Development Thread

So Gents, where do we stand for a release today? The MA looks like all the kinks are pretty much worked out, and it's just adding new features to it. We squashed the last of the bugs IIRC, and the XML is completely translated? The help file won't be updated with this release, so no stress on translating that this weekend.
 
I can always keep adding stuff, so just cut me off. :) I'd say defer to Ruff and his kick-ass MA. I'm working on redoing the front page of it so you can group the units by different criteria, but it's not a day's work I don't think. Do you want to release now to get the Sit Rep out, or would you rather wait?

I probably won't put too much work in this coming week and weekend as it's Mother's Day and I'll be out of town if that makes a difference.
 
Yeah, I'd like to get the MA out, and the new Civ Complete fix as well. I think I figured out the logger problem. We have it write the information to the saves. I bet if we removed that, it would take the crashes away.
 
I think I figured out the logger problem. We have it write the information to the saves. I bet if we removed that, it would take the crashes away.

I just don't see how that could be a problem. When not running BUG, it would simply not look at the stuff we save in the save game. I could see problems if you ran a different mod that saved stuff in the game, but not a CTD, especially when opening the event log.

The ability to save data in a saved game is part of Civ -- not something BUG added. We just make use of it. That being said, I won't dare to claim that I am positive this isn't the problem.
 
Well, I'm willing to give it a shot. I'll start a game, play a few turns, fight a battle, and add a reminder and then restart without bug loaded and see what happens. If I can recreate the bug, would you be willing to test the idea out at least? The reason why I want to fix this problem is because we seem to not be as popular in the SG community as I was hoping when we started out on this project, and I think this is the main reason.

Remember, we all swore for months that the +37828 (or whatever the number was) that was in the city screen wasn't us.:p
 
Yes, I think I'd be willing to try that out if you can get a reproducible save.

Remember, we all swore for months that the +37828 (or whatever the number was) that was in the city screen wasn't us.:p

Yes and no. :) I believe it was a bug from Firaxis that got fixed with 3.13. The problem was that I only merged in the new Python -- not XML -- since I didnt know we had replaced any of their XML files. That doesn't really change it being our fault, but I feel better now. :rolleyes:
 
Here's the history, thanks to SVN browse mode.

Date: ???
Firaxis released BtS with the bug.

Date: Sep 5th. Rev: 250
Alerum added BUG hints to CIV4GameText_BTS.xml.

Date: ???
Firaxis released patch 3.13 that fixes the bug.

Date: Oct 5th. Rev: 388
EmperorFool applied the 3.13 patch to the BUG Python files without checking the XML files.

So the bug wasn't ours. We just overwrote the fix from Firaxis. I thought all our XML was new files, not replacements for BtS files. For the upcoming patch, I'll make sure to check all files.
 
The MA is still a little buggie - mainly to do with the upgrade units and cycling over all cities to get total units that can be built. I would prefer to wait on the release until those two are squared away - should be a lock for next week end.

I was also thinking of posting a thread in 'mod component' for the MA as well as an explicit call out for the Civ4 mod page - everyone ok with that? Going to call it "BUG Military Advisor". I'm hoping that we can get the sit-rep screenshot included in the hybrid screenie that accompanies the mod listings.
 
Sounds good to me. As I said I don't know that I'll get much time this next week to work on the unit list code. I'll see how far I can get today and tomorrow.
 
I cannot recreate the log crash issue. I've tried games started with BUG, and games started without it, and played 50 turns on each save, albeit they were quick turns. I would play 25 turns for each game, with BUG and without BUG. No matter what combos I tried, I could not recreate this. Ruff said that he had a game recently that caused a crash... waht I'm wondering is if he didn't delete the extended colors file in his local playing copy of the game, and it was still around and that caused the crash.
 
I've added Balderstrom to the SourceForge Page as a Developer. Welcome to the BUG Team Balderstrom.;) Please add yourself to the Civ4BUG-Team mailing list.:) You can commit the UnitName (UnitType) removal to the SVN. If you have any questions, send me an IM on Yahoo, and I'll walk you through it.
 
I've added Balderstrom to the SourceForge Page as a Developer. Welcome to the BUG Team Balderstrom.;) Please add yourself to the Civ4BUG-Team mailing list.:) You can commit the UnitName (UnitType) removal to the SVN. If you have any questions, send me an IM on Yahoo, and I'll walk you through it.
Welcome! Just make sure that this unitname thing is optional so the user can turn the dang thing off (or on). Unlike PLE which is currently permanent :mad:.
 
Welcome! Just make sure that this unitname thing is optional so the user can turn the dang thing off (or on). Unlike PLE which is currently permanent :mad:.
I was gonna ask for a Tag in the UnitNaming convention screen,
^ty^ - which would append " (unitType)" to the name.

Instead of adding yet another "option" tick box...?

The replace code only removes the (unitType) once, if we add (unitType) to the name it will display.

Or a check box, lemme know. I just haven't looked into that area of the code yet.

I haven't played w/ 2.30 yet in a game, since it was crashing my longtime save. But from what I seen about PLE and discussion on the board, I don't think it should have been included in such a Beta state.

The (unitType) removal would be useful for yer revised Combat Advisor as well, btw. The unit text there wraps to multiple lines for a lot of units.
 
So I'm trying to create a new pane in the SevoPedia, and am trying to use the new ShortCut Tab as a refrences, but I can't get the 'Pedia to pop up, and Interface is gone. I'm not getting any Python Errors in the log, but I'm pretty sure it's this follow snippet of code I tried creating that is giving me the problem. Any suggestions?

Code:
def placeConcepts(self):
		self.list = self.getSortedList(gc.getNumConceptInfos(), gc.getConceptInfo)
		self.placeItems(WidgetTypes.WIDGET_PEDIA_DESCRIPTION, gc.getConceptInfo)


	def placeBTSConcepts(self):
		self.list = self.getSortedList(gc.getNumNewConceptInfos(), self.getNewConceptInfo)
		self.placeItems(WidgetTypes.WIDGET_PEDIA_DESCRIPTION, self.getNewConceptInfo)

	def getNewConceptInfo(self, id):
		info = gc.getNewConceptInfo(id)
		if not self.isShortcutInfo(info):
			return info
		return None

	def placeShortcuts(self):
		self.list = self.getSortedList(gc.getNumNewConceptInfos(), self.getShortcutInfo)
		self.placeItems(WidgetTypes.WIDGET_PEDIA_DESCRIPTION, self.getShortcutInfo)

	def isShortcutInfo(self, info):
		return info.getType().find("SHORTCUTS") != -1

	def getShortcutInfo(self, id):
		info = gc.getNewConceptInfo(id)
		if not self.isStrategyInfo(info):
			return info
		return None

	def placeStrategy(self):
		self.list = self.getSortedList(gc.getNumNewConceptInfos(), self.getStrategyInfo)
		self.placeItems(WidgetTypes.WIDGET_PEDIA_DESCRIPTION, self.getStrategyInfo)

	def getStrategyInfo(self, id):
		info = gc.getNewConceptInfo(id)
		if self.isStrategyInfo(info):
			return info
		return None
	
	def isStrategyInfo(self, info):
		return info.getType().find("STRATEGY") != -1

I think it might be easier to create all new files for this, instead of piggy backing on the BTSConcepts_GameText.xml file like was done with the shortcuts....
 
Nevermind, I figured it out. Sweet! To bad I can't have a third tab though. Oh well, I think I can just use links, and kind of hide info until it's selected.

Edit: Yep, the new tab is showing up, but now the ShortCut info is mixed in with the New BTS Concepts. (grumble)
 
Alright, so I think I got the problem down to this line.

Code:
def getNewConceptInfo(self, id):
		info = gc.getNewConceptInfo(id)
		if not self.isShortcutInfo(info):
			return info
		elif not self.isStrategyInfo(info):
			return info
		return None

What I'm trying to do is have it remove ShortCutInfo and StrategyInfo from the BTS Concepts screen, but no luck. Come on... three of you are pretty damn good at Python... and you have no solutions?!:P

I've also tried if instead of elif
 
Your syntax looks fine. Do you get no interface or a wrong result? I suspect your logic isn't correct. This function should return None if the info being checked is one of the "special" ones. This is what you want:

PHP:
info = gc.getNewConceptInfo(id)
if not self.isShortcutInfo(info) and not self.isStrategyInfo(info):
	return info
return None
 
Originally I was going to add some more Hints to the loading screen, but after an idea that Cam gave me, I decided a better approach would be this:

civ4screenshot0003hj8.jpg

By alerum at 2008-06-16

It's not quiet complete. I wasn't able to add all the guides I wanted due to their configuration not being compabitile with the 'Pedia... ie - charts and graphs. Also, I want to change some of the images that are linking to CFC ports of actual Civ4 in-game images like hammers, and gold coins, and also to smilies.;)

Also, the formatting isn't perfect so sometimes you may see an extra tab, or some [NEWLINE]'s needing to be added, but by and large it's readable, and all the content is taken from the Strategy Articles on CFC. I'm going to commit what I have now. It's working 100%, but still has some headers of guides I'm going to have to remove because of the format issues.

For translations, I think it'll be easier to let Google take care of it for... is there a way to ignore phrases inside of the brackets? If so, do that, then just do a little bit of tweaking here and there to make it sound right. There is alot of text there. I think I got somewhere around 50 articles, and some are extremely long.

Edit: I also need to put the authors for the articles in there, and finish the introduction, but that can wait for now. I wouldn't do any translations, until I finish those few things.
 
Back
Top Bottom