View Full Version : FFHBUG alpha
Falc Mar 16, 2008, 11:41 AM Fall from Heaven BUG
What is it?
A conversion of the BUG mod for Fall from Heaven. The BUG mod is a collection of UI tweaks for CIV4, which just make your life as a benevolent ruler/evil overlord that much easier.
More details about what each element of the BUG does can be found in their own forum HERE (http://forums.civfanatics.com/forumdisplay.php?f=268).
What's the latest version?
Version alpha6, using FfH2.031e and BUG 2.22 (svn version 606) was released on April 14th 2008.
Where can I get it?
Download it here (http://forums.civfanatics.com/downloads.php?do=file&id=8792)
How do I install it?
You have two options.
The first one is to just extract the contents of the archive into your 'Fall from Heaven 2 031' folder, overwriting all different files. This requires the least work right away, but it could result in weird stuff happening if later patches overwrite those files yet again. Since the BUG makes no gameplay modifications, though, you should be able to play even in this 'broken' state.
The second one involves setting up a separate folder for your BUG-enhanced FfH, and installing the archive into that. However, to have the BUG running correctly, you will need to specify the name of this folder in the Assets\python\Contrib\CvModName.py file. Just open in Notepad and change the modName line.
Is it compatible with other modmods?
Fall Further: untested under 031, probably OK
Modular FfH: untested under 031, likely OK
Unit Statistics: incompatible due to the Statistics button on the main screen. Easily merged though (I'll do it myself one of these days...)
Release Notes - alpha 5
Great People Bar
This uses certain in-game graphics to display the bar. I've fudged this a bit, using the 'Great Spy' settings from normal BtS for both the Great General and the Adventurer. Some help with this would be appreciated. See Assets/Python/GPUtil.py for the defines.
Scoreboard
Not implemented yet. I need to dig deeper into how this works to convert it.
Sevopedia
'Spells and Abilities' page added.
The 'Command 4' promotion is intentionally not shown in the Promotion tree. It breaks the graph.
Not Yet Another Game Clock
Has some era-based features which aren't very useful for FfH. I might cut them some day.
Great General Bar
Used for Great Generals in BtS. Pointless in FfH but it's an oft-requested feature, so I've commented most of it out. You still get the option to turn it on or off in the options panel but it won't show either way.
Autologger
Choosing a new tech to research while in anarchy will be logged with '999 turns left'.
Fixed an error occurring when Hyborem or Basium enters the game.
Options
Options are saved separately from regular BUG options, so if you also sometimes play normal BtS your options won't be overwritten.
Unit Naming
I haven't studied this in depth, I know the default works but the advanced stuff might need some tinkering.
xienwolf Mar 16, 2008, 11:49 AM I'll test it out when I get back home in a couple hours. But I just wanted to say
THANK YOU!
I had tried to get it up and running once myself with no luck, wasn't looking forward to trying again when I was able to find the time honestly :)
Falc Mar 16, 2008, 12:25 PM Uploaded a new version, I missed a stupid : :mad:
xienwolf Mar 16, 2008, 03:10 PM Tried it out, the Sevopedia thing is working nicely. When you add a screen for spells, you should also split things up a bit more.
Units should become: Heroes, Buildable Units, UnBuildable Units
Buildings could go for being broken into buildable and unbuildable as well.
Promotions should be split up into Promotions (can get with XP) and Effects (result of spells, races or the like).
Lairs & Unique Terrain Features (Yggdrasil and the like) could go for their own section as well.
Also, it is set to look for the .ini in Fall from Heaven 2.030k + BUG, but I see now that you addressed that in the first post.
Clockwork Golem cannot be upgraded to from Lunatic either. (nor Iron Golem from Radiant Guard. or Wood Golem from Warrior).
Doesn't show the Adept as a level before the Mage/Conjurer either.
With all the UU replacements, I am really uncertain as to how viable an upgrade chart is at all TBH. But it did look nice from the main menu. Most of the problems came when I loaded up as Luchuirp (Comments above were all from in game while playing Luchuirp. Adepts showed up fine from the main menu, and I don't think I saw any of the golems on there)
Promotion tree looks like a mess due to magic, but should be better in .31 when Sorcery & Summoning quit putting lines all over the place when they really aren't needed :)
Falc Mar 16, 2008, 03:27 PM The upgrade chart only looks at the units available to the Civ you're playing. Adventurers show up when you're playing Grigori. Which does make it odd that the Manes show up for everyone...
Note that these charts aren't written out in the mod but are generated by python code. I didn't actually change anything in the Sevopedia so far, so it's getting all this info on its own from the XML files. I'm pretty sure the normal Civilopedia works the same, but it does mean I can't just change some lines, I need to read and understand the code.
xienwolf Mar 16, 2008, 04:36 PM Well Manes show up for everyone because they don't require Infernal. NOBODY can build them, it just happens to be that only the Infernal are ever given any of them.
There are quite a few units and things like that, which is why I am wondering how useful overall the upgrade chart will be. It does wind up a bit difficult to read where the lines are going at times. But I am sure some people will find use for them anyway :)
There are quite a few code elements which are new for FfH which Sevopedia may need to be taught how to read, like the Golems being flagged as <bDisableUpgradeTo> or something similar.
xienwolf Mar 19, 2008, 03:39 PM Was playing around a little bit more today with FfH and I realized that your BUG conversion messed up the Font file, which was one of the earlier landmines I ran into when I was converting some of the easier aspects over (Like the Leader Opinion Smileys). The big problem file is the GameFont_75.tga. I understand how to deal with it a LOT better now than when I had first tried to modify things fortunately :)
Now, one of the catches is that FfH also has a GameFont.tga file, which is the same thing, but slightly smaller. I do not entirely understand why that is, and it might be important, but might not be.
The other catch is that FfH also doubles the bottom row for some reason. Again, no clue why. But I preserved that, so you will have to move all of your references for those new smiley faces down 1 row to get them to work right.
Falc Mar 20, 2008, 04:24 AM Myeah, it's likely to be the cause of some odd graphical issues I've noticed.
I do believe that if you use the standard FfH version, most of the stuff works, except the 'at a glance' diplomatic screen. Using the other one messes up the mana display so that's a lot worse.
Anyway, no release scheduled until .31 is out, but I do have the Spells and Abilities screen working in Sevopedia.
xienwolf Mar 20, 2008, 11:08 AM Well, the line which needs changed to fix the Glance Screen now would be:
if BugScreens.isShowGlanceSmilies():
iAtt = gc.getPlayer(nPlayer).AI_getAttitude(nTarget)
szSmilie = unichr(ord(unichr(CyGame().getSymbolID(FontSymbols .POWER_CHAR) + 4)) + iAtt)
szText = szSmilie + " " + szText
From CvExoticForeignAdvisor.py
Or you simply have to figure out how they are defined in CvUtil since that is where it loads the Icons from (from what I can understand anyway).
That aside: I had some time to play with things today and it seems that shifting those icons up a row doesn't cause any issues so far. So the Gamefont attached here should work a lot better.
Falc Mar 20, 2008, 11:56 AM Careful when tinkering with that font file, I'm assuming there'll be a few new mana symbols in .31. But I'll certainly check out the code you posted.
xienwolf Mar 20, 2008, 12:00 PM Metamagic is already in there, so unless they get Force fleshed out enough to include it suddenly it shouldn't actually change. And if it does I can very easily patch it back up for you.
Falc Mar 20, 2008, 01:12 PM Okay, next release will use your font file, neither original contains all that's needed, so fiddling with CvExotic... won't help.
Falc Mar 23, 2008, 06:06 AM I keep getting upload errors when trying to get this file into the file database. Anyone know what's going on?
Nonobots Mar 24, 2008, 02:03 PM Can't upload it...
http://forums.civfanatics.com/announcement.php?f=280&a=506
would this explain that?
xienwolf Mar 24, 2008, 03:59 PM Well, I just uploaded a new manual a little while ago so I know it is still working. You should just go here (http://forums.civfanatics.com/downloads.php?do=file&id=8792) and click on the "Edit File" link, it'll bring you to the same screen as you initially posted from and you simply select a new file to upload/attach.
Falc Mar 25, 2008, 03:12 AM Well, the reason I couldn't upload is that I just barely went over the 2MB limit. Now that they've fixed the server so that it once again accepts uploads up to 10MB, I've uploaded the latest version.
alerum68 Apr 13, 2008, 09:23 AM Interesting... I haven't downloaded this yet, but how is it working for you guys so far? You may want to upgrade this to BUG 2.22 though. Let us know if you run into anything that is causing you guys problems, and we'll see what we can do on our end. Are there any plans to throw this into FFH2 or is it going to remain as a plug-in/add-on?
Also, PLEASE delete the documentation folder. It's not needed with the Help File any longer. Just move the GPL file please.:)
xienwolf Apr 13, 2008, 10:19 AM Please also delete all of the little MAC .svn folders and files too (I assume they are for MACs at least...) just extra junk to have to delete when I install it each time :)
As for how it works, it is really quite awesome so far :) Though I haven't checked to see if it is working with the latest patch. I presume it is mostly functional though as last patch changed very little in the Python department.
tyranny12 Apr 13, 2008, 10:25 AM No problems with FfH BUG and the latest patch that I've seen.
Please also delete all of the little MAC .svn folders and files too (I assume they are for MACs at least...) just extra junk to have to delete when I install it each time :)
As for how it works, it is really quite awesome so far :) Though I haven't checked to see if it is working with the latest patch. I presume it is mostly functional though as last patch changed very little in the Python department.
Falc Apr 14, 2008, 10:04 AM Interesting... I haven't downloaded this yet, but how is it working for you guys so far? You may want to upgrade this to BUG 2.22 though. Let us know if you run into anything that is causing you guys problems, and we'll see what we can do on our end. Are there any plans to throw this into FFH2 or is it going to remain as a plug-in/add-on?
Also, PLEASE delete the documentation folder. It's not needed with the Help File any longer. Just move the GPL file please.:)
Actually, I've been basing it on the SVN version of BUG. Maybe not the smartest move all things considered, but still, it's easier for me to keep that up to date than to check the BUG forum every time.
As for things that don't work, there's a few very specific items left on the to-do list. Unfortunately, I tend to get easily distracted by other games/projects.
And the .svn folders aren't Mac related at all, but they're in there because I packed that particular release at work due to the upload issues and...
Anyway, I'll doublecheck for patch e problems and make an alpha-6 release soon.
Falc Apr 14, 2008, 10:25 AM Okay, that went quick. Cleaned up the release (documentation folder gone, .svn folders gone). No code changes, heck, I even updated my FFH with patch e with FFHBUG installed (by accident) and none of the FFHBUG files were altered.
alerum68 Apr 14, 2008, 12:06 PM That shouldn't be a problem Falc. If you use TortoiseSVN there is an easy way to get rid of the .svn dirs. Right click on The BUG Mod in the SVN, and go down to the option "Export". It'll ask for a directory. Once you choose the dir, it will export all the files, without the .svn directories. What'd I'd do from that point, to keep things clean, is to take the files you've modified, and copy them over to the new directory. This will give you the most updated version of BUG, and keep it clean from all the .svn stuff. Should take you less time then it did to write up what to do.;)
edit: (Cross-post.) That way works too.;) BTW - The creator of the Advanced Scoreboard (EmperorFool) is back on the forums. He might be able to give you an idea what to do about your scoreboard problem.
Falc Apr 14, 2008, 03:12 PM Thanks, I know about 'export' but I had forgotten it in the last release (I DLed it from my svn while at work).
As for the scoreboard, the main problem is finding time. I've already taken a look at it, the principle is clear. Just need to extend the code to incorporate Alignment, then put the FFH code for hidden Religions/Civics in the right place, ...
Like I said, needs time. Got two weeks vacation starting this weekend, so fingers crossed that I get bored with Assassin's Creed by then...
alerum68 Apr 23, 2008, 11:37 PM Hey Falc,
don't know if your still working on this project, but there have been alot of changes within BUG which you may want to look at... ie - I'm looking for a MOD builder to test out our new changes, and give some feedback so I can walk a brief walkthrough on how to merge BUG into other Mods. Ask me if you have any questions about things that have changed, but I'm excited about the changes.:)
Vehem Apr 24, 2008, 03:36 PM Hey Falc,
don't know if your still working on this project, but there have been alot of changes within BUG which you may want to look at... ie - I'm looking for a MOD builder to test out our new changes, and give some feedback so I can walk a brief walkthrough on how to merge BUG into other Mods. Ask me if you have any questions about things that have changed, but I'm excited about the changes.:)
I just grabbed a copy of BUGMod_222 and was having a skim through what would be needed to merge it into FfH again (I'd be starting from scratch as (a) it's a new version of BUG and (b) I've bundled a few mods into FF already).
The main thing I was trying to work out though is what you'd edited in Gamefont75. It can be quite a pain to work with and FfH has it's own version anyway - so I'm basically trying to work out what the changes would be.
Also - at one point FfH incorporated the Plot List Enhancements, but it had an issue with "Sticky Popups" (help windows that appeared on Mouseover but did not disappear again with out some persuasion). Do you know if that is resolved? I did really like the PLE features and I'm really impressed with what BUG has become (as are some other FfH types, as they've already asked if I can incorporate it)
xienwolf Apr 24, 2008, 04:22 PM I can fix you up with the Gamefonts Vehem. I did one for falc initially when he ported to FfH compatability.
I'll probably add Raw Mana to the Gamefont as well just so that I can have it display properly for Mailbox's Ritual Nodes with their chance of Discovering Raw Mana.
If you want to make the changes to Gamefont yourself, get a really good image size reducer and use it to bring the images down to a 16x16 pixel size. Then place them on the TGA and adjust the Alpha Layer to suit them. I'll probably make the entire thing from scratch since the image size reduction that Firaxis used was horrid (compare their Icons to the ones in my Manual. Most notably Corn & Wheat...)
Vehem Apr 24, 2008, 04:48 PM I can fix you up with the Gamefonts Vehem. I did one for falc initially when he ported to FfH compatability.
I'll probably add Raw Mana to the Gamefont as well just so that I can have it display properly for Mailbox's Ritual Nodes with their chance of Discovering Raw Mana.
Sounds good :)
If you want to make the changes to Gamefont yourself...
No masochistic tendencies here :D Be my guest :D
(I will have to learn how to work with it properly one day - I suspect PDN isn't the best for that type of Alpha-work)
I'm still debating whether I'm going to use the whole thing, parts of it, or any at all - so if you wanted to wait and save the effort if I didn't end up doing, that may make sense. On the other hand - if you want to do a general one (for the Raw mana thing etc) - I'd be happy to use your's when it comes to that.
alerum68 Apr 25, 2008, 02:03 PM Vehem, I wouldn't used 2.22 BUG to work off of. We're going to be putting out 2.23 next week, and there are alot of changes in it. If you want the latest, check out the SVN.
Our gamefont.tga file only has updated smilies into it.
Vehem Apr 25, 2008, 03:26 PM Vehem, I wouldn't used 2.22 BUG to work off of. We're going to be putting out 2.23 next week, and there are alot of changes in it. If you want the latest, check out the SVN.
Our gamefont.tga file only has updated smilies into it.
Thanks - I'll have a look :)
Falc Apr 26, 2008, 03:33 AM Hmmm, lots to do, looking at the svn changelog...
I'll take a look, but the fact is time is a bit short right now. Vehem, the FFHBUG I release normally has all the changes compared to BUG or FFH marked, in case you want to take a look at things.
xienwolf Apr 26, 2008, 10:54 AM Well if all they have added still is the smileys you can just use the one that Falc has right now. It has all of the FfH icons + the smileys, and thus far seems to work properly IIRC.
Kasdar Apr 26, 2008, 11:45 AM Is this mod compatible with your workers mod Xien?
xienwolf Apr 26, 2008, 01:25 PM Good question. It ought to be since he hasn't changed the DLL and I have changed minimal Python.
Falc Apr 26, 2008, 01:48 PM I doubt there's anything that would conflict... BUG is all interface stuff. Buttons, screens, etc.
As for the current state, I think most of the newer stuff is working in my version. Due to a stupidity on my part, I've lost some of the new work I had done on SevoPedia :( Not that that was in any way done, but still :(
I'll release a new version when the BUG does, since that's coming in the next week. Maybe by then there's a new FfH too...
EDIT: Well, got the scoreboard working. If I'm not mistaken, this means all the BUG functionalities are now operational. So once BUG 2.23 is released, FFHBUG is going into BETA!!!
Lord Neil May 14, 2008, 03:12 PM I am downloading so I will post if anything I see looks wrong... or just doesn't work.
Edit: Ok I am sorry if I am just an idoit but... how do I install it? How do I extract the file?
Kasdar May 14, 2008, 11:56 PM Any new info Falc? is the new version ready?
Falc May 20, 2008, 05:08 AM New version will be available not too long after 0.32.
Kasdar May 20, 2008, 08:35 AM Would you be interested in making a fall further compatible version?
Falc May 21, 2008, 03:51 AM Actually, it coumd use compatibility with Broader Alignment, the rest of Fall Further doesn't change the interface afaik.
Kasdar May 21, 2008, 09:41 AM Vehem has changed alot of the interface for broader alignments and also the armegedon counter
·Imhotep· May 26, 2008, 03:24 PM Hi Falc,
I'm one of the earliest BUG users and quite familiar with it - however I can't get you version for FfH 0.32 to work. I guess it's just some stupidity on my end. Here is what I did: Tried to put the FfH BUG Assets in the CustomAssets folder as I was used from BtS BUG (no worries, a different folder than that one that holds BtS BUG). I then put the FFHBUG.ini into the main folder in MyDocuments/.../BeyondtheSword. Didn't work. I then made a folder called FfHBUG in MyDocuments/.../BeyondtheSword and put the .rar contents in there. I then specified the folder name in the Python file you mentioned, didn't work. I then gave the full directory path - didn't work either. What am I missing (apart from a brain :D ) ?
Kasdar May 26, 2008, 03:31 PM what you need to do is either make a copy of your ffh directory and place the mod there or copy the mod on top of ffh.
the one in your programfiles directory not the my documents folder
the version you need to use with ffh032 is at http://forums.civfanatics.com/showthread.php?t=276255
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