Ingame Editor

Unfortunately, as expected for a crash, the lua log doesn't help much: they're useful for lua errors because those ones write informations about what turned wrong. But for crashes it just tell me roughly after which point it crashed.

Here is what I suggest: locate the IGE_window.xml file in IGE folder. Open it with a regular text editor. Locate this part:
Code:
				<Container ID="PanelsContainer" Offset="0,63" Size="1286,410">
					<LuaContext FileName="IGE_ActivePlayerSelection" ID="ActivePlayerSelection" />
					<LuaContext FileName="IGE_TerrainPanel" ID="TerrainPanel" />
					<LuaContext FileName="IGE_CitiesPanel" ID="CitiesPanel" />
					<LuaContext FileName="IGE_UnitsPanel" ID="UnitsPanel" />
					<LuaContext FileName="IGE_PlayersPanel" ID="PlayersPanel" />
					<LuaContext FileName="IGE_TechsPanel" ID="TechsPanel" />
					<LuaContext FileName="IGE_PoliciesPanel" ID="PoliciesPanel" />
				</Container>
			</Box >
		</Grid>

		<!-- Bulk UI over panel -->
		<Container Size="F,F" ID="BulkUI_Over">
			<LuaContext FileName="IGE_AlertStack" ID="AlertStack" />
			<LuaContext FileName="IGE_ProductionPopup" ID="ProductionPopup" Hidden="1"/>
			<LuaContext FileName="IGE_ConfirmPopup" ID="ConfirmPopup" Hidden="1"/>
			<LuaContext FileName="IGE_ChooseReligionPopup" ID="ChooseReligionPopup" Hidden="1"/>
			<LuaContext FileName="Assets/UI/InGame/TopPanel" ID="TopPanel"/>
			<LuaContext FileName="IGE_WonderPopup" ID="WonderPopup" Hidden="1"/>
		</Container>
	</Container>

What you need to do is to comment out (or remove) every "LuaContext" entry to prevent IGE to start those modules. Commenting is done that way (must start with <!-- and ends with -->):
Code:
			<!--LuaContext FileName="IGE_WonderPopup" ID="WonderPopup" Hidden="1"/-->

So you start with all of them commented out, then you restore entries until you find the one causing the crash. And, of course, even if civ5 does not crash, you need to restart it anytime you change that file. That would not be fun otherwise. I strongly suggest you actually devise a method like start with the first 8 commented out and the 8 others intact, then the opposite, then use groups of 4, etc.

I know it's quite a painful work, trust me, I'm far too much used to that. But civ5 is a giant pile of bugs and if it crashes then it's civ5's fault. Me, I can only find a way to circumvent it. And without a mac, I cannot find it myself. :(
Now I would understand if you do not feel like going through such a pain just to use IGE. Especially because, actually, once we found the troublesome module (LuaContext), unless you're fine with totally disabling it, we will have to go though additional steps to find the very troublesome part. With no guarantee I will be able to circumvent the bug.
So it's up to you: suffer and help me fix IGE or wait for Firaxis to fix their game on macs, which could happen before 2018. I am sorry I do not have any better alternative. :(
 
I will try your suggestions but it will have to wait a few week until I get the needed free time. Many thanks for all the hard work that you do and lets hope the company comes to its senses sometime soon.
 
Did anyone got errors at the beginning? Some users on Steam report missing graphics. WTH?!

@Mars83
Ah ah, yeah, I didn't think about that. ^^

Yea had to do a quick teleport to the water so i can see solders not boats lol.

I played a small earth with 5 other civs or sometimes 3 other civs with the GnK DLC and interesting graphics right around Alaska and Canada. Though the very annoying thing is the constant crashing...while playing a modded game. Told firaxis this and they blame modders.
 
hi Don thank you for you epic mod. i will leave you a personal message with the translation for ?v.24?

the problem is i subcribed and downloaded the mod on another computer with my gf steam.

on my pc he denies to download IGE at all. it is subcribed on steam but it doesnt appear on the mods nor on the civ5/mods folder...
what may be wrong also unsubcr. and subscr. the mod thousand times and restarting steam / civ5 doesnt help.
 
Hello al Qamar, glad to see you here. :)

Regarding the bug you describe, it can fixed that way. Note that you can also download IGE as a zip archive from the first post of this thread if you want to try a manual install or if you just want to get the updated en_US.xml file.

Once I get your translation and the updates for the Chinese one, I will release a v28. :)

Told firaxis this and they blame modders.
Was it really a dev from Firaxis? That would be surprising. Wasn't it rather a moderator from the 2kgames forums? Most of them are not employees of 2kgames, only benevolent guys. ;)
It it was a dev, though, please tell me his name and I will go and shove a raccoon down his throat. The buggy nature of their game and the lacking API are one thing, that may actually have been caused by executives' decisions or a tight budget, but blaming modders for that is a totally different thing.
 
Only mods i'm using is IGE, CSD, Culture Diffison, Colored Religions, Industrial steel, some whohowards mods of: 2 units per tile, goldsmith buildings, prospecter, no insta heal, Super Carrier, summary clock, Unqie buildings for the before the GnK civs and the infanty mech, skyscrapers, and the Wonder collection mod. from the last game it froze and could not continue.

i'm really starting to miss the get all resources early in the game!

I took out whohowards mods see of any changes... still freezing. Colored Religions was recent. removed Cuture Diffsion, the record label and the wonder collection... still no change.
 
Looks like I found an issue with IGE or one that affects it. In one point during my marathon game the IGE ends up looking like below when I try to paint units. After getting the warbled menu, IGE also cannot be closed anymore (either using escape and or button). Game can still be saved and loaded at this point in order to close IGE and continue as normal.

Problem persists through all my recent autosaves but does not occur when reloading older manual saves of the same game in an earlier stage.

Using IGE v27 now, did not notice problem earlier when using IGE 25 and 26 in this game (but it sounds to me like behaviour would be the same in older IGE). I didn't do anything fancy with IGE when it worked in this game, just add some barbarian units, some great generals for myself, a policy for myself, and deleted an AI city.

Running Gods & Kings on Windows, no other DLC. One other mod is installed and enabled, Next turn clock. Installed IGE using Steam workshop and updated it using Civ ingame updater.

 
one of the Uber members.
Saying modding games are irrelevant.
http://forums.2kgames.com/showthread.php?124003-Having-crashing-problems.
Well, from what he says, he may or may not be a support technician (not a developer anyway). I still think he's just a regular member who may have been trusted some admin rights by 2kgames.

So let's first keep in mind that he's probably not employed by 2kgames. Now he does not really say "if civ5 crashes with a mod, it's because of the modder". What he really means is, essentially: "if civ5 crashes because of a mod, Firaxis/2kgames doesn't have to support that." This is what he means when he says that modded games are irrelevant for support technicians. Or, in other words "whatever sh** we throw at modders, it's up to them to avoid it."

But that would be really strange and non-sensical for a game that integrated modding that far: since modding is a feature, it has to be supported and debugged. I am not talking about debugging logical errors in the mods themselves of course, this is a modder's responsibility. I am talking about making sure that a mod never causes side-effects outside of mods' scope, like causing a crash after a perfectly legit action. Or at least document illegitimate actions that are intended to go through the sandboxing if ever used. Besides, from a support technician's pov, nothing prevents them to download the mods themselves to document the problem for the devs.

All of that being said, if you look at other stances from this member, he's kinda in the denial side: blaming a video card as being too weak for civ5 causing crashes... A too weak video card should be properly detected as such by the game, which should then display a proper error message and smoothly close. And if the specs are raised by the xpac, then users should be warned in advance. Any other behavior means someone messed up, whether it is Firaxis, 2kgames or the company who wrote the video card drivers since many of them are full of bugs.
 
Just wanna say thanks , for the quick update for G and K , i believe your are the first and best modder, who keeps its own mod alive.
:hatsoff::bowdown::woohoo:
 
@wdadsdsa
Nice, someone told me about that on Steam but couldn't provide more details. :)
So you can reproduce the problem? If you agree to lend me your help for a couple of minutes in order to figure out where it lies, I would be grateful. What I would need is a LUA log, you can get it either by enabling lua logging or using Firetuner. Once you get it, post it here: in that log there will be the text of the error thrown when the problem happens. With that text I will be able to figure out the cause of the problem and fix it.

Alternatively you can rather try to attach your savegame. I guess my version of civ5 should be able to use your save, allowing me to reproduce the problem on my computer. If it works it would be easier for you and not really bothersome for me since everything is already correctly set up to see LUA errors on my computer.

@Gilgamesh
Thanks to you for the cheers and for all your reports, suggestions and support so far. :)
 
Well, from what he says, he may or may not be a support technician (not a developer anyway). I still think he's just a regular member who may have been trusted some admin rights by 2kgames.

So let's first keep in mind that he's probably not employed by 2kgames. Now he does not really say "if civ5 crashes with a mod, it's because of the modder". What he really means is, essentially: "if civ5 crashes because of a mod, Firaxis/2kgames doesn't have to support that." This is what he means when he says that modded games are irrelevant for support technicians. Or, in other words "whatever sh** we throw at modders, it's up to them to avoid it."

But that would be really strange and non-sensical for a game that integrated modding that far: since modding is a feature, it has to be supported and debugged. I am not talking about debugging logical errors in the mods themselves of course, this is a modder's responsibility. I am talking about making sure that a mod never causes side-effects outside of mods' scope, like causing a crash after a perfectly legit action. Or at least document illegitimate actions that are intended to go through the sandboxing if ever used. Besides, from a support technician's pov, nothing prevents them to download the mods themselves to document the problem for the devs.

All of that being said, if you look at other stances from this member, he's kinda in the denial side: blaming a video card as being too weak for civ5 causing crashes... A too weak video card should be properly detected as such by the game, which should then display a proper error message and smoothly close. And if the specs are raised by the xpac, then users should be warned in advance. Any other behavior means someone messed up, whether it is Firaxis, 2kgames or the company who wrote the video card drivers since many of them are full of bugs.

Its how i got the gist of it...atleast you made it more sense.
 
Hello al Qamar, glad to see you here. :)

Regarding the bug you describe, it can fixed that way. Note that you can also download IGE as a zip archive from the first post of this thread if you want to try a manual install or if you just want to get the updated en_US.xml file.

Once I get your translation and the updates for the Chinese one, I will release a v28. :)

Delete the content of the cache folder (My Documents\My Games\Sid Meier's Civilization 5\cache

^^ he redownloaded all mods after civ launch

i have v27 now but how can i notice the changes to my outdated version now

btw for some reason i cannot send you private messages. perhaps after you added me to your friendslist too
 
i have v27 now but how can i notice the changes to my outdated version now
ok i solved it myself *or google* using winmerge now to display changes easily i will do a translation for the current release now.

plz have a look on my friends invitation so i could send you the file via pm.
 
i have v27 now but how can i notice the changes to my outdated version now
I provided you the modified keys on Steam earlier. ;)
Here they are (no changes on v27):
Spoiler :
v25:
* Added TXT_KEY_IGE_CURRENT_FAITH
* Added TXT_KEY_IGE_CURRENT_CULTURE
* Added TXT_KEY_IGE_HIDE_UNKNOWN_RESOURCES
* Added TXT_KEY_IGE_HIDE_UNKNOWN_RESOURCES_HELP

v26:
* Modified TXT_KEY_IGE_LOADING_ERROR
* Added TXT_KEY_IGE_RELIGIOUS_UNITS
* Added TXT_KEY_IGE_RELIGIOUS_UNITS_HELP
* Added TXT_KEY_IGE_RELIGIOUS_UNITS_WARNING
* Added TXT_KEY_IGE_NO_RELIGION
* Added TXT_KEY_IGE_FOLLOWERS
* Added TXT_KEY_IGE_FOLLOWERS_MIN
* Added TXT_KEY_IGE_FOLLOWERS_MIN_HELP
* Added TXT_KEY_IGE_FOLLOWERS_MAX
* Added TXT_KEY_IGE_FOLLOWERS_MAX_HELP
* Added TXT_KEY_IGE_FOUND_RELIGION
* Added TXT_KEY_IGE_FOUND_PANTHEON
* Added TXT_KEY_IGE_ENHANCE_PANTHEON
* Added TXT_KEY_IGE_MOVE_UNIT
* Added TXT_KEY_IGE_MOVE_UNIT_HELP
* Added TXT_KEY_IGE_MOVE_UNIT_MESSAGE
* Added TXT_KEY_IGE_MOVE_UNIT_CANCEL


So, basically, you open en_us.xml again and search for those keys (hit ctrl+F ot edit>find in your text editor), then you add those entries in your file and translate them. I suggest you respect the ordering, it could make things easier in the future (the new cities-related entries located right after the older cities-related entries, etc). But it's up to you to decide.

btw for some reason i cannot send you private messages. perhaps after you added me to your friendslist too
Probably because you are a recent member. I thought I had accepted your friendship request, seems like I did something wrong the previous time. So you should now be able to send me PM. I also sent you an e-mail so you can get my address.
 
@wdadsdsa
Nice, someone told me about that on Steam but couldn't provide more details. :)
So you can reproduce the problem? If you agree to lend me your help for a couple of minutes in order to figure out where it lies, I would be grateful. What I would need is a LUA log, you can get it either by enabling lua logging or using Firetuner. Once you get it, post it here: in that log there will be the text of the error thrown when the problem happens. With that text I will be able to figure out the cause of the problem and fix it.

Alternatively you can rather try to attach your savegame. I guess my version of civ5 should be able to use your save, allowing me to reproduce the problem on my computer. If it works it would be easier for you and not really bothersome for me since everything is already correctly set up to see LUA errors on my computer.

(...)

Sure, see below. I replaced my username with User in the logfile itself, I assume this has no bearing on the error information.

Is this the deleted city coming back to haunt me? :eek: If I remember correctly I first had the 1 citizen AI city be attacked by a Giant Death Robot barbarian. After realizing that this in fact dit not destroy the city or flip its culture tiles, I went and deleted the city itself, which seemed to work without problems (created some ruins I believe). This was in either v25 or v26.

Thanks for all the hard work and the great mod.

Spoiler :
[43362.287] Initializing Lua 5.1.4
[43418.836] InstalledPanel: Refreshing Mods
[43418.836] InstalledPanel: GetModBrowserListings()
[43418.836] InstalledPanel: Refreshing Mods
[43418.836] InstalledPanel: GetModBrowserListings()
[43418.836] InstalledPanel: Refreshing Mods
[43418.836] InstalledPanel: GetModBrowserListings()
[43419.852] InstalledPanel: Refreshing Mods
[43419.852] InstalledPanel: GetModBrowserListings()
[43424.969] InstalledPanel: Refreshing Mods
[43424.969] InstalledPanel: GetModBrowserListings()
[43424.969] InstalledPanel: Refreshing Mods
[43424.969] InstalledPanel: GetModBrowserListings()
[43484.000] CivilopediaScreen: SetSelectedCategory(12)
[43484.000] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[43484.000] CivilopediaScreen: SetSelectedCategory(1)
[43484.000] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[43484.203] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[43484.527] GenericPopup: Loaded Popup - Assets\DLC\Expansion\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\DLC\Expansion\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[43484.527] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[43484.980] ChoosePantheonPopup: 30
[43484.980] ChoosePantheonPopup: 963
[43484.980] ChoosePantheonPopup: 993
[43485.027] EspionageOverview: Refreshing Agents
[43485.027] EspionageOverview: Refreshing My Cities
[43485.059] EspionageOverview: Refreshing their Cities
[43485.215] IGE_Controller_All: ****************************************************************
[43485.215] IGE_Controller_All: Starting...
[43485.262] IGE_Overlay: loaded
[43485.277] IGE_CityBanner: loaded
[43485.277] IGE_MiniMap: loaded
[43485.309] IGE_TabsBar: IGE_TabsBar
[43485.324] IGE_ActivePlayerSelection: IGE_ActivePlayerSelection
[43485.355] IGE_RiversElement: IGE_RiversElement
[43485.371] IGE_TerrainPanel: IGE_TerrainPanel
[43485.387] IGE_CitiesPanel: IGE_CitiesPanel
[43485.402] IGE_UnitsPanel: IGE_UnitsPanel
[43485.418] IGE_PlayersPanel: IGE_PlayersPanel
[43485.434] IGE_TechsPanel: IGE_TechsPanel
[43485.449] IGE_PoliciesPanel: IGE_PoliciesPanel
[43485.465] IGE_ConfirmPopup: IGE_ConfirmPopup
[43485.512] IGE_Window: IGE_Window
[43485.512] IGE_Window: IGE_ShareGlobalAndOptions
[43485.512] IGE_Window: IGE_SharingGlobalAndOptions, IGE=...
[43485.512] IGE_Window: IGE loaded
[43485.840] Demographics: Dequeuing demographics
[43485.840] Demographics: Dequeuing demographics
[43563.449] IGE_Window: IGE_Initialize
[43563.449] IGE_Window: IGE:Gods and kings=true
[43563.449] IGE_Window: IGE_TabsBar.OnInitialize
[43563.449] IGE_Window: IGE_TabsBar.OnInitialize - Done
[43563.449] IGE_Window: IGE_TerrainPanel.OnInitialize
[43563.512] IGE_Window: IGE_RegisterTab, ID="TERRAIN_EDITION", name="Terrain (F1)", icon=0, group="edit"
[43563.512] IGE_Window: IGE_SelectedPanel, ID="TERRAIN_EDITION"
[43563.512] IGE_Window: IGE_RegisterTab, ID="TERRAIN_PAINTING", name="Terrain (F3)", icon=0, group="paint"
[43563.512] IGE_Window: IGE_TerrainPanel.OnInitialize - Done
[43563.559] IGE_Window: IGE_RegisterTab, ID="CITIES_AND_UNITS", name="Cities And units (F2)", icon=1, group="edit"
[43563.559] IGE_Window: IGE_UnitsPanel.OnInitialize
[43563.590] IGE_Window: IGE_RegisterTab, ID="UNITS", name="Units (F4)", icon=2, group="paint"
[43563.590] IGE_Window: IGE_UnitsPanel.OnInitialize - Done
[43563.590] IGE_Window: IGE_RegisterTab, ID="PLAYERS", name="Players (F6)", icon=3, group="change"
[43563.637] IGE_Window: IGE_TechsPanel.InitializeHelp
[43563.699] IGE_Window: IGE_RegisterTab, ID="TECHS", name="Technologies (F7)", icon=4, group="change"
[43563.699] IGE_Window: IGE_PoliciesPanel.OnInitialize
[43563.715] IGE_Window: IGE_RegisterTab, ID="POLICIES", name="Social Policies (F8)", icon=5, group="change"
[43563.715] IGE_Window: IGE_PoliciesPanel.OnInitialize - Done
[43563.715] IGE_Window: Initialization completed
[43563.715] IGE_Window: IGE_Showing
[43565.680] IGE_Window: Saved game as IGE3
[43565.680] IGE_Window: IGE_Update
[43565.680] IGE_Window: IGE_SetMouseMode, mode=1
[43565.711] IGE_Window: NotificationAdded 1937 41 1 5 "The Huns have denounced The Aztecs!" "The Huns have publicly denounced The Aztecs, warning the world they are not to be trusted!"
[43565.711] IGE_Window: NotificationAdded 1939 3 -1 -1 "May adopt Policy" "You have accumulated enough Culture to adopt a new Social Policy!"
[43567.086] IGE_Window: IGE_SelectedPanel, ID="UNITS"
[43567.086] IGE_Window: IGE_Update
[43567.086] IGE_Window: IGE_SetMouseMode, mode=4
[43567.086] Runtime Error: [string "C:\Users\User\Documents\My Games\Sid Meier..."]:268: attempt to index local 'pCity' (a nil value)
stack traceback:
[string "C:\Users\User\Documents\My Games\Sid Meier..."]:268: in function <[string "C:\Users\User\Documents\My Games\Sid Meier..."]:250>
[C]: ?
[C]: in function 'IGE_Update'
[string "C:\Users\User\Documents\My Games\Sid Meier..."]:23: in function 'SetTab'
[string "C:\Users\User\Documents\My Games\Sid Meier..."]:119: in function 'clickHandler'
[string "C:\Users\User\Documents\My Games\Sid Meier..."]:77: in function <[string "C:\Users\User\Documents\My Games\Sid Meier..."]:77>
 
allright... winmerge did a great job... it is very helpful to not corrupt the xml file sheet while adding the new stuff to the older file... it is a great tool :)

i finished the new translations even faster now than i did with notepad before :)
the overview of both files is fantastic.

i found a minor typing bug in your file but i cannot find it anymore.

i would like to have a wish. we should keep more strictly on the civ 5 terms. may be i am considered to be narrow-minded but i tried to use them very consequently.
it may be easier for "everyone" if we use the same terms in different spots of IGE.

e.g. you often used, in civ 5 terminology they are named >> see also civilopedia
ressources = strategic ressources

then we have a mixup of tiles, hex, fields.. we should think about "cleaning" that up

and some more little things.

here is the german translation for you plz rename it to xml as it is not allowed to upload.

thank you for your great efforts and the mod.
 

Attachments

@wqadsdsa
Thank you for the log. With that indeed I should be able to pinpoint the problem and fix it.
And, yeah, it could be that city coming back to haunt you because another user mentioned deleting city. I will tell you in a few hours once I get some time. ;)

@al Qamar
Das ist wunderbar! Danke schön, al Qamar. :goodjob:
(this is about as far as my German speaking skills go, although I can also recite two strophes of Die Erlkönig).

Regarding the typo you previously saw, I fixed a few of them on v26, so that may be why. Now, for civ5 to use your translation you also have to register it in Ingame Editor but you need ModBuddy for that unless you want to compute cryptographic hashes yourself. I rather suggest you wait a couple of hours for me to release the v28, or at least a beta here, with your translation included. ;)

Finally, indeed, your suggestion is a good one, I will look at some Civilopedia articles to see how they deal with their choice of words. If you want to mention other problems, by all means do not hesitate.

PS: I also got your e-mail.

@Agoodfella
Unfortunately the G&K API does not allow mods to add new spies. Actually there is nothing I can do with espionage. :(
 
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