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Old Aug 03, 2007, 02:53 PM   #1
NeverMind
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Science [PY] Main Screen Mod

MAIN SCREEN MOD
Version 2.33
+ CIV 1.64-1.71
+ Warlords 2.08-2.13
+ BtS 3.19


Main Screen Mod is a collection of useful tweaks for CvMainInterface.py, which defines the look of Civ4 in-game screen.

Features


- Show Turn Number (and *Max Turns)
- Show Current Era (financial panel)
- Combat XP Counter (Great General Birth) - W, B
- GP Generation Counter or GP Info Bar* (Impaler) - B

Scoreboard
- Show Civ names or Leader names
- Show Attitude Color Text or Icons
- Show *Score per Turn (Caesium) or *Hide Score (numbers)
- Dead Civs score removed - C, W

City Screen

- Raw Commerce Display (Sevo)
- Show Turns Left: Cultural Expansion and GP Birth (Chinese American)

External files supported
- *Extra Attitude Icons (Porges, Turlute)
- *AI Attitude Value dll (Blacksun)

Options changed (Options--Other--Clock)
= Clock On - Civ/Leader names (scoreboard)
= 24 Hour Clock - Attitude Color Text or Icons (scoreboard)




* - features that could be turn on by simple switches in modified CvMainInterface.py ->


MSM Options

Spoiler:
################################################## ##########
##########===Main Screen Mod===Options===0===
################################################## ##########
# Show Era (default = true)
g_bShowEra = true

# City Cultural Expansion Turns (default = true)
g_bCityExpansionTurns = true

# City GP Birth Turns (default = true)
g_bGPBirthTurns = true

# Combat XP Counter (default = true)
g_bCombatXPCounter = true

# Main Screen City Scroll (default = true)
g_bMainCityScroll = true

#-----------------------------------------------------------

# Show Turn Options
# 0 = Standard BtS
# 1 = Show Turn Number (default)
# 2 = Show Turn Number and Max Turns
g_iShowTurn = 1

# Show Score Options
# 0 = Hide Score
# 1 = Show Score (default, standard)
# 2 = Show Score and Score per Turn
g_iShowScore = 1

# Show Attitude Options
# 0 = Hide Attitude (standard)
# 1 = Show Attitude Text or Icons (default)
# 2 = Show Attitude Text or Extra Icons (!! Porges' GameFont.tga required !!)
g_iShowAttitude = 1

# Show GPinfo Options
# 0 = Hide GPinfo (standard)
# 1 = Show GPinfo Text (default)
# 2 = Show GP Bar
g_iGPinfo = 1

# Attitude Value (default = false)
# !!! Blacksun's AttitudeValue .dll required !!!
g_bAttitudeValue = false



>> Downloads >> Vanilla || Warlords || BtS << Downloads <<

Quote:
Installation

- UnRAR to your CustomAssets folder
Credits
Caesium, Chinese American, Impaler, Porges, Sevo, SimCutie, Snaitf, TheLopez, Tubby Rower

Last edited by NeverMind; Jul 06, 2009 at 03:20 AM. Reason: Updated fot BtS patch 3.19
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Old Aug 04, 2007, 09:25 AM   #2
Ket
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2 Strange Things I have attempted to do a merge on this....

My cvMainInterface.py was clean before adding this, so I was just able to put the new one in.

1) Adding Gamefont_75.tga or gamefont.tga seems to have no effect with the setting of g_iShowAttitude = 2
res/font/ is located in the mod directory in this case is this what the issue is?

2) Mouse scrolling of the map seems to have gone away.
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Old Aug 04, 2007, 10:37 AM   #3
NeverMind
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1) I suppose you use wrong (or different or standard BtS one) gamefont file. For BtS get this one by turlute (GameFont_75.tga), place it in (CustomAssets/)res/fonts folder, change g_iShowAttitude setting to 2 and turn on '24 Hour Clock' in the game.

Here is a result
Click image for larger version

Name:	Civ4ScreenShot0013.JPG
Views:	1231
Size:	338.1 KB
ID:	157415

2) NEVER heard about this problem. Are you sure it is caused by CvMainInterface.py? You can check pythonerr.log to find out something.

Last edited by NeverMind; Aug 04, 2007 at 11:06 AM.
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Old Aug 04, 2007, 03:13 PM   #4
Ket
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I have the updated game font file, but did not know that some how 24 hours clock was tied into it, I'll do some more testing. <tested>

Wow i feel stupid that worked fine. It was me not turning the options on.....



Can you upload the original cvMainInterface.py I over wrote mine and i want to test and see if its the cvMainInterface.py that is causing the loss of scrolling via the mouse or something else...


Last edited by Ket; Aug 04, 2007 at 03:20 PM.
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Old Aug 05, 2007, 01:15 AM   #5
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Sure. Original CvMainInterface.py here (different versions)
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Old Aug 05, 2007, 07:20 AM   #6
Impaler[WrG]
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EDIT: scroll down 2 more posts for the file
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress
Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword
World Of Civilization A World of Mods under one roof

Last edited by Impaler[WrG]; Aug 06, 2007 at 03:20 PM.
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Old Aug 05, 2007, 07:32 AM   #7
Ket
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All good stuff, going to try to get both Impaler and Never Minds versions in the Unaltered Gameplay team mod I am involved in as well as my composite.

Looking forward to it...

I determined that the scrolling issue was a side effect of me switching to window mode, so I don't think thats actually a bug, but more to do with my insane screen resolution running wide screen none the less it is not influenced by any of this code.
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Old Aug 05, 2007, 07:49 AM   #8
Impaler[WrG]
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Heres a MainScreen that incorporates a few additional improvments

GreatPerson Bar - appears under the Tech bar and give the ETA and City of the next Great Person, by Impaler[WrG]

MainScreenCityLoopButtons - two small white arrows above the flag loop you between cities while on the main screen, by SimCutie

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

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]

TradeRouteTotal - The TradeRoute Label header displays the total commerce from TradeRoutes, by Impaler[WrG]

GoldenAgeSign - When in a golden age the cities Name banner displays the Golden age character before the name, by Impaler[WrG]

Slight repositioning of the City Screen Culture, Nationality and GreatPeopleBars for greater length and symmetry to accommodate turn counters.

I've also removed most of the configuration options as I felt they were unnecessarily complexifiying the code. I didn't include the Great Greneral xp counter as I don't like the look of it or Sevo Raw Commerce because I'm planning on doing a better version some day.

UPDATED: Specialists can be properly assigned when in caste system
Attached Thumbnails
Click image for larger version

Name:	Civ4ScreenShot0066.JPG
Views:	744
Size:	119.9 KB
ID:	157498   Click image for larger version

Name:	Civ4ScreenShot0067.JPG
Views:	804
Size:	156.7 KB
ID:	157507  
Attached Files
File Type: zip CvMainInterface.zip (23.0 KB, 233 views)
__________________
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

Civ 4 Community Core Project One DLL to Rule them ALL, Now a part of WoC, 3.02 version in the Progress
Modular XML Loading 3.0 True Drag and Drop modability, Included by Firaxis in Beyond the Sword
World Of Civilization A World of Mods under one roof

Last edited by Impaler[WrG]; Aug 05, 2007 at 09:42 AM.
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Old Aug 05, 2007, 12:10 PM   #9
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Wow. Сool stuff, Impaler!

I especially like this GP Bar. Was thinking about implementing GP points counter for next version. Combat XP Bar also could be ported direct from MilitaryAdvisor Screen, but I dont think there is enough room for it on Main Screen.

I will implement some of these tweaks in next version and try to keep configuration options in, so that players (not modders) could easily change settings for their own.

And I think you should start a new thread for this, since your changes are quite different and more complex than mine.
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Old Aug 05, 2007, 08:52 PM   #10
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Simple Merge.... With Both Impaler and NeverMinds Work
Attached Files
File Type: zip CvMainInterface.zip (22.6 KB, 161 views)
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Old Aug 06, 2007, 05:39 AM   #11
Dancing Hoskuld
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Ket, I tried to download your file twice. ZIP says it is broken!
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Old Aug 06, 2007, 06:26 AM   #12
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I'm really liking Nevermind's mainscreen mod and I would love to see the GP bar on the mainscreen *hint*hint*!

I've not yet tried Impaler's, but it doesn't appear to have the Attitude icons, which is something I couldn't do without.

Ket, what does the combination contain exactly and are all the options you've combined configurable? The file doesn't open.

Last edited by DrJambo; Aug 06, 2007 at 06:31 AM.
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Old Aug 06, 2007, 07:22 AM   #13
Ket
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Open the file using winrar, due to the forum not accepting .rar files I just changed the name to zip. Should work fine.

Nothing was removed in the merge, but attitude icons are still in there.
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Old Aug 06, 2007, 12:44 PM   #14
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How do I get to use the GP bar in the merged file?
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Old Aug 07, 2007, 03:03 PM   #15
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Nevermind, any chance of you adding the GP bar to your excellent main screen mod?
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Old Aug 08, 2007, 03:52 AM   #16
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I'm going to update MSM in a few days, now busy with some other mods for BtS

And you could use merged file by Ket. GP Bar is shown not right from the start, but since one of your cities generates first GP point.
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Old Aug 08, 2007, 07:23 AM   #17
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I tried replacing Ket's merged file with yours in a saved game and the GP bar didn't materialise. Moreover, after examining at city, the layout of the specialists was producing some strange graphical artifacts on the main screen when the city view was closed. So I reverted back.
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Old Aug 08, 2007, 09:58 AM   #18
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Im currently looking into those artifacts...
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Old Aug 10, 2007, 10:16 PM   #19
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This would be a whole lot easier if you would just throw attitude icons in there yourself since you seem a lot better with computers than folks like me.

I don't know what to do and I don't want to try and get tricky with my computer and ruin the game.
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Old Aug 11, 2007, 12:49 AM   #20
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I would like to keep this mod in simple "one-file" mode, but maybe you are right..."Attitude Icons" is a must have enhancement.

Here is MSM including Attitude Icons file by Turlute. Just unpack it right to your CustomAssets folder (...My Documents\My Games\Beyond the Sword\CustomAssets). And dont forget to turn on 24 Hours Clock in Options.

Last edited by NeverMind; Mar 06, 2008 at 02:13 AM. Reason: file removed
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