View Full Version : [BtS] New XML Modular Loading Standard


TAfirehawk
Oct 19, 2007, 05:20 PM
The World of Civilization Team (formerly ViSa Modpack Team) has developed a new and truly modular XML loading system that ANY Modder can use to be more compatible with other modules. Below is an update of our progress, please look at the info and the two XML files attached and let us know what you think.

The WoC project is not so much a mod or module as a new extension of the idea of Modular XML Loading introduced in Warlords by Impaler and released in BtS by Firaxis. The WoC Team is not looking to add every modder on CFC, but we feel this new system can and should be adopted by all modders to make a better playing experience of BtS.


Dear Friends,

A lot has changed recently with the World of Civilization project and some truly amazing things for players and modders both are available now. The WoC is not about just a mod for BtS, it is a standard for modding that makes it much easier on the modder and the player to customize.

Please read an update email from Mrgenie below and post questions/comments on the WoC Forum, http://worldofciv4.proboards57.com/index.cgi


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As you all know, we got busy quite a lot in our private lives, which accounts to the fact we didn't have a good start the first 2 months of WoC. We got a lot of interest from people, but lost their interests as they didn't see how things could work out with the total collaboration of modules/modifications.

This was due to the fact that Firaxis didn't really make a true modular feature included. In fact, it was more a
If the type( i.e. a UNIT_SEA_FOXTROT) is new, then we append it to the unit list.
If the type (i.e. UNIT_SETTLER) we delete all original Firaxis XML information of this, and we load the UNIT_SETTLER settings from the new XML file in the mod.

The APPEND of course works. but what happens when a unit, resource, building, civilization already exists? Exactly, it would mean any mod always has to know everything from all other modules/modifications ( XML files) which also leads to the conclusion, if you later add a new leader head to a civilization, ALL civilization XML's in ALL the Modules have to be updated...or else they get overwritten and only the last loaded module is active.

The current Firaxis system in BtS isn't a Modular loading system, it's an APPEND else OVERWRITE system.

A lot of people lost interests in the WoC project because of this fact(which indeed would have lead to problems sooner or later, rather sooner). We actually thought of closing the WoC down and doing a 'regular' mod but now things have changed.

THE SOLUTION IS NOW HERE!!!!

Impaler unfortunately got halted on development since he will be a working at Firaxis. We wish him good luck and hope he'll lead them to more success, especially to any future Civ5! Since I now know Impaler will be offline a lot, I've taken the task to develop a true modular loading mechanism, and I'll finish the control loading mechanism Impaler has started on as well. So, the WoC is now finally coming to the stage of TRUE MODULAR and MODULAR LOADING CONTROL!

What we now need, is people to actually join either WoC or at least take care of Modules to include in WoC. Either SDK/Python/XML/Artists..

I know many people lose interest in a project if nothing happens, which was the case for almost 2 months. It’s bad to start a thing and then don’t do anything, but now we have something functional to work with.
Therefore we need someone to lead the whole team(will be TAFirehawk, he has good experience with that, taking care of the bug tracker, roadmap, etc) , someone to lead SDK development(which will be me I guess now Firaxis stole Impaler from us) and someone to lead Python development (hope to find someone who can do so)

What I ask from all of you, if you are still interested, and I sincerely hope you are, to register(if you haven’t done so already) at: http://jabber.worldofcivilization.net:9090/plugins/registration/sign-up.jsp

And use Jabber to communicate with us, ask what you can do, tell us what Modules/Modifications(or anything else) you have done already or plan to do in the WoC context.
To login to the Jabber server is very simple, download Spark or PSI(Spark is preferable) point it at the servers address: jabber.worldofcivilization.net and use your login data(after you have registered at the link mentioned previously of course)

Yours,
Mrgenie (head SDK development, for now)
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You can find an example of the Ice Breaker module's unitinfos.xml posted in the WoC Forum. I think it really takes looking at the xml to understand how easy modding can become using the WoC format/standard.

While the Jabber chat isn't required, it is an immediate way to reach us nearly 24 hours a day (since the WoC team covers countries all around the world). If chat isn't your thing, I still read every post on the WoC Forum, http://worldofciv4.proboards57.com/index.cgi , so each and every person can communicate with us.

TAfirehawk (Manager)

TAfirehawk
Oct 19, 2007, 05:20 PM
Main World of Civilization Website

http://www.worldofcivilization.com/


Assets folder for viewing and downloading from the SourceForge.net SVN

http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/Assets/


The Library on the SVN, where the directory structure that we propose to be standardized as well

http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/Library/


The SDK on the SVN, where the New XML Modular code is...and you need the new schema files in Assets\Modules\EmptyModuleExample

http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/SDK/


The World of Civilization Forum on CFC

http://forums.civfanatics.com/forumdisplay.php?f=276


The World of Civilization Issue Tracker for bugs and suggestions

http://woc.dreamhosters.com/bugtracker/bugtracker.htm

low
Oct 19, 2007, 05:40 PM
Cool. Nice to see this project breathing new life again. Unfortunately, I won't be able to help much being a novice XML modder, but I'm definately looking forward to seeing how far you guys can take this. ;)

TAfirehawk
Oct 19, 2007, 06:14 PM
Cool. Nice to see this project breathing new life again. Unfortunately, I won't be able to help much being a novice XML modder, but I'm definately looking forward to seeing how far you guys can take this. ;)

Well we need help of course, but mostly we need input from other modders and them to start using it.....then things are really Plug and Play :D

In fact we are teaching XML as we go to new people so anybody and everybody can help.....even if it is just testing things.

helpless_writer
Oct 19, 2007, 08:59 PM
Well i have no experience with XML but i can still test... if that helps... I have already registered for the world of civilization site and have all the time in the world

strategyonly
Oct 19, 2007, 09:18 PM
You know definitely, i am in, "WORD."

TAfirehawk
Oct 19, 2007, 10:05 PM
Glad to hear the support....and I haven't even explained the details, although the two XML files show the 'nuts and bolts' of it.

TAfirehawk
Oct 20, 2007, 06:06 PM
For those still not seeing 'the light' please look at how the LeaderheadInfos.xml can be reduced/cleaned for the Inquisition mod.

http://forums.civfanatics.com/showpost.php?p=6044914&postcount=31

Impaler[WrG]
Oct 20, 2007, 07:50 PM
Its great to see file loading being taken up to a whole new level, I can see this becoming the preferred way to make alterations to existing contents, it also looks to save vast amounts of file space and processing time due to the tiny files. Keep up the good work guys.

TAfirehawk
Oct 20, 2007, 08:45 PM
;6071588']Its great to see file loading being taken up to a whole new level, I can see this becoming the preferred way to make alterations to existing contents, it also looks to save vast amounts of file space and processing time due to the tiny files. Keep up the good work guys.

And the THANKS goes to you :goodjob: , the original creator of this in Warlords :D

TAfirehawk
Oct 22, 2007, 06:34 PM
Fellow modders....I see people looking at those two XML files....lets hear your feedback :)

TAfirehawk
Oct 28, 2007, 06:43 AM
We have worked our way through a number of bugs and have one more major SDK feature to finish off and v1.00 will be ready. The SourceForge.net SVN is ready to play test before we officially release v1.00

We use TortoiseSVN to access the repository, http://tortoisesvn.net/downloads

The 'officially' working files are in http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/Assets/

That folder can be placed in your BtS/Mods folder (call the Mod WoC or World of Civilization, doesn't matter the name). You can pick and choose the modules you wish to play by moving files back and forth from the Modules folder and Unloaded Modules folder.

NikNaks
Nov 01, 2007, 04:05 AM
I can see this being very useful for what I'm doing. Does the dll on the SVN have this code in? I'd really like to use it.

TAfirehawk
Nov 01, 2007, 06:23 PM
I can see this being very useful for what I'm doing. Does the dll on the SVN have this code in? I'd really like to use it.

Yes it does....the Assets folder is fully playable....

We want to add a couple more things and release this to the modders next week....it will be playable but v1.00 won't have the Player Chooser yet.

ruffriders23
Nov 01, 2007, 10:04 PM
Is there a projection for full release?

NikNaks
Nov 02, 2007, 04:07 AM
Yes it does....the Assets folder is fully playable....

We want to add a couple more things and release this to the modders next week....it will be playable but v1.00 won't have the Player Chooser yet.Cool! I'll add it in right away. Just wondering. Does this work with Civilizations (more specifically assigning leaders to civs)?

TAfirehawk
Nov 02, 2007, 08:31 PM
Is there a projection for full release?

I am hoping another couple days or so to add things and then test....so next weekend or close.


Cool! I'll add it in right away. Just wondering. Does this work with Civilizations (more specifically assigning leaders to civs)?

Well it looks like everything works, including new civs (we have 5 LH's, 1 UB, 2 UU's for Canada 100% modular). Although new items in BtS won't benefit as much as modifying old items with our new loading....but new items that you want to give players more choices, that is the main benefit :)

ruffriders23
Nov 02, 2007, 08:42 PM
My main question is... will there be a pirate or barbarian civ? Pirates would be nice where they rule the seas. Black Beard or One Eyed Willie!

TAfirehawk
Nov 02, 2007, 09:52 PM
My main question is... will there be a pirate or barbarian civ? Pirates would be nice where they rule the seas. Black Beard or One Eyed Willie!

That depends on your fellow CFC folks.....this isn't a mod as much as it is a platform for all other mods to use to standardize to make things easier. And it will allow full control of the pieces and parts each individual player wants in a particular game.

V1.00 is the foundation and all the goodies will come later as modders make their stuff following the WoC standard.

bmarnz
Nov 03, 2007, 12:16 AM
My main question is... will there be a pirate or barbarian civ? Pirates would be nice where they rule the seas. Black Beard or One Eyed Willie!

There is a Pirate Civ module. Pirates (http://forums.civfanatics.com/downloads.php?do=file&id=6768)

NikNaks
Nov 03, 2007, 06:09 AM
Well it looks like everything works, including new civs (we have 5 LH's, 1 UB, 2 UU's for Canada 100% modular). Although new items in BtS won't benefit as much as modifying old items with our new loading....but new items that you want to give players more choices, that is the main benefit :)Could I look at an example of adding a new leader this way?

TAfirehawk
Nov 03, 2007, 07:25 AM
There is a Pirate Civ module. Pirates (http://forums.civfanatics.com/downloads.php?do=file&id=6768)

Using the Firaxis modular system is very limited....which is why we have developed the WoC system with the help of the orginal creator, Impaler. It is relatively easy to adapt modules to the WoC format and in the end will greatly help the modder and player.

Every BtS modder on the planet is invited to develop anything and everything they want using the WoC standard....we are not making a "mod" but a modding platform to be used by all (since Firaxis totally screwed up the modular xml loading).

Nobody on the WoC team is choosing to exclude any modules....we just don't have time to add every single BtS module by ourselves so we need the original mod creators to do some work.....so if you want to see how to do it, then let me know.


Could I look at an example of adding a new leader this way?

Of course, it is all on the SVN at SourceForge.net and the "finished" stuff is in Assets and plays 99% bug free.

You can get some instructions on the WoC website and forums and jabber chat....

NikNaks
Nov 03, 2007, 07:39 AM
Thanks! I'll try it out. :)

Commander Bello
Nov 04, 2007, 08:35 AM
Following the instructions in the initial posting, I tried to get the SPARK module (whatever) at jabber.worldofcivilization.net and it did not respond.

Any guidance available?

ruffriders23
Nov 04, 2007, 08:38 AM
There is a Pirate Civ module. Pirates (http://forums.civfanatics.com/downloads.php?do=file&id=6768)

Thank you for the help here. I will try it.

TAfirehawk
Nov 04, 2007, 10:30 AM
Following the instructions in the initial posting, I tried to get the SPARK module (whatever) at jabber.worldofcivilization.net and it did not respond.

Any guidance available?

You don't get spark there, Spark is a program you download... http://www.igniterealtime.org/downloads/index.jsp

That address is the server location you type into the Spark dialog box.

Signup is here, http://jabber.worldofcivilization.net:9090/plugins/registration/sign-up.jsp

NikNaks
Nov 05, 2007, 03:19 PM
Having examined the modules in detail, the only thing I would say is that splitting new civs into units, leaders, buildings and the civ base is rather tedious and in the end if someone wants to remove it, it would take a while to delete/move all the pieces. Could this particular element be reconsidered?

TAfirehawk
Nov 05, 2007, 08:01 PM
Having examined the modules in detail, the only thing I would say is that splitting new civs into units, leaders, buildings and the civ base is rather tedious and in the end if someone wants to remove it, it would take a while to delete/move all the pieces. Could this particular element be reconsidered?

Nope.

And to remove the civ all you do is remove the civ....the other parts stay are no problem and only accessible in the WB.

When 100 civs are in from CivGold you will see the benefit.....and in the end once the Front End Program is written you won't even touch any files, just select what modules you want via a nice GUI and launch Civ (but for now you have to move files manually).

HG_CassiusA
Nov 06, 2007, 01:18 AM
I am willing to help with almost anything, but am particularly interested in helping with the GUI front-end, both to contribute to WoC in repayment for the enjoyment I had when playing Visa and to contribute to my own learning with regards to programming.

I understand the very basics in quite a few programming languages, including Java, C, C++, C#, Visual Basic, Euphoria. I could probably pick up any other language quite quickly if need be. Also, Euphoria is a powerful cross-platform interpreted language with a good cross-platform GUI library (wxEuphoria), so perhaps even the front-end program could be moddable.

As for my own skills, I can make logic flowcharts if need be, as I've already learned how as part of my Computer Systems Technology course at the Northern Alberta Institute of Technology.

I have a full version of VS 2005 Professional as well, and my flowcharting tool would be Microsoft Visio 2003 with a custom symbol package from NAIT.

Zebra 9
Nov 13, 2007, 03:28 PM
Sounds useful, I will most likely use it in The Hand of History (yes I'm still working on that). :thumbsup:

TAfirehawk
Nov 13, 2007, 06:22 PM
Sounds useful, I will most likely use it in The Hand of History (yes I'm still working on that). :thumbsup:

Thank you for looking and commenting.

The base code will be out in a matter of days....and a new Dev area on CFC....and plenty of example Modules for everybody to see just how much easier it will be :)

TAfirehawk
Nov 15, 2007, 09:49 PM
The WoC is starting to beta test....and is quite frankly very playable.

A new forum here will be going up soon that will be a combination of the CCCP, ViSa, and Plug and Play forums...and to a certain degree the Civ Gold forum.

ruffriders23
Nov 15, 2007, 09:59 PM
Make sure you link us to the place where we can download WoC! I LOVED Visa, so I am looking forward to WoC!!!!

TAfirehawk
Nov 15, 2007, 10:02 PM
Make sure you link us to the place where we can download WoC! I LOVED Visa, so I am looking forward to WoC!!!!

Well you can get the WoC from our SourceForge.net SVN.....I am starting to assemble a beta tester group for those interested. To make things easier I might publish a ZIP for people to install that are not comfortable with the SVN.

But at this point we don't have much ViSa stuff in yet for v1.00....hope not to disappoint.

NikNaks
Nov 16, 2007, 01:22 AM
I've done 4 civs already :) I'll try and get some more done and get round to uploading them.

Feeder74
Nov 16, 2007, 02:34 AM
I've hardly read all the posts that are here - but from what I have read it sounds quite usefull, I will check it out in a moment, but I got a few questions....
I assume this is only for XML? I know it would be a big job, and near impossible to do Python as well, but I just thought I would ask...
I am just starting a project on America for BTS, would it be good if I made most of it modular under the WoC system?
If I do that - should I also make a non-WoC Version of it?

Since I havn't had a good look at it yet, I am still guessing from the above description of it's application... ...but I think it would be usefull for my mod, even if at bare minimum for adding the civs and leaders and similar.

Zebra 9
Nov 24, 2007, 01:43 PM
Well I've made a Modular Python Loader, I just have to do some more testing and tweaking. My only problem is that a day is only 24 hours long, if only it could be 36 or 48 hours in length. :(

NikNaks
Nov 24, 2007, 04:30 PM
Wha.. wha.. wha?? Modular Python? Really?!?

TAfirehawk
Nov 24, 2007, 07:22 PM
Well I've made a Modular Python Loader, I just have to do some more testing and tweaking. My only problem is that a day is only 24 hours long, if only it could be 36 or 48 hours in length. :(

Well please bring this into the WoC and yourself into the Jabber chat server. I know we have more than enough talent to help you complete this faster....and it is a perfect match the REAL Modular XML Loading we have developed.

TAfirehawk
Nov 24, 2007, 10:24 PM
The WoC is starting to beta test....and is quite frankly very playable.

A new forum here will be going up soon that will be a combination of the CCCP, ViSa, and Plug and Play forums...and to a certain degree the Civ Gold forum.

Here is the new forum, with download links: http://forums.civfanatics.com/forumdisplay.php?f=276