EmperorFool Sep 23, 2007, 09:09 PM Ideally I'd get to at least run through new code paths before releasing to SVN to make sure they are valid Python. The thing with Python is that you could put lhjsfhsweofsuiashfl in the code, and if you don't hit that exact line while playing the game, you won't know it's not valid. But as soon as a user hits that line, boom. Well, the game stops running that part of the code, and that's a bad user experience. In my "real life" as a programmer we have a rule that no code goes into the repository without a) compiling and b) being tested. Sure, bugs still make it through, but they better not be simple things that a single developer should have caught with minimal testing. And I'm not doing that minimal testing, thus the warning up front that I am consciously breaking that rule. :) Elandal Sep 23, 2007, 09:28 PM I hoped the wink indicated the tone of the question :) Yes, python is interpreted (probably a compiler exists too, just never heard of one) so even the "compiles ok" test doesn't exist - and other testing has always been the duty of humans not computers (at minimum writing automated tests and framework, even if computer will handle some level of testing after that). There are many ways to handle software development. Traditional open source method is "release early, release often" indicating minimal testing only - whatever the developer happened to do. Commonly that's been: compile, try some stuff you usually do or features you just now added, then release to the wild. This is quite contrary to traditional closed source development, although current state of closed source development seems to have left some ideals behind in favour of marketing interests. alerum68 Sep 23, 2007, 11:57 PM Sorry, been celebrating the Raiders finally winning a game. I'm posting the 1.0 right now. Putting out Bug, but not Fbug. @rev 359. Edit: Strike that, @rev 360... fixed the Yellow ! in Hints & Tips. alerum68 Sep 24, 2007, 12:10 AM I'm having problems uploading the files. Will put them up here and will see what's wrong with the publishing tomorrow. alerum68 Sep 29, 2007, 10:53 AM Alright, the zip file is completely up on SourceForge, but not going to announce until we get the regen bug figured out. Also didn't have the .exe up there yet. If someone wants to post it, let me know and I'll send it to them. Thought of a new name for FBUG.... pretty simple, but should be fairly apt after we get some more done with it. Diversity. There was something else, but I had a long night and my head is still half dead. alerum68 Oct 05, 2007, 09:53 PM for the next release I really think I should set the .exe file to clear all files... I bet some people's CA directories are getting pretty full... just take a look at your doc folder sometime if you don't believe me.;) Cammagno Oct 06, 2007, 03:54 AM About Autolog Is it possible to have the html formatted log with different lines instead of a unique flow without interruption? I think it's enough to put in <p> for the turns and <br> for the lines of the same turn... Cammagno Oct 06, 2007, 03:29 PM Another thing that should be done soon or later (of course if it is possible) is to externalize to a xml file the text lines of the BUG option screen, so that it can be translated for localized versions. EmperorFool Oct 06, 2007, 03:44 PM Another thing that should be done soon or later (of course if it is possible) is to externalize to a xml file the text lines of the BUG option screen, so that it can be translated for localized versions. Darn, I was hoping you'd forget about that. :mischief: On an unrelated note, I put the Unit Naming format codes into the hover text for the options screen. I couldn't fit the number formats (alpha, silent, roman, etc), so I just listed the letters and referenced the readme. I also renamed the tab to "Unit Naming" instead of "UnitNames". Is that cool with you Ruff? I wasn't sure if the mod had a "real name" like UnitRenamer or something. If it does, we should put it in the text for the enabling checkbox. This would match the "Clock" tab that has the checkbox "Enable NJAGC". ruff_hi Oct 06, 2007, 05:06 PM cool with me. And no, this mod doesn't have a name ... custom build for BUG Cammagno Oct 07, 2007, 03:32 AM Darn, I was hoping you'd forget about that. :mischief: :lol: :lol: alerum68 Oct 07, 2007, 02:33 PM Planning on putting 1.1 out tomorrow afternoon. Is there any chance of getting the Credits page created, if I make a list of the mods included? Going to try and do an F&R in the docs to replace all refrences to FBUG to BAT. alerum68 Oct 07, 2007, 03:02 PM double post ruff_hi Oct 07, 2007, 05:04 PM do we have a thread for 'outstanding items'? I keep on forgetting to put some of impalerwg's screen stuff in EmperorFool Oct 07, 2007, 06:55 PM I've been using a combination of SF.net and a text file. I try to have feature requests in SF.net. I started using their Tracker for bugs, but it kinda sux, so I went with the text file for bugs. Definitely not ideal because it cannot be shared. Here's my current file: * = bug + = feature - = to remove * Fix CDA readme * Fix INI writing to all locations + Credits tab! * UnitUpgrades don't work with new upgrade paths + Autolog HTML needs <br> and <p> tags * Civ4lerts: * Get alerts about trades even when civ won't talk to you + New alerts: + Civ will talk to you + Civ will go to war + Civ will stop trading + "Too much on our hands" + "WFYABTA" + Naming + Each time a combat-type format is used for the first time, pop up a dialog to preview it and allow it to be tweaked in-place Requires storing this info (easy) and a popup (medium) Format: xxxx <-- editbox Preview: yyyy <-- plaintext Accept Try Again * Externalize options/tabs/labels for i18n ruff_hi Oct 07, 2007, 09:18 PM added 'promotion available' and 'action' graphics to units in plot list let me have a look at Autolog HTML needs <br> and <p> tags unit naming thingo looks interesting Elandal Oct 07, 2007, 09:35 PM Autolog HTML has BR tags. There was an error where variable to which <br> was added was zMge instead of zMsg at some point, but that might be my own mistake as well. paragraph -tag was supposed to be added per turn, ie. for turn start line? Cammagno Oct 07, 2007, 11:31 PM I've been using a combination of SF.net and a text file. I try to have feature requests in SF.net. I started using their Tracker for bugs, but it kinda sux, so I went with the text file for bugs. Definitely not ideal because it cannot be shared. What about GoogleDocs? Cammagno Oct 07, 2007, 11:33 PM Autolog HTML has BR tags. There was an error where variable to which <br> was added was zMge instead of zMsg at some point, but that might be my own mistake as well. paragraph -tag was supposed to be added per turn, ie. for turn start line? Yes. My idea is to have a paragraph for each turn, and a line for each info. Now everything is in a continuos flow... EmperorFool Oct 08, 2007, 12:09 AM What about GoogleDocs? Are you psychic? alerum68 Oct 08, 2007, 12:12 AM SF has a DocsManager... Cammagno Oct 08, 2007, 12:15 AM SF has a DocsManager... I tried to use it, but it's ugly! Cammagno Oct 08, 2007, 12:16 AM Are you psychic? Why? :confused: I like GoogleDocs a lot :blush: Cammagno Oct 08, 2007, 12:17 AM @ Alerum I'm doing the docs update @ Ruff "added combat experience tracker to main screen (from NeverMind mod)" Can you provide some more info? Mod's name, version and maybe a readme to be included? Thanks :) alerum68 Oct 08, 2007, 01:32 AM hummmm... Vista handles the location of the My Games folder slightly differently then XP did. It's not much, just a few directories deeper, and slightly different names. I'm probably going add another installer to address this issue. I think he meant someone who can read minds, not someone crazy there cam... wasn't an insult.;) BTW - Can anyone tell me if they can see this properly? مش ثمشاش ثممش شممشا صش ةخاشةةشي قشسخخم شممش Cammagno Oct 08, 2007, 02:45 AM hummmm... Vista handles the location of the My Games folder slightly differently then XP did. It's not much, just a few directories deeper, and slightly different names. I'm probably going add another installer to address this issue. This is why I like more the zip release :) I think he meant someone who can read minds, not someone crazy there cam... wasn't an insult.;) :lol: :lol: :lol: Now I get it :lol: BTW - Can anyone tell me if they can see this properly? مش ثمشاش ثممش شممشا صش ةخاشةةشي قشسخخم شممش Yes :) ruff_hi Oct 08, 2007, 06:02 AM My idea is to have a paragraph for each turn, and a line for each info. Now everything is in a continuos flow...I thought I had put in <BR> for html reporting. Someone mentioned that I got a variable wrong. Will look at it today. However, I will not be putting in <P>. If you want a blank line, you will have to settle for <BR><BR> - then it is consistent with the non-html code. Edit: done - just got a variable name wrong. Can someone pls check. ruff_hi Oct 08, 2007, 08:03 AM Here's the current file: * = bug + = feature - = to remove * Fix CDA readme * Fix INI writing to all locations + Credits tab! * UnitUpgrades don't work with new upgrade paths * Civ4lerts: * Get alerts about trades even when civ won't talk to you + New alerts: + Civ will talk to you + Civ will go to war + Civ will stop trading + "Too much on our hands" + "WFYABTA" + Naming + Each time a combat-type format is used for the first time, pop up a dialog to preview it and allow it to be tweaked in-place Requires storing this info (easy) and a popup (medium) Format: xxxx <-- editbox Preview: yyyy <-- plaintext Accept Try Again * Externalize options/tabs/labels for i18n ruff_hi Oct 08, 2007, 08:05 AM @ Ruff - "added combat experience tracker to main screen (from NeverMind mod)" - Can you provide some more info? Mod's name, version and maybe a readme to be included? Thanks :)See here (http://forums.civfanatics.com/showthread.php?t=235834). I just lifted the code for the little strong arm and the "x/y" top left under the era text. Cammagno Oct 08, 2007, 12:28 PM See here (http://forums.civfanatics.com/showthread.php?t=235834). I just lifted the code for the little strong arm and the "x/y" top left under the era text. Ok, thanks. So we don't have to consider it as an included mod. We only have to remember to credit him. EmperorFool Oct 08, 2007, 01:59 PM @Cammagno - Yes, I meant to imply that I had been thinking of using GoogleDocs as well, then you posted the same thing. :) What I should have done originally was used Google Code instead of SF.net, but oh well. Live and learn. I'm home sick today, so I'll see if I can catch up on a little of the remaining stuff. I saw the Blue Angels airshow in SF yesterday, and I think I just got too much sun. :cry: Cammagno Oct 08, 2007, 02:55 PM Here's the current file: * = bug + = feature - = to remove * Fix CDA readme * Fix INI writing to all locations + Credits tab! * UnitUpgrades don't work with new upgrade paths * Civ4lerts: * Get alerts about trades even when civ won't talk to you + New alerts: + Civ will talk to you + Civ will go to war + Civ will stop trading + "Too much on our hands" + "WFYABTA" + Naming + Each time a combat-type format is used for the first time, pop up a dialog to preview it and allow it to be tweaked in-place Requires storing this info (easy) and a popup (medium) Format: xxxx <-- editbox Preview: yyyy <-- plaintext Accept Try Again * Externalize options/tabs/labels for i18n + PLE Added PLE to the feature list alerum68 Oct 08, 2007, 03:32 PM I'm not having the PLE additions working properly in the latest SVN download I got. It just has a off-center fat pink line show up. ruff_hi Oct 08, 2007, 07:31 PM I'm not having the PLE additions working properly in the latest SVN download I got. It just has a off-center fat pink line show up.Hmm - I will check if I copied up the graphics. ruff_hi Oct 09, 2007, 04:50 AM duh! forgot the art work. Have committed it now. alerum68 Oct 09, 2007, 07:37 AM will check it out tonight when I play my round in the SG. BTW - I'm having problems with exporting BAT using Vista. Anyone else having a problem with it too? ruff_hi Oct 09, 2007, 07:57 AM I'm not 100% happy with the graphic for the promo frame (square corners instead of the nice rounded ones. However, this was how I had to do it for Vanilla and Warlords if I didn't want to include all of the PLE selection code. However, they changed the Plot List code for BtS and I might be able to revert to the old way ... I will look at it (sometime) and see. NikNaks Oct 09, 2007, 12:05 PM Alerum, the GP mod that you've assigned to me as XML is actually Python. I cant do that :P ruff_hi Oct 09, 2007, 09:37 PM Here's the current file: * = bug + = feature - = to remove * Fix CDA readme * Fix INI writing to all locations + Credits tab! * UnitUpgrades don't work with new upgrade paths * Civ4lerts: * Get alerts about trades even when civ won't talk to you + New alerts: + Civ will talk to you + Civ will go to war + Civ will stop trading + "Too much on our hands" + "WFYABTA" + Naming + Each time a combat-type format is used for the first time, pop up a dialog to preview it and allow it to be tweaked in-place Requires storing this info (easy) and a popup (medium) Format: xxxx <-- editbox Preview: yyyy <-- plaintext Accept Try Again * Externalize options/tabs/labels for i18n + PLE + ShowInfo (http://forums.civfanatics.com/showthread.php?t=164589) ... it seems we keep on forgetting this one. Not sure if this is worth it given that we have alerts ... maybe a popup screen asking for what info you want shown because this single mod could prob fill several pages with info + Specialist Stacker - Specialists icons don't max out and instead overlap and squeeze in until all are displayed, additionally Specialist other then Citizens are split into two columns for more efficient use of space, by TheLopez (http://forums.civfanatics.com/showpost.php?p=5777936&postcount=8) + SpeclistButtons - The total number of available specialist 'slots' are indicated by translucent specialist heads and 'real' specialists by solids. Increasing and decreasing specialists is done by clicking the heads rather then + or - buttons which have been removed, by Impaler[WrG] (http://forums.civfanatics.com/showpost.php?p=5777936&postcount=8) + some of the features suggested by Psyringe here (http://forums.civfanatics.com/showpost.php?p=6036685&postcount=69) ruff_hi Oct 10, 2007, 05:55 AM I'm not 100% happy with the graphic for the promo frame (square corners instead of the nice rounded ones. However, this was how I had to do it for Vanilla and Warlords if I didn't want to include all of the PLE selection code. However, they changed the Plot List code for BtS and I might be able to revert to the old way ... I will look at it (sometime) and see.Only 1 promo graphic ... it works! With Vanilla and Warlords, I had to put up 4 promo graphics (left, right, top, bottom) so that the unit was still 'clickable'. BtS lets me put the promo graphic first and then overlay that graphic with the unit button, selection yellow highlight, etc and it is still clickable. EmperorFool Oct 10, 2007, 06:33 AM :goodjob: Tackling PLE and making it work even better than in Warlords. EmperorFool Oct 12, 2007, 12:17 AM I have finally completed the much-anticipated hit of the summer: the Credits tab! You'd think I'd landed a man on the moon for all the time I took, and yet it's not very glamorous. Sorry to underwhelm. In any case, there are three versions in SVN. I prefer the final version (though someone who shall remain nameless until you see the screen chose a really long name :mischief:). Feel free to sync to each of the versions of BugCreditsOptionsTab.py and vote for your favorite or suggest alternatives. I was hoping to mimic the look of end-screen movie credits, but Civ4's layout code just isn't up to the task AFAICT. I can't find a way to make the three sections line up their gutters. Cammagno Oct 12, 2007, 01:36 AM I have finally completed the much-anticipated hit of the summer: the Credits tab! You'd think I'd landed a man on the moon for all the time I took, and yet it's not very glamorous. Sorry to underwhelm. In any case, there are three versions in SVN. I prefer the final version (though someone who shall remain nameless until you see the screen chose a really long name :mischief:). Feel free to sync to each of the versions of BugCreditsOptionsTab.py and vote for your favorite or suggest alternatives. I was hoping to mimic the look of end-screen movie credits, but Civ4's layout code just isn't up to the task AFAICT. I can't find a way to make the three sections line up their gutters. Even before looking at it, I can immagine that my name is the long one :mischief: Not a problem, "Cammagno" is good enough, I only thought you needed a "full version" :) EmperorFool Oct 12, 2007, 02:16 AM I hope it came across that I was totally kidding. I want you to choose the name that you really want. Feel free to specify different names in the credits tab versus the readme, too. I only added the "Display Name" in the spreadsheet in case people wanted something different from their CFC name. Whether that be their real name or, for example, adding a space in "Emperor Fool" or dropping the 68 from "Alerum68", I wanted to make sure everyone had |