Ingame Editor

Yes, as with most art assets, they do not exist physically in those locations. Instead they are packed in the archives and added to the virtual file system (VFS) at runtime to the corresponding path. What matters here is that Civ5 can resolve this path on Windowns (and afaik on the Steam version on Mac), not on the AppStore version of civ5. And I do neither know why nor how to fix it.
 
I have written a Mac utility that can examine and/or extract and/or create .fpk files. My utility indicates that notificationsfreesocialpolicyglow2.dds is packaged in the following file:

Resource\DX9\Upgrade1Textures.fpk.

Since almost all the textures are embedded in .fpk files, it is clear that both Mac versions must be able to extract and use them when it is running.

The App Store version is "sandboxed" - a mandatory requirement for distribution in the Mac App Store. The Steam version is not. My guess is that sandboxing is inhibiting the ability of your scripts to get to the .fpk file structures. Perhaps they are in a privileged folder structure that you are not permitted to access.
 
Well, it's good to know that the file exists in the archives (although we do not know its path). But the sandboxing should not be a problem: first of all the way the texture is used is standard (declared in a XML UI file), if this does not work because of sandboxing then no mod is allowed to display an image on the UI on the AppStore - this would be a harsh limitation. Second of all the path resolution should never reach the system since the civ5 engine only needs to look at its VFS.

Here are the traills I would follow if I had a mac:
* Is it the only troublesome image? What happens if I remove the troublesome chunk on IGE/BulkUI/IGE_NotificationPanel.xml, are there other errors (aside of the obvious lua error that will result from this removal)? I want to know if this is this one image, or all images used by mods. If more images are concerned, I would try to remove all of the references to the game images, and only keep IGE's own images.

* The troublesome chunk (see below) was actually borrowed from one of the game files on the Windows version: Assets/UI/Ingame/Worldview/NotificationPanel.xml. Does this file exist with the AppStore version? Otherwise, what is used to display the notifications on the right side of the screen?

* I would search for "NotificationIconsFreeSocialPolicy.dds" across all of the XML files in the game's assets.



If you are interested to look for those answers, here is a remainder of the troublesome part (in IGE/BulkUI/IGE_NotificationPanel.xml")
<!-- Notification Free Policy -->
<Button Anchor="R,C" Offset="0,0" Size="100,100" Texture="assets\UI\Art\Notification\NotificationIc onsFrame.dds" ID="FreePolicyButton" Hidden="1" ConsumeMouseOver="1" >
...<ShowOnMouseOver>
......<Image Anchor="C,C" Size="128,128" Texture="assets\UI\Art\Notification\NotificationSc ienceGlow.dds" />
...</ShowOnMouseOver>
...<Image Anchor="C,C" Size="128,128" Texture="assets\UI\Art\Notification\NotificationIc onsFreeSocialPolicy.dds" />
...<AlphaAnim Offset="0,0" Anchor="C,C" Size="128.128" TextureOffset="0.0" Texture="assets\UI\Art\Notification\NotificationIc onsFreeSocialPolicyGlow2.dds" Pause="0" Cycle="Bounce" Speed=".75" AlphaStart="0.6" AlphaEnd="0"/>
</Button>
 
What do I need to do to provoke the problem in order to test these questions? Sorry, but I have not followed the history of this issue. As far as I can tell, I can load IGE and use it to edit a game, but I haven't tried anything more than basic map changes.
 
PS. Yes, the file Assets/UI/Ingame/Worldview/NotificationPanel.xml does exist in the AppStore version, as expected. And it contains exactly the text you quote above.
 
@AlanH
Thank you very much. Unfortunately the bug reported by those users does not affect you since they do get an error popup at the moment they load the game (even before they can open IGE).

I have to say that all of this confuses me a lot. Do you have any idea that comes to your mind? The problem was reported by two different users. I initially though about a pirate version (there was such a problem with a pirate version on windows) and I mentioned it but both denied it and mentioned the fact that this is an AppStore version. I doubt both would lie and come up with the same AppStore idea.
 
I'm sure the users you quote have the AppStore version. I don't even know if a pirate version exists for the Mac.

I honestly don't believe the Civ5 software in the AppStore version is significantly different from that in the Steam version, except for external file paths to saves, mods etc. Everything I have looked at tells me that Aspyr (the company that ports the software to Mac OS X) has taken the Civ5 software as-is, at the same version as the current Windows version. They have recompiled it with a compatibility layer to interface with Mac OS. They have made a few changes to deal with the bits they haven't implemented, like mod support, but the vast majority of the UI is indistinguishable from the Windows version at DX9 level.

I have done a search for the users you mention. I can only find a couple of vague posts talking about AppStore version crashes, and one of them had the problem even without loading IGE. I can only think they are blaming IGE for something unrelated to it.

I have heard of Mac users switching off vsync in the Video Options to cure crashing problems, and there are low-end Mac laptops that don't have adequate graphics hardware which might crash.

I really don't think IGE has a problem on Macs. I provide a lot of the Mac user support in CFC, so I have bought copies of both the AppStore and Steam versions. I can run IGE in both Mac versions without problems. My Mac is eight years old, with a five year old video card.
 
The ones I think about were not crashes, it was the "missing texture" error popup. I am certain about one of them (msg #1192), not so sure about the other one and I think I saw it on Steam although he mentioned the AppStore.

Anyway, thank you again for the confirmation that it does work for the both versions. I guess the users who reported this problem do have oddball configurations and that this is not something that usually happens. This is a relief.
:)
 
Marfouq only has two posts on CFC, both of them here. Post #1192 tells you he suffered a missing texture error, the other tells you he has the AppStore version.

I don't think you need a notice on the first post saying IGE is not compatible with the AppStore version. Even if there is a second example one, your sample is way too small to generalise. You wouldn't declare it incompatible with Windows 8 on the basis of such slim evidence.
 
Nothing like that, it's just that an application has to be built either for 32 bits (2GB or RAM) or 64 bits (more than this). This is because an address in 32 bits is only 4 bytes long (up to 4 billions combos, hence the 2 billions bytes of RAM) while in 64 bits it's 8 bytes long. So in 32 bits some addition may be x + 12 while in 64-bits it needs to be replaced by x + 24. As a result the same program cannot work in both modes (minus a couple of exceptions where everything is compiled at runtime), you need two versions.

So it's not a limiter. It's just that a program has to be tailored to the 64 bits mode. And not all programs are 64 bits by default because they would not run on 32 bits systems (less customers) and because a 64 bit program needs more memory than a 32 bits one (since some 4 bytes values now need 8 bytes). However editors could deliver both versions more often : converting an existing program to run in both modes may be tedious, expensive and dangerous, but writing a modern program to do so is a piece of cake.
Thank you for explaining that ;)
 
I have a problem when I change to edit other civilizations I cannot move the camera not even in teract with buttons I can only change to my original civilization Help? :confused:

I have a PC no mods just map and normal vannila and Dlc civilizations I have G+K and BNW and all oher civilization Dlcs I have up to date version and legal.
 
Apparently the patch for 8/21/2013 has multiplayer mod support? Would IGE be possible in multiplayer?
 
I have a problem when I change to edit other civilizations I cannot move the camera not even in teract with buttons I can only change to my original civilization Help? :confused:
By default the player selection uses the "take seat" feature. This one has always been malfunctining on a few computers and is more and more of a mess patch after patch. Right-click the IGE label at the top right and enable the "safe mode" to not rely on the "take seat" feature.

Apparently the patch for 8/21/2013 has multiplayer mod support? Would IGE be possible in multiplayer?
I hope not! I would be disgusted to see people cheating in multiplayer with my mod.

But this new feature actually changes nothing: it has always been possible to merge IGE into the game files themselves to use it in multiplayer. I never tested it but the game is supposed to prevent cheating so it should not work and I have been told it does not.

Finally, let's mention that anyone can easily declare a mod as multiplayer (four characters to change), that anyone can edit the mod's sources (IGE is open source), so the anti-cheating has to be on the game's shoulders, more specifically in the server code or in every client's code (seeking an agreement). And afaik the game does this as it is supposed to.
 
By default the player selection uses the "take seat" feature. This one has always been malfunctining on a few computers and is more and more of a mess patch after patch. Right-click the IGE label at the top right and enable the "safe mode" to not rely on the "take seat" feature.
No I mean the button on the edge of the screen with the picture of a leader I change there not press take seat button
 
Apparently the patch for 8/21/2013 has multiplayer mod support? Would IGE be possible in multiplayer?
There's a new button for Multiplayer in the Mods screen, but it doesn't actually work (yet).
 
Hi! Your mod is fantastic, but there's a bug I think.
I've searched through the thread but found no references to it.

Anyway - my cities are not growing. Food is added to the "bucket" but when the city is supposed to grow the next turn, it just doesn't. After I click "next turn", the "turns to grow" number remains at 1 and the city's population size remains the same.

I'm not sure what's causing this, it's only happening to the two cities I have that are about to grow. The other two are not ready to grow yet but food is being added to the "bucket".

I reloaded the game without the mod and the cities are still not growing.

By the way, I'm not using any mods and I'm using Brave New World.


Never mind, I checked "avoid growth".
 
I know your editor isn't supposed to be a regular map editor, but nevertheless I often use your IGE for adding tiles (like, on some custom huge earth maps New Zealand is missing), is there a possibility you add tiles which incorporate rivers or make "add river" an option in the IGE menu?
 
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