CQUI - A UI Overhaul (Now out on Steam Workshop!)

CQUI - A UI Overhaul (Now out on Steam Workshop!)

@Littlebob86 ..

Most likely starts near Line #297 in your file.

--------------------------
--CQUI Citizen buttons tweaks
if(numUnits >= 1) then
pInstance.CitizenButton:SetTextureOffsetVal(0, CITIZEN_BUTTON_HEIGHT*4);
pInstance.CitizenButton:SetSizeVal(64,64);
pInstance.CitizenButton:SetAlpha(1.00);
else
pInstance.CitizenButton:SetTextureOffsetVal(0, 0);
pInstance.CitizenButton:SetSizeVal(64,64);
pInstance.CitizenButton:SetAlpha(1.00);
end
--------------------------

I've used 1.00 (full) as values but it could probably work if written as 1 only. I also didn't like the custom resizing (large_80 or smaller_48).. so i knocked them both back as exact Vanilla (64,64) since there's much less artifacts on the edge frames. First section is for worked tiles, the other (else) for inactives.

Thanks for pointing to the section of code. I changed both the SetSizeVal(64,64) to 36,36 and found these icons no longer obstructing the yield Icons. Unfortunately still stuck with "artifacts on the edge frames". I can live with that as the large Citizen buttons is very obstructive,

Thanks again.
 
Sorry if this is written somewhere but I can't seem to find it...
What does the exclamation mark in the city bar mean?
 
It simply means you have citizens not locked to a tile. This is probably done this way because the governor isn't always reliable and can often choose to work tiles that are inefficient.
 
It simply means you have citizens not locked to a tile. This is probably done this way because the governor isn't always reliable and can often choose to work tiles that are inefficient.
Brilliant!
Thanks for the fast response!
 
@CyberFox ..
Oh.. but this is somewhat easily worked-around by maintaining the rule-of-four (pixels) for such custom DDS textures when rendering them.
Civ6 code/engine certainly has a built-in resizing function that deals with 4th_power (often known as 2x) maths to obtain variations of the original (vanilla) images, 64x64 in this case unless they already have a pre-rendered set of sprites in a special library. Hard to tell without the SDK since GFX assets will be compressed into that new BLP archive format for everything UI-HUD related.

Sooo.. with 2-4-8-16-32-64-128-256...etc -- you may then see slightly better results if you use 32 (heck, 48 might even be OK!) instead of 36.
 
@Zyxpsilon ..

You are100% correct. At 32,32 they look much better than the 36,36 and they are not to small(for me). You don't by any chance know which file and parameters I can change to make the plot purchase icons and the resource icons smaller (in the City Screen only)

Thanks
 
Anyone who has turned off unit auto cycling and using this mod noticed when units would simply drop off the unit cycle queue? When it happens, a unit will start its next turn with full movement points as usual, but the notification queue will skip this unit and go directly to Next Turn.

I'm trying to determine if this is a problem with the game itself or something due to this mod. With a victory on Continents and one on Fractal with CQUI, though, I've never noticed this problem. Now I'm playing on Inland Sea, and I know this map has all sorts of problems like rivers disappearing in world view and only visible in strategic mode (I got that as well). So I'm suspecting that this is a problem in the game itself associated with the Inland Sea map, but I can't reproduce it.

I can, however, reliably reproduce this problem with the save I have using CQUI (on latest build downloaded just now). Attaching the save just in case someone wants to try it out. To reproduce, move the Eagle Warrior southwards into any of the two tiles. The next turn he will drop out of the notification queue.

With reference to this image:
Spoiler :
9aXIRd0.jpg


This happens consistently if the Eagle Warrior is on those tiles marked with map pins. If I leave those tiles, he will rejoin the notification queue (i.e. can cycle to him with the Next Action shortcut), but the moment I'm back onto one of these four tiles, he disappears from the queue again (i.e. Next Action will never get to him but end the turn directly).

So any pointers? Anyone run into the same problem with/without this mod?
 

Attachments

So is there any idea what we can edit to make teh actual city name banner smaller and translucent while in the city manager?
 
@CyberFox,
No idea what or how (yet).. but i suppose, Chaorace & gang might have a direct opinion since they hold the source code for their custom "Tile Growth" icon based on the actual vanilla function. Resources might be a bit more difficult though since such assets seems to be generic for the entire WorldView components -- i know they were able to supply semi-transparent layers for these at least.. but that again was applied to the whole HUD "system".
 
Why doesnt 48,48 citizen buttons work for the new citybannermanager mouseover?
32,32 works but they are too tiny for me. 48 gives a red error style icon

Any ideas.
 
Why doesnt 48,48 citizen buttons work for the new citybannermanager mouseover?
32,32 works but they are too tiny for me. 48 gives a red error style icon

Any ideas.

It works for me.
Try this
in Worldview subdir CityBannerManager.lua -- Starting Line 275

-- If this plot is getting worked
if workerCount > 0 and kPlot:IsCity() == false then
pInstance.CitizenButton:SetHide(false);
pInstance.CitizenButton:SetTextureOffsetVal(0, CQUI_CITIZEN_BUTTON_HEIGHT*4);
pInstance.CitizenButton:SetSizeVal(48,48); <!-- Change This Line -->
pInstance.CitizenButton:SetAlpha(1); <!-- Change This Line -->
end
 
So I just started a new game and I am having issues with the city info bar hanging up. When I click my city, sometimes the production window won't show up, and sometimes the city info bar stays after I exit the city (and the x in the corner of the cityinfo screen won't close it either).

Revalidating didn't help (I saw someone else said that fixed the problem for him)
 
So I just started a new game and I am having issues with the city info bar hanging up. When I click my city, sometimes the production window won't show up, and sometimes the city info bar stays after I exit the city (and the x in the corner of the cityinfo screen won't close it either).

Revalidating didn't help (I saw someone else said that fixed the problem for him)

I've gotten three separate issue reports within the span of an hour for this exact same problem and I have no idea why. No new changes have been pushed to the repo in the last 48 hours so it's not like something I've done has spurned this sudden issue with the production panel breaking (and this is definitely something that I've been unable to reproduce, so I'm really stumped here...). Has there been a Civ update just today that I've somehow missed?

Anyways, just to cover all of my bases here, are you using any other mods?
 
Just for full disclosure, it had been happening for some (though not always like now) in my previous game, but it was "refreshed" when I would click on a different city (so kind of annoying but, frankly your UI is so much better than the default that it was still worth dealing with).

Current mod list:
Chos Quick UI (yours)
DLC: Aztec Civilization Pack (default DLC, so I doubt it's the issue)
GDG's Vuilder Every Wonder Boost for chosen Civ (was not active in prior game which also saw the issue)
Historicity++ (corrects some historical errors in the civlopedia... i can try disabling this one but I don't believe it interacts with the UI at all)
Next City Plot by Ace (you said on the front page that this is compatible with yours)
TCS Customizable Warmongering Penalties 1.1 (in a moment I shall try disabling this one as well for error checking, but it doesn't look like it effects the UI at all either)
Unit Report Screen (also supposed to be compatible with yours)

I shall do some new game experiments with various combinations of the above to see if I can pinpoint one of them being the issue (starting with only using yours in case that in and of itself is somehow problematic).

---Edit---
I forgot to mention this before, but I did notice it happened a lot more frequently when I would change what the city would build, then exit, then go back in. Not sure if that helps error check at all, but if the roles were reversed, I'm sure I would like every piece of info I could get.
 
Just tried vanilla + CQUI and it still behaves as described above. I will try revalidating again as well.
 
IIRC if you use Next Action binding to enter a city, then while in that city view, use Next Action again and the next action is another city needing production commands, then the production queue will bug and the detail pane on the left of the screen will get stuck. At first it was permanent but after a few nightly builds it became possible to fix it by exiting and entering cities (I think). I assumed the issue was known so I didn't report it on github.

PS: I only use CQUI and update everyday
 
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