Python Performance and Interface Overhaul (PPIO)

ok that solved that, now this:

pic 1 words, see pic . . still dont like the pop-when a new buildable unit is avail, cant it be like it used to??
It can, @Toffer90 would need to revert to old font settings (original BTS) as low res default font.

Code:
{
                GFont   .Size1_Normal           =   GFont("Sylfaen",       "Regular",       12, GFlags(GFontFeature, GFC_FONT_ALPHA));

               GFont   .Size2_Normal           =   GFont("Sylfaen",       "Regular",       14, GFlags(GFontFeature, GFC_FONT_ALPHA));
               GFont   .Size2_Bold               =   GFont("Sylfaen",       "Bold",           14, GFlags(GFontFeature, GFC_FONT_BOLD,   GFC_FONT_ALPHA));
               GFont   .Size2_Italic           =   GFont("Sylfaen",       "Italic",       14, GFlags(GFontFeature, GFC_FONT_ITALIC, GFC_FONT_ALPHA), 0, GRectMargin(1));

               GFont   .Size3_Normal           =   GFont("Sylfaen",       "Regular",       16, GFlags(GFontFeature, GFC_FONT_ALPHA));
               GFont   .Size3_Bold               =   GFont("Sylfaen",       "Bold",           16, GFlags(GFontFeature, GFC_FONT_BOLD,   GFC_FONT_ALPHA));

               GFont   .Size4_Normal           =   GFont("Sylfaen",       "Regular",       22, GFlags(GFontFeature, GFC_FONT_ALPHA));
               GFont   .Size4_Bold               =   GFont("Sylfaen",       "Bold",           22, GFlags(GFontFeature, GFC_FONT_BOLD,   GFC_FONT_ALPHA));
           }

So in Toffer's way it would be:
Code:
{
                GFont .Size0_Normal    = GFont("Linux Libertine G","Regular",    12, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size0_Bold    = GFont("Linux Libertine G","Semi Bold",12, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size1_Normal    = GFont("Linux Libertine G","Regular",    13, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size1_Bold    = GFont("Linux Libertine G","Semi Bold",13, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size2_Normal    = GFont("Linux Libertine G","Regular",    14, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size2_Bold    = GFont("Linux Libertine G","Semi Bold",14, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size3_Normal    = GFont("Linux Libertine G","Regular",    16, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size3_Bold    = GFont("Linux Libertine G","Semi Bold",16, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size4_Normal    = GFont("Linux Libertine G","Regular",    22, GFlags(GFontFeature, GFC_FONT_ALPHA),                100, GRectMargin(2));
                GFont .Size4_Bold    = GFont("Linux Libertine G","Semi Bold",22, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),200, GRectMargin(2));
}
 
still dont like the pop-when a new buildable unit is avail, cant it be like it used to??
Not sure what you are talking about...
also the line for techs from 3 to 2 to 1 is missing??
Those lines served no real purpose while needing dozens of python code lines to exist.
It tells you how many turns are left, and visualize the total progress for the current turn and for the next one, isn't that enough information on the matter?
pic 2 the civic adviser is waaay too long now in unused space???
Odd, I haven't seen that myself, and the modmod haven't modified the civic screen...
 
tried it, now:

see pic with words on them . .

re-do pic, still dont like this . ..
 

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You did reduce the font size... The text on the GG bar is the same size as the text on the research bar btw.

The plot help tooltip is always visible when you move the mouse without the modmod too, why is it so bad that it is always visible in the modmod? Is it because it is less transparent now?

Do you really prefer to have the buildable stuff cramped together on the tiny bar at the bottom of the screen.
You can reduce the icon size btw, when you open one of the build tabs there is a dropdown seen at at the upper right corner of the pop up, in your re=do picture it is set at 64x64 sized icons, it can be lowered all the way down to 32x32 size.
 
You did reduce the font size... The text on the GG bar is the same size as the text on the research bar btw.

Do you really prefer to have the buildable stuff cramped together on the tiny bar at the bottom of the screen.

How doable would it be to include a BUG option to select between your's and vanilla's way of displaying units/buildings/wonders?
 
You did reduce the font size... The text on the GG bar is the same size as the text on the research bar btw.

Do you really prefer to have the buildable stuff cramped together on the tiny bar at the bottom of the screen.
You can reduce the icon size btw, when you open one of the build tabs there is a dropdown seen at at the upper right corner of the pop up, in your re=do picture it is set at 64x64 sized icons, it can be lowered all the way down to 32x32 size.
yeah, i think i will just play the default C2C, and leave this as a modmodmod, i mean i like some of the stuff you have done, then dont on other stuff, i think it will be too confusing for some and good for others,, and again i like playing on 1024X768 for all games. .

EDIT: I tell u what talk to an admin and have him post a POLL, and if u get at least 50 of them to say things about ur modmodmod, in the positive then i will leave it up to TB 2 decide the faith of C2C, hows that . . .
 
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I like playing on 1024X768 for all games. .
I will never understand this sentiment...
Do you have black bars on left and right side of screen when playing, or do you have the image stretched so that everything is wider than what it's supposed to be?
Or am I wrong, do you use a non-widescreen screen that is around 15 inches in diagonal size? If so, then I could understand your resolution preference.
 
I will never understand this sentiment...
Do you have black bars on left and right side of screen when playing, or do you have the image stretched so that everything is wider than what it's supposed to be?
Or am I wrong, do you use a non-widescreen screen that is around 15 inches in diagonal size? If so, then I could understand your resolution preference.
i have never had any black bar on the left or the right of the screen, and yes i always play on Full screen and no stretch . .
 

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i have never had any black bar on the left or the right of the screen, and yes i always play on Full screen and no stretch . .
Then you don't have a widescreen, because a 1024x768 rendering would get stretched when displayed on the entirety of a widescreen screen.

If you do have a widescreen, then I would suggest that you at least use an appropriate low resolution like 1280x720 for a 16:9 screen or 1280x800 for a 16:10 screen., that way the image won't be distorted so that everything is wider than it's supposed to be

1024x768 is a resolution for 4:3 screens, you know, the screen aspect ratio that was normal 15-30 years ago.

Here's a visual example:
The first image is 1024x768, that is a 4:3 aspect ratio.
The second image is stretched to 1365x768 pixels so to fit the 16:9 aspect ratio.
TribalWarsWallpaper_fansitekit_v4_1024x768.jpg TribalWarsWallpaper_fansitekit_v4_1365x768.jpg
Do you see how the image gets distorted when only stretched in one direction?

The same thing would happen in your game if you have a widescreen and let the game render images that are only 1024x768 pixels in size before then stretching those small images to cover your entire screen.
 
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tried it, now:

see pic with words on them . .

re-do pic, still dont like this . ..
I guess we need BUG switch for font size scheme too @Toffer90

These are vanilla font sizes.
Code:
{
                GFont .Size0_Normal    = GFont("Linux Libertine G","Regular",    12, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size0_Bold    = GFont("Linux Libertine G","Semi Bold",12, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size1_Normal    = GFont("Linux Libertine G","Regular",    13, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size1_Bold    = GFont("Linux Libertine G","Semi Bold",13, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size2_Normal    = GFont("Linux Libertine G","Regular",    14, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size2_Bold    = GFont("Linux Libertine G","Semi Bold",14, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size3_Normal    = GFont("Linux Libertine G","Regular",    16, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size3_Bold    = GFont("Linux Libertine G","Semi Bold",16, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size4_Normal    = GFont("Linux Libertine G","Regular",    22, GFlags(GFontFeature, GFC_FONT_ALPHA),                100, GRectMargin(2));
                GFont .Size4_Bold    = GFont("Linux Libertine G","Semi Bold",22, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),200, GRectMargin(2));
}
 
Not possible afaik.
I guess then you have to use vanilla fonts then, if you are going to merge mod.

1024x768 is a resolution for 4:3 screens, you know, the screen aspect ratio that was normal 15-30 years ago.

Well square monitors including LCDs and other flat ones still are sold - I have 5:4 resolution ratio.
 
Well square monitors including LCDs and other flat ones still are sold - I have 5:4 resolution ratio.
That doesn't make it the normal aspect ratio of today's monitors.
16:9 is the standard aspect ratio of today's monitors (has been for over 10 years), with 16:10 as a perfectly good contender all along.

PPIO v0.5.9.6.8.1 - Hotfix
SVN rev.10240
  • Fixed a silly mistake I made in one of the most recent updates. (managed to revert 1 file to an older version of the modmod)
    • Caused an issue with saving/loading domestic advisor settings.
 
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I noticed, that foreign advisor lists resources, that you don't have on top of screen.
Saw it in @Trantor save.
He exported some natural resources and now doesn't have them.
And he doesn't build space colonies yet....

Everyone uses Feudal (Society) civic in Nanotech era
 
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@Toffer90 it appears "May place X resource on map" is just merely help text.
Is it possible to add list of units, that can place map resources in map Bonuses list?
For example if Bison resource could be placed by unit X, then it would be displayed in Bison entry.
 
@Toffer90 it appears "May place X resource on map" is just merely help text.
Is it possible to add list of units, that can place map resources in map Bonuses list?
For example if Bison resource could be placed by unit X, then it would be displayed in Bison entry.
I'll look into it. ^^

PPIO v0.5.9.6.8.1.3
SVN rev.10249
  • Quite a bit of technical, under the hood, code clean up.
    • No in-game changes that are noticeable.
 
@Toffer90 it appears "May place X resource on map" is just merely help text.
Is it possible to add list of units, that can place map resources in map Bonuses list?
For example if Bison resource could be placed by unit X, then it would be displayed in Bison entry.
Isn't it generally only one unit that can place map bonuses? The great Farmer...
Is the information important enough for the pedia to process through all units in the game and analyzing thir XML tags, each time a map bonus page is opened to merely display one unit, if any?
 
Isn't it generally only one unit that can place map bonuses? The great Farmer...
Is the information important enough for the pedia to process through all units in the game and analyzing thir XML tags, each time a map bonus page is opened to merely display one unit, if any?
Some tamed/subdued animals and herds can place animal resource.
Python is used here.

Great Farmer uses Python Callbacks or something and animals uses Mission/Action/Outcome.

There is going to be one system for resource placement.
I guess it can wait until it is developed and utilized.
 
That is when the animal is killed there is a small chance for a bonus to be placed on the plot they died on.
That info should only be available in the animals pedia page imo, not on the bonus pedia page as it is not something the player has control over anyway.
I meant subdued/tamed animals - they can actually place animal resource - Tamed Horse for example can place Horse resource.
 
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