BTS Unaltered Gameplay Project

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I think I have got a problem... The autologger doesn't work in silent mode. Why? Because the "Default" directory doesn't exist. If I change manually to where I want, though, it works. Except for one little thing: it doesn't log the turn end and the turn starts!

@Feedback - I'll take a look at that now and see what's up. I've never used logging, so I just left "Default" in there thinking the code understood it.
The code to create the log path is in RuffModControl ...

Code:
def get_AutoLog_Path():
    try: AutoLogPath = RuffModConfigFile['AUTOLOG']['AutoLogPath']
    except: AutoLogPath = userDir + '\AutoLog'
    if (AutoLogPath == 'Default') : AutoLogPath = userDir + '\AutoLog'
    if not os.path.isdir(AutoLogPath) : os.makedirs(AutoLogPath)
    return AutoLogPath

Obviously this is a crappy place to put it as it should be in the autolog.py file. With all EF's chances, does that code get executed / called now?

I cannot see anything wrong in the code re not logging the start or end ... well, put it this way ... nothing jumps out at me. There is a small change that I was going to mention here but I decided to do it myself ... have now made the change and committed it back to SVN. Yay me! I am now contributing to the team!
 
That little change fixes the autologger problem? Very nice Ruff.
ohh ... errr ... no. I changed something that someone mentioned to me about 7 mths ago. The default logger location is something that EF will have to look at. He has pulled it apart and put it back together - I think it will be quicker if he looks at it than if I do.
 
EF - Got CDA back up. Is working fine with 22 cities. Will load it with the 30 city load and see if I get any problems, but in the past once it went beyond 1 screen and you need to scroll is when the C++ Runtime error would happen.

Can we change the Tooltips for the different controls, (ie - Page Drop down, Save, default... ) so they say what the actions does instead of all of them saying Selection Menu? Or can you tell me how to do it, and I'll take care of it.

also, is it possible so when you select the city it will show the specialist on the bottom like in the basic DA?
 
I fixed Autolog. If the path is "Default" or "", it will use CvPath.userDir + "Autolog" just as Ruff's mod did.

CDA now works. Simple goof fixed. :)

@Alerum - I looked at the color XML file and was a little confused. Did you start with the BtS version and merge in SimCutie's stuff? I ask because the web-safe colors are partially mixed in with the player colors, and some are missing.

For example, there's a comment that "COLOR_W_AQUA == COLOR_CYAN", but W_AQUA isn't in the file. Yet, there's a comment that "COLOR_W_BLACK == COLOR_BLACK" and W_BLACK is in the file. I only see 9 of the 16 web colors.

As for a color picker, it's probably doable. I just wish there was better documentation on Civ4's widget toolkit. I can only create things that I can modify from existing elements. I think I can specify the background color of a panel and attach an arbitrary click event to it. If so, that's all that's really needed.

That would take quite some time, however, and there are higher priority items still. I'll add a task to SF.net though.
 
in the past once it went beyond 1 screen and you need to scroll is when the C++ Runtime error would happen.

Hmm, the original CDA places the zoom city button into the list differently from how the DA does it. I changed it to how the DA does it, but it didn't look as nice. Perhaps that's the problem. It is kinda weird what it does -- I could see it causing issues with the widget toolkit. Lemme know what happens.

Can we change the Tooltips for the different controls, (ie - Page Drop down, Save, default... ) so they say what the actions does instead of all of them saying Selection Menu?

Should be doable. I'll check it out.

also, is it possible so when you select the city it will show the specialist on the bottom like in the basic DA?

It shows them along with buttons to change them when you have the specialists column in the view. At least, that's what I remember seeing. :)
 
I misspoke. It only seems to show the specialist controls if the page has a flag set (same for culture and GP). But those flags are only set when it builds the flavorful pages -- and probably stores the flags in the config file. I don't see a way to turn it on short of editing the config file itself.

I can add checkboxes probably on the customize screen. I'll add a task to SF.net. :)
 
hum... I'll take a look at it. Like I said alot of things were changed with BTS, so I was having a hell of a time. I'll clean it up tomorrow.

Also uploaded the docs for Features and Changes we made. It's just a template.
 
I am seeing the most bizarre behavior from CDA in a game with a lot (> 22) of cities. When I first open the screen, only the city zoom buttons are displayed. The table scrolls fine, but no data is displayed.

Inspecting the log shows the dreaded "RuntimeError: unidentifiable C++ exception" errors, but the game doesn't crash.

Then, when I click on a city zoom button, the city screen pops up. Leaving it brings me back to the CDA . . .

with a fully-working table full of data! :eek: :crazyeye:

It scrolls fine, and I don't ever see any more C++ exceptions in the log file. However . . .

I can only zoom into the first 22 cities. The zoom city buttons for city 23 and above do nothing. No exception, no error, zip.

How does this compare to everyone else's experience?
 
Yeah, I get the redraw screen problem. That is something that CDA has always done.:( I wonder why this is happening if you are using the DA from BTS for your zoom button. Did you try it without the DA with 23+ cities to see if you get the same C++ error?

I'm rushing a settler in a game now to see... give me about 10 mins to post and let you know whats going on.
 
Tested and getting the same results. First time loading up the CDA is a blank menu, with ONLY the zoom button. Exiting and reentering reloads it. No crashes, but cannot use the zoom button on any city past 22. It doesn't matter how you sort it, city # 23 and beyond won't zoom no matter how you sort them.

Edit: Ran it with the BTS version and had no problems. City #23 and #24 pulled up fine with the zoom button.
 
I wonder why this is happening if you are using the DA from BTS for your zoom button.

No no, I took out the DA button change I made after I saw it looked less clean back when I originally ported CDA. I never tried it with multiple cities.

I committed the new CDA with the "split colony" button on it, but as I start a new job tomorrow, I need to get to sleep. I'll take a look at the zoom button tomorrow evening.
 
Strange, it's working for me. I checked and don't have any pending commits, so you should see what I see. Can you post the error when you get a chance please?
 
Tested and getting the same results. First time loading up the CDA is a blank menu, with ONLY the zoom button. Exiting and reentering reloads it. No crashes, but cannot use the zoom button on any city past 22. It doesn't matter how you sort it, city # 23 and beyond won't zoom no matter how you sort them.

As you said, this is a misterious problem that CDA always had
 
Those bugs sound waay too complicated for me.

@alerum

I've tried to make the read-me make sense, and still get the same point across. I just have to finish the 'Installation' bit before I send it.
On the Flavor front, I was under the impression Ket was going to upload something which I could add to. I haven't seen anything on the repo.
 
@ EmperorFool
I've started to work at the translation of the huge readme for CDA, so I just remembered... some news about adding the icons (and maybe tooltips) to the headers of CDA table? Only asking, of course... :blush:

Note: answering your question about the columns to add... have all the columns for the new building/wonders(/starship pieces?) from BtS been added? (maybe automatically? I can't check, I'm on tablet pc now).

Note2: about your idea of simply putting a yes/no instead of building's effect in each box of the table, I've thought about it, and I think that doing so the player will loose some interesting information, because the effect displayed by CDA is "smart" (for example, it displays a food icon for a granary, but it also displays a health icon if the city has a granary & rice, wheat, corn, or bananas connected; and the health icon disappears if the last of those resources is lost). So, if you still want to make it, I suggest to make it optional (the optimum will be to have this option linked to the configurated page, so that one can create different pages with this option set differently, but even a general option may be enough :) ).


@Alerum68
Some news about BUG sub-forum?

Note: I've made a couple of minor changes to English ReadMe (detailed on SVN), so please before updating it on your own, check them :)
 
@EF - Will take a look at what was going on when I get off work this afternoon.

@Kit - Okay, when you're ready to submit what you have let me know.

@Cam - The SubForum was something that Ruff was working on with ThunderFall. When I get home tonight I'll send TF a PM and show him the progess we've made.
 
@Cammagno - I looked at how the MSDA mod added the help tooltips and it would be doable. The trick is prioritizing it. :)

As for the buildings, I agree that the extra info is nice. Perhaps two sets of columns: one shows if you have the building, the other shows the details of each building

All buildings and projects are added programitcally, so any new ones make it in there automatically. However, since the pages are built by adding specific columns, they won't appear automatically on the pages themselves -- only in the customization screen. That's why I'd like column sets like "Religions Buildings" and "Production Buildings", etc.

@NikNaks - That is very cool. I've added it locally and will commit to repo once I get home tonight.
 
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