Ingame Editor

ok here is the problem. I have ccmat II and ige enable, when I start the game and click on the ige but nothing happen. Then I turn off ccmat II and start again and I can open up the ige panel. Hope you can fix it soon
 
Hello, guys, I didn't get email notifications about your new messages since my last visit while I am used to rely on them. I came here to give a look and suddenly I discover a half-page of new reports and what looks like a bunch of problems to fix, and also a new expansion. Wow! Sorry about this long and unfortunate delay, I will catch up tomorrow and start fixing things. Expect a v21 under 24 hours.
 
Version 21 has been released.

Bugfixes
* Fixed mod compatibilty problems with Anno Domini (spelling mistake on buildings improving exploited resources), Total Mod (nil tech prerequisite).
* Fixed a the layout problem with mods adding many buildings (Nights & others).



Thanks to all of you for your reports and, again, sorry for missing them. Here are some detailled answers...
@Damu
As Gedemon said, it cannot be changed at runtime. One could make a mod to change a specific civ's city art, but it could not be controlled be at runtime.

@Gilgamesch
Right now, two projects trigger victory (so I thought it would just be simpler to declare victory), five other ones are SS parts (and belong to units), so the only one relevant in the vanilla game is the manhattan project and I thought it was not worth the pain since at worst you can still use the "hurry prod" feature. But I didn't think to mods at that time, they may make a more profitable use of projects, so it may be worth the effort in the end, I will consider that for next release. No promise, though.

Regarding the expansion, it will depend on its price: right now I don't have enough time to play video games and the only reason that would lead me to buy it would be to maintain IGE. A good enough motivation if it's 10€ or 20€, not if it's 40€. Also, the amount of work required to make IGE compatible factors in but I am quite optimistic. Finally, I hope I won't have to maintain two versions, one for vanilla, one for the expansion, that would be a big con.
All of that being said, I will probably make IGE compatible with the expansion.

@Viking74 & Kirschi
For v21 I choose to leave the window size constant and rather reduce the height of the buildings columns, shrinking BuildingList' and WonderList's height from 390 to 370 in BuildingGroupInstance (IGE_Cities.lua). Every column in the panel is an instance of BuildingGroupInstance, similar methods are used in other panels.

@Aender
Unfortunately, the line number here is not enough for me to spot the problem (it is when it is a large number because there is only one file large enough in the game and it's usually the root of all evil). You need to upgrade to v21 and enable logging (see the second post on the first page for the walkthrough to do so) in order to get a proper error message with the buggy source file name.

@bdub94
Seems like Anno Domini was updated because I couldn't reproduce the problem. However, I was able to identify it by looking at the code with the error you reported and fix its cause. So it won't arise again.

@Hayward
I only found ccmat v11, no ccmat II and there wasn't any problem with it (or maybe it was already fixed). Could you test whether v21 works for you and, if it does not, provide me a link to the ccmat version you used please?
 
Just gave the new version a try and it works perfectly with Nights.:goodjob: Much more elegant fix than my hack job.:crazyeye:
 
I may be doing something wrong, but every time I select one of my cities that is working on something like the UN or anything else, hurry production doesn't seem to work.

Also, would it be possible to have IGE plop cities?

Finally, fantastic mod!!! I love this! :goodjob:
 
@viking74
I had an unfair advantage as the original writer of the code.. ;)

@aroen
Thank you, I will give a look at the "hurry prod" feature for projects, I wil at least fix that.
Regarding the city plopping, it's already possible. :)
I don't remember the exact way but look at the tooltip for the city panel.
 
Wow, I didn't actually mean cities cities (but I didn't know IGE could do that). I meant barbarian encampments.

Also, I've been having issues with the cities and units editor. When I select a city with units on it (guided missiles), it seems to fail to detect the actual city or any of the units.
 
Wow, I didn't actually mean cities cities (but I didn't know IGE could do that). I meant barbarian encampments.
That may not be possible. I can add the barbarian camp graphics, and a unit barbarian over it, just as you can through the UI, but I don't think it really makes a barbaian encampent who will produce new units. And there is no API to create them. I may give a look to see whether a camp+unit is enough but I am pretty sure it's not.

Also, I've been having issues with the cities and units editor. When I select a city with units on it (guided missiles), it seems to fail to detect the actual city or any of the units.
I will run tests to see what happens. However I guess the reproduction circumstances are actually more complicated than that. And then I bet it would be a civ5 bug, something I may not be able to fix.
 
Did you miss me Don?
Got something for you to look at...

the army of the blank ones come up as charot archers and warriors with a blacked out image of the unit.
blanked buildings i ain't touching that!

So what you think?:confused:
 

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Hello Mars83, it's been a long time. :)

That one really puzzled me because I didn't change anything about the tooltip and it worked fine before. Besides, on one of your screenshots one can see that the icon is correctly displayed above the tabs bar, and it is the very same icon than on the tooltips. I guess this could come from a bug introduced recently in your video card's drivers or a change in civ5's rendering process since the latest patch.

That being said, here is a modified v21 version that slightly changes the tooltips, based on the icons from the tabs bar since those ones work fine. Tell me if it solved anything.

Finally, I could be wrong and the icons files could be different so, if this v21 version does not work, try to ask Steam to check your game (in Steam, right-click your game in the library > properties > local files > check cache integrity). But first try the new version please.

Also, if the new version works, could you check the other icons please? Especially the terrains's panel: on a tile totally surrounded by rivers, are all six edges blue?
 

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Great mod, thanks!

One request, if possible: Can you let the mod not show all resources and yields when open? I use this in conjunction with other mods and sometimes there's a bug that I use IGE to fix - in other words, I don't want to use this to cheat - and seeing all future resource plots is kind of a bummer. Cheers!:)
It's a good request, unfortunately I don't add many features those days and I tend to stick with bugfixes since I have my hands full with another project. I may add it if I ever decide to spend a couple of hours on IGE to add other wanted features but you should not get your hopes too high. Meanwhile, I suggest you disable entirely the yield and resources overlay when IGE is opened (right-click *IGE* on the top right corner of the screen).
 
Hi Don

First of all thanks for a great mod/tool!

Second, I know it itsn't critical in any way, but you have a lot of text entries that does not start with TXT_KEY. As said it isn't critical but it makes bug finding a lot easier if we don't have to look through these kind of messages.

\Skodkim
 
Hello Skodkim.

All IGE strings start with the "TXT_IGE" prefix. The "TXT_KEY" prefix is for vanilla strings. Now, it seems like from your message it causes civ5 to report warnings about that but I never saw those before, where do you see them? If it's really a hindrance, I will fix that, it's a 10s matter with notepad++.
 
Hello Skodkim.

All IGE strings start with the "TXT_IGE" prefix. The "TXT_KEY" prefix is for vanilla strings. Now, it seems like from your message it causes civ5 to report warnings about that but I never saw those before, where do you see them? If it's really a hindrance, I will fix that, it's a 10s matter with notepad++.

It's in the xml.log file. I know it isn't critical, but...

File attached.

\Skodkim
 
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