RevolutionDCM for BTS

I suppose we need to add some documentation about the UserSettings folder.

The UserSettings folder is used by the BUG mod to store, create and use BUG's ini files. RevDCM usually installs this folder to .../My Documents/My Games/Bts/RevDCM/ (see the install script for all possible install locations). The installer puts the UserSettings folder there instead of the main RevDCM mod folder in the Program Files path because doing so is a work around for the security protocols of Windows Vista and Windows 7; BtS itself does something similar, for the same reason, it stores the BtS config file in My Documents/My Games/BtS.

When using RevDCM as a base you will need to include the UserSettings folder. You have two options; you may either create an install script for your mod (it's recommended you use the RevDCM install script as a template, and simply change the mod name and file path definitions for you computer and mod, the install script should be easy to use for any user competent enough to create a Civ4 mod, as everything is well commented), and set up the installation of the UserSettings folder the same way RevDCM does; or you may copy the UserSettings folder itself directly into your mod's folder (doing so will require your users on Windows Vista or Windows 7 to launch the mod as an administrator, otherwise the BUG components will not be able to write to the ini files it needs to access, however the advantage to this method is that you will not need to set up an installer for your mod to handle the UserSettings folder). In both cases you must change the name of the mod in CvModName.py to your mod's name, so that the BUG components of your mod will know where to look for the UserSettings folder.

I was testing this by moving UserSettings from Rise of Mankind's folder to .../Beyond the Sword/Rise of Mankind. I tried to change the BUG options, then exited the game, and returned to it. The BUG options are still the same instead of my choices.

What more am I supposed to do other than putting UserSettings into the above mentioned folder? Do I need to edit anything else?
NOTE: Zappara already put the name of RoM in his CvModName.py.

EDIT: Am asking because I'm tired of repeatedly editing Config folder's xml files before I even start a fresh game on the fresh installation of RoM/AND.
 
The UserSettings folder needs to be in .../My Documents/My Games/Beyond the Sword/$ModName on Vista and Windows 7 systems. Keep in mind there is a bug with the PLE and ACO options in BUG 4.3, which makes it so that changing the settings doesn't work right. However for other parts of the BUG interface, making changes to your preference for the UI saves the settings fine in LoR and RevDCM.

We on the RevDCM team have made the install script openly available to all modmakers to use, doing so will ensure proper handling of the UserSettings folder. We cannot debug or support other mods that use the RevDCM core, including RoM. If zappara and any other modmaker that uses a RevDCM core does not wish to use the tools we make available, that is fine; the consequences of doing so are also entirely their responsibility. Unless the issue is caused by the RevDCM core, and reproduceable in RevDCM itself we don't have the ability to do anything about it.

Edit:
In order to make things more clear for modmakers that use a RevDCM core, I have added the following notes to the readme text file (additions in bold):
Modders:
--------
General options are no longer controlled by editing GlobalDefinesAlt.xml. There are still detailed game
state variables in that file that can be edited manually, so long as those state variables are not being
controlled by the user interface. Option control follows this flow:
1) RevolutionDCM.ini is checked for option state; the Revolution.ini file is now loaded as a BUG module
see Assets\Config\Revolution.xml for default settings
2) RevDCM.xml stores default option states
3) RevDCMOptionsTab.py is the user interface code for options
4) RevDCM.py is the option handler for python option states and SDK options states. This code will modify
GlobalDefinesAlt.xml automatically
5) BUG loads it's options and handles it's settings in the UserSettings folder; see below for more information

UserSettings Folder:
--------------------
The UserSettings folder is used by the BUG mod to store, create and use BUG's ini files.
RevDCM usually installs this folder to .../My Documents/My Games/Bts/RevDCM/ (see the install script for all possible install locations)
The installer puts the UserSettings folder there instead of the main RevDCM mod folder in the Program Files path because doing so is a work around for the security protocols of Windows Vista and Windows 7;
BtS itself does something similar; for the same reason, it stores the BtS config file in My Documents/My Games/BtS

When using RevDCM as a base you will need to include the UserSettings folder in your mod
For a mod that is intended for distribution and use by other users, you have two options:
1) You may either create an installer for your mod, setting up the installation of the UserSettings folder the same way RevDCM does
(it's recommended you use the RevDCM install script as a template, and simply change the mod name and file path definitions for you computer and mod, the install script should be easy to use for any user competent enough to create a Civ4 mod, as everything is well commented)
2) You may copy the UserSettings folder itself directly into your mod's folder
(doing so will require your users on Windows Vista or Windows 7 to launch the mod as an administrator, otherwise the BUG components will not be able to write to the ini files it needs to access, however the advantage to this method is that you will not need to set up an installer for your mod to handle the UserSettings folder)

In both cases you must change the name of the mod in CvModName.py to your mod's name, so that the BUG components of your mod will know where to look for the UserSettings folder
The best I can try to do on my end is to make everything clear and as easy as possible to use. The install script referenced above is very well commented, and is "modular" in that it's easy to set and up and use for any mod that uses a RevDCM core. I cannot see anything more that could be done to streamline the process; ultimately some responsibility rests on the modmakers that use RevDCM.
 
I've kept the UserSettings under RoM folder just because RoM uses quite different default settings for RevDCM components and I didn't want my mod to override RevDCM's default settings. So if player has both RevDCM and RoM, I think that he shouldn't move UserSettings from RoM's location. That way he can enjoy both mods as intended and without extra hassle.

I know about the install scripts and played with them a bit but haven't made full use of those scripts yet - though I intend to do so at some point.
 
I've kept the UserSettings under RoM folder just because RoM uses quite different default settings for RevDCM components and I didn't want my mod to override RevDCM's default settings. So if player has both RevDCM and RoM, I think that he shouldn't move UserSettings from RoM's location. That way he can enjoy both mods as intended and without extra hassle.

I know about the install scripts and played with them a bit but haven't made full use of those scripts yet - though I intend to do so at some point.

OK, gotcha. Guess I still do all Config xml changes before starting a fresh install of RoM/AND game. Not that big deal but would be nice though :).

Yep, his (Zappara's) mod is great :D!
 
OK, gotcha. Guess I still do all Config xml changes before starting a fresh install of RoM/AND game. Not that big deal but would be nice though :).

Considering every iteration adds or changes the config files, losing them after new installs seems a better solution than having users with broken config files.
 
The installer handles installation and uninstallation on updating; no left over "broken" files remain if the RevDCM install script is used as a template. It is actually a very advanced install script, much better then installers most games use. Anyway I really don't care either way if modmakers use the RevDCM install script, but I just don't want to be bothered with problems that occur for major mods that use a RevDCM core that are caused by installation, particularly those involving the UserSettings folder. I have done everything possible to make it simple and easy for modmakers to not have these problems, there simply isn't anything else I can do from my end about these issues.
 
The installer handles installation and uninstallation on updating; no left over "broken" files remain if the RevDCM install script is used as a template. It is actually a very advanced install script, much better then installers most games use. Anyway I really don't care either way if modmakers use the RevDCM install script, but I just don't want to be bothered with problems that occur for major mods that use a RevDCM core that are caused by installation, particularly those involving the UserSettings folder. I have done everything possible to make it simple and easy for modmakers to not have these problems, there simply isn't anything else I can do from my end about these issues.

Don't get me wrong, I'm not laying the blame on you guys; I've never had a problem with the RevDCM installer. ;)
 
hey glider and the team,

just wanted to let you guys know that i played around 600 turns with my mod that has revdcm 2.71 in it on a multiplayer turn, though i havnt turned any of the rev options, but still i got some oos, not game killers, i was able to continue the game with no problems.

also, i wonder , how do you guys test it on mp? does autoai works under mp?
 
You will need to unpack the RevDCM.fpk and then remove the title screen/main screen art, then repack it and replace the RevDCM.fpk. You can also find the unpacked art in RevDCM's SVN.
 
Hi,
I have just a little question:

How then I to make that civilizations can take the control of barbarian civs in my mod?
Thank you in advance.
 
Please take a close look at the attached image. With both Limited Religions and Inquisitions enabled in RevDCM, I founded two religions in two different cities on the same turn! :eek: This is not supposed to happen. :thumbsdown:

What should happen in Limited Religions: You can found one religion only per Civ. Only exception to obtaining more than one Holy City is through combat.

This issue has long since been resolved in Orion's Inquisition Mod and I would like to urge you to convert your source python code to what has been known and proven to work. This way the founding of a Holy City in your mod and mine can become standard. ;)

Lastly, I have my own agenda for this request. ...And that is I want to convert Limited Religions and Inquisitions over to WoC format for use in RevDCM. I have been wanting to do this for a long time. So I humbly ask that you grant my request. :please:

Respectfully,


Orion Veteran :cool:
 

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Hi Orion Vet long time no see!

While I was away, Inquisitions was converted over to C++ I believe. I'm not sure what algorithm it uses. Limited religions was changed as well in some way. Maybe the person who coded both those can comment?

EDIT: by the way you will have fun when civ 5 comes out and what looks to be a minimal religion implementation. A clean slate for you!!?

Cheers
 
Hi Orion Vet long time no see!

While I was away, Inquisitions was converted over to C++ I believe. I'm not sure what algorithm it uses. Limited religions was changed as well in some way. Maybe the person who coded both those can comment?

Cheers

I didn't code Limited Religions, but I assume you are referring to me. ;)

OrionVeteren, Inquisitions has been ported entirely to C++, due to speed and AI concerns. I have not received any complaints about it thus far. However, Limited Religions has not been working AFAIK, and that is still python based. Hope that clears things up. ;)
 
Limited Religions is broken, and has always been broken in RevDCM. I tried to fix it by ripping out Choose Religions and putting that in a seperate add on, but that did not work. It is still broken. If you have working code, please merge it in the current RevDCM SVN, and upload it here:
http://forums.civfanatics.com/showthread.php?t=328664

I will update your fixed code that is merged into RevDCM in the SVN right away.

As far as Inquisitions goes, that's staying in the dll; it's a major improvement that way, and modders can now easily tweak things in the XML, it's much nicer and cleaner.
 
Ok thanks I didn't know who coded it. My own observations agree with yours. Inquisitions seems very good. I haven't tried limited religions but it looks that it is broken.

By the way, I come from the land where animals hop not run. Have you tried playing this map in civ?
 
Limited Religions is broken, and has always been broken in RevDCM. I tried to fix it by ripping out Choose Religions and putting that in a seperate add on, but that did not work. It is still broken. If you have working code, please merge it in the current RevDCM SVN, and upload it here:
http://forums.civfanatics.com/showthread.php?t=328664

I will update your fixed code that is merged into RevDCM in the SVN right away.

As far as Inquisitions goes, that's staying in the dll; it's a major improvement that way, and modders can now easily tweak things in the XML, it's much nicer and cleaner.

I've learned much from developing Mine Warfare and I think I can simplify Limited religions to a compact mod that will be in WoC format, have it's own separate python events file and be separate from Inquisitions. I'll let you know when I'm done.

Orion Veteran :cool:
 
Please fix "Choose Religions" while you're at it :deal:

Choose Religions was extricated and made into a separate add on, it's SVN is here:
https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/branches/InstallerAddOns/Choose%20Religion/
 
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