[MOD] Plot List Enhancement

mikezang said:
It seems this MOD hide city build prompt circle, how can we let it back?
Not following what your problem is. Can you describe what you mean by the "city build prompt circle"?
 
mikezang said:
I mean the blue circle when settler is selected.
It used to work for me before I disabled it via the in-game options menu. I forget exactly what the option is called. Something about recommended locations/movements. I'm not in front of the game now so I can't be more specific. Look through the options menu (CTRL+O). Chances are it got changed here somehow for you.
 
_alphaBeta_ said:
@wioneo:
See below. I haven't tried it since I don't own Warlords, but there hasn't been any complaints.:goodjob:

Thank you kindly(that's country talk).

It doesn't work :( There is no difference at all, but my game crashes when I meet Mehemed the 2nd now... I think that I put it in the wrong folder. Was it supposed to overwrite assets or custom assets?
 
wioneo said:
Thank you kindly(that's country talk).

It doesn't work :( There is no difference at all, but my game crashes when I meet Mehemed the 2nd now... I think that I put it in the wrong folder. Was it supposed to overwrite assets or custom assets?
Custom Assets in your My documents folder. Consult below taken from the mod readme:

============
Installation :
============
copy the files from the ZIP into their corresponding folders in the "My Documents\My Games\Civilization 4" folder. Installation at own risk!. If you have already a modified versions of any file in this mod, you can manually merge them by looking for the comments "12monkeys - <mod name> - begin/end".
If you have an older version installed, you may uninstall it first. Some files became obsolete and some files have changed locations. But it doesn't harm if you keep them, they simple not used anylonger.
 
That is ECACTLY what I did, but it didn't work. Nothing was wrong, but the mod didn't show up. I had to install it twice last time, so I geuss I'll do that again. The Mehemed thing is unrelated, as I'm sure you know.
 
vorshlumpf said:
TheLopez, did you incorporate the bug fixes that are missing from 12M's download (and listed in this thread)?

Also, for anyone using this mod on a game that has units with no movement (like Fall from Heaven), there is a divide by zero error.

In \Assets\python\screens\CvMainInterface.py we have:
Code:
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
I fixed it by adding an if statement as follows:
Code:
if (fMaxMoves):
	screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
else:
	screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )

- Niilo
Ok, thanks for that report, is there anything else?

Caesium said:
Many bugs, tweaks and fixes here.
Will someone rewrite this mod for vanilla and warlords including all the known bugfixes and/or fixing known issues?
Can you send me a list of issues that need to be fixed?

All I have uploaded PLE v2.04w that fixes the bug reported by vorshlumpf. After I finish the Inquisition Mod I will start looking at this mod a bit more seriously and see where I can improve on it via graphics, layout, SDK work, etc. please start posting feature requests and I'll do my best to integrate them in.
 
I did some work on the version that I have downloaded to get the little icons to disappear when in world view and when you toggle the interface ... it works but I don't think it is perfect. I will dig out my changes and post them here.
 
Thanks, that would be great :D
 
I've ported the changes for this mod back into the main interface screen file so that I can turn it off and on without disturbing my other mods. Thus, I cannot post a modifed file ... however, here are the changes that I made.

There are two definitions ...

def showPlotListButtonObjects(self):
def hidePlotListButtonObjects(self):

... that control the showing and hiding of the buttons. I have modified the following standard items under the 'def updateMiscButtons( self ):' part of the CvMainInterface.py file ...

PHP:
	def updateMiscButtons( self ):
	
		screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )
		
		xResolution = screen.getXResolution()

		if ( CyInterface().shouldDisplayFlag() and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW ):
			screen.show( "CivilizationFlag" )
			screen.show( "InterfaceHelpButton" )
			screen.show( "MainMenuButton" )
#ruff mod
			self.showPlotListButtonObjects()
#ruff mod
		else:
			screen.hide( "CivilizationFlag" )
			screen.hide( "InterfaceHelpButton" )
			screen.hide( "MainMenuButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod

		if ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE_ALL or CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_MINIMAP_ONLY ):
			screen.hide( "InterfaceLeftBackgroundWidget" )
			screen.hide( "InterfaceTopBackgroundWidget" )
			screen.hide( "InterfaceCenterBackgroundWidget" )
			screen.hide( "InterfaceRightBackgroundWidget" )
			screen.hide( "MiniMapPanel" )
			screen.hide( "InterfaceTopLeft" )
			screen.hide( "InterfaceTopCenter" )
			screen.hide( "InterfaceTopRight" )
			screen.hide( "TurnLogButton" )
			screen.hide( "DomesticAdvisorButton" )
			screen.hide( "ForeignAdvisorButton" )
			screen.hide( "TechAdvisorButton" )
			screen.hide( "CivicsAdvisorButton" )
			screen.hide( "ReligiousAdvisorButton" )
			screen.hide( "FinanceAdvisorButton" )
			screen.hide( "MilitaryAdvisorButton" )
			screen.hide( "VictoryAdvisorButton" )
			screen.hide( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
		
		elif ( CyInterface().isCityScreenUp() ):
			screen.show( "InterfaceLeftBackgroundWidget" )
			screen.show( "InterfaceTopBackgroundWidget" )
			screen.show( "InterfaceCenterBackgroundWidget" )
			screen.show( "InterfaceRightBackgroundWidget" )
			screen.show( "MiniMapPanel" )
			screen.hide( "InterfaceTopLeft" )
			screen.hide( "InterfaceTopCenter" )
			screen.hide( "InterfaceTopRight" )
			screen.hide( "TurnLogButton" )
			screen.hide( "DomesticAdvisorButton" )
			screen.hide( "ForeignAdvisorButton" )
			screen.hide( "TechAdvisorButton" )
			screen.hide( "CivicsAdvisorButton" )
			screen.hide( "ReligiousAdvisorButton" )
			screen.hide( "FinanceAdvisorButton" )
			screen.hide( "MilitaryAdvisorButton" )
			screen.hide( "VictoryAdvisorButton" )
			screen.hide( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
			
		elif ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE ):
			screen.hide( "InterfaceLeftBackgroundWidget" )
			screen.show( "InterfaceTopBackgroundWidget" )
			screen.hide( "InterfaceCenterBackgroundWidget" )
			screen.hide( "InterfaceRightBackgroundWidget" )
			screen.hide( "MiniMapPanel" )
			screen.show( "InterfaceTopLeft" )
			screen.show( "InterfaceTopCenter" )
			screen.show( "InterfaceTopRight" )
			screen.show( "TurnLogButton" )
			screen.show( "DomesticAdvisorButton" )
			screen.show( "ForeignAdvisorButton" )
			screen.show( "TechAdvisorButton" )
			screen.show( "CivicsAdvisorButton" )
			screen.show( "ReligiousAdvisorButton" )
			screen.show( "FinanceAdvisorButton" )
			screen.show( "MilitaryAdvisorButton" )
			screen.show( "VictoryAdvisorButton" )
			screen.show( "InfoAdvisorButton" )
			screen.moveToFront( "TurnLogButton" )
			screen.moveToFront( "DomesticAdvisorButton" )
			screen.moveToFront( "ForeignAdvisorButton" )
			screen.moveToFront( "TechAdvisorButton" )
			screen.moveToFront( "CivicsAdvisorButton" )
			screen.moveToFront( "ReligiousAdvisorButton" )
			screen.moveToFront( "FinanceAdvisorButton" )
			screen.moveToFront( "MilitaryAdvisorButton" )
			screen.moveToFront( "VictoryAdvisorButton" )
			screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
			
		elif ( CyEngine().isGlobeviewUp() ):
			screen.hide( "InterfaceLeftBackgroundWidget" )
			screen.hide( "InterfaceTopBackgroundWidget" )
			screen.hide( "InterfaceCenterBackgroundWidget" )
			screen.show( "InterfaceRightBackgroundWidget" )
			screen.show( "MiniMapPanel" )
			screen.show( "InterfaceTopLeft" )
			screen.show( "InterfaceTopCenter" )
			screen.show( "InterfaceTopRight" )
			screen.show( "TurnLogButton" )
			screen.show( "DomesticAdvisorButton" )
			screen.show( "ForeignAdvisorButton" )
			screen.show( "TechAdvisorButton" )
			screen.show( "CivicsAdvisorButton" )
			screen.show( "ReligiousAdvisorButton" )
			screen.show( "FinanceAdvisorButton" )
			screen.show( "MilitaryAdvisorButton" )
			screen.show( "VictoryAdvisorButton" )
			screen.show( "InfoAdvisorButton" )			
			screen.moveToFront( "TurnLogButton" )
			screen.moveToFront( "DomesticAdvisorButton" )
			screen.moveToFront( "ForeignAdvisorButton" )
			screen.moveToFront( "TechAdvisorButton" )
			screen.moveToFront( "CivicsAdvisorButton" )
			screen.moveToFront( "ReligiousAdvisorButton" )
			screen.moveToFront( "FinanceAdvisorButton" )
			screen.moveToFront( "MilitaryAdvisorButton" )
			screen.moveToFront( "VictoryAdvisorButton" )
			screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
			
		else:
			screen.show( "InterfaceLeftBackgroundWidget" )
			screen.show( "InterfaceTopBackgroundWidget" )
			screen.show( "InterfaceCenterBackgroundWidget" )
			screen.show( "InterfaceRightBackgroundWidget" )
			screen.show( "MiniMapPanel" )
			screen.show( "InterfaceTopLeft" )
			screen.show( "InterfaceTopCenter" )
			screen.show( "InterfaceTopRight" )
			screen.show( "TurnLogButton" )
			screen.show( "DomesticAdvisorButton" )
			screen.show( "ForeignAdvisorButton" )
			screen.show( "TechAdvisorButton" )
			screen.show( "CivicsAdvisorButton" )
			screen.show( "ReligiousAdvisorButton" )
			screen.show( "FinanceAdvisorButton" )
			screen.show( "MilitaryAdvisorButton" )
			screen.show( "VictoryAdvisorButton" )
			screen.show( "InfoAdvisorButton" )
			screen.moveToFront( "TurnLogButton" )
			screen.moveToFront( "DomesticAdvisorButton" )
			screen.moveToFront( "ForeignAdvisorButton" )
			screen.moveToFront( "TechAdvisorButton" )
			screen.moveToFront( "CivicsAdvisorButton" )
			screen.moveToFront( "ReligiousAdvisorButton" )
			screen.moveToFront( "FinanceAdvisorButton" )
			screen.moveToFront( "MilitaryAdvisorButton" )
			screen.moveToFront( "VictoryAdvisorButton" )
			screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
			self.showPlotListButtonObjects()
#ruff mod
			
		screen.updateMinimapVisibility()

		return 0

I'm not saying the above is perfect but it does work for me which is typical of my coding :lol:
 
The original list of fixes from 2.03 was this:
bug fixes :
1.) fixing issues with malfunctioning mouse over info by usage of some new v1.61 API features.
2.) DONE! fixing turn to heal calculation
3.) DONE! display negative promotion values (currently the're not displayed)
4.) DONE! fixing "double move" attributes in mouse over inof (currently they're canbe displayed twice)
5.) DONE! fixing pOldPlot issue
6.) DONE! switch off PLE button when switching interface mode (eg. when switching to world builder)
7.) DONE! unit movmements wrong calculated
8.) DONE! python error when chaningin python code while game is running
The biggest offender IMO is the first one. Currently, the information displayed when you mouseover a unit sometimes stays on the screen when it shouldn't. The heal calculation would also be nice to fix.

Keep in mind that some of us don't have the Warlords expansion. :) Don't forget about us!

Although most of the items were marked as "done," 12monkeys never released the fixes. I would be grateful if someone could address these (or the two issues I mentioned).
 
A few things...

1) I noticed on FfH2 there was context sensitive pop ups for each PLE button, I noticed on mine sadly this is not the case, have I Done something wrong.

2) It seems that X and Y resolution gets lost on screen ALT+Tab causing loss of interface, again is this a known issue or is it something that I have done wrong.

:)
 
We're seeing a good deal of python popups with PLE installed. IS anyone else having issues?
 
Ket said:
We're seeing a good deal of python popups with PLE installed. IS anyone else having issues?
Only when my fat fingers are rummaging through the code, so no I haven't had any similar issues.

As for the mouse-over context info in FfH, that was thanks to some nice work by Teg_Navanis. If you want to try integrating it, he lists his changes in this thread: http://forums.civfanatics.com/showthread.php?t=183764

- Niilo
 
Hi Ruff Hi, your fix did the trick on my computer only half, im not sure if it works with others, but on my computer, I'd to comment the
self.showPlotListButtonObjects()
in the
def updatePlotListButtons( self ):
rountine..
somehow, if a unit was selected, and i went into a city, it reminds the selected unit, and forces the shotPlotListbuttons...
commenting it, makes the buttons available only if you really select a unit..

ruff_hi said:
I've ported the changes for this mod back into the main interface screen file so that I can turn it off and on without disturbing my other mods. Thus, I cannot post a modifed file ... however, here are the changes that I made.

There are two definitions ...

def showPlotListButtonObjects(self):
def hidePlotListButtonObjects(self):

... that control the showing and hiding of the buttons. I have modified the following standard items under the 'def updateMiscButtons( self ):' part of the CvMainInterface.py file ...

PHP:
	def updateMiscButtons( self ):
	
		screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )
		
		xResolution = screen.getXResolution()

		if ( CyInterface().shouldDisplayFlag() and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW ):
			screen.show( "CivilizationFlag" )
			screen.show( "InterfaceHelpButton" )
			screen.show( "MainMenuButton" )
#ruff mod
			self.showPlotListButtonObjects()
#ruff mod
		else:
			screen.hide( "CivilizationFlag" )
			screen.hide( "InterfaceHelpButton" )
			screen.hide( "MainMenuButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod

		if ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE_ALL or CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_MINIMAP_ONLY ):
			screen.hide( "InterfaceLeftBackgroundWidget" )
			screen.hide( "InterfaceTopBackgroundWidget" )
			screen.hide( "InterfaceCenterBackgroundWidget" )
			screen.hide( "InterfaceRightBackgroundWidget" )
			screen.hide( "MiniMapPanel" )
			screen.hide( "InterfaceTopLeft" )
			screen.hide( "InterfaceTopCenter" )
			screen.hide( "InterfaceTopRight" )
			screen.hide( "TurnLogButton" )
			screen.hide( "DomesticAdvisorButton" )
			screen.hide( "ForeignAdvisorButton" )
			screen.hide( "TechAdvisorButton" )
			screen.hide( "CivicsAdvisorButton" )
			screen.hide( "ReligiousAdvisorButton" )
			screen.hide( "FinanceAdvisorButton" )
			screen.hide( "MilitaryAdvisorButton" )
			screen.hide( "VictoryAdvisorButton" )
			screen.hide( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
		
		elif ( CyInterface().isCityScreenUp() ):
			screen.show( "InterfaceLeftBackgroundWidget" )
			screen.show( "InterfaceTopBackgroundWidget" )
			screen.show( "InterfaceCenterBackgroundWidget" )
			screen.show( "InterfaceRightBackgroundWidget" )
			screen.show( "MiniMapPanel" )
			screen.hide( "InterfaceTopLeft" )
			screen.hide( "InterfaceTopCenter" )
			screen.hide( "InterfaceTopRight" )
			screen.hide( "TurnLogButton" )
			screen.hide( "DomesticAdvisorButton" )
			screen.hide( "ForeignAdvisorButton" )
			screen.hide( "TechAdvisorButton" )
			screen.hide( "CivicsAdvisorButton" )
			screen.hide( "ReligiousAdvisorButton" )
			screen.hide( "FinanceAdvisorButton" )
			screen.hide( "MilitaryAdvisorButton" )
			screen.hide( "VictoryAdvisorButton" )
			screen.hide( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
			
		elif ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE ):
			screen.hide( "InterfaceLeftBackgroundWidget" )
			screen.show( "InterfaceTopBackgroundWidget" )
			screen.hide( "InterfaceCenterBackgroundWidget" )
			screen.hide( "InterfaceRightBackgroundWidget" )
			screen.hide( "MiniMapPanel" )
			screen.show( "InterfaceTopLeft" )
			screen.show( "InterfaceTopCenter" )
			screen.show( "InterfaceTopRight" )
			screen.show( "TurnLogButton" )
			screen.show( "DomesticAdvisorButton" )
			screen.show( "ForeignAdvisorButton" )
			screen.show( "TechAdvisorButton" )
			screen.show( "CivicsAdvisorButton" )
			screen.show( "ReligiousAdvisorButton" )
			screen.show( "FinanceAdvisorButton" )
			screen.show( "MilitaryAdvisorButton" )
			screen.show( "VictoryAdvisorButton" )
			screen.show( "InfoAdvisorButton" )
			screen.moveToFront( "TurnLogButton" )
			screen.moveToFront( "DomesticAdvisorButton" )
			screen.moveToFront( "ForeignAdvisorButton" )
			screen.moveToFront( "TechAdvisorButton" )
			screen.moveToFront( "CivicsAdvisorButton" )
			screen.moveToFront( "ReligiousAdvisorButton" )
			screen.moveToFront( "FinanceAdvisorButton" )
			screen.moveToFront( "MilitaryAdvisorButton" )
			screen.moveToFront( "VictoryAdvisorButton" )
			screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
			
		elif ( CyEngine().isGlobeviewUp() ):
			screen.hide( "InterfaceLeftBackgroundWidget" )
			screen.hide( "InterfaceTopBackgroundWidget" )
			screen.hide( "InterfaceCenterBackgroundWidget" )
			screen.show( "InterfaceRightBackgroundWidget" )
			screen.show( "MiniMapPanel" )
			screen.show( "InterfaceTopLeft" )
			screen.show( "InterfaceTopCenter" )
			screen.show( "InterfaceTopRight" )
			screen.show( "TurnLogButton" )
			screen.show( "DomesticAdvisorButton" )
			screen.show( "ForeignAdvisorButton" )
			screen.show( "TechAdvisorButton" )
			screen.show( "CivicsAdvisorButton" )
			screen.show( "ReligiousAdvisorButton" )
			screen.show( "FinanceAdvisorButton" )
			screen.show( "MilitaryAdvisorButton" )
			screen.show( "VictoryAdvisorButton" )
			screen.show( "InfoAdvisorButton" )			
			screen.moveToFront( "TurnLogButton" )
			screen.moveToFront( "DomesticAdvisorButton" )
			screen.moveToFront( "ForeignAdvisorButton" )
			screen.moveToFront( "TechAdvisorButton" )
			screen.moveToFront( "CivicsAdvisorButton" )
			screen.moveToFront( "ReligiousAdvisorButton" )
			screen.moveToFront( "FinanceAdvisorButton" )
			screen.moveToFront( "MilitaryAdvisorButton" )
			screen.moveToFront( "VictoryAdvisorButton" )
			screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
			self.hidePlotListButtonObjects()
#ruff mod
			
		else:
			screen.show( "InterfaceLeftBackgroundWidget" )
			screen.show( "InterfaceTopBackgroundWidget" )
			screen.show( "InterfaceCenterBackgroundWidget" )
			screen.show( "InterfaceRightBackgroundWidget" )
			screen.show( "MiniMapPanel" )
			screen.show( "InterfaceTopLeft" )
			screen.show( "InterfaceTopCenter" )
			screen.show( "InterfaceTopRight" )
			screen.show( "TurnLogButton" )
			screen.show( "DomesticAdvisorButton" )
			screen.show( "ForeignAdvisorButton" )
			screen.show( "TechAdvisorButton" )
			screen.show( "CivicsAdvisorButton" )
			screen.show( "ReligiousAdvisorButton" )
			screen.show( "FinanceAdvisorButton" )
			screen.show( "MilitaryAdvisorButton" )
			screen.show( "VictoryAdvisorButton" )
			screen.show( "InfoAdvisorButton" )
			screen.moveToFront( "TurnLogButton" )
			screen.moveToFront( "DomesticAdvisorButton" )
			screen.moveToFront( "ForeignAdvisorButton" )
			screen.moveToFront( "TechAdvisorButton" )
			screen.moveToFront( "CivicsAdvisorButton" )
			screen.moveToFront( "ReligiousAdvisorButton" )
			screen.moveToFront( "FinanceAdvisorButton" )
			screen.moveToFront( "MilitaryAdvisorButton" )
			screen.moveToFront( "VictoryAdvisorButton" )
			screen.moveToFront( "InfoAdvisorButton" )
#ruff mod
			self.showPlotListButtonObjects()
#ruff mod
			
		screen.updateMinimapVisibility()

		return 0

I'm not saying the above is perfect but it does work for me which is typical of my coding :lol:


btw, how do you insert text here in the thread as php code? what tag is needed for that?
 
PHP:
this tag but without the space at the end of php ... [php ][/php ]
 
merci Ruff Hi

anyway, in my mainInterface.py i had to change some more issues(this might be different with you guys since my mainInterface.py has alot of other mods incorporated, but i'll give it a try to explain..

1) I made the changes from RUff Hi

but the buttons were still always alive, in the worldbuilder, in the city screen..

I had to do following changes also:

PHP:
def showPlotListButtonObjects(self):
added:
PHP:
self.bPLEHide = false
at the bottom


2) and in the
PHP:
def updatePlotListButtons( self ):
I had to add a temp variable to store the value of the Buttons viewable or not viewable, because this routine somehow always set it to True everytime a unit was selected, you first had to deselect a unit to let the buttons hide in city view and global view or worldbuilder view..

to countermeasure the unit-selected issue, i made a temp value that reads the screen status before the ShowPlotListbuttonObjects initiates the routine and after the routine i tell it to set the state back to the original state as defined by Ruff Hi's modifications

so here's what i changed in the code:
PHP:
		xResolution = self.xResolution
		yResolution = self.yResolution
## 12monkeys - PlotList Button Enhancement - end

		# Initialize the state of the buttons:
		bPLEStatus = self.bPLEHide

PHP:
			self.showPlotListButtonObjects()
			

			if (bPLEStatus):
				self.hidePlotListButtonObjects()
			else:
				self.showPlotListButtonObjects()				
				
				
			
						
		#else:
		#	if (not self.bPLEHide):
		#		self.hidePlotListButtonObjects()
		#		self.bPLEHide = true

the "else" at the END of this routine i completely commented since it is not used at all anyway..but the main difference is to read the screenstatus at the beginning of the routine, and set this state back at the end of the routine..

I haven't gone all over the code, since it's so big, but my guess is, no matter what screen you're in, somehow this routine is also executed in other views i the game, and executes the self.showPlotListButtonObjects() always in the original code, so the codes by Ruff hi are always overruled by this routine(IF a unit is/was selected!)..the thing with this temp is, i read the status of the buttons(set by Ruff Hi's codes) ALWAYS BEFORE the code is beeing executed, and set it back ALWAYS AFTER it is beeing executed..so no matter what it now does, Ruff Hi's codes now always overrule any other screensetting

which i prefer personally, since in this routine where ruff hi made his changes 95% of all the mods control their screenviews there...
at least i do in our...

I'm just writing this codechange i've done here, so people facing the same issue i had:"buttons always up" can tweak this probably by using the same settings i did...for ruff hi his code probably worked already because probably his updateMiscButtons routine is not automatically executed, and in my maininterface i obviously is...for whatever reason

note:"you can't switch off the screensettings in the last routine, because you need to update the screenview when you change the buttons" so they have to be executed anyway...so that's the main reason why i used this temp variable and then set back the original screen status
 
I've downloaded version 2.04w for warlords but it seems that it doesnt work in hotseat game. Is this right, and can somebody tel me how to disolve this?

thanks.
 
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