BTS Unaltered Gameplay Project

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:lol: And here I thought I had finally gotten it right! The toughest part is that your nick is very close to the English word "Commando" (a promotion in Civ4). Because it is so close, my fingers keep wanting to type that. Now that you pointed it out, I should get it from here on out, ok Camanche? :p

:lol: :lol: :lol:


Doubleplusagreed. I vastly prefer the way MSDA does it. The icon headers make the columns narrower, but also a simple "x" (have it), "o" (can build it), or "-" (can't build it) for the value is much cleaner. I know the effects of the Library. If I forget, I'll open a city screen or the Sevopedia. No need to have it repeated here.

Question: are we able to add tooltips? If so, a good idea may be to add them to the icons in the headers, showing what they are (for the ones that are a bit difficoult to understand) and/or the effect of the building (for buildings and wonders).

This is possible using the same technique MSDA did: refilling the entire table. The table control in the game doesn't have a horizontal scrollbar AFAICT. Honestly, I think grouping the buildings into pages might just be better overall

I agree :)


Also, let me know if I'm missing any other columns. The new ones I added are

  • Culture Turns - :culture:T
  • Great Person Turns - :gp:T
  • Espionage Rate - :espionage:
  • Espionage Defense Modifier - :espionage:%
  • Corporations

Good, when I'll do my new config file (I'll wait 'till I've the icon headers, so I don't have to make them twice), I'll look for them. :)
Oh, I remember that some of the headers had the same header (icon#), so, if you haven't already did it (I only checked CDA quickly), I suggest to modify them, I think using different symbols after the icon (and also moving it before it, or viceversa) can be enough... just to decrease confusion :rolleyes:
 
I'll do it in the next hour, and I'll post it here, for practical reasons. In the future, I'll try to learn how to use that repository :)

Here it is:
http://forums.civfanatics.com/uploads/74513/BUG_Readme_ITA_.zip

Note: In the English version, the mod version in the title and in the names of the files is still 0.10 (instead of 0.11).
Oh, and I suggest to start using a standardized pattern for naming files, if it is possible... no matter which one, of course :blush:
 
I've set up SVN and commited my latest changes, mostly around the espionage screen. The original non-compact version is now available, and I rearranged the compact list a little.

I also added two cutoff ratios that color the cost percent. For example, if your cost is >= 105%, it's yellow (red was too hard to read against the blue background), and if it's <= 95%, it's green. The cutoff values are options.

Lastly, the zoom-to-city button on the CDA works. :)

And I'll just add, WinMerge kicks major butt when merging two directory trees. :goodjob:

Edit: Removed .bak files from repository -- they're local backup files made by my editor. :)
 
Here's my thinking on localizing the options screen.

Each Option currently is created with an English Text and Tooltip along with its unique Key and other info (Section, Name, Default, Values, Format and DirtyBit). We can create standard GameText XML files holding the translations keyed to

"TXT_BUGOPT_" + Option.Key

and

"TXT_BUGOPT_" + Option.Key + "_TOOLTIP"

just to be safe in avoiding collisions. Then, when the Option is created, it will look up the translation, replacing the English values provided if translastions exist.

In addition, the labels and tab titles on the options screen will need to be externalized in a similar way.

Since the Options modules are semi-decoupled from the Tab modules, it makes sense to have an XML file for each module. The Tab modules' XML files will pretty much contain just labels and tab titles, but I think it makes keeping them straight easiest.

Thoughts?
 
Thanks for pointing out the mistake in the ReadMe Cammagno. Fixed it, and also added the Italian version. Could you update the structure too?

File naming structure wil be:
BUGReadMe.rtf = English ReadMe File.
BUGReadMeITA.rtf = Italian ReadMe File
BUGDir.rtf = Directory Structure.
GNU Public License.rtf = GPL

I also noticed you added some formatting. Nice. I'll probably use your formatting in the English version as well. No reason for Italy to get all the hot women, and the prettier readme file.:p

Also filenames for download, I want to know if you want to include version numbers or not? If so, the format for them will be:
TheBUGModvX.XX.exe
TheBUGModvX.XX.zip

I'm not going to update the download files for the readme's yet. Figure we'll wait til 1.0. I have some tasks listed on SF that lists what I think is left before 1.0... can anyone add or remove from the tisk list?

Edit: Updated format in the ReadMe, and made some other minor changes.;) Comm, can you take a look for the Italian version?

Edit again: Also planning on getting the Docs together for the other MODs. How is it viewed to change people's documents to match our formmating, and adding a little bit of text to the end listing what changes, if any, we made to the MOD?
 
I was able to fix some typos and assign a task to myself, but it's possible only admins can add/edit tasks not assigned to themselves.

As for the name, I think I'd drop the "The" and "v" and go with standard "x.y.z" numbering. If any number goes into two digits, that's fine -- no need for leading zeros. First release should then be "BUG Mod 1.0.zip" or "BUGMod1.0.zip", but I prefer spaces. :)

To make it easier on ourselves, I suggest including the submods' docs as-is and creating a single "what we changed" section to the main readme.

BTW, can someone try out the new Espionage Screen and let me know what ya think? I rearranged the civ panels slightly and added coloring to the cost percentage. I have one last idea to add to the screen -- coloring a mission's cost green if you can perform it. This is most handy for the passive missions as I find myself constantly looking back and forth to check if I have enough points.

Finally, I have assigned Autolog to myself but haven't started it yet (just looked over the code, and it looks like it should port pretty easily). I'm going to tackle that tomorrow. PLE is another one I forgot about that I'd like to include, but we need to really decide which pieces to include.

Oh ya, Sevopedia currently isn't optional, so I'll add a task to make it optional.
 
I have the game. Will try and look at what we have tonight and start thinking about what mods go in the naming mod. I'll post ideas and ask for comments before starting the coding.

Edit: I have set my local repository and 'copied' down the latest version. All files have little green check marks against them. Does this mean that they are the latest version or that I have checked them out? Is there a 'how to use this stupid piece of software' section somewhere?
 
@EF - Will drop the v from the file names, but SF doesn't allow spaces when you upload to their file release system. Is fine for SVN though.

@ruff - Yes if it's green that means its up to date. If you want to download changes others have made then use SVN Checkout in the right-click menu. If you want to upload the changes you made then use the Commit command. If you click on Repo-Browser, it will open a mini-browser that allows you to upload/download just the files you want, or if you need to move, rename, or remove changes you made.

You can do your actual coding within your local repository, just do not commit changes until you clean it up, and tested slghtly. If you go to the SF webpage for them, they have detailed help files there, but those 2 commands, and the browser are all you need for basic functions.. I'll be home around 6pm this evening if you need to IM me for help with it.
 
@ruff - Yes if it's green that means its up to date. If you want to download changes others have made then use SVN Checkout in the right-click menu. If you want to upload the changes you made then use the Commit command. If you click on Repo-Browser, it will open a mini-browser that allows you to upload/download just the files you want, or if you need to move, rename, or remove changes you made.
Great - that helps. It also looked like I could lock a file - assuming that this stops others from changing a file that I am currently working.

Can I sign up to do some XML coding for you? If not, can I join as a playtester?
The more testers the better - as long as you give detailed feedback on errors you have found. Also feel free to give suggestions on possible improvements etc. If you find a bug, it helps if you give details on how to reproduce it, etc (save files, screen shots, etc).
 
Finally, I have assigned Autolog to myself but haven't started it yet (just looked over the code, and it looks like it should port pretty easily). I'm going to tackle that tomorrow. PLE is another one I forgot about that I'd like to include, but we need to really decide which pieces to include.
I got the logger to where I was fairly happy with it. However, there are some 'issues' with it (see the first page of my mod). One that I do remember is that unit and building builds and tech research starts currently report the number of turns to completion. These are somethings wrong. I think the issue is hammer overflow. If you click on a tech that is deep in the tree, the logger reports that you have started that tech and all of its pre-reqs and says that the turns to complete are all the same (eg all 7) but only uses the very first tech to calculate the turns to complete. I think I caused that because I picked off the turns to complete the first item - got errors if I used a different item.

I've provided my feedback on PLE previously.
 
The more testers the better - as long as you give detailed feedback on errors you have found. Also feel free to give suggestions on possible improvements etc. If you find a bug, it helps if you give details on how to reproduce it, etc (save files, screen shots, etc).
I'll do just that (I post in the SF forum, right?).
 
I'll do just that (I post in the SF forum, right?).
My preference is to do all the interaction stuff here and use sourceforce (whatever its called!) to just hold / control the developing code / docs / etc. I followed up with Thunderfall re our own forum again - hopefully this will come thru this weekend.
 
Sure ok. I've noticed two bugs so far, both of which have probably been mentioned already.

The first is a weird 'stretched leaderhead' bug in the Sevopedia. I think this one has been mentioned, so I won't elaborate unless I find it hasn't.

The second, which I assume you know about considering how many interface changes you guys are making, is that the city screen appears very slowly and the scoreboard is still shown on the right hand side.

I could post screenshots if you need them, but I'm sure you know the bugs I'm talking about.
 
Downloaded 0.11 yesterday and I have to say that it is really very promising! If you continue like this I think it will be the best interface mod ever.

Now waiting unpatiently for the implementation of PlotlistEnhancer and finishing of DA ...

Questions:

The alerts often show an unsanely high amount of cash available to an AI leader (f.e. 4400). When I talk to this leader mostly the cash has lowered considerably or is at zero. Is it possible that at the moment when the alert appears the leader has really this amount of cash and than does some trade to another AI before I can talk to him, or is it just an error? (Civ4lerts in HOFmod doesn't behave this way I think)

How is the power index in the player list calculated?

Thanks a lot for the mod!
 
It seems that Jeckel has already created combined unit naming mod. Unfortunately, he missed the bestest ever naming method (borg names) but I think that I will start from his code and roll it into BUG. I'll look at the underlying code and see if it needs a lot of modification or a little.
 
Wow, you guys are all early birds! :)

@NikNaks93: the Sevopedia bug is known (that thread said there's nothing to be done, but I'll see if I can find a way to fix that), but the slow-draw problem is because you're getting an error. Can you please turn on python error logging and post the error from PythonErr.log? IIRC, just one settings in the CivilizationIV.ini needs to be changed:

Code:
; Enable the logging system
LoggingEnabled = 1

If you "unhide" the python exceptions, you'll be inundated with the errors line-by-line. They're much easier to see in the file.

As for contributing, I'd love it. In case you haven't read the whole thread (woot 11 pages already!), we're going to have a separate "flavor" project since there's no way to control which XML changes get loaded from Python. BUG is the interface-only mod and the flavor project will contain new colors, flags, civs, art styles, etc.

@Alerum: BUG_Mod_x.x.x.zip? I normally hate underscores, but at least now I know why every project on SF.net uses them in their release builds. :lol:

@ruff_hi: the other major command you'll use is "SVN Update". This will bring down any changes since your last update/checkout and merge them with your local files. Also, there's no need to lock files since SVN will merge changes from multiple people (sometimes this is a PITA, so ask and I can help). Unless two people are working in CvMainInterface, this shouldn't be a problem.

Borg names FTW! :) Someone needs to create the Borg civ.

Leader: Locutus of Borg
Traits: Aggressive, Nanotech (50% chance enemy units are assimilated as drones (next-best foot soldier or maybe worker) when they lose in combat)
Starting Techs: Computers, Robotics (aww, no Angkor Wat for you!)

@Ludwig II: Thanks for the feedback! I haven't seen that one yet. Could you please PM me a saved game and I'll check it out? Are you using the latest patch (3.02?) and are you using BUG with any other mod?
 
EmperorFool said:
@NikNaks93: the Sevopedia bug is known (that thread said there's nothing to be done, but I'll see if I can find a way to fix that), but the slow-draw problem is because you're getting an error. Can you please turn on python error logging and post the error from PythonErr.log? IIRC, just one settings in the CivilizationIV.ini needs to be changed:

If you "unhide" the python exceptions, you'll be inundated with the errors line-by-line. Their much easier to see in the file.
Okay, I've logged the Python and found the bug. I take it you wanted me to repeat what I did then post the file?
If you did, the log is attached to this post.

Screenie:
Spoiler :
You can see the exception (plainly), but also the scoreboard on the right-hand side (which shouldn't be there).
bugbugzw5.png


As for contributing, I'd love it. In case you haven't read the whole thread (woot 11 pages already!), we're going to have a separate "flavor" project since there's no way to control which XML changes get loaded from Python. BUG is the interface-only mod and the flavor project will contain new colors, flags, civs, art styles, etc.
:D A few questions on the matter:
Who's running that branch of the project?
How much work has been done so far?
Will it be modular?

Also, I can't access the SVN repository (need Authorisation).
Wow, you guys are all early birds!
Heh. I live in the UK :p
 

Attachments

Yes, the info I needed was in the screenshot. It should have written that to disk as PythonErr.log (you posted PythonErr2.log). You got a nice dialog, so that worked. (When I enable in-game exceptions, I get a separate dialog box for each line of the error message you saw. :rolleyes: )

Looks like you have a borked release. Two files are out of sync with each other. In other words, you got new file A that requires new file B, but you have old file B. If you grab the latest from SVN, it should work. If not, then I failed to commit a file.

I assumed that the public can access SVN. Have you tried leaving username and password blank? I don't even think it asked me for them until I committed a change. Let us know if you still can't access it and I'll email SF.net. I don't see it as an option in the admin interface.
 
Yes, the info I needed was in the screenshot. It should have written that to disk as PythonErr.log (you posted PythonErr2.log). You got a nice dialog, so that worked. (When I enable in-game exceptions, I get a separate dialog box for each line of the error message you saw. :rolleyes: )
I don't know why the different python approach - sometimes I get a big dialog box (as per picture) and sometimes I get 10 little stacked dialog boxes.
 
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