BTS Unaltered Gameplay Project

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I don't think they're really the same. This is Python, not MXMLL.

In other news, I worked out why I can't access the repository. You can read the repository on SourceForge.net, but to download it onto a PC, you need authorization.
Either I can't download it, or someone needs to add me (wink, wink):p
 
I don't think they're really the same. This is Python, not MXMLL.

In other news, I worked out why I can't access the repository. You can read the repository on SourceForge.net, but to download it onto a PC, you need authorization.
Either I can't download it, or someone needs to add me (wink, wink):p

Not true, my friend! I got the files without even having a user on sourceforge!
Maybe you need to use the SVN checkout command. ;)
If you need some help, PM me and I'll give you the full details of what I did!
 
Oh boy... What a noob I've been.
I was using totally the wrong command. Shows how much I use Tortoise... :blush:

Also, as no-one replied before, a few questions about the 'flavour' XML part:
  • Who's running that branch of the project?
  • How much work has been done so far?
  • Will it be modular?
 
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.

Good idea! :goodjob:
 
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?


IMHO it's a very good solution, I don't see any down side in it.
 
Thanks for pointing out the mistake in the ReadMe Cammagno. Fixed it, and also added the Italian version. Could you update the structure too?

Sure. I'm back from mid-August holiday, so I'm ready to work again :lol:

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

OK :)

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

:lol: :lol: :lol: be my guest, and take all the formatting that you like... and I can leave you also half of the hot Italian girls, ok? :D

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

my opinion is YES, and maybe with an "_" or an "-" between "Mod" and "X.XX", if that symbols are allowed


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?

Maybe we can add the original files, and add to the readme only a short description of the mods and a note aboute the changes.
 
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.


Oh, I don't want that people thinks that you have payed me to support your ideas :D but I have to say three "good idea" to you for what I'm quoting here :)
 
@EF - I'm using the original version of BTS, and waiting for a stable release before I update. I remember all the headaches I had on updating too soon in the past. And the MOD is working perfectly. Is everyone else using the 3.02 patch? If so, I think we can claim this as a BTS complete MOD instead of having to have a different version for each version of BTS. Will be testing the new revision tonight.

I'm using it, and no problem so far :)
 
I liked the ability to select all injured units - can we add a keyboard combo and mouse click to do this? Say, hold down Ctrl-Alt and click on an injured unit. The alternative is some quick way to tell which units are injured. Sometimes the health bar is so close to fully healed I cannot tell if it is full-strength or slightly injured.

In my opinion, a good alternative (or a good idea in any case) may be to change the color of health bar for a fully healed unit, maybe a different shade of green (or the color of the good-but-not-fully helathy unit may be changed, instead).
Another idea may be to chang the color of the round indicator to differentiate an unit which is fortify or healing or building fron one which is only waiting.
 
@Cammagno, would you prefer wire transfer or PayPal? Oops, that was supposed to be a PM! ;)

In any case, glad you like the changes. I was thinking about using red for badly hurt units, yellow for somewhat hurt, and green for only full-health. Will see how that works when I do PLE.

Exported (That's the command I told you about Ruff that will let you copy your files to BTS to test.)

I don't wanna be the SVN Nazi here, but keep in mind that to export files, you must first commit them to the repo. If you're committing before testing, well . . . don't be like me! :crazyeye:

@NikNaks: Glad you got it working. I think we still need to discuss some of the Flavor version structure (e.g. MXMLL or not). AFAIK, we haven't started on it (nothing in SVN), and it will be modular (to keep level of effort reasonable). I can only say I'm not heading it up. BTW, I think I asked you to PM me your SF.net account name. If not, I just did. :lol:

@Purplexus, I think the Flavor version I just mentioned may benefit from WoC. WoC is specifically geared toward DLL and XML changes, while BUG is strictly interface work (mostly Python). The Flavor version will entail art and game content additions.

I incorporated Sevopedia 2.3.1 ported to BtS by LunarMongoose from the Sevopedia thread. It worked out-of-the-box, so I have nothing to contribute back in this case. Since we aren't requiring BUG to be installed as a mod, it isn't modular (MXMLL doesn't work from CustomAssets :().

@Ruff, I verified that two units told to heal together will wait until both are fully healed. They heal as a group.
 
:lol: :lol: :lol: be my guest, and take all the formatting that you like... and I can leave you also half of the hot Italian girl, ok? :D

It depends what half... I know a few Italian girls, and not sure if I want the half attached to the mouth.:p


my opinion is YES, and maybe with an "_" or an "-" between "Mod" and "X.XX", if that symbols are allowed


I hate those dashes is why I don't put them in. It's just annoying to me. I guess we can put them in, but I really prefer it without them.


Maybe we can add the original files, and add to the readme only a short description of the mods and a note aboute the changes.

Yeah, EF suggested the same thing and I'm going to take his suggestion too.

@EF - I think export only exports a copy of the directory and lets you put it somewhere else on your computer without the .svn stuff included. I don't think it uploads any changes to SVN. If I'm wrong, let me know so I don't mess things up, but it seems to be that way. Edit: AHhh... I see what you mean now. There are actually 2 export commands. One exports with SF, the other Exports to a directory on your computer. Don't know why they give the same command different functions like that. Anyway, the Export that is listed next to Merge is the one that will allow you to export to your computer. Also, put the Flavor directory up there, but as if now it is empty. I want to see what Ket has added already.

@purplexus - I think it's going to be Ket and myself who are heading up the XML changes. I prefer to have it as XML instead of Modular just because, IIRC, you can't load Modular XML unless it's in the MOD directory, and I want to keep BUG in the CustomAssets if at all possible.
 
1) I am not using Vista.... I do a simple checkout from Torsose and it gives me that error message.

I even get the PROPFIND error when trying to browse the repository.

Error * PROPFIND request failed on '/...iv4bug/BUG%20Mod' PROPFIND of '/...iv4bug/BUG%20Mod': 405 Method Not Allowed (https://civ4bug.svn.sourceforge.net)

2) Are we ignoring that time conversion bug that pops the c++ error when we use custom times. I validated that this error will pop if you modify the date and time any. (i.e. using FX Bigger Faster Longer, Or playing some of the scenarios), with BUG installed. I do believe the undefined function is being raised as somehow it is passing a null into things... Or causing a div/0 not 100% as I dont know the time code thaaaat well)
 
Ok strike the Torose Issues, the URL got truncated in the message so going to SF.NET and getting the link worked fine
 
Oh boy... What a noob I've been.
I was using totally the wrong command. Shows how much I use Tortoise... :blush:

Also, as no-one replied before, a few questions about the 'flavour' XML part:
  • Who's running that branch of the project?
  • How much work has been done so far?
  • Will it be modular?

Currently I am one of the people involved in the flavor branch although I can not tell you who is working with me and our orginization as it has yet to be determined and I am sure me and alerum68 are duplicating work.

I have a great deal of work going into the flavor mod with working versions of Regimental Unit Formations (Partially Modular, (me and Impaler discussed this and I can provide a 100% modular framework for formations only if we can over ride the xml unit formation fields that will allow people to plug in there own units as they wish)) EDU, Fleets, Scale Changes, City Styles, and Unit Flavor Changes (I.E. Russian Infintry Art, Indian Infintry Art... Ect), some other interface changes not picked up by BUG as of yet, diplomacy text

We will see a working version of flavor+bug+my composite mod in my next release of the mod, which will be next week due to me moving. I'm working mostly on XML changes for it. But Im ready to start dumping flavor stuff to the contrib.
 
BTW, I think I asked you to PM me your SF.net account name. If not, I just did. :lol:
PM sent.
Glad you got it working. I think we still need to discuss some of the Flavor version structure (e.g. MXMLL or not). AFAIK, we haven't started on it (nothing in SVN), and it will be modular (to keep level of effort reasonable). I can only say I'm not heading it up.
Ket said:
Currently I am one of the people involved in the flavor branch although I can not tell you who is working with me and our orginization as it has yet to be determined and I am sure me and alerum68 are duplicating work.

I have a great deal of work going into the flavor mod with working versions of Regimental Unit Formations (Partially Modular, (me and Impaler discussed this and I can provide a 100% modular framework for formations only if we can over ride the xml unit formation fields that will allow people to plug in there own units as they wish)) EDU, Fleets, Scale Changes, City Styles, and Unit Flavor Changes (I.E. Russian Infintry Art, Indian Infintry Art... Ect), some other interface changes not picked up by BUG as of yet, diplomacy text
I'd like to put my name forward immediately! I'm working on a large-scale flavour unit mod, but if it's unwanted, I won't force it in ;)

If someone wants to assign me an XML task, I can do it. :)
I can make reasonable buttons for units too. :D
 
It depends what half... I know a few Italian girls, and not sure if I want the half attached to the mouth.:p

:lol: :lol:

I hate those dashes is why I don't put them in. It's just annoying to me. I guess we can put them in, but I really prefer it without them.

I for sure can live without them :D

Coming back to more serious things, here it is the updated Italian readme file:
http://forums.civfanatics.com/uploads/74513/BUGReadMeITA.zip
BTW, if you prefer that I put next versions directly into the repository, let me know. Oh, and thanks for adding me to the developers :blush:

@Emperor
Here http://forums.civfanatics.com/uploads/74513/BugDir.zip
you can find a version of the last BugDir in which I've fixed a couple of what I think were small errors...
 
PM sent.I'd like to put my name forward immediately! I'm working on a large-scale flavour unit mod, but if it's unwanted, I won't force it in ;)

If someone wants to assign me an XML task, I can do it. :)
I can make reasonable buttons for units too. :D

I dont see why not... Most of what I've done is combine whats allready out there.. My motto is why re-invent the wheel.... when you can research animal husbandry instead...
 
@Alerum, the export that I know takes a snapshot of the repo on SF.net (ignoring your local files) and copies it to your hard drive. The only difference between this and checkout is that checkout creates .svn directories to hold state for checkin.

Since checkout only looks at the SF.net repo, you can't test your changes unless you've committed them to the repo on SF.net. Normally, you do

  1. Checkout
  2. Code
  3. Test
  4. Commit
If you want to use export, you'd have to put 4 before 3, again as far as I understand SVN. Don't stress on it, as I've committed plenty of bugs so far that could have been caught with more testing. :)

In the end, you can just copy your local directory to the BtS folder in "My Games" to test your changes if you aren't working in that folder already.

@Cammagno, please go ahead and commit changes you make to those files. The nice thing about using SVN is that if one of us torches something it can always be resurrected -- and the responsible party found, drawn and quartered! :D
 
@Cammagno, please go ahead and commit changes you make to those files. The nice thing about using SVN is that if one of us torches something it can always be resurrected -- and the responsible party found, drawn and quartered! :D

Oh, fine! :lol:

But I think I need to be added to a list, to be able to... if not, I've to read better how it works :crazyeye:
 
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