Ingame Editor

Thank you for those answers Immk. I will think about it later today and likely present you a special beta version of IGE for you that may fix the bug or help to pinpoint it.

Yes, I enabled it, but I got one question, I have to touch any button or something in the debug panel or i just have to press ² and use ige?
You have nothing to do. :) I just wanted to be sure that the debug mode was enabled. Since the menu shows up, it is.

Its funny beacause that button works :lol:
Not funny, informative. ;)
 
I will think about it later today and likely present you a special beta version of IGE for you that may fix the

Ok, i hope this problem can be solved.

I found one thing i used the debug menu and i pressed reveal all in that menu and it works, i dont understand why it doesnt work in the mod. :confused:

Maybe its something relevant with the cache.
 
I found one thing i used the debug menu and i pressed reveal all in that menu and it works, i dont understand why it doesnt work in the mod. :confused:
Actually, the "reveal map" from the debug mode menu is the same as the "glance at map" from IGE, so it is not surprising. ;)
Now the big difference is that the "reveal map" button from the debug menu is pretty simple, while the fog systems in IGE take into account temporary reveal (glance at map), permanent reveal (reveal map), permanent explore (totally different from reveal: plots are really explored), player switches, etc. This is the combination of all of those possibilities that make the system bug-prone.

Now I looked at the code and, oh my, it seems like I introduced this bug on v30 and no one reported it before you. Damn, I really *hate* the fog management in civ5. Well, it's a lot better now that I have a good guess of how it works (thanks Firaxis for not providing documentation) but I still feel un-at-ease with it.

I will release a v32 (beta here or release on Steam) tomorrow (as long as a Reseed update).
 
IGE v32 has been released.

* The "explore map" and "reveal map" buttons on the player panel were no longer working since v30 or v31.
* Added an option to disable the IGE strategic map replacement in order to prevent crashes on some computers.
 
didn't think there was a bug there since i use alot of mods...though less crashing i ever had before G&K versions.
 
Note that the crashes I mentioned only occurred on some computers and when all of the following conditions were met together: IGE opened, strategic map visible, full zoom out.
 
Note that the crashes I mentioned only occurred on some computers and when all of the following conditions were met together: IGE opened, strategic map visible, full zoom out.

Ah ok...thats why i didn't get that bug...
 
Hi DonQuiche,
I had a report on our CCTP Teaser mod on steam workshop that it might be conflicting with IGE:-
scott.rossi Oct 7, 2012 @ 4:00am Delete
i support the polders change, however, when i try to go to the in game editor to make custom maps (the world building sdk tool doesn't work on my computer for some reason) it gives errors about the dds files on versions 13 and 14. do you have any way to fix that or is that something the in game editor mod would need to take a look at? it used to work up until version 10.
I was wondering if you have had any other reports related to this? What changed after version 10 was the compression I used in my art files, changes to DTX5 from DTX3.
 
Hello Horem and thank you for forwarding the problem here. :)
I tried downloading your mod (v3c, I could not find any v13) and built polders in order to see things by myself, but no problem occurred.

Now, I know that I had some texture formats problems for my custom strategic view assets on world anchors (IGE bundles its own strategic map that reacts to any terrain change). The original game used uncompressed A8R8G8B8 but those didn't work. In the end I am currently using DXT3. Now my memories are blurry but I think DXT5 was troublesome, however I am probably wrong because I just tried to reeencode one of my DXT3 strategic asset to DXT5 and it didn't cause any problem.

Another reason could be if your textures previously had a power-of-two size and they do not anymore: it would still work on modern GPU with correct drivers, not on the other ones.
 
Theres one small annoying thing at that top bar on the screen is the strategy resources. Kinda wish it can be shrink abit.
 
Back
Top Bottom