Python Performance and Interface Overhaul (PPIO)

PPIO v0.5.9.6.8.4
SVN rev.10252
  • Fixed an issue in domestic advisor where the code got confused over what city the row belongs to when changing names of a city or zooming to a city after having sorted the list different than the default order.
I'm talking main mod here - I don't know if this is an issue with Toffer's or not.
I think it's still an issue in this modmod. I think there's some oddity here due to the way the BUG option is used by the dll.
I'll look into it closer.
 
I mean there is no need to hide unbuildable units/buildings.

Did you uncheck Hide unconstructable buildings/units option?

I checked unconstructable buildings/units options, saved twice and restarted. I will try uncheck, save and restart the next time I play.

EDIT: I did that and I think it worked, need to reopen to confirm it.
EDIT2: nop, didn't work.
 
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@Toffer90 is it possible to add another section in Special Buildings?
This would display all buildings buildable by units except Myth/Story/Stories, as those are already displayed somewhere else.
 
I'm getting this error on RARE ocasions when opening domestic advisor (last SVN and PPIO):

Traceback (most recent call last):

File "CvScreensInterface", line 133, in showDomesticAdvisor

File "CvDomesticAdvisor", line 474, in interfaceScreen

File "CvDomesticAdvisor", line 513, in drawScreen

File "CvDomesticAdvisor", line 1339, in drawContents

IndexError: list index out of range
ERR: Python function showDomesticAdvisor failed, module CvScreensInterface
 
I will copy it and see if I get no errors on next play session.

EDIT: I have not seen the error again in some hours.
EDIT2: more time played and still no error :)
 
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I think I have spotted another bug.

Great people in city screen, not showing correctly. For example, i settled great general, prophet, hunter, doctor in my capital, but opening another city screen, they still show but they should not be there. I will try to get some screenshots to illustrate it.

This is my capital:
14jyo12.jpg



Other cities should only have a normal slave, but....
2lc1hs9.jpg
 
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Isn't that the free slave you get from the market?
Do you see the star above the settled slave? It's a great slave! ^^
Well, that star belongs to the great prophet that is settled in fermongu's capital, the issue here was that the list of settled citizens was never really cleaned up, I thought it was but there was a funky rule I didn't know about but now do.

PPIO v0.5.9.6.8.5
SVN rev.10252
  • Fixed a domestic advisor error.
  • Fixed the settled citizen display not cleaning up properly when exiting city screen and when scrolling between cities.
PPIO v0.5.9.6.8.6
SVN rev.10252
  • Some more work on the military advisor screen, I'm happy with how it is now so I'll move on to other stuff.
    • Got rid of the tabs, only the first one held any real value.
    • The other tabs mostly held info that is available in the foreign advisor and info that the player perhaps shouldn't be able to look up just like that.
  • A couple of code optimizations here and there.
 
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Do you see the star above the settled slave? It's a great slave!
I have to admit I was puzzling about that a bit but I let it go.
 
PPIO v0.5.9.6.8.7
SVN rev.10252
  • Some improvements here and there, most won't notice most of the changes.
  • Fixed a bug that occur when removing a building or unit from city work queue when none of the city tabs were open.
    • Bug made a large square in the middle of the camera unclickable/non-interactive.
  • Fixed the missing tooltip for the process buttons in the city screen and expanded the info given in the tooltip a bit.
  • Flipped the "end turn button" color scheme so that it blinks green when all units have been given orders and red if not, makes more sense to me at least.
  • The rest is technical.
PPIO v0.5.9.6.8.7.1
SVN rev.10276
  • Only included the latest SVN changes, nothing else.
Didn't @strategyonly said, that he DOESN'T have widescreen, and has only old monitor/graphics card, that supports only 1024x768 if not much bigger resolutions?
He didn't say either or when we recently talked about it in this thread.
Thx for letting me know, i only have a LCD that has 1024X768 max (its a 30"), so i changed the First page to read (at a minimum) of.
ahaha nope i have a 30" :rolleyes: and have for the last 6 years, lol :p
If he still has it... A 30" LCD from 2010 should support higher resolutions than that, and it's probably a widescreen.
I may be wrong, but SO never confirm or deny when I ask about it.
 
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Nope i have a 30" wide screen Dell regular TV, that supports up to 1920X?? but i am waaaay older and cant stand the smaller icon, infact i have the "larger" icon on the regular Microsoft desktop also, sure is important to me and the larger the better, at least for ME. . . . . plus the pc info attached . . .

tv measures 19X31 1/2 "
 

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Nope i have a 30" wide screen Dell regular TV, that supports up to 1920X?? but i am waaaay older and cant stand the smaller icon, infact i have the "larger" icon on the regular Microsoft desktop also, sure is important to me and the larger the better, at least for ME. . . . . plus the pc info attached . . .

tv measures 19X31 1/2 "
When you had my modmod installed, did you try any of the bigger resolutions?

I scale icons a lot between resolutions in this modmod, most icons are bigger on 1920x1080 with this momod than without it.
 
I'm adding some commentary without fully grasping all that's been said so I'm not sure where I fall in this discussion but I tend to play on lower res than I need to so that I can get larger icons and text than the higher res settings give you. My eyes aren't terrible but they are beginning to fade a bit... recent diabetes diagnosis explains that.

It appears from what I've read, that the more control we can give the player over the UI options with in-game settings, the more workable this whole thing gets. I know setting up python options are a pain in the arse. I'm not sure how we'd do dropbox selections and so on. Is that what you're hanging up on as well, Toffer?
 
It appears from what I've read, that the more control we can give the player over the UI options with in-game settings, the more workable this whole thing gets. I know setting up python options are a pain in the arse. I'm not sure how we'd do dropbox selections and so on. Is that what you're hanging up on as well, Toffer?
What's hanging me up in regards to scaling options is mostly that I don't know which specific UI elements that need scaling options.

Font sizes are troublesome mostly because the only way to change the 5 different font sizes available in the game is by manually editing a .thm file.

Since all resolutions use all the 5 font sizes for the different text shown in the game, and since there is no way to change the size of the 5 font sizes in-game, it really becomes hard to make options for it on a general basis.
The size of the font in the city work queue would be one option.
The size of the font in the tooltip would be another option.
The size of the font in the tech/general/GP bars would be another option.
etc.
 
there is no way to change the size of the 5 font sizes in-game
I see. Is this an EXE issue, in that it must be set at load?
 
Exactly, the 5 pre-defined font sizes cannot be changed in-game.
I suppose it could be set then reloaded like many core options, including any other graphic setting adjustments.
 
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