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Enhanced User Interface v1.30m

i use custom tech mod that has much more tech than bnw, anyway, 1.20 eui works fine with me but new 1.21 eui version doesn't work.

every title bar '~~ era' exept ancient era put on midle of the screen, not on top.

scrollbar has been disapeared so i cant move left to right.

I overwrite the 1.20's techtree file, and it works fine.

anyway, i don't know about source or code things a lot but i want you to know bug like this is happened.
 
Hi bc1

Not sure what to expect, but I don't think the updates tech tree is working as intended for me as I still see ""star icons" instead of the more "explicit icons".

Running Communitas Patch with CSD and a lot of other mods - Only copy of any of the files I see in EUI's "TechTree" folder is however TechButtonInclude.lua which is also included in IGE. Could this be the culprit?

\Skodkim
 
Hi bc1

Not sure what to expect, but I don't think the updates tech tree is working as intended for me as I still see ""star icons" instead of the more "explicit icons".

Running Communitas Patch with CSD and a lot of other mods - Only copy of any of the files I see in EUI's "TechTree" folder is however TechButtonInclude.lua which is also included in IGE. Could this be the culprit?

\Skodkim
There are quite a few mods that will overwrite EUI's TechButtonInclude.lua: CEP, CDM, NiGHTS, Corporations, Total Mod ... but AFAIK not IGE

Cheers
 
Regarding the thing with the duplicate antquity sites it is NOT a EUI problem. I played a save without EUI and saw duplicates antiquity sites as well. So it must be another mod.
 
Hi, I really like your mod, and the new tweak to the tech tree is really cool. There's only one thing that bothers me. When BNW came out I was so happy that Firaxis finally decided to arrange Units, Buildings and Wonders. I like it when Buildings are put in the order of era they appear, this way I have a nice look at it, and since those in earlier eras are always cheaper both Production (and Gold) wise I can see the stuff that I missed, and simply I like it more that way. I have a much cleaner look. With this mod they are all now on different places and I feel a little bit lost. So, I really hope than in some future version you will change that and return it to the way it was.

Keep up the good work. ;)
 
About border expansion notification - is it possible to turn off this - too much spam for me :-)
 
There are quite a few mods that will overwrite EUI's TechButtonInclude.lua: CEP, CDM, NiGHTS, Corporations, Total Mod ... but AFAIK not IGE

Cheers

Sorry - it was Civ IV Diplomatic Features (v 10), not IGE. Guess my old tires eyes needed a good rest :)

Edit: And after deleting this I see your new (cool) icons. Haven't really figured out what I'm missing but I'm guessing its buttons for some of the diplomatic features the Civ IV Diplomatic Features mod adds, e.g. Map Trading (you should add this to the opening posts compatibility list).

\Skodkim
 
Hi bc1,

In case you're interested, I've been running EUI successfully on the Linux Steam version of Civ V - I don't know if you want to add the instructions?

The only gotcha I ran into was that the files needed to be world-readable for Civ V to pick them up. This worked (for the default Steam install directoy):
Code:
umask 0002
unzip eui_v1_21.zip -d ~/.steam/steam/SteamApps/common/Sid\ Meier\'s\ Civilization\ V/steamassets/assets/dlc

Thanks again for your great work! :)
 
i recently formatted my computer and reinstalled mods and i have a problem which i'm sure you'll help me solve since is lame :)

The upper bar doesn't show up as t should, it shows black all the screen like in vanilla (Other features work 100% i guess)

How can i solve this problem?

My game is up-to-date on steam with both BNW and GNK and this is my modlist:

camerarotation and WASD controls (v.2)
civ IV diplomatic features (v. 10)
infoaddict (v. 22)
ingame Editor (v. 39) (WITH automodification... this might be the problem, am i right?)
Really advanced setup (v. 11)
 
As i was trying to figure out if my latest Z-UI for BNW introduces some file (or coding) conflicts with EUI (or vice-versa), i loaded your (excellent stuff!) DLC_like Mod to experience the thingy for myself.

Gotta say it makes extensive changes to some key gameplay features while integrating smoothly with most default processing via LUA/XML dispatch.

IF i had just one simple critic though, it would be how the (80x80) Diplo-Corner buttons get resized to a borked 45x45. The Firaxis framing methods are weird when deployed from XML structure... thus, downgrading graphics quality.

So i would need to ask you for a quick edit of the necessary LUA or XML file(s) in order to prevent that strange flaw from happening in my games, please?

Otherwise... marvelous stuff you did there.

PS; Compatibility wise, i can report everything looks just fine when both (E_DLC+Z_MOD) are used and together. :)
 
IF i had just one simple critic though, it would be how the (80x80) Diplo-Corner buttons get resized to a borked 45x45. The Firaxis framing methods are weird when deployed from XML structure... thus, downgrading graphics quality.
That's by design, allowing more diplo icons to fit in the vertical stack (besides, you don't need a large diplo button, when in effect it's always open). The request for help that bc1 made in your Z-UI Recoloring Assets thread is (in part) specifically to address replacements for those icons since they resize so poorly.
 
Oh -- but i *DO* like these big 80x80 Diplo-Corner buttons and actually doesn't mind much if the vertical stack should grow (very slightly, btw) bigger as a result of that specific request for such a fix.

As for replacement Icons... that would be quite easy to do. I have all the default files readily available at my fingertips for whatever editing i must perform when assembling my mods. The only culprit is that i have no idea what "coding process" EUI uses that alters these sooooo badly. I'll make them anyway and Zip the final results in this thread once i'm done.

PS to bc1; I've found that the City-View screen has a tiny detail that i'd like to be fixed too. The Top-Left corner box normally had a row for the Production (+) value in the drop-down listing. It's gone while being moved (makes sense) to the bottom Queue-Header-line. If it's possible, can it be duplicated as and where it was before? Please?!
 
Ahhhhh -- might have just figured out what's happening with these Diplo-Corner resizing soooo badly!

They aren't editable for a very simple reason; how the XML/LUA combo handles the rendering of any such items.
Don't give up though, there *IS* a way to deploy these Icons straight from the XML as they were originally designed.

Some hints... follow right below!
(C,C), Style, Anchor, etc.

Not going to reveal the magical tricks so easy - guess how i would, bc1?! :) ;)

EDIT...

Bof, why not. Here's what this issue is all about -- the Container Stack for the buttons used by DiploCorner.xml & lua files. See below.
**PICTURE removed -- no longer necessary.

Now -- go to work!! :)

EDIT #2...

After some scrutiny towards the DiploCorner method, my deduction is simple; The InGame code (possibly from WorldView function calls) applies a silly DXT3 compression ratio to any DDS files that need to be resized to fit the provided formatting capacity of whatever XML dataset found (in EUI structure). Thus why these Icons become "blurry" and quite frankly -- ugly to say the least.
Another good reason to maintain the default 80x80 buttons as they were, i guess.
Not giving up on a solid fix eventually... just wanted to let you know on my progress.
 
When BNW came out I was so happy that Firaxis finally decided to arrange Units, Buildings and Wonders. I like it when Buildings are put in the order of era they appear, this way I have a nice look at it, and since those in earlier eras are always cheaper both Production (and Gold) wise I can see the stuff that I missed, and simply I like it more that way. I have a much cleaner look. With this mod they are all now on different places and I feel a little bit lost. So, I really hope than in some future version you will change that and return it to the way it was.
does this refers to the city production selection list ? ordering & filtering is not yet implemented...
About border expansion notification - is it possible to turn off this - too much spam for me :-)
then remove EUI's NotificationPanel module (please RTFM in OP)
In case you're interested, I've been running EUI successfully on the Linux Steam version of Civ V - I don't know if you want to add the instructions?
This worked (for the default Steam install directoy):
Code:
umask 0002
unzip eui_v1_21.zip -d ~/.steam/steam/SteamApps/common/Sid\ Meier\'s\ Civilization\ V/steamassets/assets/dlc
there are already instructions for Linux but this looks more convenient thanks
i recently formatted my computer and reinstalled mods and i have a problem which i'm sure you'll help me solve since is lame :)

The upper bar doesn't show up as t should, it shows black all the screen like in vanilla (Other features work 100% i guess)

How can i solve this problem?

My game is up-to-date on steam with both BNW and GNK and this is my modlist:

camerarotation and WASD controls (v.2)
civ IV diplomatic features (v. 10)
infoaddict (v. 22)
ingame Editor (v. 39) (WITH automodification... this might be the problem, am i right?)
Really advanced setup (v. 11)
sorry no time to analyse every possible mod conflict - please refer to the OP instructions or get help from other users
I guess I wasn't clear. He wants an artist to make new icons (adapting them from the Civilopedia, perhaps).
yes, and I would also like to have 45x45 icons for each possible action in the diplocorner pulldown, so everything can be done with a single click instead of 3. Same for the map options next to the minimap.
The reason why EUI's current diplo corner icons look so crappy is simply because EUI uses the game engine's texture scaler to resize the existing 80x80 textures, and unfortunately the game engine's scaler is quite poor. The textures can be replaced instead but I need someone to draw them.
 
1)... yes, and I would also like to have 45x45 icons for each possible action in the diplocorner pulldown, so everything can be done with a single click instead of 3. Same for the map options next to the minimap.

2)... The reason why EUI's current diplo corner icons look so crappy is simply because EUI uses the game engine's texture scaler to resize the existing 80x80 textures, and unfortunately the game engine's scaler is quite poor. The textures can be replaced instead but I need someone to draw them.

Alright then, let me explain much more thoroughly, this time.

1) I could do whatever you want but i'd need a bit more details and some direct reference to which features you'd like new Icons (45x45) for.

When you ask for "Possible actions in the pulldowns"... do you mean the options as those listed in the image attachments below? Menu clicks or (your) eventual custom button clicks are similar indirect ways to access anything listed, given. Again - it's quite easy to create dedicated Art for these. Relatively speaking, BNW items have a Golden Framework and some have green areas while the central graphics remain "Silver-Like" symbols that must represent obvious principles.
Many personal choices to be made and yet, i could fiddle with plenty of suggestion stuff. If & When, of course. :)

2) Yep, and that's my point exactly. Code-Engine drives me nuts in that case. DXT3 texture rescaling simply ruins the quality of otherwise nice or good enough artwork. I only swear by PNG, HSL & Gimp or PSPRO-X3 power and adaptability when it comes to create my own stuff.

Refer to the following example i was working with earlier this afternoon.
DiplomacyBase + its HL DDS files.
Diplo_Base_HL_softened.png


The second images are simple softened and given a bit more contrast. Already, the re-texturing procress is tricked into rendering (somehow) relatively better results. Further experimentation with everything else could lead us to more, i guess.

BUT....

3) I'd still want you to provide me with a way to either edit my current EUI files so that i'd have my prefered 80x80 versions in the diplo-corner row or simply wait for you to offer these replacement files right here in a zip or somethin'. When & If - again.

In the meantime, i will continue to seek out a proper solution for any of the needed 45x45 items. Throwing me a bone would certainly serve as an incentive.

PS: Refer to this reply to Valkrionn awhile back when we were contemplating additional UI Icons for one of his projects.
http://forums.civfanatics.com/showpost.php?p=9957240&postcount=4
Left = Resources tagging ... Right = Mini TechTree utility

-- Oh well, let's see.
 

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