Ingame Editor

Okay, so here's the bit of the FireTuner log that concerns IGE - the weird thing is, from what I can see, nothing appears to be wrong in it:

Spoiler :
IGE_Window: IGE_Initialize
IGE_Window: IGE:Gods and kings=true
IGE_Window: IGE_TabsBar.OnInitialize
IGE_Window: IGE_TabsBar.OnInitialize - Done
IGE_Window: IGE_TerrainPanel.OnInitialize
IGE_Window: IGE_RegisterTab, ID="TERRAIN_EDITION", name="Terrain (F1)", icon=0, group="edit"
IGE_Window: IGE_SelectedPanel, ID="TERRAIN_EDITION"
IGE_Window: IGE_RegisterTab, ID="TERRAIN_PAINTING", name="Terrain (F3)", icon=0, group="paint"
IGE_Window: IGE_TerrainPanel.OnInitialize - Done
IGE_Window: IGE_RegisterTab, ID="CITIES_AND_UNITS", name="Cities And units (F2)", icon=1, group="edit"
IGE_Window: IGE_UnitsPanel.OnInitialize
IGE_Window: IGE_RegisterTab, ID="UNITS", name="Units (F4)", icon=2, group="paint"
IGE_Window: IGE_UnitsPanel.OnInitialize - Done
IGE_Window: IGE_RegisterTab, ID="PLAYERS", name="Players (F6)", icon=3, group="change"
IGE_Window: IGE_TechsPanel.InitializeHelp
IGE_Window: IGE_RegisterTab, ID="TECHS", name="Technologies (F7)", icon=4, group="change"
IGE_Window: IGE_PoliciesPanel.OnInitialize
IGE_Window: IGE_RegisterTab, ID="POLICIES", name="Social Policies (F8)", icon=5, group="change"
IGE_Window: IGE_PoliciesPanel.OnInitialize - Done
IGE_Window: Initialization completed
IGE_Window: IGE_Showing
IGE_Window: Saved game as IGE3
IGE_Window: IGE_Update
IGE_Window: IGE_SetMouseMode, mode=1
IGE_Window: NotificationAdded 0 4 -1 -1 "London is ready for a new construction project." "London is ready for a new construction project."
IGE_Window: NotificationAdded 1 1 0 -1 "Choose Research" "You may select a new research project."
IGE_Window: IGE_Update
IGE_Window: IGE_SetMouseMode, mode=1
IGE_Window: IGE_SelectedPanel, ID="CITIES_AND_UNITS"
IGE_Window: IGE_SetMouseMode, mode=2
IGE_Window: IGE_Update
IGE_Window: IGE_SetMouseMode, mode=2
IGE_Window: IGE_SetMouseMode, mode=2
IGE_Window: IGE_WonderPopup, buildingID=120
IGE_TabsBar: IGE_SelectedPanel, ID="PLAYER_SELECTION"
IGE_TabsBar: IGE_Update
IGE_Window: IGE_Update
IGE_Window: IGE_Closing, takingSeat=false


I've got the whole LUA log in the attatched file, if you need it
 

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I don't have access to steam right now, but the translation in Spanish should be:

"You have more than one version of IGE on your hard drive.[NEWLINE]This confuses civ5 and it will cause IGE to not work properly. Delete the older versions."
"Tienes más de una versión de IGE en tu disco duro.[NEWLINE]Esto confunde al juego y puede causar que IGE no funcione correctamente. Elimine las versiones anteriores."
 
@Error404 and EmeraldViper
Thanks to both of you, I will add that to v29. :)

@Pouakai
Indeed, everything seems fine, here. We can see the IGE_WonderPopup event being triggered as expected. And yet you see nothing? Is the mod you're working on public, or could you send me a copy please?
 
@Mars83
Regarding the bugs you reported...
* What icon are you talking about for "we love the king"? The vanilla notification on the bottom right (not the IGE one with the gold icon)? There is no way I can make it happen since I magically make the city happy, without providing the wanted resource to it. It has always been like that.
* About the "we need iron", I couldn't make it happen.

You know on the IGE on the city button where you press it for "We love the king 20 or 250" Well i pressed it on the captial London and exit out the IGE mode selected the city. I don't see the "We love the king (number of turns)" All i see it as the city is connected to another city. But about 10-20 turns later it appears "We love the King (by going 250) 239".

Not cmplaining about the gold icon. That does show up. It is that the city doesn't acknownledged it.

the 2nd item. I already decided to do a team with before starting a game with an AI. So its not that i took an AI seat or anything.
So when i started to make improvenments to the teammate of the AI i kept getting an icon pop-up of "You Need Iron". All my iron is in plus.

I'm working on number 1 issue with images Clicked on the "We love the king 250"
... number 2 i guess got fixed in v28 because its not showing up from v27.

Also i checked if IGE is in safe mode. It is. the freezing to crashing happens in later eras at times. before the last patch it happened in the early eras.
It starts to slow down and longer turns. I'm not even playing than more than 10 civs. the minium i play is 4. the highest is 7.
 
It eventually showed.
I hope the images help. the gold icon popup works as it shows up. But the "We love the king" shows up turns later.
 

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You know on the IGE on the city button where you press it for "We love the king 20 or 250" Well i pressed it on the captial London and exit out the IGE mode selected the city. I don't see the "We love the king (number of turns)" All i see it as the city is connected to another city. But about 10-20 turns later it appears "We love the King (by going 250) 239".
This is the problem I was speaking about earlier: I don't give the wanted resource to the city, I just magically make it happy and it still wants that resource. Once they find it, they re-trigger the wltkd message without modifying the number of turns. So it's not "after 11 turns", it's just that they finally got that resource. But I don't think I can do something about it. At best I can add a floating message (top center of the screen in the world view) but not one in the city screen.

It is that the city doesn't acknownledged it.
The city IS happy and has the bonuses (or did that change with the last patch?). It's just that you don't see the message.

the 2nd item. I already decided to do a team with before starting a game with an AI. So its not that i took an AI seat or anything.
So when i started to make improvenments to the teammate of the AI i kept getting an icon pop-up of "You Need Iron". All my iron is in plus.

I'm working on number 1 issue with images Clicked on the "We love the king 250"
... number 2 i guess got fixed in v28 because its not showing up from v27.
I don't know whether it was an IGE bug or not, I couldn't reproduce it, I don't see how it could happen and if it was really there in v27, it certainly is v28. ;)

the freezing to crashing happens in later eras at times. before the last patch it happened in the early eras.
Those ones have never been IGE bugs. They have always been caused by other mods (although, technically, they are civ5 bugs).


EDIT: To clarify things up, regarding the wltkd message, you're tallking about the message on the top center of screen in the world view? Or another message?
 
Seems like the savegame corruption is back since the last civ5 patch. :(

The first time it was because of oceans and land tiles without a coast tile between them: this was preventing civ5 to generate the map's graphics. I still do not know what causes the bug this time but I advise you to be cautious and save/reload as often as possible If you happen to encounter that bug and can remember what you did change, please let me know. Remember that IGE provides an autosave feature: anytime you open IGE, a save is performed (under IGE1/2/3).
 
Seems like the savegame corruption is back since the last civ5 patch. :(

The first time it was because of oceans and land tiles without a coast tile between them: this was preventing civ5 to generate the map's graphics. I still do not know what causes the bug this time but I advise you to be cautious and save/reload as often as possible If you happen to encounter that bug and can remember what you did change, please let me know. Remember that IGE provides an autosave feature: anytime you open IGE, a save is performed (under IGE1/2/3).

More bad news... the more cities i create and try to expand the culture city border it starts to lag... to the point it starts to freeze... That might be the bug. I had about 6 cities before it started freezed in the modern era. Up to the 3rd city it started to lag.
the lag would last about 1-5 minutes depending how quick i pushed the expand borders.

Not just IGE doing the 1,2,3 auto saves every time its opened; i also have the game saved every 3 turns max 10 saves.

I'm going see if i try limit myself in use IGE alot to see any changes.
 
This is the problem I was speaking about earlier: I don't give the wanted resource to the city, I just magically make it happy and it still wants that resource. Once they find it, they re-trigger the wltkd message without modifying the number of turns. So it's not "after 11 turns", it's just that they finally got that resource. But I don't think I can do something about it. At best I can add a floating message (top center of the screen in the world view) but not one in the city screen.


The city IS happy and has the bonuses (or did that change with the last patch?). It's just that you don't see the message.


I don't know whether it was an IGE bug or not, I couldn't reproduce it, I don't see how it could happen and if it was really there in v27, it certainly is v28. ;)


Those ones have never been IGE bugs. They have always been caused by other mods (although, technically, they are civ5 bugs).


EDIT: To clarify things up, regarding the wltkd message, you're tallking about the message on the top center of screen in the world view? Or another message?

talking of the city view.
 
@Mars83
The lag is not caused by IGE: you can check it easily, you just have to return to main menu, disable IGE and reload. Please don't blame IGE for everything, especially given the high number of mods you play with. :P

Now I will look at the city view's message but, well, I don't promise anything. As long as the bonuses are there, the rest is cosmetics.
 
A bit of update on some bugs

* Wonder popup not being displayed. So, actually, it always happened but on turn 0 only (something I never tested). Indeed, the vanilla popup has that check in order to prevent the thing to pop up if a scenario ever add a wonder through LUA. Unfortunately that check was copy-pasted when I added IGE's custom popup. Since it is not necessary for IGE (it is triggered by a custom event), I removed it. Fixed!

* Wonder popup being displayed twice. So I added the IGE custom popup because since a recent civ5 patch the animation would not play on the vanilla popup when IGE was the main context. This bug has been fixed with the patch on July 2, so I now always use the vanilla popup, except for turn 0 where I use the IGE popup. Fixed!

* No wltkd message on the city screen. That one cannot be fixed: it appears the vanilla city screen perform two checks, one being whether the city has a wanted resource. Since IGE set "no resource" to prevent troubles (if there was a resource, wltkd would be removed if you were to lose access to it), the message won't appear. And since I don't want to modify a game file (this would cause compatibility problems), I cannot fix it.
 
@Mars83
The lag is not caused by IGE: you can check it easily, you just have to return to main menu, disable IGE and reload. Please don't blame IGE for everything, especially given the high number of mods you play with. :P

Now I will look at the city view's message but, well, I don't promise anything. As long as the bonuses are there, the rest is cosmetics.

I'm not trying to blame IGE... as i elimated alot of wonders. Civ5 is still buggy. my last game this morning... froze and crashed in the early eras. I even have the "have fun cheat" mod turned off.

I'm just going try with IGE...
 
I can't believe it but i found it...not exactly the "You need Iron" but this is just after i placed marble in the game.

I got the "(Captial) got Marble" pop-up icon after place whales, crabs, and pearls (OH MY!) lol. and IGE is the only working mod. So far no freezing to crashing. I have 2 cities so far.
 

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I was just playing around on V28 after I tested my wonder (Found a workaround to use IGE for the splash - just use IGE to get the tech which the wonder requires and use GE to rush it) and I found a couple of bugs re. Faith units. Firetuner wasn't running so I don't have a LUA log.

When you click outside your territory to spawn a faith unit, it doesn't appear, but you get the faith anyway, so clicking outside territory to spawn a missionary etc. gives you 200 faith. Also, when I went to spawn one in my city and there was a Great Engineer in there the game hung.
 
@Mars83
Huh huh, this one is interesting indeed, it could have big consequences. I will investigate that tomorrow, thank you Mars83.

Oh and by the way, regarding the iron message, I think I know what happened actually: remember than when you add a ressource the plot is removed from your land, then re-added. So when you remove the iron source, all the units which need iron will starve, hence the message.

I cannot prevent the second bug but it is amplified by the first one since it seems like IGE sometimes remove the wrong tiles. Or not, I need to investigate that.

@Pouakai
Regarding the religous unit, wasn't it rather because none of your city could build it? There should be a floating message displayed, nothing I can do about it though, it's a civ5 limitation (no LUA function to set religion so they're purchased). Because religous units can be created outside the borders, no problem. No the fact that faith is modified may mean there is an IGE bug, not sure

Regarding the hung with the great engineer, it looks like a civ5 bug that would happen anytime a unit is teleported (this includes spawned religous units) or created (this would include all spawned units) over some other one. I will have to test buggy combinations and make IGE prevent you to do that.

Thanks, Pouakai. Btw, you were using the latest v28 (the one from Steam)?
 
Yeah, that was in V28. I'd already used the Hagia Sofia and Leaning Tower to spawn two great prophets, so I had a religion. When I didn't there wasn't the option to spawn it, when I did have it the option appeared
 
@Mars83
Huh huh, this one is interesting indeed, it could have big consequences. I will investigate that tomorrow, thank you Mars83.

Oh and by the way, regarding the iron message, I think I know what happened actually: remember than when you add a ressource the plot is removed from your land, then re-added. So when you remove the iron source, all the units which need iron will starve, hence the message.

I cannot prevent the second bug but it is amplified by the first one since it seems like IGE sometimes remove the wrong tiles. Or not, I need to investigate that.

That is intesresting... But now i found another... created a 3rd city...dunno if it has ties to it but i created railroad tracks to that city leading into the captial.
"You Need Oil" 3 icons of that plus "(Captial) Has Marble"
Heres the images...

As for the Iron thing... before the GnK expansion i had a mod to reveal the late sources early in the eras. Because as late in the game if Iron is where you already placed a farm over. Once you try to even make an improvement it will crash the game.
 

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Here is the v29 that fixes or circumvents the bugs reported so far.

Mars83's bug was easy to fix: actually, IGE maintains a list of plots that require ownership update (for which I remove then reset ownership) and this list was never cleared. So rather than updating one hex, IGE was updating all the hexes that previously required an update. The list was only flushed when you reloaded a game. It had consequences over long-time performances of terrain edition with IGE (no other consequences: especially it couldn't affect performances when IGE was closed).

Pouakai's bugs, though, were a hell to fix because it implied two civ5 bugs, caused many crashes during my tests and civ5 really got on my nerve. SO, to create a religous unit, I need to move units in the town, purchase the unit, then move every unit back, then move the create unit forth.
Now the first civ5 bug is that sometimes moved units are still listed as being on the city plot (a warrior when there was also a great engineer for example - doesn't make sense but it happens) and this sometimes caused an infinite loop ("while there are units in the city move them"). The second civ5 bug is that, after some units have been moved but not really moved (first bug), IsCanPuchaseCity returns true ("this city can purchase that unit") when it should be false ("the unit is still there and blocking the purchase"). This results in IGE buying the unit but the unit not being bought, hence the missing error message and faith being increased.
I prevented the infinite loop to happen and added a special check to detect false positives. In this last case IGE will tell you it couldn't find a city to purchase although you won't understand why since city X should be able to buy it according to you.

Now it also means that teleporting units can cause strange bugs I won't be able to prevent. Oh yes Firaxis, whip me hard!
 

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