Python Performance and Interface Overhaul (PPIO)

I think small improvement to technological advisor would be nice:
Right mouse click shouldn't select techs - left mouse click does same stuff.
While right mouse click sends you to pedia, it closes technological advisor.
Is it possible to not close technological advisor (tech tree) when going to pedia?

It seems like pedia fails to render Transhuman and Transcedent Lifestyle tech page.
Spoiler :

Traceback (most recent call last):

File "CvScreensInterface", line 343, in pediaJumpToTech

File "PediaMain", line 618, in pediaJump

File "SevoPediaTech", line 219, in interfaceScreen

AttributeError: 'NoneType' object has no attribute 'getButton'
ERR: Python function pediaJumpToTech failed, module CvScreensInterface
 
Last edited:
I think small improvement to technological advisor would be nice:
Right mouse click shouldn't select techs - left mouse click does same stuff.
While right mouse click sends you to pedia, it closes technological advisor.
The tech chooser screen is a big project in and of itself. your suggestions are good, but I'll keep away from that screen for the time being.
Is it possible to not close technological advisor (tech tree) when going to pedia?
Good question, is that how it works without this modmod?
It seems like pedia fails to render Transhuman and Transcedent Lifestyle tech page.
Ok.
 
The tech chooser screen is a big project in and of itself. your suggestions are good, but I'll keep away from that screen for the time being.
So preventing right click from selecting techs isn't as easy as it sounds?

Good question, is that how it works without this modmod?
Tech tree remains open without modmod.
 
Last edited:
It seems like pedia fails to render Transhuman and Transcedent Lifestyle tech page.
Did I do something wrong here somehow?
 
@Toffer90 they show up in the tech tree fine so how they can be crashing when going the pedia I'm not sure. Can you look at the XML for me and see if you can spot a problem that might cause this? There's probably some circular prereq reference in Cosmic Lifestyle but I'm more curious what could be wrong with Transhuman and Transcedent Lifestyles.
 
The problem isn't in your stuff at all but thanks for being willing to look Toffer. It took a patient process of figuring out which tech was the first to cause a crash when selected. Once found I was able to see the error immediately.

This was messed up y'all! The tech Ion Propulsion is actually called TECH_INTERSTELLAR_TRAVEL while the Interstellar Travel tech (which comes right after Galactic Lifestyle and thus needed to take that as a prerequisite) is actually called TECH_INTERSTELLAR_VOYAGE.

I don't care who you are, you're probably going to walk right into that! So frustrating. And again, the one thing I think I probably should test but didn't take the time to do so is the one thing that would've told me there was a problem.

Sorry for that. Seems everything I do lately takes a little debugging after commit. I'll try to clean that up a bit better.
 
This was messed up y'all! The tech Ion Propulsion is actually called TECH_INTERSTELLAR_TRAVEL while the Interstellar Travel tech (which comes right after Galactic Lifestyle and thus needed to take that as a prerequisite) is actually called TECH_INTERSTELLAR_VOYAGE.

Don't forget to add a line for that to the "to be fixed the next time we want to break saves" document.
 
sounds like someone left a landmine in the code with that, I wonder what the idea and thought process was behind it, an honest and not sarcastic wonder, for it's always interesting to know what's behind the logic of things (if any is there)
 
sounds like someone left a landmine in the code with that, I wonder what the idea and thought process was behind it, an honest and not sarcastic wonder, for it's always interesting to know what's behind the logic of things (if any is there)
He explains it in the SVN thread.
 
Preview...Soon.

Why move culture from the left of the screen to the right? Just curious.

To me it seems better placed in the original position. Probably old habits. :rolleyes:

But great it is in the lower resolution. :thumbsup:
 
Last edited:
Why move culture from the left of the screen to the right? Just curious.
If you look at the high res screenshot, you will see that I needed to have the free specialist at a certain height for them not to collide with the plot list buttons for units stationed in the city. instead of having an unused gap of space between the great person bar and free specialist, I felt it right to move the culture bar to the other side.
Culture is all about territorial influence so it makes perfect sense to have it close to the minimap as well.
Spoiler 1920x1080 :
8800_20171115044851_1.jpg
v0.5.8.4
  • The pedia should no longer close other screens like the tech tree.
  • Overhauled the Citizen/Specialist display in cities.
    • The city screen python will automatically make space for new specialist types if added and reclaim the space if old ones are removed.
      • By that I mean that the size of the bonus list depends on how much space the specialists requires.
  • Moved culture bar to the right side in city screen.
  • Added the demolish building button to city screen.
  • Tweaked this and that.
 
Added the demolish building button to city screen.
Awesome thanks!

This also suggests that we are much less limited on how many specialists we can have. Is that correct or is it still an issue on lower res?

This is all really incredible work man.
 
Awesome thanks!

This also suggests that we are much less limited on how many specialists we can have. Is that correct or is it still an issue on lower res?

This is all really incredible work man.
The lowest res can probably support at least 15-20 new specialist types before the bonus list becomes too small for comfort.
 
There is still issue with too big font on some popup windows.
Starting popup, that says what options are on could use much smaller icons.
Spoiler :
OjNEh9Y.jpg


Same with city founding one:
Spoiler :

PPkarTP.jpg



Tech popups can use smaller font too. Also "Can construct" and "Obsoletes" lists could be cut off after few items.
Spoiler :

lwqGuh0.jpg

1MBCyJI.jpg

 
Starting popup, that says what options are on could use much smaller icons.
Smaller font you mean? I don't know, looks fine the way it is to me. Oh well, I'll set it up to scale by resolution regardless.
There is still issue with too big font on some popup windows.
I agree that they should have smaller font, I still haven't located the code that generates those pop-ups, I'll change the font when I find the code.
 
The string itself is generated by the dll and though we may need to eventually put such limiters on some lists, I'm reluctant to for numerous reasons.
 
Back
Top Bottom