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Enhanced User Interface v1.30l

Hi,
i download the eui_v1_21.zip as instructed in the first page but when in game i can't open the Production Tab in any city. I checked the dlc folder and found that in \UI_bc1\CityView the files ProductionPopup.lua and ProductionPopup.xml are 0 bytes. In the latest patch notes (1.21) it says that there was some work done to city view.
Could it be that something happend when uploading those files? Once i deleted those i got the vanilla Production tab in game.

I redowloaded the zip several times and those files are still 0 bytes so i don't think there is something wrong with my download.
Could someone reup those files because i think the are supposed to be there...;)

Great work btw!!!
 
bc1,
Did you realize that the LoadScreen.xml has a color mismatch with the LoadingMeter text label?
BNW default version corrected the Cyan(s) glow for White(s).

Your code...
Spoiler :
<Image Anchor="C,B" Texture="Assets/UI/Art/Civilopedia/LoadingMeterTrim.dds" Size="300,64">
<AlphaAnim Anchor="C,C" Pause="0" Cycle="Bounce" Speed=".5" AlphaStart="1" AlphaEnd=".3">
<TextureBar Anchor="C,C" Size="287.36" Texture="Assets/UI/Art/Civilopedia/LoadingMeterHL.dds" Direction="Right" ID="ProgressBar" Hidden="0"/>
</AlphaAnim>
<Label Anchor="C,C" Offset="0,-1" String="TXT_KEY_GAME_LOADING" Color0="35,70,87,200" Color1="72,156,212,64" Color2="72,156,212,64" Font="TwCenMT20" FontStyle="SoftShadow"/>
</Image>

Their fix...
Spoiler :
<Label Anchor="C,C" Offset="0,-1" String="TXT_KEY_GAME_LOADING" Color0="255.255.200.255" Color1="5.10.10.255" Color2="5.10.10.255" Font="TwCenMT20" FontStyle="SoftShadow"/>

*PS; Again, this might sound like a silly detail but it's simply weird or (somehow) might feel clumsy to the crazy eyed perfectionists like me. ;)

*PS2; Speaking of colors while i can have your busy attention on this specific subject.
The City-View and its leftside list_column of produceable items. When we select anything and it gets transfered in the Production box at the bottom... the code automatically inserts a "Queued" txt_comment underneath the items on that list. It would be easier to detect those if the "Queued" would be RED or somethin'.
 
I'm using version 1.21 and my production queue isn't cleared when a city finishes producing a unit. Instead, it produces another one of the same type. Is it related to options and I'm blind and can't figure it out or is it a bug? I'm using loads of civs by JFD alongside a few fixes, no major mods.
 
bc1,
Getting some work done overhere while you're away! ;)

A few hints on pre-task results... and analysis of probabilities.

First, see below ---
Tops_F1234.png


- The top buttons (for our DC & MM project) deploy in a Flipping pattern. So i call them Flips. F1 to F4.

- I suppose there will be two necessary but still differently colored sets. BNW & GKV (God&Kings + Vanilla, together since their assets are mostly identical). GKV have the usual Black + Blueish "Backgrounds". Although, BNW has a rather strange approach to design. Let's just say, it might appear inconsistant in certain areas. Blame it on the Gold frames and Emerald/Green grids and buttons, etc.

Soooo...

- F1 is fairly direct. Default Black (plus its nice glimpse of dark Blues) background. We add our Overlays. Done.

- F2 are more complex to decide. Do we need Notification or Diplo-Corner style Purplish for the Highlights? Or do we go for broke and plunge neck deep into creative juggling? Thus why i offer D3, G1 & G2 for inspection. You could also suggest another approach or coloring schema. My preference goes to G1 - no contest! Up to you.

- F3 & F4 just have a slight contrast added. Easily matched.

- As you know, the Gold IconFrames get also extensively de-saturated by Firaxis for their glowing effect (aka-F2). I simply HATE that overshot intensity. If i had a choice i would lower the gap somehow. Again, decision.

This possibly sums up the essential for production. Going from 80 to 45 in sizes will be a smooth ride.

I'd also add another observation. The Diplo-List can get VERY crowded if people have supplemental options via custom Mods. The default core_12's already fill up a wide area on-screen (as exposed earlier). Thus, i'd suggest an extra clickable button that expands to offer another row or layer of custom options. Or whatever else as a solution. I'll leave that in your capable coding hands.

In the meantime, i predict Germany will beat Argentina at the World Cup this sunday... and i will be busy with bc1's EUI tasks so that we can soon have a new Top_Panel with some cool stuff! :)
 
Does this mod also includes fixes on too small tooltips? I like to play with more then 12 civs, but as soon as going over 16 there is an interface problem with world congress votings - the voting results aren't displayed completely then, they tooltip simply gets truncated at some point. Or is enlarging tooltips just not possible?
 
:scan: Ya know there are two things that still keep bothering me a little. No offense to the choosen features or design decisions taken already.

1) The City-States Icons on the Ribbon. The Ally cyan background is mind boggling. Some (if not most of them, btw) of the default symbols for their type simply can't be discerned from the sharp sky-blue that surrounds them. And -- since the gameplay engine allocates various re-coloring of these glyphs... the effect gets completely wacky.

* 1a) There would some reasonable fix(es) for this. Suggestion #1 (and no other); let them be black by default and attach a proportional frame similar to what Majors have. War/Red, Friendly/Green, etc. Ally/Cyan -- then.

2) In just one word; i seriously miss the (default) auto-drop-down selection listing for Research. I realize the objective was to prevent a single supplemental click to reach a decision or to access the tech-tree directly... yet, THAT precious list had a few strategic tiny advisory symbols that i absolutely yearn for again. Call it persistent memory of Vanilla magic. I've grown familiar of the easiness upon which this feature was given to players.

* 2a) Simple -- Give it back to me and to anyone who'd want it too! Or at least, make it optional from Game-Setup or somethin'. Besides, if i ever want (or wanted, btw!) to inspect the whole tech-tree, i still know where to click. Dispatching the current context (for selection) at the proper tree spot is a must have feature - given. It simply doesn't really matter to me that i once had to click twice for the same result.

Please?!? :D
 
As i am getting ready to start working on the DC-MM icons while waiting for your essential Okays... i just made some new Hex-Highlights colorsets. Also fine-tuned your Greens and the RedOutline very slightly.

We now have Blues, Darks & Silvers that join the gang and can fiddle with some sharp contrasting or (better yet) smooth rendering of acute tile hints.
I took the initiative and also altered the spline_border_contour2.dds file & its tricky mask to better appromixate the default culture growth hex_design. It does look tighter on a map and is much less blurry.

Custom CityBannerManager & CityView versions are in the zip below to test them colors should you want to.

Dunno yet how or when or even, if... but i'd recommend a Game-Setup option for any of these probable combos. Ya know; Green/Yellow to Blue/Red or multiple other variations. Not everyone can edit the LUA gimmicks as they should need to. Offering visual cues during setup would help them decide what to use.

PS; Anyone else willing to gamble on such stuff -- if you don't know what you're doing exactly, leave the Zip alone. You've been warned. :D
 

Attachments

Surprise this Sunday morning (or later....)!

This is where we currently stand with BNW DC 80's versions;
Refer to the previous Diplo-Corner List snapshot.
So, L to R and then, second row...

Preview_Final_DC80_BNWl.png


** A delivery camel has just brought you some Flowers that should make you a Happy Pirate! ;)
 
First I want to thank Zyxpsilon for all your efforts :goodjob:
i just finished the whole sets and used (45) in the DDS file names. Just grab the two Zips (BNW & GKV) below and rename any files if you need to...
thanks & included for the next version. PS: they look bigger than the standard 45x45, is this intended ?
i download the eui_v1_21.zip as instructed in the first page but when in game i can't open the Production Tab in any city
mod conflict with CityView - please RTFM
EUI files ProductionPopup.lua and ProductionPopup.xml are 0 bytes
per desing - production selection is done by CityView
LoadScreen.xml has a color mismatch with the LoadingMeter text label
thanks & fixed
I'm using version 1.21 and my production queue isn't cleared when a city finishes producing a unit. Instead, it produces another one of the same type. Is it related to options and I'm blind and can't figure it out or is it a bug? I'm using loads of civs by JFD alongside a few fixes, no major mods.
are you sure ? probably a mod conflict with CityView
I suppose there will be two necessary but still differently colored sets. BNW & GKV (God&Kings + Vanilla, together since their assets are mostly identical). GKV have the usual Black + Blueish "Backgrounds". Although, BNW has a rather strange approach to design. Let's just say, it might appear inconsistant in certain areas. Blame it on the Gold frames and Emerald/Green grids and buttons, etc.
there can be different icons for each version, but the icon filenames have to be the same
the top buttons (for our DC & MM project) deploy in a Flipping pattern...
made some tests with 45x45 buttons, but there's a lot of buttons and they take too much space. IMHO drop this or use much smaller buttons as in Civ IV
I'd also add another observation. The Diplo-List can get VERY crowded if people have supplemental options via custom Mods. The default core_12's already fill up a wide area on-screen (as exposed earlier). Thus, i'd suggest an extra clickable button that expands to offer another row or layer of custom options. Or whatever else as a solution. I'll leave that in your capable coding hands.
the response to this problem was to place the mandatory notifications horizontally and bundle most other notifications by type - no further changes are planned
i predict Germany will beat Argentina at the World Cup this sunday
the odds clearly favor Germany
Does this mod also includes fixes on too small tooltips? I like to play with more then 12 civs, but as soon as going over 16 there is an interface problem with world congress votings - the voting results aren't displayed completely then, they tooltip simply gets truncated at some point. Or is enlarging tooltips just not possible?
not even aware of this issue - try EUI and if problem is also present, post a screenshot
:scan: Ya know there are two things that still keep bothering me a little...
sorry I don't have the time to do all this
i just made some new Hex-Highlights colorsets. Also fine-tuned your Greens and the RedOutline very slightly.
We now have Blues, Darks & Silvers that join the gang and can fiddle with some sharp contrasting or (better yet) smooth rendering of acute tile hints.
I took the initiative and also altered the spline_border_contour2.dds file & its tricky mask to better appromixate the default culture growth hex_design. It does look tighter on a map and is much less blurry.
thanks I will have a look
Dunno yet how or when or even, if... but i'd recommend a Game-Setup option for any of these probable combos. Ya know; Green/Yellow to Blue/Red or multiple other variations. Not everyone can edit the LUA gimmicks as they should need to. Offering visual cues during setup would help them decide what to use.
PS; Anyone else willing to gamble on such stuff -- if you don't know what you're doing exactly, leave the Zip alone. You've been warned. :D
sorry I don't have time to make things configurable by menu, and this specific aspect I don't even know is possible. Simple file replacement should be a skill people should have...

Cheers
 
About "Community Patch" & "Community Balance Patch" mods compatibility (http://forums.civfanatics.com/showthread.php?t=528034).
Can you describe which files conflicts with these mods?

I removed 2xCityView.lua and 2xTopPanel.lua from "Community Balance Patch" mod, but seems that there are more conflicts:
Spoiler :
attachment.php


Btw, I also used CSD and CDM - removed CityView.lua, TopPanel.lua, and InfoTooltipInclude.lua etc:
Spoiler :
City-State Diplomacy Mod v23: should work provided you remove CSD's own CityView.lua, TopPanel.lua, and InfoTooltipInclude.lua from its ...\Assets\UI\... folder (EUI DLC's CityView.lua and TopPanel.lua are compatible with CSD, the reverse is not true)
Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI DLC's TopPanel.lua is compatible with CDM, the reverse is not true)
 

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  • Civ5Screen0009.jpg
    Civ5Screen0009.jpg
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About "Community Patch" & "Community Balance Patch" mods compatibility (http://forums.civfanatics.com/showthread.php?t=528034).
Can you describe which files conflicts with these mods?
Why ask me ? EUI is just a one-man show - with very limited time, skills & knowledge. "Community" is an entire team of highly energized, skilled, and knowledgeable people. You might also want to do it yourself - easy - check for common files. Whenever this happens conflict will arise.

Cheers
 
1)
PS: they look bigger than the standard 45x45, is this intended ?

Almost... they're very slightly bigger - indeed. This was more about maintaining design principles with the Info_Panel versions. The illusion is clearly accidental while the 45x45 restrictions were simply produced by Firaxis for more accurate compression aims.
Say -- 256, 128, (80), 64, (45), 32, (22-FontIcons) are scaling relatively sharp when the filter (or methods) used doesn't ruin direct visual references between a whole range of UI situations and the images purpose.
In leeman terms -- same impact of proportional symbols at any resolutions for multiple and different screen space ratios.

2)
made some tests with 45x45 buttons, but there's a lot of buttons and they take too much space. IMHO drop this or use much smaller buttons as in Civ IV

Uh? The default (CivPedia style) framework has a tight gap in between these individual flips. They use a 49x200 file to squeeze the basic 45x45 items four times -- on a "Pad" with sidebars which leaves (only) 2 pixels wide empty L&R! On screen, the limited space is even more obvious. Lowering such images to (say) 36.. 32.. (etc) would defeat the whole purpose of providing simple and yet easy to use solutions to a drop-down list. Exactly why i was mentioning the indirect "flaw" earlier, btw.

Don't give up though -- there *IS* an extremely cool response to that tricky problem. I'll create an example structural design in a picture later to reveal how it would show on screen. Let me give you some hints;

- Each individual (49x50) flips area can overlap the next to its left.
- A shadow layer (light or dark, that depends) obscures the entire row of F1 items (from right to left) when nothing is selected or mouse hovered on.
- Scan the row (mousing) and the F2(s) deploy above everything (again with some tricky shadowing process L&R) allowing us to select it to access the corresponding popup.
- The advantage to this system is that you can have a very tight row where we only "see" the IconFrame edges (4,6,10,16.. or even 22 wide) for anything that isn't selected.. yet.
- Another is that we keep the individual 45x45 files.
- Coding this stuff is just a matter of proper XML functions and values (Anchor, offset, size - etc).

Once the general (coding) principle is made clear by both of us, the easy part will be to create the necessary graphic assets.
Be patient, i'll have an example -- soon.

3)
sorry I don't have the time to do all this

Two things i can always inspect for myself to see if i can fix whatever i need to - agreed. Don't worry about this - for now. I might have some LUA CODE questions much later though.
 
A special case of misunderstanding... somehow; :D
the response to this problem was to place the mandatory notifications horizontally and bundle most other notifications by type - no further changes are planned

You are speaking of Notifications while i was commenting on Diplo-Corner List with its tight row of Flips. Right? If so... then refer to my answer in #2 above.

PS; Btw, had a worthy Business trip?

PS2; I will try out 65%_BiCubic resizing to fix the 80 to 45 method. I'll post some results later.

PS3; Gosh, i now feel sooooo silly for asking about this 1) The City-States Icons on the Ribbon. The Ally cyan background... earlier.
Fixing that (for myself) was as easy as REM'ming line #1289 (( -- UpdateCityStateStatusIconBG( g_activePlayerID, minorPlayerID, instance.StatusIconBG ) )) in NotificationPanel.lua. Besides, they'll still BE (Cyan) Allies or (Green) Friendly from their usual City_Banners straight from the WorldView. Sorry. :blush:

PS4; Funny what magical moments can happen when i set my mind onto solving strange personal issues.
Simply by renaming both your Zero-Sized TechPanel.LUA+XML files... i could get THAT default feature right back where it once was. Now it's only a matter of finding how you somehow "Broke" the shortcut to it from three different processes; The Info-Corner Select_or_Change_Tech_Button, MiniMap general rectangular Button (Choose Reseach, Next Turn, etc) and the Big Blue animated Notification Beaker.
Care to give some hints where i might need to look deeper in specific files to fix that -- too?!? "Closing" the tree often enough, already! :D
 
*PS2; Speaking of colors while i can have your busy attention on this specific subject.
The City-View and its leftside list_column of produceable items. When we select anything and it gets transfered in the Production box at the bottom... the code automatically inserts a "Queued" txt_comment underneath the items on that list. It would be easier to detect those if the "Queued" would be RED or somethin'.

What about the above? Any luck lurking our ways for this small detail... which makes detection vastly more easy?
 
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