Questions about The BUG Mod

How do I uinstall the BUG / BAT mod in preparation for installing the latest version?

They should have both installed their own uninstallers. that you can access from the "Add/Remove Programs" control panel.
 
having some problems installing bug mod 3.5, and just wanted to ask a question or two

on a clean 3.17 install, i tried using the 3.5 installer but all i get is the blank interface problem. so i tried to do it manually using the zip file, but its missing the all-important .ini file that everyone keeps banging on about. In fact, doing a standard install (as opposed to a mod install) with the 3.5 installer doesnt produce the .ini file either. doing a mod install does produce the file, but looking in that .ini file, its much shorter than the one from bug 3.0. have i missed something?

i also did try my luck at installing BAT 1.0 using the installer, and that worked fine. I also went to the previous BUG version, 3.0, and the installer worked fine with that too. i suspect there is a problem with the files for 3.5, or that the fundamentals of installation have changed since prior versions.
 
regarding my previous post, id like to narrow it down to a single question

in the 3.5 zip, why is there no BUG Mod.ini in the BUG Mod folder? whereas the previous zip download versions, such as 3.0 and 2.3, do have the .ini file in that subdirectory. or is it simply a matter of keeping the .ini file from the previous 3.0 version to make 3.5 work?

thanks for any advice

and sorry if im asking a problem that has already been asked. short of sifting through numerous threads and reading every post, there is no central place on this forum with fixes or advice for the major problems.
 
in the 3.5 zip, why is there no BUG Mod.ini in the BUG Mod folder? whereas the previous zip download versions, such as 3.0 and 2.3, do have the .ini file in that subdirectory. or is it simply a matter of keeping the .ini file from the previous 3.0 version to make 3.5 work?

BUG 3.5 no longer requires that INI file. It creates them on-the-fly the first time you start it up. But the 3.5 installer (EXE) release was missing a file. :( The same is probably true about the ZIP.

See this post for instructions on replacing the bad file.

and sorry if im asking a problem that has already been asked. short of sifting through numerous threads and reading every post, there is no central place on this forum with fixes or advice for the major problems.

No worries, there are tons of threads with various problems and solutions. I really, really need to get out a new release to fix this issue.
 
thanks for the advice emperorfool

i followed your instructions on a clean install, but still didnt work. at this point i think ill just stick with 3.0.

while i do appreciate the effort you guys make, and how invaluable your mod is to the community, i cant help but feel disappointed for the people who come to try to use your mod for the first time (many unregistered, silent users I can imagine) only to be disappointed or frustrated. for example, a short sticky (or maybe even just in the download thread) saying that 3.5 no longer comes with the .ini would be much appreciated - there is numerous mentions of that file both here and on the sourceforge site, and people (myself included) no doubt were confused by the absence of this all-important 'phantom' file.
 
I abandoned the effort to install BAT 1.0 and BUG 3.5 in favor of just BUG 3.5.

Like eastsidehighris, a new install of BUG 3.5 with the new .py file correctly placed did not work...I still get no gameplay interface.

Ken
 
EmperorFool

hi,

my quastion is also about the ini files,

basicly i used the revdcm version which includes 3/5,

in its folder, theres an ini file for most of the options - reminder.ini, bugcore.ini, unitnaming.ini and so on.

where can i redirect the ini call ?
meaning instead of using many ini files- i wannt merge them all into one ini - say

"x.ini" that will include all the seperate ini files.

hope you can help in this matter, thanks in advance .
 
where can i redirect the ini call ?
meaning instead of using many ini files- i wannt merge them all into one ini

Right now you cannot, but I'm considering adding the ability. Can you tell me why you want this so I make sure I do it in a way that makes sense? Many others were asking me to split apart the original monolithic INI file, so I did. :)
 
well,

firsy thanks for your reply,

i played some with the files - and i got only the scoreboard to apear in my mods ini file,
changed the file in the xmls in the config folder, but all of the rest of the mod parts werent succecfull.

i think its more estetic for the mod folder itself, to have one ini file that contains all of the ini files together,
im not saying the seperate ini's are bad, it makes sense,
but i think modders will prefer to have one file, maybe players also, i think priameraly for estetic reasons,
personally, i prefer less files in the mod :)

anyway,
your doing hell of a job, and im sure everyone will be happy with what you deside anyways :)

kel.
 
If you change the name of the INI file in all of the config XML files, they will indeed share the single INI. However, if when BUG reads them in, it will read in a copy of that file for each XML. When the user modifies any settings through the options screen (or you do it in Python) and saves the files, each one will be writing stale values.

For example, say there are two INIs A and B for modules X and Y, respectively.

At load time, X reads in A1B1 and Y reads in the same thing, A1B1. Now the user changes settings for X, so it has A2B1, and changes settings for Y, so it has A1B2. Now BUG writes out X first and then Y, so Y's changes win, losing the changes A2 from X.

It's just like opening the same file twice in two copies of Notepad running at the same time. If you change the file in both Notepads and save it, only the changes from the last-saved version survive on disk.

To make it work, I need to rewrite the options code to be able to share INIs across modules.
 
heya e-p again,

i have another one for ya,

in my merge of bug 3.5,

it seems that the ple text wont be displayed - when i hover on the icons, it says
xml txt_key...... not found,
i have the plot....text.xmk in the text folder, and the maininterface.py was erged currectly and saw no errors,

have any idea what would be the cause?

thanks :)
 
it says
xml txt_key...... not found

Are you hovering over the buttons or the plot list (unit) icons?

I added this message to BugUtil.getText() so that I could tell what was wrong, but you need to tell me the actual text key that's missing in that message. Are you sure you included all of the necessary XML files?
 
yeah i hover on all of the icons there,
all say the same thing,

"xml txt_key...... not found"

i merged all of the files, or atleast i checked a few times for somthing missing,
but the civ4plotlistenhancmenttext.xml is inside the text folder,

what should i check for to see if i missing somthing?
is it possible for some other code to collide with this? - long shot, but im clueless...

:)
 
Search CvMainInterface.py for

Code:
sFullKey = "TXT_KEY_PLE_RESET_FILTERS"

If you don't find it, you must have changed it during the merge. This is the one icon that has a static hover text. The others change based on their setting, but they are all in that XML file you mentioned. Did you modify that file at all?

I was asking above what exactly is the full "TXT_KEY_......" in your post (pick one). I'm checking that the text keys weren't changed during the merge.

Double-check that you really have the files installed where you think they are and that you're running the mod you think you are. This always bites me as I change a file again and again with no visible difference in-game, only to find that I'm not running the file that I'm changing. :mad:
 
hey,

well, ive once again compared all the files,

and nothitg seems out of the ordinary,
still getting this:
XML key TXT_KEY_BUG_OPT_PLE__INFO_PANE_STANDARD_LINE_HEIGHT_HOVER not found ,
its like this for all of the icons accordinley.

yeahh... i know that thing when your on the wrong files....pulled a few hairs on that :)

so right now, i have no idea what causes the text not to apear,
everything is in order.

also the maininterface has the line you saud,
i compared everything to bug 3.5 own files.

hope you can help ,

thanks for you help.
 
still getting this:
XML key TXT_KEY_BUG_OPT_PLE__INFO_PANE_STANDARD_LINE_HEIGHT_HOVER not found.

Woah, that's the hover text for the line height option. It should not be accessed at that part of the program. Do you have the BUGOptions_CIV4GameText.xml file included in your mod? If you open the BUG Options Screen, do you see the help text hovers for the PLE options (or any options)?
 
ok,

while adding the screen shot for you,

i found out the problem,

in my privious version i created concentrated text files due to my many modcopm,
and also merged bug 3 text with it,
when adding bug 3 new files to my merged text from my older mod version,
there must have been a "collusion" with bug 3 plot list test to bug 3/5 text,
so i deleted the unneccesary one.

thanks alot for all the help and good will :)

kel.
 

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Right now ALT + F10 (CONTROL also works) hides/shows the strategy layer and enters editing mode.

I'm changing it so that you can show/hide the layer without going into edit mode, but that's going to be a while.
 
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