Beta Testers wanted

Cam, when you redid the CDA did you take into account the scroll bar that will cover up columns when your cities exceed a certain limit? That was the only reason for the modification originally, is that wasn't taken into account when you made the pages the first time.
 
Cam, The version i posted didn't cover up anything, and the person who posted about 3 digits covering up later said it was pilot error, and there was no coverage. However, with your version you loose 1 full column on almost every single page once your empire reaches a point that all your cities cannot fit on one page. I suggest rolling back the changes made today as it's much much worse.
 
Cam, when you redid the CDA did you take into account the scroll bar that will cover up columns when your cities exceed a certain? That was the only reason for the modification original, is that wasn't taken into account when you made the pages the first time.

To tell the truth, no. This is a good reason to have an advanced game for testing :) Anyway, my personal opinion is that in that case the best solution will be to decrease the width of the cytyname column. I'm not sure if it is a good idea to reduce it fom the beginning, leaving that space unused for so long... I don't know...

Anyway, the modification were a lot, also some column added and so, I don't know if yuo did all of them or if you were using an old version...

I also have some new ideas about those pages, but I'm waiting to see if EF will increase the width of the window, and in that case I'll redo the pages from the scratch.

And as I said, I really like the idea of having different pages made by different people in different ways to choose from...
 
- The file from ricardojahns works - the relations are correctly centered now. Is it impossible for the F1-Advisor to use the full screen width too?

This is possible, it will just take more time than the other screens because it is more complicated. There are the specialists and more importantly the edit mode. Plus we'd need a whole new set of pages to take advantage of the wider screen.

- The attached log file is immediately taken after enabling Advanced scoreboard in hot seat multiplayer-team mode (and scoreboard still invisible).

Unfortunately, this is the wrong log file. The file I need doesn't have the "2" in it. It's just "PythonErr.log". If that file doesn't exist, it means there is no Python error and there is something very odd going on. Does this happen with regular LAN/internet games? That I can probably test with Cam. I haven't ever played Civ multiplayer. (I know :eek:, boo hiss!)

- The attached screenshot shows a mouse over for a longbow man with bad placed icons.

The fonts definitely look larger than the ones I see at 1024x768 pixelwise. Meaning they probably enlarge the pixel size so they are comparable at a higher resolution. As an interim fix, you can adjust two settings in the "BUG Mod.ini" file:

Code:
# defines the height in pixels of a standard text line. If you have problems that a info pane contains a scrollbar, you may adjust this value. 
# don't touch it unless you're sure what you're doing!!!
# default = 24
[B]Pixel Per Line Type 1 = 24[/B]

# defines the height in pixels of a text line with a "bullet" in front. Those text lines are, for some reason, smaller than a standard text line.
# If you have problems that a info pane contains a scrollbar, you may adjust this value. 
# don't touch it unless you're sure what you're doing!!!
# default = 19
[B]Pixel Per Line Type 2 = 19[/B]

Btw - I have 3.17 and except Solvers patch and Blue Marble no other mods. I play with 1900x1200

The DLL in Solver's patch should not interfere with BUG. Did you install any of the Python files that it comes with? You shouldn't as I include all the same Python fixes in BUG that Solver does, but the last I checked it shouldn't be a problem. Can you tell me which Python files he has?
 
Anyway, my personal opinion is that in that case the best solution will be to decrease the width of the cytyname column.

This is a good idea. I could make the code check how many cities you have, and if it will cause a scrollbar, shrink the city name column by 10 pixels as I think that's how much space the scrollbar takes up. If you know exactly, please tell me.

Of course, the question arises: what to do if the name column isn't in the page? :)

I'm waiting to see if EF will increase the width of the window, and in that case I'll redo the pages from the scratch.

Egads, let's get 3.0 out the door before we start piling on new features! Just kidding. I know I'll need a little breather after 3.0 for a couple weeks before tackling something like that, but we'll see.
 
Cam, The version i posted didn't cover up anything, and the person who posted about 3 digits covering up later said it was pilot error, and there was no coverage. However, with your version you loose 1 full column on almost every single page once your empire reaches a point that all your cities cannot fit on one page. I suggest rolling back the changes made today as it's much much worse.

Look, I didn't take care of the scrolling bar, you are right, but if you (or somebody else) provide me an advanced save game, I'll do.

But your version does nt leave space for hidden column.
Furthermorem it has other modifications, like added or moved columns, that I don't like because I think they are meaningless or not consistent.
Of course this second think is only my opinion.

But the thing is that my CDA pages are made like they are made and they will stay as they are (again, I'll fix the bar problem ASA I have a file for testing): they can be modified by everybody dor personal use or used as starting point to make a more or less different version, no problem, but in that case they are a different thing, made by a different author.
So, if you want to modify them and include the modified version into BUG, no problem. If you want to install your version as default one, no problem (even if I hope that we'll get soon the possibility to change file from BUG option screen). But please, leave a copy of my own version (you can rename it adding "Cam_" before), leave the ita version as it is, and add your name and your changes to the ENG help file (of course if you think that your version should have a different name and file, no problem again).

:)
 
This is a good idea. I could make the code check how many cities you have, and if it will cause a scrollbar, shrink the city name column by 10 pixels as I think that's how much space the scrollbar takes up. If you know exactly, please tell me.

Very good idea, if it is possible :)

Of course, the question arises: what to do if the name column isn't in the page? :)

Well, I think it will always be there, what use can be that ytable without cityname? :D For sure it is always present in my pages :)

Egads, let's get 3.0 out the door before we start piling on new features! Just kidding. I know I'll need a little breather after 3.0 for a couple weeks before tackling something like that, but we'll see.

No hurry at all :)
 
Look, I didn't take care of the scrolling bar, you are right, but if you (or somebody else) provide me an advanced save game, I'll do.

I did it using the editor and I've uploaded the new version.
Tomorrow I'll update the help file making it shorter and moving the detailed info to an online readme for the stand-alone release.

So, if you want to modify them and include the modified version into BUG, no problem. If you want to install your version as default one, no problem (even if I hope that we'll get soon the possibility to change file from BUG option screen). But please, leave a copy of my own version (you can rename it adding "Cam_" before), leave the ita version as it is, and add your name and your changes to the ENG help file (of course if you think that your version should have a different name and file, no problem again).

I just did a copy of the file, named 'Cam_CustomDomAdv.txt' and uploaded it in the CustomDomAdv folder, so now you guys can change the default one as you like (doing a new help file for it or adding your name as co-author to the one I'll do tomorrow).
 
thanks for all your work on the BUG mod.

only thing i've noticed that might not be right is that with 30_beta i no longer see the orange fist icon on the advanced scoreboard when i'm at war with another civ. this is the Display Order = SC?WEPTUNBDRAH*LO i have it set at. When I disable the adv scoreboard the (WAR) shows up next to the civ I’m at war with.
with 2.30 version and earlier versions the fist icon showed up when using adv scoreboard.

using BTS 3.17 with solver’s bts_317_unofficial_patch_v019

maybe the problem is at my end. just thought i'd mention it
 
I no longer see the orange fist icon on the advanced scoreboard when i'm at war with another civ.

Our graphic designer has created many new icons to make BUG more visually pleasing.

  • A pair of crossed swords now represents when two civs are at war on the Glance tab and in the Advanced Scoreboard.
  • A peace sign means that you have a 10 turn peace treaty with another civ and cannot declare war. This shows up in the same column as the crossed swords since you cannot be both at war and at peace with the same civ. ;)
The New Features and Fixes thread has screenshots of these and the other new icons.
 
EmperorFool said:
Unfortunately, this is the wrong log file. The file I need doesn't have the "2" in it. It's just "PythonErr.log"
Ahh, I thought ist was a typo. There was no "PythonErr.log" file.

EmperorFool said:
Does this happen with regular LAN/internet games?
This happens with DirectIP internet games. I have only played multiplayer team games (human team directly assigned in the game setup). That might cause the problem, because the score board doesn't know to handle teams? You might check that with a permanent alliance in solo game.

EmperorFool said:
As an interim fix, you can adjust two settings in the "BUG Mod.ini" file:
I have tried several values for both settings, but nothing happened :confused:
Even extreme values like 1 or 50 didn't change anything. (and I double-checked, that I edited the correct ini file!)

Can you tell me which Python files he has?
"CvInfoScreen.py and CvExoticForeignAdvisor.py"
I had copied both in the installation path of Civ (not MyGames), so they should be correctly overwritten by BUG Mod, when loading it as a mod. I copied the CvExoticForeignAdvisor.py file (in BUG Mod folder) with the fix for the center problem and that worked.
 
EmperorFool thanks, it works correctly now. i had made a mistake

my problem with the war icon in the advanced scoreboard was my own fault. when i merged the 30_beta into my personal mod didn't put the new GameFont_75.tga file in. now that i've put the new GameFont_75.tga file in i see the crossed swords war icon.

thanks, sorry for the false alarm
 
Here's another one - very minor "bug" this time, and probably not introduced in 3.0 (but just not been caught so far):

Description: In the Sevopedia 2nd column, when you click on an list entry that's not fully visible at the bottom of the screen, the Sevopedia will select this entry, scroll up the list, but then display the info about the *following* entry to the right.

Severity: Very minor - quite unlikely to be triggered, and just mildly confusing when it is

How to reproduce: Fire up Civ4 with BUG installed. Click on "Civilopedia" in the main menu. The Sevopedia's tech list should appear. Click on the half-hidden entry "Drama" at the bottom of the list. The Sevopedia will highlight "Drama", scroll up the list, but display the info about "Ecology" to the right.
 
Next one, this might be more an oddity than a bug, so here's just a short description:

When I access the Sevopedia from the Civ4 main menu, no Civics are displayed, and only the first two world wonders. After loading or starting a game, both lists get displayed correctly. When I uninstall BUG, then the game's regular civilopedia always displays civics and world wonders correctly.
 
Is it just me or are only three of the map scripts (namely PerfectWorld, Planet Generator and Tectonics) showing up in the "New Game" menu? :dunno:

Edit: PerfectWorld doesn't come with BUG Mod and Tectonics is already part of BtS. So it's just one script showing up, and SmartMap, Ring_World, lowRandom and Full_of_Resources_3_00 are missing, at least for me.
 
I have merged BUG 3.0 beta into my personal mod, and BUG itself seems to be running fine and I am loving it. However, two additional buttons I have (Unit Statistics and Revolution) have suddenly stopped working. I checked the Python logs and there were no errors to be found. Anyone have any suggestions on where I might have goofed? I'm usually really good at figuring these things out but this one has got me stumped...

Cheers,
ripple01
 
- The attached screenshot shows a mouse over for a longbow man with bad placed icons.

I just installed BlueMarble to check, and it looks like BM itself changes the font size, as my PLE hovers now look just like your screenshot. For 3.0, I don't want to risk a fix, but I have an idea for 3.0.1.

In the meantime, the fields I showed you should work. You have to restart Civ for any changes you manually make to the INI file to work.

Two additional buttons I have (Unit Statistics and Revolution) have suddenly stopped working.

If you post a) the original code and b) your merged files, I'll take a look. Otherwise I can't even begin to guess. I assume these are buttons on the Main Interface, and their code is activated in handleEvent(). BUG shouldn't interfere with that as long as you did the merge correctly.

Is it just me or are only three of the map scripts (namely PerfectWorld, Planet Generator and Tectonics) showing up in the "New Game" menu? :dunno:

I added SmartMap after Alerum did the packaging, so it won't show up until the final release. I played a game using RingWorld after using the installer. I just checked and they all show up above Archipelago at the top of the list (via Custom Game).

In the Sevopedia 2nd column, when you click on an list entry that's not fully visible at the bottom of the screen, the Sevopedia will select this entry, scroll up the list, but then display the info about the *following* entry to the right.

Verified. I suspect this is a problem with Civ's builtin list control given what little I've looked at Sevopedia so far, but I'll check to be sure. Thanks for the thorough report! :)
 
EmperorFool said:
In the meantime, the fields I showed you should work. You have to restart Civ for any changes you manually make to the INI file to work.

Yes, that's self-evident to restart civ. I checked, that the modify date of the ini had changed when exiting civ, then opened the ini and changed the lines. Then restart civ, clicked through some dialogs, but all fonts are untouched. After exiting civ again my ini-changes were still in the file. So I think they didn't work as intended. Maybe the BlueMarble change is 'stronger'?

Anyway, I will simply uninstall BlueMarble, because BUG is 1000x more important ;)

Thanks for your help and hopefully you can find a solution for the multiplayer team scoreboard!
 
[...]

I added SmartMap after Alerum did the packaging, so it won't show up until the final release. I played a game using RingWorld after using the installer. I just checked and they all show up above Archipelago at the top of the list (via Custom Game).

[...]

Oh, Ok. I searched for them at the "Play Now!" screen not at "Custom Game". :blush: Is there a reason why only certain scripts are shown at the the "Play Now!" screen?
 
Warning! :eek: This post contains wild guesses. :crazyeye:

Anyway, I will simply uninstall BlueMarble, because BUG is 1000x more important ;)

I noticed that when installing BM you could opt not to install certain things. The one that piqued my interest was "Theme". Perhaps if you uncheck that option, only the pretty map graphics are used and the fonts will be untouched.

Oh, Ok. I searched for them at the "Play Now!" screen not at "Custom Game". :blush: Is there a reason why only certain scripts are shown at the the "Play Now!" screen?

Oh, I didn't think to try Play Now! :) Creature of habit, I always do Custom Game. The only reason I can see for some scripts not to show in PN! is that PN! has a set selection of options, right? So maybe it cannot handle scripts like SmartMap that have a ton of non-built-in Civ options.
 
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