Ingame Editor

Ah! Do not fire me with Steam, it fuels my rage. ;)
Too many times Firetuner crashes and Steam refuses to start the SDK because "this application is already running". Doh! But, well, it's great to advertise mods at least, far better than the old library. I hope they will fix the download problems though.

Oh! And thank you for the offer for lua logs, but for version conflicts problem it would not be of any use. :)

PS: Thunderbird scans my mailboxes every couple of minutes or so (and I think gmail uses that notifying protocol - forgot its name), so as long as I am in front of my computer I am warned whenever someone posts here. ;)
 
Hi DonQuiche,
I am posting this to you, because I can run your mods and love them (Reseed! and IGEv28 on G&K through Steam, fully updated) However, when I try to expand mods with .civ5mod tags using Ez7z, my computer sees them as documents rather than unix executable - I am trying to get some of the extra wonders by pouakai et al. Any thoughts? I'm out of things to try. Thanks again for your awesome work and awesome mods - reseed is a happy return from IV.
 
Just tried to, no dice - if only it was so simple. It went into a loop of expanding .zip to .zip.cpgz, then that file expanded back to .zip, and so on. Tried saving the download as a .zip and it didn't respond.
I opened the expanded "document files" in TextWrangler, compared them to some of your equivalent unix execs and they look perfect - they should run fine. Its something with my computer's recognition of the file, not what's in it. I appreciate you getting back to me.
 
Thanks Seek. I can mess around with commenting out a line here or there, but unpacking files in Terminal is a bit past me.
 
I use winrar too since it seems to matter. I just tested and there is absolutely no problem whatsoever.

Now why are you comparing the civ5mod files to unix execs? By extracting a civ5mod file you should get a regular directory containing non-executable files.

Besides, civ5 already unpacks the .civ5mods itself the first time it finds them in its mod directory I think. So you should not even have to do it manually.
 
Here's my walkthrough - went to CivFanatic thread for poulakai, chose a wonder, clicked the download file link, and I get a single .civ5mod file. If I toss that directly into the MODS folder with your two mods, only yours show up, and then the game crashes. When I try to expand the file using Ez7z (that was suggested in another thread), i get useless doc files. However, if I put that expanded folder is in the MODS files with yours, it shows up, I can select it, game is fine, but the wonder isn't there.
When I say I compared the unix exec to the doc file, I mean I used text wrangler to open the modinfo file of IGE and the expanded wonder modinfo file, to see if the wonders one was jibberish. The coding text looked identical in structure, no funny symbols etc. (I'm not a programmer, so this could be obvious and be showing my amateur status).

I will try slogging through a winrar expansion or just assume the game will jack his ideas, change the bonuses, and let my buy a wonder pack on steam later...
 
You said you weren't good with the terminal before. But can't you just use it to type "unzip nameofthemod.civ5mod"? If there is no unzip command, first type "apt-get install unzip".

Now, the part where you were able to select both mods and you didn't see it is puzzling me. Maybe you should try to enable a lua log (post #2) but I guess you should better focus on unzipping it manually though the terminal.

Now, out of curiosity, why are you using a Linux distribution if you don't know how to use the command line? You want to learn? It's fine for me if you don't want to answer.
 
Hi DonQuiche,
I don't even know what that last line really means, I've gotten this far because of things read on hear, and for whatever reason, your mods were both interesting to me, and a readily expandable, loadable, and playable format. Its my attempt to get some of those wonders mods thats proved the hiccup - or i guess in general the .civ5mod format.

I am confident it needs to be expanded, I am pretty confident it is being expanded by Ez7z correctly, its just that the file is seen as a document rather than an appropriate unix exec, even though the contents of said file appear fine (if this is making any sense).

All the same, I really appreciate all the help so freely given, and feel free to keep making awesome mods downloaded in .zip files. I fully support you.
-matt
 
I get by with a little help from my friends!
Conversion for dummies: Open Terminal, type chmod +x
put a space after the x
drag and drop the text file into the Terminal window (it will fill in the whole file extension)
ensure there is a space between the x and the file extension, hit enter
VIOLA! Unix Executable

Based on my observation of your file structure in IGE and ReSeed!, I need to convert the .modinfo file, any .dds files. any .xml or .lua stay as text readable. Correct me if I'm wrong.
 
The last line was just pure curiosity, I wondered whether you had to use Linux or whether it was a choice because you wanted to learn. Which is fine for me, I went through similar steps before: we all need to learn at some point. :)

Now, I think what confuses you is the software you use to browse directories, the equivalent of the "windows explorer" on your Linux distro. This software may label the lua/xml/modinfo files as documents, but it doesn't mean anything. It's probably a simple guess based on the extension, or maybe "document" is just the default/fallback category. And it has absolutely no impact on the system or civ5.

This software likely bases its choice on the extension and whether the file has an executable flag or not. It probably does not even scan the content of the file because it would be a hassle for the hard drive. And in the end a file is just a pack of bits and a software like civ5 could interpret it however it wants, without being influenced by how your "explorer" labels it. In the same way if a software records its files with a custom format as pdf, your explorer will label it as "acrobat document", but acrobat reader won't be able to read it, while the software that generated it will still be able to read it flawlessly.

Now, there is no reason for the modinfo, lua and xml files to be executables. They're definitely not: civ5 is the executable. The modinfo is just a file telling what a mod contains. And the lua/xml files are mere text files that are the source code of the mod, something that civ5 will interpret. They're not binaries, they are source code (aside of dds which are directx images). If you build a house according to schematics, you are a human but the schematics are not. You're the one who interpret them, just as civ5 interpret mods.

All of that doesn't say why you can't see our both mods together, though, since you should. But you may try to generate a lua log so that we can see.

EDIT: But it does not need to have an executable flag. As I said, it's not an executable, you cannot execute it. And civ5 does not need to see an executable flag to read the source code and interpret it. ;)
 
Well you were right and that did nothing but change the recognitions. The unpacked file, now with .dds files recognized as executable by my Finder, shows up if I put it in the MODS folder, but it again doesn't load in the game. I am fully out of ideas, because it now "looks" like your mods in the mod folder, shows up correctly in the Civ5 game - all should be well.

How do I generate a lua log? If you aren't over this - I'm getting close personally.
 
UPDATE: according to Pouakai, its something wrong with the <culture> tags and so his wonders aren't working for G&K. If you tried them and they worked for you on G&K, I'm sure he'd be interested - as would I. Thanks again for trying to help.
 
There are the Steam Workshop ones, which he might've used


Don, not meaning to be a pain, but I've found another bug with this. Not a major one, just a graphical one, not sure if it can be fixed or if it's a Firaxis fault - when you delete a city, the city banner (Thing with city name, production , population etc. remains on the location.
 
@Mattyg
No, I tried some of his mods but certainly not all of them, there are too many! ;)

@Pouakai
Doh! Thank you for the report. I am going to look at that, I probably can fix it.
 
Hi Don,
I've found in the v.29 beta4 a few more lines that require to be translated.

I've added them in the .xml attached.

:)
 

Attachments

@Error404
Thank you very much! :)
I actually sent you a Pm about this, I hoped you would get an email notification about it, seems like you didn't. ^^

It seems that I set the "send email notification for PMs" off :p
...sometimes I enter the "holy rage against spam" mode...
 
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