BTS Unaltered Gameplay Project

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I can't figure out why the Custom Domestic Advisor won't draw properly. I've merged it in just fine, but troubleshooting this is beyond me. I've tried looking for differences in the code between the new domestic, and the custom, and still can't get it to work. It draws the domestic advisor box, and I updated it to resize based on the current window size, but still can't figure it out.
Do you guys use the logger? Turn it on via the ini file and check the files in the log directory.
 
Alright, this is just driving me insane. I don't want the DLL on there, and it doesn't matter because the Warlords version doesn't work.... EF, you asked me to upload what I done? hehehehe... trust me, you don't want to see the mess I made of this file.:p I'll upload a clean version for you guys to look at, but you'd laugh at what I have. Think we could just try to update the Vanilla version of CDA to BTS instead of messing with the one with the DLL?

As for SoureForge... I misread something. It takes 3-4 weeks to pick up an abandoned project. We should be approved by the end of the week, isa.
 
It sounds like it would be much easier to go from the Vanilla version. Do you have any idea from reading the code why the DLL changes were needed for Warlords? Does it include the C++ files that were changed, or just the DLL?

It sounds like we should just wait on SourceForge then. CVSDude only allows two accounts for free, and the other one is $7 per month after a week.
 
Ok I have a .04 with diplomacy text, EDU/Artstyles and some of impaler's compiled changes (like the buttons to move cities) as well as the last cut of the tec h screen changes... What should I do with this file?
 
Right now I'm overhauling the options screen, and this will at least take today and maybe tomorrow. I'm gone for the weekend, so I hope to get this completed before I leave.

In the meantime, feel free to post it, but until we have SF.net set up, I'd recommend that we avoid doing merges -- especially within the same files.
 
impaler's compiled changes (like the buttons to move cities)
Are we making changes to the DLL? No problem if we are, just as long as they don't change the 'rules'. Also, what buttons? Do you have link?
 
No changes to the dll at all. That goes beyond the scope of the mod I assume.

http://forums.civfanatics.com/showthread.php?t=235834 would be the thread that the changes where in, both neverminds interface changes which is a compilation of stuff. And Impalers which is also a compilation.

EF are the options functional at .04?
 
Customer's comment: ;)

Are you guys already accepting orders? :mischief:

I'd really like to use the autologger again... And Ruff's is the best one out there... Could you please move it to the top of the "to merge" list? :please:

If you guys need some beta testers, I think I can provide you some FeedBack!
 
Ket: 0.4 uses Ruff's RuffModScreen to set the options, and the mods I've merged into 0.4 use their own classes to read those options. In that sense, they are hooked up.

What I'm doing now is to replace RuffModScreen with a new screen that will make adding options and their screens. If you haven't added any options, hold off until I finish this. If you have, porting to what I'm doing should be fairly straightforward.

Feedback: Ruff's AutoLogger is at the top of my list of mods, but I have to finish what I'm currently doing first. If someone wants to take it on, feel free. And I'm sure we'll gladly welcome beta-testers. :goodjob:
 
Ok, no problem holding for 0.4 the reason i asked is i tested 0.4 and did not get any results from clicking around the rufmodscreen... Although i tested rather quickly....
 
IIRC, I hooked up Raw Commerce, Scoreboard, and NJAGC options. In some cases you need to force the screen to redraw, e.g. open and close any city screen to get scoreboard/clock to redraw.

It looks like my rework of the options screen is working nicely. I have the above options all ported to the new code and am doing civ4lerts next. If all goes well, I'll post 0.5 so you guys can see how it works.
 
The Options code seems to be behaving, so here is version 0.5. The new options screen is accessed via Ctrl-Alt-O.

The options code consists of a few new modules and classes.

BugOptions Module

This is the main module for accessing options. It contains four important classes:

Option and OptionList Classes

This new class holds the metadata for a single option: name, INI section and key, title, tooltip, and default. OptionList adds values and format string for float dropdowns to Option. All the classes tie everything together internally using "name" while the INI file uses section/key.

BugOptions Class

This new class holds all of the Options metadata objects, provides access to the values, and reads/writes the INI file. You shouldn't use this class directly.

OptionsFacade Class

This was the old BugOptions class and fulfills the same role as before: a facade to be used as a base class for creating your own option sets.

An example is BugScoreOptions. Each subclass's module should now provide a getOptions() top-level function (at the bottom of the file). To use one, it's similar to before:

Code:
# top of module
import BugScoreOptions

BugScore = BugScoreOptions.getOptions()

...

# throughout module as necessary
if (BugScore.isShowDeadCivs()):
    ...

BugInitOptions

This is a new module that simply imports all the specific option group modules (see above) in one place to set them up properly. If you create a group of options, add it to this module.

Building the Options Screen

This next group of modules is responsible for building the BUG options screen (Ctrl-Alt-O) and saving the settings.

BugOptionsScreen Class

This class puts together the frame of the options screen: a TabControl consisting of any number of Tabs for grouping options. When you add a Tab, add it to this module.

Tabs don't have to relate one-for-one to option groups. The idea is for option groups to provide mod-specific granular access to options. Groups with few options will probably be put onto a single Tab (like Misc or General).

BugOptionsTab Class

This is the base class for all of the Tabs that make up the screen. It provides functions for building the Tab visually: adding boxes, separators, labels, checkboxes, dropdowns, and edit boxes. Screen layout is a PITA in most all windowing toolkits, and BtS's is no exception. I tried to provide some basic building blocks that will allow the most common layouts to be created easily. See the example Tabs, but be forewarned that they probably won't be enough.

When you want to create a new Tab, you'll extend this class (see BugScoreOptionsTab as an example).

CvOptionsScreenCallbackInterface Module

The callbacks for handling events in the options screen are at the end of this file. Unfortunately, I cannot figure out how to get BtS to allow me to use a separate file for this. :( You shouldn't need to use this module directly.

Examples

Working Options with Tabs:

  • NJAGC
  • Scores
  • Alerts - Civ4lerts, reminders
 
The callbacks for handling events in the options screen are at the end of this file. Unfortunately, I cannot figure out how to get BtS to allow me to use a separate file for this.
I couldn't do it either. I had everything looking right but it simply would not call any other file.
 
Ok to start getting a version control and readme system in place.
Is there anything else in .05 that is functional

From Options
  • NJAGC
  • Scores
  • Alerts - Civ4lerts, reminders
Python Added:
* NJAGC
* Dead Civs on Scoreboard
* Attitude Icons
* Power Score
* Better Espionage Screen List
* Raw Commerce
* Civ4lerts and More Civ4lerts
* Reminders
* GP Tech Prefs

Is there anything else in there that is not listed or is not actually in.
 
Front Page updated. Tell me what you guys want included in the ReadMe file, and I'll have one by tomorrow, isa.

And.... I have some good news for you gentlemen.

The Bug Project SourceForge home page.

If you already have a SF user name, let me know and I'll add you.

:)
 
.05 has an issue.....

It seems like what you click and un-click in the settings menu is not saved.

It also means that the game does not dynamically change the settings.

Steps To Reproduce
1) Open Options Screen (CTRL+ALT+O)
2) Click "NJAGC"
3) Click Exit
Observe No Change
4) Re-enter Options Screen
Observe tick mark is reverted back to what it was originally.
5) Force Screen Redraw By Going Into City

Assumptions:
I am running the game out of a mod directory with no other python changes. This is in my My Documents My Games Beyond The Sword Mods Folder.
 
I am running the game out of a mod directory with no other python changes. This is in my My Documents My Games Beyond The Sword Mods Folder.
This could be the problem. Move it to customassets and test again.
 
Hmmm, Ok but I allways believe you should let the user back out there changes to go completely to default a modified custom assets is not a great way of doing that. Plus when we start to add other things for flavor we really want this in a mod.
 
Hmmm, Ok but I allways believe you should let the user back out there changes to go completely to default a modified custom assets is not a great way of doing that. Plus when we start to add other things for flavor we really want this in a mod.
Agreed. There are some code changes that EF knows about that should allow this mod to sit anywhere.
 
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