Sevopedia

I had problems where it just showed a blank page where the arrows were meant to be in Maxriga Mod which is what I generally play so I have given up trying for the moment...
 
Wish can a page be made to show what Era a unit belongs in.

Ancient era units
Classical era units
Medieval era units

and so on to Future era units

Units don't "belong in" an era -- the techs that they may require do.

This is harder than it looks. If the requirement is Ancient Tech and (Medieval Tech or Classical Tech) you would need to write the code to figure out this is Classical. But what if there was a requirement of a resource requiring a Medieval tech? Etc.

And I usually have some archers left in the Modern Era anyway...
 
I had problems where it just showed a blank page where the arrows were meant to be in Maxriga Mod which is what I generally play so I have given up trying for the moment...

If you tried to merge this yourself and had difficulties, the problem is most likely to be with ArtDefines_Interface.xml. Just check to see if you've merged this file with the one in his mod correctly.

Another possibility is that the correct version of UnitUpgrades.py was not loaded. Does his mod already include an older version of the Sevopedia?

If neither of these possibilities pan out, turn on python debugging and logging and upload your PythonErr*.txt log files.
 
I've modified the catagory Icons, what do people Think, any changes for symbols which would be more intuitive?, I've attached the modified Python file and a screenshot.
 

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Impaler[WrG];4944277 said:
I've modified the catagory Icons, what do people Think, any changes for symbols which would be more intuitive?, I've attached the modified Python file and a screenshot.

I think it looks good. Some of them do seem a little forced. Snipperrabbit!! also had some suggestions. I do like his choice of marble icon for the terrains, and I know that should be doable. I'll see what I decide on. Thanks for your help.

It really is too bad we don't have the Civ4 unit and building icons from CvMainInterface as font symbols. And a forest icon would have been nice. Maybe there is someone interested in gamefont editing?
 
I did try it again, but there was no upgrade path for promotions or the units upgrade in either vanilla or MaxRigaMod. I hadn't found any prior version of Servopedia in the files so it is a mystery as to what is going on. I'll have to get a file of the errors to show you.
Healz.
 
It did sort the civilopedia along the side, but there was no icons showing the units upgrade path, also the path of technology upgrades and promotions upgrades weren't there. Basically all graphs were missing...
 
It did sort the civilopedia along the side, but there was no icons showing the units upgrade path, also the path of technology upgrades and promotions upgrades weren't there. Basically all graphs were missing...

Healz, I really need the error log if you want me to help. It is difficult to merge python without debugging the errors. Thanks.

If you are looking for instructions, they are here.
 
Hi, all.

I'm trying to get the Promotions Graph to include the new "AND" style prerequisites Warlords has. However, simply putting them in creates this mess:

<snipped>

Please help!

:dance: I FIXED IT!!!!!!!!!!!!!!!!!



Edit: It is still a mess, but at least it is a technically correct mess. :lol: Yes, there is a promotion drawn from "Lead by Warlord" to "Medic 3." :yup:

Fix:
 
snipperrabbit!! and gaurav, your icons look great.
@gaurav: What icons did you use on your version shown on the latest image?
 
snipperrabbit!! and gaurav, your icons look great.
@gaurav: What icons did you use on your version shown on the latest image?

Let's see...

Technologies: Research
Units: Strength
Unit Categories: Strength
Unit Upgrades: Moves
Promotions: Silver Star
Promotion Chart: Silver Star
Buildings: Hammer
Wonders: Golden Age
Projects: Iron
Terrains: Marble
Terrain Features: Marble
Resources: Ivory
Improvements: Food
Civilizations: Culture
Leaders: Buddhism Holy City
Religions: Religion
Civics: Open Borders
Specialists: Great People
Concepts: Map
Hints: Gold
Index: Commerce

I am restricted to font symbols in GameFont.tga and GameFont_75.tga, unless I want the "list selection bug" back (or someone can come up with a fix for it). So no arbritrary DDS files, buttons, etc. Some artist could, however, edit those files...

Don't forget to credit Impaler too ;) I used his code and suggestion, just played around with his choices a bit.

What do you all think of these choices?
 
Projects: Iron
Terrains: Marble
Terrain Features: Marble
Resources: Ivory

Thanks for the complements Gaurav,

Incase anyone wants to keep playing around with these remember not to call them by string (GC.getInfoclassforString("BONUS_MARBLE")) as that will probably crash (or atleast throw a C++ exception)I would recomend putting in a hard number like I did, I just call resorce zero which happens to be aluminum (which I think looks good too). Even if an odd senario with totaly differnt resorces was used it wont crash so long as their is 1 resorce in the assets.

I've goten a bit stumped in my efforts to put a Tech Tree in the Pedia, I've modified a version of the TechTree screen so it can be called outside of the game (removed all the code that looks for Civ specific content and replaced it with default content) and it run without error, but It wont display anything, presumably because I'm not bliting it to the screen. Anyone want to play around with the code? I think I'll try some simpler modifications like spliting Unique from default for Units and Buildings.
 
Impaler[WrG];4963100 said:
Thanks for the complements Gaurav,

Incase anyone wants to keep playing around with these remember not to call them by string (GC.getInfoclassforString("BONUS_MARBLE")) as that will probably crash (or atleast throw a C++ exception)I would recomend putting in a hard number like I did, I just call resorce zero which happens to be aluminum (which I think looks good too). Even if an odd senario with totaly differnt resorces was used it wont crash so long as their is 1 resorce in the assets.

I've goten a bit stumped in my efforts to put a Tech Tree in the Pedia, I've modified a version of the TechTree screen so it can be called outside of the game (removed all the code that looks for Civ specific content and replaced it with default content) and it run without error, but It wont display anything, presumably because I'm not bliting it to the screen. Anyone want to play around with the code? I think I'll try some simpler modifications like spliting Unique from default for Units and Buildings.

Hi, Impaler.

Regarding marble, actually I'm using a modified version of CvUtil.getInfo('bonus', ...), then calling getChar() on the result. GC.getInfoClassForString??? This is for the moment a pure python mod, so there shouldn't be any CTDs or C++ exceptions. I think there should only be the usual python exception if some mod takes out the marble resource.

I do, however, feel that any such issue is for the mod integrator rather than the Sevopedia component. It is not really possible to write mods that will accommodate everything and anything anyone will dream up. Your modular XML loading component might be trying to do just that, so you probably already know that in general. We can only be so flexible. If a modder takes out marble and merges the Sevopedia with it just let him fix the error when it pops up. Hardcoding is not a solution to that, and it makes the code less readable and maintainable.

About the other stuff, I'm sending you a PM with my latest version of the code for you to play around with, test out, and work from. The code to figure out which units are unique is already in there, but I haven't split them out. Also check out if the skip blank pages option is working as you requested. Please note that this is of beta quality at the moment...
 
Your right their realy arn't going to be many cases ware people remove marble from the game, its shouldnt be a big stumbling block.

Thanks for the code I'm merging in your changes with the poking around I have been doing with that Tech Tree screen. I'm thinking some of my trouble was with Widgets, all the existing widgets go to the wrong screens I haven been able to make my own (do you know ware they are defined?) I'll see if I can learn enough from the Index page (good job spliting that off) and rig an equivilent. THe goal is to have the secondary list filled with the Tech names but when clicked on instead of going to the normal Pedia page the apropriate Tech on the tree turns Red and the view centers on it. Later on some fancier stuff could happen too like highlighting pre-req and leads-to techs in other colors.

I'm not shure what you ment by skip blank pages, the functionality I was imagining hasn't been changed. My though was simply for the main field to never be blank at any time. When ever any list item is highlighted it would display and by default that top highlighted element when switching catagories from the main menu would bring up that particular entry.

The Unique building tagging the the lists is very nice, I hadn't thought to do myself. I would like to see that stay even if the seperate lists are implemented, It should be a reletivly simple matter to break up the lists a bit further, the BuildingPedia page already dose double duty for wonders and Buildings, its just a matter of changing the bool argument to an int so it can do a three way split, likewise Units can catch that spare boolean and divide up as well.

Keep up the good work, I hope to have something with that Tree code soon.
 
Impaler[WrG];4963777 said:
Your right their realy arn't going to be many cases ware people remove marble from the game, its shouldnt be a big stumbling block.

Thanks for the code I'm merging in your changes with the poking around I have been doing with that Tech Tree screen. I'm thinking some of my trouble was with Widgets, all the existing widgets go to the wrong screens I haven been able to make my own (do you know ware they are defined?) I'll see if I can learn enough from the Index page (good job spliting that off) and rig an equivilent. THe goal is to have the secondary list filled with the Tech names but when clicked on instead of going to the normal Pedia page the apropriate Tech on the tree turns Red and the view centers on it. Later on some fancier stuff could happen too like highlighting pre-req and leads-to techs in other colors.

I'm not shure what you ment by skip blank pages, the functionality I was imagining hasn't been changed. My though was simply for the main field to never be blank at any time. When ever any list item is highlighted it would display and by default that top highlighted element when switching catagories from the main menu would bring up that particular entry.

The Unique building tagging the the lists is very nice, I hadn't thought to do myself. I would like to see that stay even if the seperate lists are implemented, It should be a reletivly simple matter to break up the lists a bit further, the BuildingPedia page already dose double duty for wonders and Buildings, its just a matter of changing the bool argument to an int so it can do a three way split, likewise Units can catch that spare boolean and divide up as well.

Keep up the good work, I hope to have something with that Tree code soon.

Widget Types and jump targets are enumerated in the SDK (I think CvEnums.h, but I'm not at home right now), and the event code is in there somewhere, but the code through which widgets are set up is unfortunately in the exe, so you can't really change what they do. Even if you could, I would rather keep this mod component python only. You can see what hacks the previous modders and I have used.

Skip blank pages is an option which must be enabled, see CvGlobalDefinesAlt.xml. (You may also notice calls to something like self.isSkipBlankPage() in CvPediaMain.py.) As I said, I did not think it was very user friendly to automatically open the first page so I made it an option for those a bit more knowledgeable.

I'm not sure if the version I sent you last night had show graphical only (requested by Naze) enabled or not, although it isn't fully consistent right now anyway.

By the way, if anyone else wants to test or play around with a beta, just post here or give me a PM.
 
The 'pedia looks great. I'm glad to see it's still being maintained and updated--you guys have made great strides in the additions.
:)
 
When I click on the Indian leader who is not gandhi- it closes the Sevopedia. Reopen the sevopeida and he displays.

Finally someone noticed. I was wondering if anyone was really using this thing. ;) The fix is actually a bit complicated, spread out over all the files, so it will have to wait until the next version. I created the bug when I fixed the leaderheads getting animated when you click on them. Oops.

For now, just go back in, Ashoka will be there. :)
 
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