Mod switcher

I'm making progress with the mod database, and decided to publish a WIP version of it. Take a look at:

http://civ4.tdb.fi/?page=moddb/index

Not much mods in it yet and very sparse information available for those few that are, but it's a start. I'll continue adding features tomorrow.
 
Yeah, settings and search are not working so far. The settings page will have stuff like default display settings and whatnot, I don't know exactly yet. Search should be pretty self-explanatory.

BTW, there's a thread specifically for the database project here:

http://forums.civfanatics.com/showthread.php?t=174590

I should have only posted a link to that thread here to keep discussion more on-topic, but I only remembered it after posting here. Kinda thread-jacked my own thread :p So now I kindly ask everyone to move database discussion there.

For some on-topic stuff, we're nearing version 1.0 with Civ4Modder. According to the roadmap in the first post, the only major feature missing is quick-merging. I haven't received complaints about mod creation errors after releasing 0.5, so I suppose the XML file support is in pretty good shape. If I don't receive any complaints, the next version will likely be 0.99 (beta1).
 
New problem to think about: SDK mods. They require putting the CvGameCoreDLL.dll into the main Assets directory. Should the program do this? Should it backup the original automatically? If so, how would it know the original from some other mod's dll?
 
tdb said:
New problem to think about: SDK mods. They require putting the CvGameCoreDLL.dll into the main Assets directory. Should the program do this? Should it backup the original automatically? If so, how would it know the original from some other mod's dll?

Actually, SDK mods don't need to be placed in the "main" directory, if I'm on your same wavelength. You can place them in your mods assets directory, just like you would "replace" any other file. You should never need to replace the original.

The real problem you'd have is combining two mods that both have DLL's. I'm going to say save yourself the trouble and just say combining two mods that both use DLL's will not work :P

Keep up the good work!
 
Hm, I tried that a while ago with the 3-square city radius mod, but got a CTD just like with the original DLL.

You're right, I'm going to say combining DLLs won't work. But there are many cases where only one mod needs a custom DLL.

I've noticed the subject of combining mods cropping up on this forum quite regularly. If you notice a thread asking about it, please go and post a link to this thread.
 
More things to think: Map scripts. I think they don't work from mod directories. Should putting the scripts to the PublicMaps directory be supported by Civ4Modder?
 
tdb said:
More things to think: Map scripts. I think they don't work from mod directories. Should putting the scripts to the PublicMaps directory be supported by Civ4Modder?

You can put maps into a PrivateMaps directory in the mod folder. Not sure how that works in your plan, however. Typically, the reason people put the maps in PublicMaps is because A.) The map or script is for the vanilla game or can be used for any mod (thus, it's normally just a stand-alone map, and doesn't come with a mod), B.) It comes with a mod, but the owner doesn't know about the PrivateMaps folder, or C.) It comes with a mod but the owner thinks that it should go in PublicMaps because it should be usable with other mods.

If you're creating a tool that allows people to combine multiple mods into one mod, would it be possible to take all the mods they're combining with maps in the PublicMaps and put them into the PrivateMaps of the new mod you're creating for them?
 
Gerikes said:
If you're creating a tool that allows people to combine multiple mods into one mod, would it be possible to take all the mods they're combining with maps in the PublicMaps and put them into the PrivateMaps of the new mod you're creating for them?

Yes, as long as the mods are consistent in the place for storing that script inside the directory hierarchy. However, if mods don't really have a PublicMaps directory, that can get a bit tricky. It's not exactly safe to assume that every .py file in the top level is a map script.
 
tdb said:
Yes, as long as the mods are consistent in the place for storing that script inside the directory hierarchy. However, if mods don't really have a PublicMaps directory, that can get a bit tricky. It's not exactly safe to assume that every .py file in the top level is a map script.

That's true enough. I guess for now your hands are tied, but I think putting in support for the PrivateMaps for now would be a good step forward so that when more modders realize that their mod isn't working with this, they'll start using the PrivateMaps folder.
 
Just so you know: I'm not dead. My interest has just been wandering elsewhere (like factoring large integers) for a while. I'll resume playing Civ4 and working on this project shortly.
 
Hey, I tried using this mod, and I wanted to combine the Revolution mod with another mod. I like the Revolution mod because it's quite realistic. When I try to combine it, I get the error "Unable to apply diff" and I just wanted to know what the problem might be, so at least I could understand the error. Thanks!
 
That error arises when two mods try to modify the same Python file at the same or near enough locations. The program should tell you which file it failed at. Armed with that information, examine the diff produced for that file in both mods (through the mod properties dialog). It may be beneficial to copypaste one or both into notepad so you can examine them side by side. Remove any conflicting context and you're set. (Check my explanation about MSDA and EFA at post 174)
 
Ah, I've got a problem. It only comes up with an error window that reads "Unable to apply Diff".
 
so in thoery i can combine dales combat mod with sevo 3 mod
 
modified Dll aren't mergable, you would need to put the Dale Dll into SevoMod, but you would then lose any features that Sevos Dll provided, any it might not be stable to boot.
 
From what I've seen, the game tends to crash if you have the wrong DLL present. There are basically two approaches for solving that: either create a main DLL with plugin interface for sub-DLLs, or create one DLL which incorporates features for all mods and allows toggling them with XML. The Civ4 Core Community Project is doing the latter, AFAIK.

As a side note, I'm TRYING to get work done for this program. I'm just getting distracted a lot lately...
 
Just downloaded your program (thanks for creating such a useful tool, by the way!).

I unzipped it and it went into it's own "civ4modder" folder but when I try to run the 'civmodder.exe', I get an error message that "... libatkmm-1.6-1.dll could not be found".

I'm running Win XP-64 if that makes a difference.

Thanks for your help.

**EDIT** I just read your first posting and realized I had not installed the gtkmm runtime yet - as soon as I followed your instructions (DOH!), everything works fine. I did notice, however, when I went into the "About" menu, it still said version .4 (sorry, I work as a software tester and so notice picky details like this)
 
Hello guys. i get an error when trying to create diff files for some mods. i can merge so mods with no problem. I went to create mod, selected Regiments 3.0 and clicked ok, everything's working but about halfway through i get an error that says
"Value element Fader has children. Maybe it isn't really a value element?":confused:
 
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