Python Performance and Interface Overhaul (PPIO)

Also is there any update on getting this incorporated into the main svn build or are there still hold outs?
It will have to wait.

Look at it this way: I would never have been able to do this much in the same amount of time if I were working directly on the SVN.
Working on a modmod where I don't have to give a damn if I release bad versions frequently allows me to just give full gas and try out any idea no matter how uncertain or experimental it is.
It's like being on a race track instead of driving through town with traffic and more safety rules.
 
@GiuseppeIII read all observations from @strategyonly that start here.

In a nutshell, SO and likely others enjoy how the default interface is at the moment, so if Toffer's PPIO gets into core that would disrupt things for these players.

So best to keep it as a modmod, where those who do want it can simply overwrite the files.
 
Working on a modmod where I don't have to give a damn if I release bad versions frequently allows me to just give full gas and try out any idea no matter how uncertain or experimental it is.
It's like being on a race track instead of driving through town with traffic and more safety rules.
I know it frustrated some folks but i never worried too much about that on the SVN either. It's a development version control for a reason. If you have trouble with a particular release it's easy enough to back out of it or just warn ppl not to use that update yet. You are usually so on the ball with fixing bugs in your works that I really don't think you have anything to worry about. Those who say every commit to the SVN should be perfect kinda don't get the point of it being an SVN to begin with imo.

Sure makes it easier for the player to enter into new updates and back out of them if there IS a problem, and easier to get the fix after its been installed.

@GiuseppeIII read all observations from @strategyonly that start here.

In a nutshell, SO and likely others enjoy how the default interface is at the moment, so if Toffer's PPIO gets into core that would disrupt things for these players.

So best to keep it as a modmod, where those who do want it can simply overwrite the files.
At this point, is there really anything on that list that hasn't been addressed?
 
It will have to wait.

Look at it this way: I would never have been able to do this much in the same amount of time if I were working directly on the SVN.
Working on a modmod where I don't have to give a damn if I release bad versions frequently allows me to just give full gas and try out any idea no matter how uncertain or experimental it is.
It's like being on a race track instead of driving through town with traffic and more safety rules.

As TB said above, SVN is a developer build and as such comes with the caution that there might be some buggy releases. There is a reason there is an official build as well as an SVN. Now I understand that you still might feel inhibited by having to use the official SVN so whatever allows you to put more amazing content out the happier I am!

@GiuseppeIII read all observations from @strategyonly that start here.

In a nutshell, SO and likely others enjoy how the default interface is at the moment, so if Toffer's PPIO gets into core that would disrupt things for these players.

So best to keep it as a modmod, where those who do want it can simply overwrite the files.

It seems many of SO's objections have been rectified. Further, SO and others while having reasonable objections are likely in the minority of those who feel objection to Toffer's interface. When looking at multitude of posts complaining about things as pedia speed, the UI, or other things that have all been fixed in this mod-mod, it seems as if it would be more beneficial for the majority of the game's user base to use Toffer's work and to have the old UI be kept as a mod-mod. Just my two cents though.
 
I know it frustrated some folks but i never worried too much about that on the SVN either. It's a development version control for a reason. If you have trouble with a particular release it's easy enough to back out of it or just warn ppl not to use that update yet. You are usually so on the ball with fixing bugs in your works that I really don't think you have anything to worry about. Those who say every commit to the SVN should be perfect kinda don't get the point of it being an SVN to begin with imo.
Considering the amount of work by other modders that I'm stepping all over, tearing apart in some cases, in this modmod; you might understand when I say there would have been mental barriers delaying my work if I had worked directly on the SVN all this time.
I would probably have spent a fair share of time just quarreling with DH or others on this forum trying to justify my SVN revisions, quarrels that would not only keep me from modding but could have potentially made me abandon the entire python and interface project altogether.

This modmod has had its fair share of long periods of glitches, bugs and oddities that many would have considered game-breaking.
 
This modmod has had its fair share of long periods of glitches, bugs and oddities that many would have considered game-breaking.
Maybe so but it seems like it's getting to be pretty packagable now and at a point you're just withholding lots of goodies we're all waiting anxiously to see get onto the core.
 
PPIO v0.5.9.7.9
SVN rev.10303
  • Performance optimizations.
    • Removed a lot of BUG code that did nothing but still got processed.
  • Fix: The population and production bar in the city screen didn't always update when interacting with the city screen.
 
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I just need to ask, is the modmod supposed to make the game look like this?

Spoiler :
upload_2018-12-6_17-36-3.jpeg


Mind you, I'm on the latest SVN with "PPIO v0.5.9.7.9 in a"
 
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I just need to ask, is the modmod supposed to make the game look like this?

View attachment 511256

Mind you, I'm on the latest SVN with "PPIO v0.5.9.7.9 in a"
Nope.

Folder name should be Caveman2Cosmos

You might want to delete your UserSettings if you installed this modmod now.
 
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I don't have that problem, so you will have to post the python errors you are getting for me to be able to help in any way.

To get pop-ups about python errors in-game you can in your %USER%\Documents\My Games\Beyond the Sword\CivilizationIV.ini
change this setting from 1 to 0 .
HidePythonExceptions = 0
 
PPIO v0.5.9.7.9.1
SVN rev.10303
  • Another performance oriented update.
    • Removed all traces of the Map Finder utility in python and xml.
  • Tweaked the BUG autosave coding and its save naming convention.
I just need to ask, is the modmod supposed to make the game look like this?
Anyone else having this problem on the two latest PPIO versions?
 
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One question: You mentioned the BUG autosave coding. Would it be possible to have a setting that autosaves always at the end of the turn, directly after pressing enter? It happens so often that I forget things that I intended to do and I remember as soon as I finish my turn. Also sometimes the game freezes (that was in the past, not sure with current SVN) while I wait for the AI to do its turn, so I tend to save each time I finish my turn. An autosave option to do this would be highly appreciated.
PS: Or is it already there and I just couldn´t find it?
 
One question: You mentioned the BUG autosave coding. Would it be possible to have a setting that autosaves always at the end of the turn, directly after pressing enter?
Not exactly, I could make it save when the game thinks the turn is over, meaning at the first point in the turn when all cities are building something and no units are longer asking for orders.
Would you want such a BUG option for autosaving?

I could make it autosave directly before you hit end turn...

I don't think it's wise to force the game to save inside the end turn code cycle. I'm not sure the end turn cycle would run correctly after loading that save, the save might get corrupted.
 
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