Python Performance and Interface Overhaul (PPIO)

Honestly, After needing to adjust a little to the size, (and also the various improvements to making it actually work and fit from Toffer), I quite enjoy what he did with the text, also running 1920×1080, and not planning on getting a bigger monitor anytime soon
 
It need to be said that text/font found in this modmod is highly a work in progress and likely subject to change.
It is also important for me to point out that it is no easy task to mod the font/text used in CivIV, tedious work.
The standard font "sylfaen" couldn't in my opinion be increased in size because the vertical distance between lines got a lot bigger when increasing the text size, there were also other issues that arose from increasing its size, that's why I changed to "calibri" font. I tested all windows fonts in the game and only sylfaen and calibri gave any acceptable results. calibri is a bit bolder than sylfaen but has less empty space above each letter and scales a lot better down to the smallest sizes. The game can only handle five different font sizes, vanilla only had 4 variations to font size, I added a new one as the smallest font size, but it is mostly not been taken into use at the moment.
 
I can't wait for this to be included. Sorry to say with all the changes and testing I do I have not been able to enjoy this project. I'm jealous of those that have had the chance to use it.
 
I love the font size for this modmod, I am not that old yet by the way. I am very nearsighted and had a lot of trouble with the old font, after a marathon session of C2C my poor eyes felt like they were on fire. So good job on the font.
 
I love the font size for this modmod, I am not that old yet by the way. I am very nearsighted and had a lot of trouble with the old font, after a marathon session of C2C my poor eyes felt like they were on fire. So good job on the font.

Nothing wrong with my eyes, but even I felt the old font was too small and strained my eyes to concentrated on it for long sessions (I sit quite far away from my computer monitor as it's a pretty big one)
 
I recently learned of this mod and have some feedback after trying it for a bit. I apologize if anything may have been covered previously, as 30 pages is a lot to backread.

I play on 1920x1080 but have no problem with CIV's default font and size (monitor is an HP pavillion 23xw, 23 inch widescreen at about 2 feet away). I found the new font a little large, especially in cases where it forces a new line due to words now being longer (mostly commonly in the pedia). (Honestly, this is really just a personal preference, I hate when vertical lists wrap too often.) I deleted the ArtDefines_Misc to set it back as mentioned in one of your previous posts while searching the thread; however, maybe mention how to revert it in your main post, for other users who might feel the same?

Because using the modmod requires deleting BUG Main Interface.ini, is there a way to easily copy settings from pre-modmod to use-modmod? For now I've simply screenshoted each tab in my game pre-modmod and will (laboriously) match each setting individually ingame.

After updating, the tooltip in the lower left now had a scrollbar, which could not be interacted with (since moving your mouse obviously changes the tooltip, and scrollwheel zooms in/out). I get the feeling that maybe this is an old bug that I fixed myself somehow, but maybe not (since that would involve fiddling with XML, and these files get reset whenever I do a clean update). This persisted after I had deleted ArtDefines to go back to the original font, although I didn't pay close attention to whether some icons may have also been changed, which would not have reset after changing font. It was about half to two lines (plus the footer/border on the bottom), which consists of plot... 'definitions'? "This is an Earth plot. This is an Aquatic Plot." I forget if the scrollbar may have also covered information if the information on the line stretch far enough to the right.

In addition, with the promotions now being below the units, and the tooltips for promotions being anchored to the mouse, they are somewhat difficult to read if they overlap units. Could the background for promotion tooltips be made more opaque? (Maybe this is easier to read with your larger calibri font versus the smaller/thinner default that I prefer.)

Spoiler Screenshot of the tooltip problem :
IDYfdjH.jpg


NLdgmie.png


(Note these screenshots were created after I figured out the issue with the BUG/vanilla plot list setting.

The list of units was partially covering where promotions were now being shown, but this might be a BUG thing given the change to the build/action list and it being defaulted to medium (or large?), whereas I normally use small. Will edit after I return my BUG settings to my preference.

Edit: I see that the "PlotList" tab is not available in the modmod BUG settings. I'm not sure if modifying any settings here would alleviate the problem of unit lists covering the new promotion placement. There were some other settings missing between the BUG options as well. Does the modmod comment these settings out, or does the modmod somehow run a different version of BUG?

Edit2: Ah, the issue with the unit list was because I had the Plot List Draw Method set to BUG. Switching it to vanilla moved it above the build/action bar and thus off the promotions. It also looks like BUG did copy over virtually all the settings anyway. I think I did prefer the BUG list as it does not interfere with the game view, but I will make do with vanilla.
 
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I deleted the ArtDefines_Misc to set it back as mentioned in one of your previous posts while searching the thread; however, maybe mention how to revert it in your main post, for other users who might feel the same?
It isn't really reccomended to delete the art xml, it will cause strange issues like a scroll bar in tooltip, and other glitches. Python code in this modmod is expecting the content of the resource folder to be in use, so glitches appear when vanilla Resource folder is used instead, which is what happens when you delete the ArtDefines_Misc.xml.
Because using the modmod requires deleting BUG Main Interface.ini, is there a way to easily copy settings from pre-modmod to use-modmod? For now I've simply screenshoted each tab in my game pre-modmod and will (laboriously) match each setting individually ingame.
That file only covers the options for the first BUG option tab, and perhaps one or two other options in other tabs (don't remember exactly), I'm sorry for the inconvenience it causes to delete it, I can only recommend that you learn which options are reset to default when deleting that one ini file.
Could the background for promotion tooltips be made more opaque?
Only if you don't delete the ArtDefines_Misc.xml, I made the tooltip more opaque than vanilla by modding the resource files which are only used if you keep the ArtDefines_Misc.xml from this modmod's file-set.
On my 1080p laptop the front is also too big.
Feedback like this won't help me much because I don't know what text you are referring to.
I made a fundamental change to the baseline of all font in the whole game, so the smallest text seen with this modmod is the text I've adjusted for the new base-line, while the biggest text is the one that I've not yet adjusted in this modmod.

Feedback on text size will need to be accompanied by screenshots where the text in question is marked somehow, if it's indeed text I've adjusted I'll consider adjusting it some more, if not then I can only answer that I haven't yet found which python or dll code that makes the text that big and that I'll adjust it when I find it.

N.B. This modmod is still highly a work in progress, a pre-alpha, it will not be finished very soon either. I'm not annoyed by all this talk about text size, I'm just trying to point out that much of it is temporary and I plan to change it a lot more, it is not all WAD atm.
 
It isn't really reccomended to delete the art xml, it will cause strange issues like a scroll bar in tooltip, and other glitches. Python code in this modmod is expecting the content of the resource folder to be in use, so glitches appear when vanilla Resource folder is used instead, which is what happens when you delete the ArtDefines_Misc.xml.
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Only if you don't delete the ArtDefines_Misc.xml, I made the tooltip more opaque than vanilla by modding the resource files which are only used if you keep the ArtDefines_Misc.xml from this modmod's file-set.

Ah, okay. I will try playing it more without deleting that file and using your selected font/size and see if I get used to it or can overlook what minor annoyances I had in the beginning.

Thank you for the help.
 
N.B. This modmod is still highly a work in progress, a pre-alpha, it will not be finished very soon either. I'm not annoyed by all this talk about text size, I'm just trying to point out that much of it is temporary and I plan to change it a lot more, it is not all WAD atm.
Pre-alpha?
What will be done by final version of it?
 
Ah, okay. I will try playing it more without deleting that file and using your selected font/size and see if I get used to it or can overlook what minor annoyances I had in the beginning.

Thank you for the help.
Tooltips are supposed to look like this:
8800_20180217224219_1.jpg


Pre-alpha? What will be done by final version of it?
Make sure that at least one of the main things I started on in this modmod is something I can say I feel is finished. The Pedia is about halfway finished and the game text/interface is something I've barely started on.

The only thing that is close to finished at this point is the city screen and some of the pedia categories.
 
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PPIO v0.5.9.3
  • Overhauled Unit category in Pedia.
  • Tweaked font size
    • Font 0 from 13 to 14 points
    • Font 1 from 16 to 16 points
    • Font 2 from 19 to 18 points
    • Font 3 from 22 to 20 points
    • Font 4 from 29 to 28 points (Title/Header size)
 
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Feedback like this won't help me much because I don't know what text you are referring to.
I made a fundamental change to the baseline of all font in the whole game, so the smallest text seen with this modmod is the text I've adjusted for the new base-line, while the biggest text is the one that I've not yet adjusted in this modmod.

Feedback on text size will need to be accompanied by screenshots where the text in question is marked somehow, if it's indeed text I've adjusted I'll consider adjusting it some more, if not then I can only answer that I haven't yet found which python or dll code that makes the text that big and that I'll adjust it when I find it.

I gave this mod a try on my 15inch 1080p laptop but I didn't use it for long so I can't give you details. My impression was that almost every text was too big compared with normal C2C. If i'am not mistaken part of this mod is to increase the size of some pop-ups to be able to display more information. But if the the font sizes are increased like that you can only do that if those pop-ups get really big.

I have no idea how the situation is on monitors with resolutions above 1080p.
 
I gave this mod a try on my 15inch 1080p laptop but I didn't use it for long so I can't give you details. My impression was that almost every text was too big compared with normal C2C. If i'am not mistaken part of this mod is to increase the size of some pop-ups to be able to display more information. But if the the font sizes are increased like that you can't really do that.

I have no idea how the situation is on monitors with resolutions above 1080p.
I agree with this feedback.
 
PPIO v0.5.9.3.1
  • Fixed a bad bug related to how python tracks informations for wonders that have special python code effects. City Ownership change caused the tracking to store wrong information about the wonders in question.
 
i played with 9.3 briefly, and then the fonts felt ok, still big, but okish, now they feel they are 1 size bigger again, especially tech selection is wrapping alot.


Out of curiosity, where in the code do you change the fontsize? then i can fix it myself :)
 
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