BTS Unaltered Gameplay Project

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Okay I've moved the Flavor mod into the correct location. This version is now F0.1 (to avoid confusion with BUG).

If anyone has anything they think would fit into it, post here.

Have you commited the changes yet? Because my tortoise says that no change has been made... :confused:
 
Hey folks I'm back and all moved and stuff....
Anyone want to point me in the direction that is needed?
(Flavor, Testing, What?)
 
@Ket - Congrats on the move. I may be doing that myself soon. I'd say work with NikNaks with the flavor stuff. He's committed his changes to the repo (and check out his logo and icon).

@NikNaks - Thanks for the logos. I couldn't draw myself out of a paper bag, so I don't know how much my opinion is worth, but I like them. :)

@Ruff, Erendir - There are still a few mods that MainScreenMod incorporates that I'd like to add: XP counter, maybe score per turn and hiding score value if people like those. Also, Ket has merged in some things to the City Screen: Spec Stacker, move/resize of culture/nationality/GP bars that would be nice to add.

@Feedback - No worries. I actually wasn't trying to sound so snotty in that post, so I hope I didn't come across that way. :D I've added a few other options to Ruff's version of Autologer, off the top of my head: Pillage (like improvements, was city growth or maybe war?), Vassals (was war) and Events (not yet handled).

Finally, asioasioasio looked into fixing the wide city bar but couldn't see a way to do anything. There's no way to make this optional, and I suspect the smaller hit-detection area will probably start to annoy me. Do others like it or should we remove it? It's easy to add as a separate install/unZIP. Likewise it's easy to remove if people don't like it. I'm ambivalent (could go eaither way).
 
Kudos, everyone! This is just amazing :), especially for the short amount of time you've been working on it.

Could you consider adding an option to use 12monkeys' Modified Special Domestic Advisor instead of the CDA? I really dislike how often the CDA CTD's with the "pure virtual function" error and starts with a blank screen the first time you open it each turn. I realize 12monkeys' MSDA needs to be updated to BtS (e.g., the buildings are messed up, and the new buildings need to be added), but I think the HOF mod has done at least some of that work. I find the MSDA much more useful in my games, and the columns and pages are easy to customize via textfile editing.

I'm also getting some glitches with the Bug Mod.ini file (in v0.11)... every time I run Civ4, some of the options are changed in that file as soon as Civ4 is launched. And some of the settings don't seem to have any effect, e.g.,
CheckForCityBorderExpansion = 0
is not heeded.

Sorry if these things have been requested/reported already, but I haven't had time to read the whole thread. Once again, awesome work!!
 
Kudos, everyone! This is just amazing :), especially for the short amount of time you've been working on it.

Thanks! It's so much easier with a team. :)

I really dislike how often the CDA CTD's with the "pure virtual function" error and starts with a blank screen the first time you open it each turn.

I believe both of these are now fixed. Can you please try the latest version from SVN or wait until the next release by Alerum (tonight?) with the fixes.

If MSDA is fully updated, I would have no problem including it. There are other things on the list right now, but when I get more time I can include it. I'm hoping HoF does the work for me. :mischief:

I'm also getting some glitches with the Bug Mod.ini file (in v0.11)... every time I run Civ4, some of the options are changed in that file as soon as Civ4 is launched.

That's an oooooold version (in internet time). The best method to get it while in development is by installing Tortoise SVN or SVN itself (just the client is needed) to get the latest source from SF.net. I know this can be a little daunting at first, but it's actually not too bad. I posted the brief instructions a few pages back in this thread.

The reason the INI file gets rewritten when the game starts is because Autologger writes out the fact that it is on and the file name being used. I am looking in to how to change this because it bugs me as well. I must decide how Enabled and Silent should interact.

And some of the settings don't seem to have any effect, e.g.,
CheckForCityBorderExpansion = 0
is not heeded.

Hmm, I think I've fixed all these, but I'll check this when I get home tonight (will be late tho).

Sorry if these things have been requested/reported already, but I haven't had time to read the whole thread. Once again, awesome work!!

No need to apologize for helping us squash bugs! :goodjob: Thanks again for braving new code.
 
Have you commited the changes yet? Because my tortoise says that no change has been made... :confused:
I left it uploading but there was an error. Uploading again now.
Hey folks I'm back and all moved and stuff....
Anyone want to point me in the direction that is needed?
(Flavor, Testing, What?)
Congrats on the move! :goodjob:
I've done the base Flavor mod on the to-do list (the 'XML' section from the OP), so where do we go from there? If you have MSN, send me a PM.
 
That's an oooooold version (in internet time). The best method to get it while in development is by installing Tortoise SVN or SVN itself (just the client is needed) to get the latest source from SF.net. I know this can be a little daunting at first, but it's actually not too bad. I posted the brief instructions a few pages back in this thread.

Cool, I'll try that.

I'm curious which Great Person mod you're considering. When you say
1) Civ Based Great Person MOD
might that introduce spoiler information? For example, if you hear "Aristotle has been born in a far away land," wouldn't you then know that the Greeks are out there? Or perhaps the mod you're looking into has options to mask the identity until you meet the civ or something (or maybe you could add such capability).
 
I'm curious which Great Person mod you're considering. When you say
1) Civ Based Great Person MOD
might that introduce spoiler information? For example, if you hear "Aristotle has been born in a far away land," wouldn't you then know that the Greeks are out there? Or perhaps the mod you're looking into has options to mask the identity until you meet the civ or something (or maybe you could add such capability).
Yes, it's the Civ-Specific GP mod. I never thought of that. Veery sneaky :mischief:. I'm sure someone could code it to hide the names early on.
 
Finally, asioasioasio looked into fixing the wide city bar but couldn't see a way to do anything. There's no way to make this optional, and I suspect the smaller hit-detection area will probably start to annoy me. Do others like it or should we remove it? It's easy to add as a separate install/unZIP. Likewise it's easy to remove if people don't like it. I'm ambivalent (could go eaither way).
I think that I like it ... can we keep this but as a separate install?

The reason the INI file gets rewritten when the game starts is because Autologger writes out the fact that it is on and the file name being used. I am looking in to how to change this because it bugs me as well. I must decide how Enabled and Silent should interact.
How about using an internal constant for enabled instead of storing the value in the ini file? Wouldn't that mean that you don't have to write to the ini file?
 
I think that I like it ... can we keep this but as a separate install?

Yes, we could have a ZIP inside the BUG Mod folder. On second thought I think I'd rather just include it along with instructions on how to uninstall it.

How about using an internal constant for enabled instead of storing the value in the ini file?

That's my plan. Currently, the Enabled option controls two things: whether to log, and whether the mod is logging right now. I want to split that so the latter is an internal boolean (call it IsLogging).

If the main Enabled option is on when the game starts/loads, the log will be opened and the IsLogging switch set on. If you turn off Enabled during the game, the IsLogging remains on but no log messages are written. If you turn Enabled back on, logging resumes as normal.

Hitting the start logging command (Alt-L?) while IsLogging is on will turn it off, so Alt-L becomes start/stop logging while the Enabled turns all logging options on and off. Hopefully it's not that confusing to actually use. ;)
 
That's my plan. Currently, the Enabled option controls two things: whether to log, and whether the mod is logging right now. I want to split that so the latter is an internal boolean (call it IsLogging).

If the main Enabled option is on when the game starts/loads, the log will be opened and the IsLogging switch set on. If you turn off Enabled during the game, the IsLogging remains on but no log messages are written. If you turn Enabled back on, logging resumes as normal.

Hitting the start logging command (Alt-L Ruff: Correct!) while IsLogging is on will turn it off, so Alt-L becomes start/stop logging while the Enabled turns all logging options on and off. Hopefully it's not that confusing to actually use. ;)
errrr ... right ... what he said. Actually, I like it ... how about ...

enabled (true / false): set via the option screen / ini file and has global control over all logging events (mainly enabling / disabling the Alt-L command, setting isLogging to false and disabling the silent logging)
IsSilent (true / false): controlled via option screen, auto-starts logger if true and sets isLogging to true, disables Alt-L if true, does bugger-all if false
IsLogging (true / false): only works if isSilent is false, toggled using the Alt-L command.

Then all the individual events just have to check 'isLogging' as well as the event flag. Maybe this is exactly what you said above and I am too dumb to join the dots :D
 
I left it uploading but there was an error. Uploading again now.

Ok, all the files are there now :)

I've changed a couple of names to ensure the uniformity with the BUG Mod, and I've deleted the old internal Flavor folder.

Tomorrow I can do the FlavorDir.rtf file, with the structure of the mod dirs. Later I will go on with Italian translations.

One thing left to do is the FlavorReadme.rtf file, with the list of the included mods... BTW, may you provide us this list? (I mean, even if you haven't time to make the full Readme file, the list is enough, for me). Thanks :)
 
Ok, all the files are there now :)

I've changed a couple of names to ensure the uniformity with the BUG Mod, and I've deleted the old internal Flavor folder.

Tomorrow I can do the FlavorDir.rtf file, with the structure of the mod dirs. Later I will go on with Italian translations.
Thanks!
One thing left to do is the FlavorReadme.rtf file, with the list of the included mods... BTW, may you provide us this list? (I mean, even if you haven't time to make the full Readme file, the list is enough, for me). Thanks :)
I am quite busy, and my Readmes are pretty rubbish :blush:
The list of mods is the to-do list in the OP.
From the OP said:
1) Civ Based Great Person MOD
2) Diplomacy Text
3) Better Ship Scale
4) Ethnic Art Styles
5) More to come
If you need links, I'll happily send you them.

Oh, and I almost forgot! Frenchman finished and corrected the read-me (now uploading to the repository).
 
@Nik - I like the logo, but was wondering if there would be a way to make them look more like an actual bug (A ladybug came to mind).;) Until we decide of we're going modular, I think it's best to keep it as a CA directory. I'd be glad if you took on making the webpage. I have some screenshots I made up for it too, and when you're ready let me know and I'll send it. I'll take a look at the Flavor MOD you uploaded, and go from there.

@Cam - If you don't mind I'm going to make you the documents Admin. There is a Document Manager area, but I haven't really looked into it. You may want to see what's in it that we could use. And yes, we could really use a BugFlavorDir file if possible Cam.
 
No, you'll have to send it to me. I'm the only one who can make changes to the website, and a few other things. Downloaded the flavor and going to be seeing how things go.

A Few of things:
1) Did you go through the files to make sure that any changes from Warlords to BTS was carried over?

2) Would you mind taking a quick look at what you add/changed and put comments in. Doesn't have to be much... soemthing like <!-- Added by The BUG Team --> would be perfect. Sorry, I'm a stickler for comments in code.

3) I'm looking at the files, and noticing lines for Building in the Units file.... These were added by a MOD, and not anywhere inside the Unitinfo.xml file that was in BTS. Was this done with the original code? If so, we may want to think about going through this and making sure code is in the correct files.
 
1) Did you go through the files to make sure that any changes from Warlords to BTS was carried over?
It's all based on mods from BtS ;)
2) Would you mind taking a quick look at what you add/changed and put comments in. Doesn't have to be much... soemthing like <!-- Added by The BUG Team --> would be perfect. Sorry, I'm a stickler for comments in code.
Sure, I'll get right on it.
3) I'm looking at the files, and noticing lines for Building in the Units file.... These were added by a MOD, and not anywhere inside the Unitinfo.xml file that was in BTS. Was this done with the original code? If so, we may want to think about going through this and making sure code is in the correct files.
I don't know what you mean here...
 
Got the Mod to load on a new game but won't load a saved game... I wonder if this can be fixed. What I'm refering to is that some of the Great Person Code. Seems it was put into the UnitInfo.xml file instead of one of the building files. Just looks sloppy to me, but seems to work.
 
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