Development Thread

Here's the current file:

* = bug
+ = feature
- = to remove

current file said:
* 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
 
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.
 
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.
 
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" :)
 
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 the chance to choose it for themselves.

So post or PM me what you want and I'll change it. Or you can change it yourself, obviously. :) I'm easy!
 
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.

Yes, I know that you were kidding ;)
But still, that long name is awful near your short ones, so I changed it to the small nick only :)

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 the chance to choose it for themselves.

Got it, no problem :)

So post or PM me what you want and I'll change it. Or you can change it yourself, obviously. :) I'm easy!

Just done. And I also added credit to me for my CDA pages, sorry for forgetting to put them in the GoogleDoc table.

And... I really like this credit page, you made a complex thing look simple :goodjob:

Oh, I've seen that you gave credit there even for a couple of mods which has been used by us but are not fully included, and I support this choice. Do you think that they need to be included in some form in BUG Included Mods.rtf?

Final note, unrelated: please remember to change the version number in the main option screen to 1.1 before we release it :)
 
Here's the current file:

* = bug
+ = feature
- = to remove

Spoiler :
Originally Posted by current file
* 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/showpo...36&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/showpo...36&postcount=8)

+ some of the features suggested by Psyringe here


One thing is not clear for me: is PLE already in or not? :confused: :blush:

Oh, and I'd really like to see the Naming conventions moved from BUG Mod.ini to another file, it's terrible to have to retype them each time I have to update BUG.ini. Now i save a backup copy of it and C&P that section, but still...
 
And I also added credit to me for my CDA pages.

Oh shoot, I should have remembered that myself. I claim, um, bird flu, ya. Some bird somewhere probably had the flu. And I felt bad, so I forgot.

[BTW, playing Portal is what has affected my humor. Silly silly insane AIs. "That thing you destroyed made shoes for orphans. Nice going." :)]

And... I really like this credit page, you made a complex thing look simple :goodjob:

Thank you. I think in the end it did work pretty well, especially given Civ's limited layout framework.

Oh, I've seen that you gave credit there even for a couple of mods which has been used by us but are not fully included, and I support this choice. Do you think that they need to be included in some form in BUG Included Mods.rtf?

Yes, that's a good idea. I'm off to bed now, but if you don't get a chance, I'll do it tomorrow night.

Final note, unrelated: please remember to change the version number in the main option screen to 1.1 before we release it :)

This is part of the release checklist now. It exists in a single place in a small Python file so it's easy to fix in one place before releasing, and it'll appear changed in the AutoLog and on the Options screen. :goodjob:
 
One thing is not clear for me: is PLE already in or not? :confused: :blush:
No, PLE is not it (and I hope that it never is because is sucks the big one :D). I have just put in the PLE features that I like ... namely: Unit Promotion Indicator (blue box), Unit Action Indicator (Words at the bottom of unit tile).
 
No, PLE is not it (and I hope that it never is because is sucks the big one :D). I have just put in the PLE features that I like ... namely: Unit Promotion Indicator (blue box), Unit Action Indicator (Words at the bottom of unit tile).

Oh, bad news for me, it was one of my favoured mods :(
No hopes to have something more, of course optional? :rolleyes:

Anyway, something is better than nothing :)

So, maybe when you have time you may write a couple of lines in BUG Included Mods.rtf explaining what you have taken. :blush:
 
Here's the current file:

* = bug
+ = feature
- = to remove

Spoiler current file :

* 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

+ graphs as a percentage

+ additional movies
 
Since version 1.0 works with earlier versions of BTS, (at least it worked on my 3.00 install when I had it on) I want to change the version to 2.00, and BAT as 1.00. I'm going to link to both versions, so anyone can use it. Let me know if the current versions of both are ready.
I'm pretty sure BUG is stable at this point, but don't know if there are any more bugs that are going to be addressed before we release it. BAT is still causing CTD right? I think it should be removed, and rebuilt around VD instead of EDU. I don't see another way besides going through each line until the error is found.
 
I just fixed the logging of reminders, so I'm not making any more BUG changes tonight. I hoped to do more, but oh well. :(

And yes, bumping up the version to 2.0 is a great idea. I've changed the Python and all of the documentation.

Let 'er rip! :goodjob:
 
Since version 1.0 works with earlier versions of BTS, (at least it worked on my 3.00 install when I had it on) I want to change the version to 2.00, and BAT as 1.00. I'm going to link to both versions, so anyone can use it.

BUG 1.0 had some problems that we fixed later, less features, different documentation and so on. So I think that it's not a good idea linking it. I think that it's better to say people that if they want to use BUG, they have to install the last civ4 patch. If we officially support older versions of BUG, we have to afford lots of questions about them, answering to reports of bugs that have been already fixed and so on. And if some new bugs in those versions will come out, who will fix it, having to uninstall 3.13 to work on it and then renstall again and so on? I think that this will make things much more confusing. And if we do this now, probably we'll have to do the same for each new civ4 patch... no way (IMHO, of course).

About the change of version number from 1.1 to 2.0... I don't see why, 1.1 is good enough for me, IMO the changes in structure and features from previous release are not so many or so big to require a first digit change. nyway, if you wants 2.0 it's not a problem, but before release the VN needs to be changed in all the docs (english and translated).
 
I agree with Cammagno about not supporting 1.0 -- just drop it or it'll be too much work for us.

I agree with Alerum on the version bump so it's clear that it requires the 3.13 patch. Major version number should increase whenever major changes occur, and that's pretty major. And I already did the docs, so there. :)

I say we get this thing out the door and make some sort of announcement. I don't foresee a new 3.xx patch any time soon, and we've squashed most (all?) of the major bugs.
 
we will not support earlier versions of BUG. It will be offered as is, with no support, and will make it known. Not everyone wants to upgrade. I personally hate the change to the wonder that lets you change without anarchy. I don't think there will be as many changes to later versions of BTS, but yes if there are game breaking changes, then I think we should move to 3.0, and stop supporting 2.0 completely, and let that be known, and have 3 releases.

The reason for the 2.0 change is to avoid confusion when we have the 3.03 version and the 3.13 version, just as we change FBUG to BAT to avoid confusion there.

BTW - I just loaded the new EDA and recieved no errors. Will be adding VD, but I can't fidn the thread. What's it full name again?
 
I'm going spend about 30 mins or so on seeing what is in BAT now that isn't in EDU, and readding those mods in as well. Won't commit anything to the SVN until I test it and get it working properly, and want to release BUG and BAT together. Expect to see everything done by tomorrow evening, isa.
 
I think we should make a slight change to the docs. isntead of listing the version number we should just list it as BUGMod_XXX.zip (XXX being the current version number). This should help prevent having to do so much work on version changes.
 
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