[MOD] Plot List Enhancement

12 Monkeys: Unbelievable. I just merged this upgraded plot list enhancement and it's unbelievable. I scanned the code as I was merging it with my CvMainScreen and it was a handful. That was some creative work, man!

Kudos! :banana:
 
Sorry. This mod looks and sounds utterly and completely must have !!! But I can't get it to work. I'm using SevoMod v2.9. (Also awesome!!) Could you give me 'Newbie-proof' installation instructions please. Sorry for pain.
 
Sevo said:
12 Monkeys: Unbelievable. I just merged this upgraded plot list enhancement and it's unbelievable. I scanned the code as I was merging it with my CvMainScreen and it was a handful. That was some creative work, man!

Kudos! :banana:


Wow! Thats a laudatio :D. Thx man.
 
Pilotis said:
Sorry. This mod looks and sounds utterly and completely must have !!! But I can't get it to work. I'm using SevoMod v2.9. (Also awesome!!) Could you give me 'Newbie-proof' installation instructions please. Sorry for pain.


Thank you very much!

I think you better contact Sevo for this. It is very problable not so easy to merge it. But as you can read in the post before your post, Sevo seems already working on it. So you better wait for his official update.
 
GIR said:
Yeha, glad to hear that Sevo will include the new Plot List Enhancement in his mod :goodjob:
I also merged sevomod 2.9 and Plot List 2.03 - It's a must-have :D
But one question:
@12monkeys: Do you plan an update for your "Plot List Enhancement 2.03" in the near future? (attack&defence promotion issue, ...)

An update is planned (is always planned for all of my mods). The problem is, that there is more work than time.
So the answer is : yes : an update is planned, no : probably not in the near future.
Where "near" in my interpretion is definitly longer than 2 weeks. Anything else is not predictable.

Sorry, that this will probably not satisfy you.

12m
 
12monkeys, superb mod! Im currently enjoying it in sevomod! Just one question though, how do you manually edit away the health bar of each unit button? I see the art files and the xml file, but i dont know what to delete. can you help?
 
sweetpete said:
12monkeys, superb mod! Im currently enjoying it in sevomod! Just one question though, how do you manually edit away the health bar of each unit button? I see the art files and the xml file, but i dont know what to delete. can you help?

Thx!

Well, I don't know how Sevo implemented it into his mod, but in the original one, you can switch it on/off via INI.

You may have to contact Sevo for details.
 
12monkeys said:
Thx!

Well, I don't know how Sevo implemented it into his mod, but in the original one, you can switch it on/off via INI.

You may have to contact Sevo for details.

Oh okey,
I think it pretty directly implimented. I was just wondering if any of the files in the art/plotlistenhancement directory is the health bar, and if i could delete it to make it go away. Or if i could delete something in the xml/art/civ4artdefines_interfeace to achieve this?
 
sweetpete said:
Oh okey,
I think it pretty directly implimented. I was just wondering if any of the files in the art/plotlistenhancement directory is the health bar, and if i could delete it to make it go away. Or if i could delete something in the xml/art/civ4artdefines_interfeace to achieve this?

Its not that easy in the original one, you have to do some coding/commenting. But as I already said : I don't know the way its implemented into Sevos Mod, so you have to contact him. Maybe its still an INI switch, but he moved the switches into his own INI.
 
12monkeys said:
Its not that easy in the original one, you have to do some coding/commenting. But as I already said : I don't know the way its implemented into Sevos Mod, so you have to contact him. Maybe its still an INI switch, but he moved the switches into his own INI.


Actually, maybe you can help me with this, 12m. I basically merged your MainScreen.py with mine, including your supplemental ini loaders and whatnot, but I don't think your ini file was being read properly and your mod was defaulting to the presets in the file. As such I simply dropped the ini and set the presets in the CvMainScreen.py to the basics.

So is there anything special to the ini file, or should it just work sitting in the main mod directory right next to Sevomod.ini? Looking through all the code, it appears it SHOULD work just sitting there, after all, the file name is hard-coded in the MainScreen.py and it looks like it should just load from there. (I haven't really had time to investigate the INI loader closely).


Secondly, there's a problem with the self.pOldPlot variable, and I apologize if this has already been talked about in this thread.

self.pOldPlot fails to reset if you start a game, quit to the main menu, and start another game. When the game gets going the main interface fails to come up because of a python error related to pOldPlot. I've tried a few different approaches to fixing this but haven't had any luck so far. I haven't looked through the code yet to determine exactly what this little guy is doing so I've just left it be. Any thoughts?
 
Hmmm. Just been swooning over the ability to see everything in a complex stack. But. (Sorry) I'm confused because e.g. 'deselecting' wounded units to work with 'healthy only' doesn't actually deselect them. It just hides them, so when I move the stack of selected healthy units the wounded ones of the SAME TYPE come along as well. Make sense ? Misunderstood ? Help please Ta.
 
Pilotis said:
Hmmm. Just been swooning over the ability to see everything in a complex stack. But. (Sorry) I'm confused because e.g. 'deselecting' wounded units to work with 'healthy only' doesn't actually deselect them. It just hides them, so when I move the stack of selected healthy units the wounded ones of the SAME TYPE come along as well. Make sense ? Misunderstood ? Help please Ta.
It's a small "bug" that I identified above. Essentially once you've hidden the wouded units, you need to ALT click the rest of the units. This time, only the healthy units will be selected. The mod doesn't automatically deselect units that you hide, you have to do it manually. Once you get used to it, it's not a bother. Certainly more simple than going through a stack manually and doing it.
 
_alphaBeta_ said:
It's a small "bug" that I identified above. Essentially once you've hidden the wouded units, you need to ALT click the rest of the units. This time, only the healthy units will be selected. The mod doesn't automatically deselect units that you hide, you have to do it manually. Once you get used to it, it's not a bother. Certainly more simple than going through a stack manually and doing it.

BeAAAutiful ! Many thanks. Totally agree ! Very happy again now. Sorry I didn't spot your 'above'.
 
12m - I really like this mod. I am going to see if I can get it up and running with my cobbled mod pack but I wanted to check if including it in my pack is ok with you first.
 
I would like to use something similar to your info pane for the unit statistics mod, but I can't get it to work. Namely, I added these lines to the handleInput function:

Code:
	def handleInput (self, inputClass):
		screen = self.getScreen()
		
		print "input"
		print inputClass.getNotifyCode()

		id = inputClass.getID()
		if ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_ON ):
			print "test"
But apparently, nothing happens when I hover my mouse over a button (i.e. there is no "input" message in my log). Am I missing some code or is NotifyCode.NOTIFY_CURSOR_MOVE_ON restricted to specific objects?
 
Sevo said:
Actually, maybe you can help me with this, 12m. I basically merged your MainScreen.py with mine, including your supplemental ini loaders and whatnot, but I don't think your ini file was being read properly and your mod was defaulting to the presets in the file. As such I simply dropped the ini and set the presets in the CvMainScreen.py to the basics.

So is there anything special to the ini file, or should it just work sitting in the main mod directory right next to Sevomod.ini? Looking through all the code, it appears it SHOULD work just sitting there, after all, the file name is hard-coded in the MainScreen.py and it looks like it should just load from there. (I haven't really had time to investigate the INI loader closely).


Secondly, there's a problem with the self.pOldPlot variable, and I apologize if this has already been talked about in this thread.

self.pOldPlot fails to reset if you start a game, quit to the main menu, and start another game. When the game gets going the main interface fails to come up because of a python error related to pOldPlot. I've tried a few different approaches to fixing this but haven't had any luck so far. I haven't looked through the code yet to determine exactly what this little guy is doing so I've just left it be. Any thoughts?


During my tests the INI file was ready out correctly. But in a former 2.x version I put the INi file into the wrong directory and maybe you got that wrong version. The INI file has to be put into the MyGamey\Civilzation 4 directory. Maybe this is the reason that it doesn't work for you.

Regarding pOldPlot I once noticed that problems as well. I put it on my list, but when I planned to start to fix it, I was not able to reproduce it. I will put it on my list again. Unfortunatly I'm currently heavy loaded so that I can't do it quickly. Sorry for this.

12m
 
Teg_Navanis said:
I would like to use something similar to your info pane for the unit statistics mod, but I can't get it to work. Namely, I added these lines to the handleInput function:

Code:
	def handleInput (self, inputClass):
		screen = self.getScreen()
		
		print "input"
		print inputClass.getNotifyCode()

		id = inputClass.getID()
		if ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_ON ):
			print "test"
But apparently, nothing happens when I hover my mouse over a button (i.e. there is no "input" message in my log). Am I missing some code or is NotifyCode.NOTIFY_CURSOR_MOVE_ON restricted to specific objects?

It does not work on all objects. In example the action buttons doen't through that event (in fact they do, but not in the Main Interface). Also it will not work for unit buttons unless you use the widget type WidgetTypes.WIDGET_GENERAL. But be aware, that if you change the widget type of the unit button, you may encounter other sideeffects.

12m
 
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