BTS Unaltered Gameplay Project

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I was running it from the CA directory. I redid my Update and it downloaded files for rev42. It could be that it didn't update completely, and I was running an incomplete version. It's working now for me. Will test it tonight and see if I run into any more problems, and will post it tonight. I started to added some XML in a directory on SVN called Flavor. I'm going to upload just the changed files, and we can batch them together with the Mod when we release the Flavor version. I'm thinking we can probably get Standard and Flavor together in the same time span, and release them both together.


Also, another option for unit healing would be to select and heal each unit individually, even if the user selects all units that need to be healed.

Edit: I take that back, it's still not loading. EF, I wonder if it's because you upgraded to 3.02
 
Hmmm...

Alerum, I've been working on the flavor stuff for a while, and have a release ready to go, how do we want to handle managing this part of it?
 
I've been running 3.02 all along -- it installed when I installed BtS and upgraded Warlords without asking. :(

I did a reorg of the Python directories -- perhaps that didn't go so well when doing an update. It should have removed DrEJLib and UnitUpgradeUtils and move all those files into a new directory called "Contrib". I updated the BUGDir.rtf file, so make sure it matches your filesystem.

I'm at 42 as well.

I just opened an old game (pre mod start) with this version. If that's not working still, I'd backup your CA and do a fresh checkout (make sure to grab the new INI).
 
I'm running 3.03? Whatever the last update was.

Those changes work fine without the BUG mod. I guess something to test is to take one of the scenarios that modify the date and time and see if it runs under BUG
 
The PROFIND error is a SVN error under Tortose using the directions you gave me before.
 
I have v42 on my pc too. The customassets directory is under my 'repository' directory and BtS is obviously not seeing it. Can I just pick it up and copy it to the customasset directory (including the .svn directories?)?

What is winmerge - I use beyondcompare - are they similar? Edit: YES - just looked at the winmerge homesite and they look very similar. The graphics on winmerge are a bit chunky but at least it is free.
 
The PROFIND error is a SVN error under Tortose using the directions you gave me before.

Bummer. I wrote those directions as I executed them on my machine. I installed Tortoise after downloading it a few days ago (latest version). Do you have an older version? Oh wait, aren't you running Vista? I wonder if Tortoise plays nice with it since it's a shell extension.

Here's a ZIP of the latest revision (42): BUG Mod rev 42.zip
 
Can I just pick it up and copy it to the customasset directory (including the .svn directories?)?

Yes. In fact, I did the SVN checkout into "My Games\Civ4\BtS" after deleting the existing CustomAssets directory (since it was just a bunch of empty dirs) and have been working from that. This won't work if you have other stuff in CA or aren't comfortable with SVN. I like to live on the wild side, though. :cool: The PITA is that doing update from the root BtS directory shows you a bunch of files that aren't part of BUG, so I may switch how I do this. Okay, TMI. :rolleyes:

What is winmerge - I use beyondcompare - are they similar?

Probably. It does file and directory tree side-by-side comparison and merging. I like that it has shell integration so you can select two files/dirs, right-click, and hit "WinMerge". This is 2007, so that's probably not as exciting as I made it out to be.

"EF needs to get out more."

Hey, I heard that!
 
Hello, guys.

I told you I'd be testing around when you merged the autologger. So, here we are! ;)

Actually, I think we may have a problem here. I downloaded the Revision 41 about 5 hours ago. I didn't see a comment here about it, so I'll post anyway.

The options screen is not exiting. When I hit the exit button nothing happens.
I got the PythonErr file here:

Code:
Traceback (most recent call last):

  File "CvAppInterface", line 56, in onLoad

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 171, in _handleOnLoadEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "autologEventManager", line 234, in onLoadGame

  File "autologEventManager", line 52, in StartLogger

  File "autolog", line 50, in setLogFileName

  File "BugAutologOptions", line 190, in setFileName

AttributeError: 'BugAutologOptions' object has no attribute 'setString'
ERR: Python function onLoad failed, module CvAppInterface

If you guys have already covered it, sorry for the old bug. Else, here's a new bug. :)

Steps to reproduce:
  1. Load the default BugMod.ini into Custom Assets
  2. Load a game
  3. Look into the Log Directory. Bingo! :)

Good job so far. :goodjob:
 
Probably. It does file and directory tree side-by-side comparison and merging. I like that it has shell integration so you can select two files/dirs, right-click, and hit "WinMerge". This is 2007, so that's probably not as exciting as I made it out to be.
We could get into a flame war about which is better ... beyond compare does what you mentioned ... it also enables you to right click a dir / file, select 'select left side to compare', go somewhere else and right click dir / file and select 'compare to xxx'

shot7w.png
 
Thanks, Feedback. Bug fixed in BUG Mod rev 43. That will allow you to start the logger.

However, that shouldn't have stopped you from closing the options screen. That's more likely an issue of using an old INI file. Does your INI file have the "[Autolog]" section exactly as I wrote it?
 
No flames from this side. :) I've used it for a day and am not attached to it. I always used the one built into my editor, but now I'm using the editor that comes with Python (that needs to stop) so I grabbed WM. BC looks nice -- I'll check it out when I've got some time.

I like that feature you mentioned as that hit me the other day. I copied one file into the directory with the other file to compare them. Blech :p
 
Load the default BugMod.ini into Custom Assets

Oooh wait. The INI should go inside the BtS directory, next to CustomAssets -- not inside CA.

Code:
BtS
  BUG Mod.ini
  CustomAssets
  Logs
  Mods
  ...

But even so, it should create a default INI if there isn't one, though I haven't tested that in a while.
 
After diffing the latest PLE against the BtS CvMainInterface.py file, I have concluded that doing the full merge will be pretty painless. There would actually be more work in removing certain portions.

So the real question is this: why should we not include the full mod? Since I intend to make all the options available on our options screen, I can't really think of a reason to strip out certain portions (i.e. more work).

I haven't played in a while, so I'm going to do a little "play testing" of our mod. :) If I don't hear anything, it's all going in.
 
ok, just as long as I have the option of taking it out. Now ... is the option "All In" and "All Out" or will the in/out option be 'Elements in/out'? Because I really like the Promo and Action elements.
 
I intend to make pieces optional, grouping related functionality together into single options, but keeping them as fine-grained as possible.

My first cut without any forethought would be to have one option for each of the items in the ToC I posted earlier. We'll see how difficult it is once I actually start slinging code.
 
@EF - Was my fault why it wasn't loading. Exported (That's the command I told you about Ruff that will let you copy your files to BTS to test. Remember?) the CA directory but didn't do the .INI file. I agree with putting in the whole PLE, but wanted this in the first place. Ruff seems to have a big thing against adding more PLE then was in his mod, so it was switched over to just taking snippets instead. Anyway, glad to see the whole thing will be put in.

We're going to group by type not MOD on the options? Nice.

@Ket - What MODs have you merged in? Could you upload them onto the SVN to a dir called Flavor?
 
Thanks for the solving. Although I cannot test it right now. Work... What is it for? :mischief:

I did put the ini in the right directory. And yes, it had the autologger section. The other tabs I altered directly into the ini and the changes worked quite well for now. I haven't fooled around with the options yet. :)

One other thing I noticed... The Era (Ex.: Medieval Era) texts keep flashing in the top-left section of the screen, near the gold you have. I think it's on the IBT's, but I noticed it more than once. I don't know if it's intended or not, but it's something weird I noticed. I don't know if it has something to do with Blue Marble. I don't think so, but maybe it helps...

I'll have the full day tomorrow for playing. I'll be able to do some more tests. Keep up! :goodjob:
 
I am thinking that you are also trying to accomplish the same things as the Civ Core Community Project was doing. and now the World of Civilization is now doing. Perhaps you jump on board with the WoC team too like the CCCP team did. They found that they were duplicating much of the same stuff

Here is the WoC Thread
http://forums.civfanatics.com/showthread.php?t=232737
Here Is there Website
http://www.worldofcivilization.com/
Here is their Repository
https://civ4ccp.svn.sourceforge.net/svnroot/worldofciv
 
The reason I found this thread is I heard a rumour. that you might have a Module of SevoPedia? if so... Can you post it into the Plug and Play forum?
 
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