BTS Unaltered Gameplay Project

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Here is version 0.07 (to match Alerum's numbering scheme). Note that it specifies "BUG Mod.ini" in RuffModControl.py and "BUG Mod" in CvModName.py.

BTW, Specialist Stacker isn't included yet, but the option should no longer give errors. In fact, all options should set/save/load appropriately. As well, the scoreboard and clock options should take effect immediately.
 
It still uses the hardcode of the ini file or does it genertate it from the CvModName file?
 
Ignore the question I got the answer, I sugest in version .08 or .07x we switch to the CvModName and non hardcoded ini file.

Ok merged good.... Nice and clean, everything looks ok except for raw commerce producing a python error....
 
Ok gameplay python bug, should i post these?
This is in alerts...

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 126, in handleEvent

File "CvCustomEventManager", line 137, in _handleDefaultEvent

File "Civ4lerts", line 159, in onCityDoTurn

File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 126, in handleEvent

File "CvCustomEventManager", line 137, in _handleDefaultEvent

File "Civ4lerts", line 159, in onCityDoTurn

File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
 
Yup just caught that myself. I forgot to change the Python. Okay, it's fixed, and I added SpecialistStacker value in INI and use modName for the INI file name if it's available (minimal testing on this one).

And ... Changing Raw Commerce now updates the city screen correctly (even while it's open). Ooooh aaahhh. :)

Enjoy version 0.08.
 
Awesome...
Its 3am over here im gonna merge this and then prob hit the sack that way ill stay out of your hair, i figure by the time i wake up you will be at 0.12 :)

Or at least have 6 new options.... :)

Did you check out that nevermind thread?
 
Yes, the bug reports are very helpful. I've fixed that on my end. I must have mistyped "Unhealth" a gazillion times while making the options. yyyy Okay, my y key works. :p

If you want to just fix it on your end now, there are two places in BugAlertOptions. Search for "UnhealthAlert" and add in a "y" in both places.
 
LOL, I'm only an hour behind you, but ya I'll probably work a bit longer (night owl). I've read through that thread, and it's just a matter of prioritizing on my end which things to merge first. :)

Sevopedia is big. Others use autologger a lot, so that's up there. But the interface goodies are more fun to do. Now that I have the options screen working, hopefully it won't be so difficult for others to merge in what they want once we have version control up and running.

G'night, and thanks again for your testing efforts.
 
Ill leave you with this one...

Some alerts are coming through others are erroring out...
so some testing on this is prob a good thing...

Code:
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "Civ4lerts", line 159, in onCityDoTurn

  File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "Civ4lerts", line 159, in onCityDoTurn

  File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "Civ4lerts", line 159, in onCityDoTurn

  File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "Civ4lerts", line 159, in onCityDoTurn

  File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "Civ4lerts", line 159, in onCityDoTurn

  File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 126, in handleEvent

  File "CvCustomEventManager", line 137, in _handleDefaultEvent

  File "Civ4lerts", line 159, in onCityDoTurn

  File "Civ4lerts", line 189, in onCityPendingGrowth

AttributeError: 'BugAlertsOptions' object has no attribute 'isShowCityPendingUnhealthyAlert'
ERR: Python function onEvent failed, module CvEventInterface
 
Yes, those are all the same error and have been fixed locally (see my previous previous post).
 
So I merged in Sevopedia, and in doing so I switched over to Modular XML Loading. Sevopedia has some art and text, and Civ4lerts had some text as well. It's certainly not mandatory for the BUG project, but we'll definitely want to use it for the flavor mod.

The only problem is that I discovered that MXMLL won't work from CustomAssets -- it requires a real mod folder. :(

Soooo, before I go any further with MXMLL, can we commit to requiring a mod folder, or should I back out the changes? I'm mainly thinking of SGers that will disagree on the mod to be used for their shared games.

In any case, I will be gone for the weekend and return Monday. I will try to check in before I head out in the morning if anyone has any issues with the latest build.

Here is the mod version: BUG Mod 0.09.
 
no idea what MXMLL is. Will google it.

Re text - a bunch of the logger text is hard coded - we should move it to XML to support multiple languages (are we really going to do this - seems way too hard). Same with alerts, mod option screen, etc, etc.

Also, I think we should extend the alerts to also write them to a separate log file. I was playing a always peace domination victory game and really wanted to know how many tiles I had at the end of each turn - makes a nice graph - it was a bit difficult to extract but if the alerts code had produced a log file, it would have been a piece of pie (easy).
 
Re text - a bunch of the logger text is hard coded - we should move it to XML to support multiple languages (are we really going to do this - seems way too hard). Same with alerts, mod option screen, etc, etc.

Hi to everybody ;)

Good suggestion, text moved to XML means a cleaner MOD and an easy localization work.

As I've already told to Alerum in pm, I'm available for the Italian version. For some of the mod you are merging my translations already exist (I'll check if they need to be updated), and I've no problem to do the new ones for mods released in the last months).
 
MXMLL is the modular XML loading system

I'll run through .09 tonight....

I may have a cut of the composite out this weekend based on .09 if its stable enough.
 
Re text - a bunch of the logger text is hard coded - we should move it to XML to support multiple languages (are we really going to do this - seems way too hard). Same with alerts, mod option screen, etc, etc.

MXMLL is "Modular XML Loading". It should probably just be MXL or ModXML, but that's what someone else used in their guide.

Civ4lerts messages were already in their own GameText XML file. My intention was to put the option descriptions and tooltips into XML -- I just didn't get around to it yet. We can always move them with the English versions and do the translations whenever we can get help (thanks for the offer Cammagno!).

Also, I think we should extend the alerts to also write them to a separate log file. I was playing a always peace domination victory game and really wanted to know how many tiles I had at the end of each turn - makes a nice graph.

Hmm, that sounds like a new mod. Rather than just logging the civ4lerts, perhaps something geared specifically toward logging value data like pop %, land %, money, units, XPs, etc. The only reason I'm thinking separate from civ4lerts is that you probably don't want to log the pending growth and happy/sad messages. Maybe you do?
 
Hmm, that sounds like a new mod. Rather than just logging the civ4lerts, perhaps something geared specifically toward logging value data like pop %, land %, money, units, XPs, etc. The only reason I'm thinking separate from civ4lerts is that you probably don't want to log the pending growth and happy/sad messages. Maybe you do?
If I want a history of stuff, I usually dump the log to excel and sort / filter out the stuff I don't want. I would be happy with a check box that says something like 'dump alerts to file' and have the file name hardcoded (say 'name of game'-Alerts.txt)
 
Soooo, before I go any further with MXMLL, can we commit to requiring a mod folder, or should I back out the changes?

I just want to make sure we address this ASAP.
 
Soooo, before I go any further with MXMLL, can we commit to requiring a mod folder, or should I back out the changes? I'm mainly thinking of SGers that will disagree on the mod to be used for their shared games.
My thinking is NO, we cannot force a mod on the SGs because some SGs are played with a mod (ie an SG of Fall from Heaven). However, it might be worth posting a question in the SG story telling thread.
 
I don't want to make life more difficult for you. However perhaps you should bear in mind that Mac users will, probably, get BTS at some point. That being the case it may be helpful to take account of this now rather than later. AIUI one of the main problems was the CvPath module. I know AlanH came up with a change that coped with both Windows & Mac systems. If you post in the Mac forum I'm sure he will be happy to help you on this part.

If this has already been covered somewhere in this thread then I apologise.

EDIT: Here's a post with AlanH's modified CvPath.py file.
 
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