Ingame Editor

Ok, started a game, with IGE, CivUP G&K, EnhancedMod G&K (Communitas mods).
Here's the lua.log:

[8545.057] Initializing Lua 5.1.4
[8886.109] InstalledPanel: Refreshing Mods
[8886.109] InstalledPanel: GetModBrowserListings()
[8886.423] InstalledPanel: Refreshing Mods
[8886.423] InstalledPanel: GetModBrowserListings()
[8886.590] InstalledPanel: Refreshing Mods
[8886.590] InstalledPanel: GetModBrowserListings()
[8977.069] Map Script: Generating Map
[8977.069] Map Script: Generating Plot Types (Lua Continents) ...
[8977.082] Map Script: Setting Plot Types (MapGenerator.Lua)
[8977.223] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[8977.299] Map Script: Expanding coasts (MapGenerator.Lua)
[8977.326] Map Script: Generating Terrain (Lua Continents) ...
[8977.343] Map Script: Setting Terrain Types (MapGenerator.Lua)
[8977.383] Map Script: Map Generation - Adding Rivers
[8977.393] Map Script: Map Generation - Adding Lakes
[8977.395] Map Script: 3 lakes added
[8977.395] Map Script: Adding Features (Lua Continents) ...
[8977.584] Map Script: Creating start plot database.
[8977.875] Map Script: Dividing the map in to Regions.
[8977.875] Map Script: Map Generation - Dividing the map in to Regions
[8977.887] Map Script: Choosing start locations for civilizations.
[8977.887] Map Script: Map Generation - Choosing Start Locations for Civilizations
[8977.896] Map Script: Normalizing start locations and assigning them to Players.
[8977.899] Map Script: Placing Natural Wonders.
[8978.044] Map Script: -- Placed all Natural Wonders --
[8978.044] Map Script: -
[8978.044] Map Script: -
[8978.044] Map Script: Placing Resources and City States.
[8978.044] Map Script: Map Generation - Assigning Luxury Resource Distribution
[8978.044] Map Script: Map Generation - Placing City States
[8978.044] Map Script: Map Generation - Choosing sites for City States
[8978.070] Map Script: Failed to place 2 units of Marble.
[8980.054] Map Script: Map Generation - Placing Bonuses
[8980.072] Map Script: -
[8980.072] Map Script: - STRATEGIC Resources -
[8980.072] Map Script: - Iron....: 20
[8980.072] Map Script: - Horse...: 26
[8980.072] Map Script: - Coal....: 19
[8980.072] Map Script: - Oil.....: 19
[8980.072] Map Script: - Aluminum: 24
[8980.072] Map Script: - Uranium.: 12
[8980.072] Map Script: -
[8980.074] Map Script: Land: 716
[8980.074] Map Script: River: 114
[8980.074] Map Script: -------------------------------
[8980.074] Map Script: Map Generation - Adding Goodies
[8980.084] Map Script: -------------------------------
[8980.084] Map Script: Determining continents for art purposes (MapGenerator.Lua)
[8999.429] GEA_Events: 3 ms loading CustomNotification.lua
[8999.455] ImprovedEvents: 4 ms loading CustomNotification.lua
[8999.455] NotificationPanel: 100 ms loading NotificationPanel.lua
[9003.252] InfoCorner: This is InfoCorner from the 'UI - Map Pins' mod
[9007.919] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[9022.990] ChoosePantheonPopup: 5
[9022.990] ChoosePantheonPopup: 963
[9022.990] ChoosePantheonPopup: 968
[9026.769] IGE_Controller_All: ****************************************************************
[9026.769] IGE_Controller_All: Starting...
[9026.935] IGE_Overlay: loaded
[9026.996] IGE_CityBanner: loaded
[9027.111] IGE_MiniMap: loaded
[9027.181] IGE_TabsBar: IGE_TabsBar
[9027.213] IGE_ActivePlayerSelection: IGE_ActivePlayerSelection
[9027.429] IGE_RiversElement: IGE_RiversElement
[9027.465] IGE_TerrainPanel: IGE_TerrainPanel
[9027.518] IGE_CitiesPanel: IGE_CitiesPanel
[9027.630] IGE_UnitsPanel: IGE_UnitsPanel
[9027.684] IGE_PlayersPanel: IGE_PlayersPanel
[9027.770] IGE_TechsPanel: IGE_TechsPanel
[9027.838] IGE_PoliciesPanel: IGE_PoliciesPanel
[9027.881] IGE_ConfirmPopup: IGE_ConfirmPopup
[9028.010] IGE_Window: IGE_Window
[9028.011] IGE_Window: IGE_ShareGlobalAndOptions
[9028.011] IGE_Window: IGE_SharingGlobalAndOptions, IGE=...
[9028.011] IGE_Window: IGE loaded
[9028.251] MapPins: 128 ms loading MapPins.lua
[9028.432] OptionsScreen: 53 ms loading OptionsScreen.lua
[9028.714] YL_EventRegistration: 52 ms loading CustomNotification.lua
[9028.756] CiVUP_Events: 3 ms loading CustomNotification.lua
[9029.803] AT_Init: 1013 ms loading Game.Fields
[9031.272] OppPopup: 1428 ms loading Opp_Events.lua
[9031.272] OppPopup: 1467 ms loading OppPopup.lua
[9033.504] Demographics: Dequeuing demographics
[9033.504] Demographics: Dequeuing demographics
[9038.490] GEAI_Events: CheckPlayerStartBonuses
[9038.668] GEAI_Events: CheckPlayerStartBonuses Done
[9038.668] GET_Events: UpdatePlotYields Start
[9041.360] GET_Events: UpdatePlotYields Done
[9064.785] IGE_Window: IGE_PingAllVersions, data=...
[9064.785] IGE_Window: IGE_Initialize
[9064.785] IGE_Window: IGE:Gods and kings=true
[9064.785] IGE_Window: IGE_TabsBar.OnInitialize
[9064.806] IGE_Window: IGE_TabsBar.OnInitialize - Done
[9064.832] IGE_Window: IGE_TerrainPanel.OnInitialize
[9064.869] IGE_Window: !!!!!!!!! WARNING! In table 'Building_ResourceYieldChanges', the token '"BUILDING_MAUSOLEUM_HALICARNASSUS"' does not exist for '"RESOURCE_HORSE"'
[9064.886] IGE_Window: !!!!!!!!! WARNING! In table 'Building_ResourceYieldChanges', the token '"BUILDING_MAUSOLEUM_HALICARNASSUS"' does not exist for '"RESOURCE_IVORY"'
[9064.984] IGE_Window: !!!!!!!!! WARNING! In table 'Building_ResourceYieldChanges', the token '"BUILDING_MAUSOLEUM_HALICARNASSUS"' does not exist for '"RESOURCE_HORSE"'
[9065.003] IGE_Window: !!!!!!!!! WARNING! In table 'Building_ResourceYieldChanges', the token '"BUILDING_MAUSOLEUM_HALICARNASSUS"' does not exist for '"RESOURCE_IVORY"'
[9065.107] IGE_Window: IGE_RegisterTab, ID="TERRAIN_EDITION", name="Terrain (F1)", icon=0, group="edit"
[9065.107] IGE_Window: IGE_SelectedPanel, ID="TERRAIN_EDITION"
[9065.107] IGE_Window: IGE_RegisterTab, ID="TERRAIN_PAINTING", name="Terrain (F3)", icon=0, group="paint"
[9065.107] IGE_Window: IGE_TerrainPanel.OnInitialize - Done
[9065.138] IGE_Window: Failed to open IGE:
[9065.138] IGE_Window: [string "C:\users\crossover\My Documents\My Games\Si..."]:235: attempt to index local 'param' (a number value)
[9065.138] IGE_Window: IGE_Utils.lua: 134 (FormatError)
[9065.138] IGE_Window: IGE_Window.lua: 101
[9065.138] IGE_Window: InfoTooltipInclude.lua: 235 (GetHelpTextForBuilding)
[9065.138] IGE_Window: IGE_API_Data.lua: 1007 (SetBuildingsData)
[9065.138] IGE_Window: IGE_CitiesPanel.lua: 36
[9065.138] IGE_Window: C function
[9065.138] IGE_Window: C function
[9065.138] IGE_Window: IGE_Window.lua: 73
[9065.138] IGE_Window: C function
[9065.138] IGE_Window: IGE_Window.lua: 131 (Open)
[9065.138] IGE_Window: IGE_Window.lua: 614 (Toggle)
[9065.138] IGE_Window: IGE_Window.lua: 441
[9065.140] TextPopup: one

Hope this helps. If I did something wrong, please let me know.
 
OMG, greeeat mod! Thank you.

Request: Please make it so I can move my cursor with the keyboard instead of going back and forth from the map to the 'edit,paint,change' UI. Thank you.
 
@Mars83
Plays fine with just the two Communitas mods. I maybe should have thought to try it, but since the problem didn't show up until after I'd played a handful of turns after their update, when I called up IGE, I focused on its error message instead.
 
@Mars83
Plays fine with just the two Communitas mods. I maybe should have thought to try it, but since the problem didn't show up until after I'd played a handful of turns after their update, when I called up IGE, I focused on its error message instead.

It is a strange error related to CivUP (and not GEM...the error is the same with just IGE+CivUP) somehow. I can play with CivUP+GEM fine without IGE, and I can use IGE fine in a game without CivUP.

I'll let you know if I figure anything out, though.
 
@keirathi
Thanks for info. Strange indeed. I'll try to keep this tab open - I'm more than curious to see what happens. Of the few mods I've tried, I tend to play most of my games using what Thalassicus and gang have made. Thanks.
 
Well, I found a workaround, but should probably just wait for DonQuiche.

What's happening is, in the IGE_API_Data.lua, it is making a call (item.help = GetHelpTextForBuilding(item.ID, true, false, false)) to the GetHelpTextForBuilding function in IGE_InfoToolTipInclude.lua file.

The relevant line from the Tooltip file is:

GetHelpTextForBuilding = GetHelpTextForBuilding or function(iBuildingID, bExcludeName, bExcludeHeader, bNoMaintenance)

Now, because of the way Lua works, in an OR statement, if the first value returns 'true', then the second part is never evaluated.

For some reason that I can't figure out, having CivUP installed is making that return 'true', so the parameters passed to the function from API_Data.lua are non-existant, so when the code inside the function tries to use them, it is throwing the invalid reference error.

You can work around it (with probably some minor bugs), but it requires changing the way the function is set up. And I'm sure DonQuiche has it set up the way it is for a reason that is above my knowledge/skill level.

It is really bugging me that I can't figure out how CivUP is causing it to fail, though :(

Edit: Ooooooh, I may have figured out the problem. CivUP recently added custom tooltips. IGE has custom tooltips as well. It seems like they are both using the same function name, which may be causing the problems.
 
@keirathi
Sweet trackdown, good detective work, man; kudos. Even if I still knew how, I'm not sure I'd have had to patience to do so.
Yah, I agree, be good to let DonQuiche sort it out. Maybe he and Thal could have a word.
 
Hello everyone.

@SYnthespian
Well, I already considered a promotions editor and rejected it: too much work and I doubt I could ever achieve a decent promotions tree on such a small space. The "citymove" is a good idea but it could never be perfect and, anyway, I do not have the time for to add new feratures nowadays.

@Kermidge
Thank you for the report. After investigation it appears that Thalassicus did break standard compatibility and this will cause any mod relying on GetHelpTextForBuilding to fail. While it would be possible for me to circumvent the problem, I will first discuss a more compatible solution with him.

@Keirathi
Actually, GetHelpTextForBuilding is a lua function available in the base game, that takes an ID followed by up to three booleans. Now Thalassicus removed it and replaced it with a homebrewed function taking a table with a 'buildingID' field instead. I am going to ask Thalassicus if he's willing to rename his custom function with a custom name and keep the standard function instead.
Thank you for your own investigation, though. :)

PS : The "GetHelpTextForBuilding = GetHelpTextForBuilding or function..." bits are here because, in the past, one mod had removed those functions from InfoToolTipInclude.lua. So if the function does not exist, I declare it (the body is the same as the one found in the standard game files). However, it is not relevant here, and it's usually not: it's just for this one troublesome mod I encountered in the past.

And if you ask yourself why I do not just always use my own custom version of those functions since every modder and his mother like to mess up with them, imagine a Mario Bros mod where every building would produce pastas, besides of culture and such. Then tool tips for buildings would mention pastas and you would want to see the pastas amount everywhere, from the civilopedia to the tech tree. That is, in every place where GetHelpTextForBuilding is used. Hence why it makes sense to use this standard function and not replace it with my own version.
 
DonQuiche: Ah. Glad you got it sorted out with Thalassicus!

In the meantime, I had just renamed your function to an IGE specific one to get it to work :p
 
V33 has been released
  • Localization updates.


@Zodiak69
Erf, sorry about that. I couldn't remember the localizations' statuses and concluded they had been released in v32. So here is v33 that includes them. Please forgive me for being so negligent.

Now and unfortunately, I will not be able to release it on Steam: I migrated my computer to visual studio 2012 and this messed up some of the Firaxis' tools, so I can no longer use them. I would first have to reinstall some vs2010 components but I am afraid this could interfere with vs2012 and since I also use my computer for professional purposes, I cannot afford that.
 
Spoiler :
V33 has been released
  • Localization updates.


@Zodiak69
Erf, sorry about that. I couldn't remember the localizations' statuses and concluded they had been released in v32. So here is v33 that includes them. Please forgive me for being so negligent.

Now and unfortunately, I will not be able to release it on Steam: I migrated my computer to visual studio 2012 and this messed up some of the Firaxis' tools, so I can no longer use them. I would first have to reinstall some vs2010 components but I am afraid this could interfere with vs2012 and since I also use my computer for professional purposes, I cannot afford that.
Oh my God :)
I didn't mean that! I meant, were there any updates of the mod sinse version 32, when my last translation was made! :lol:
It has been a while since I was last time at this forum. So I needed to know should I make a new translation update (for version 35 or something) or shouldn't! :D
 

Oh my God :)
I didn't mean that! I meant, were there any updates of the mod sinse version 32, when my last translation was made! :lol:
It has been a while since I was last time at this forum. So I needed to know should I make a new translation update (for version 35 or something) or shouldn't! :D
Doh ! :D
So, no, nothing new, I guess. I didn't add or change anything to IGE those last months and I am pretty sure that all translations were up-to-date on my hard drive.
So, is v33 actually a clone of v32 ? I wonder. I hope not.
 
Just ran some tests... No problem on my end, I can create a savegame without IGE, open it with IGE, save it, open it without IGE, etc. No error message ever and while the second savegame (with IGE) is different from the first one (without IGE), it does not contain any reference to IGE.

PS: Your savegame mentions the build number 98650 for civ5. Isn't it the version from 2010? It could be a bug that has been patched a long time ago.

Did you try opening my attached save games with TextEdit or Notepad yet? In the first few lines of the "Loaded With IGE", there is a reference to the Ingame Editor unlike the "Before IGE" one.

Anyway, the only way to use IGE mod on an old save game is to enable the mod and then load the save game in the Mod section of the Main Menu, right? Correct me if I am wrong.
 
Did you try opening my attached save games with TextEdit or Notepad yet? In the first few lines of the "Loaded With IGE", there is a reference to the Ingame Editor unlike the "Before IGE" one.
Yes, I did mention it earlier. But no such thing appear in my savegames.
I think you do use an old version, don't you ?

Anyway, the only way to use IGE mod on an old save game is to enable the mod and then load the save game in the Mod section of the Main Menu, right? Correct me if I am wrong.
This is correct. Not because of IGE, but because it is a "modded save" : if a savegame was created through the mods menu, it can only be re-opened further through the mods menu.
 
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