SDKs has been updated

Wouldn't it have been easier for everyone to have dumped everything in one pantry....
My problem is that I can't figure what depends on what...what is the chain of dependencies. Does having Exp1 in the dependency mean that Shared and Civ6 base are already there?

Yes, having EXP1 or EXP2 in your dependencies means you are already depending on Shared because EXP1 and EXP2 depend on Shared. And, yes, you already depend on Civ6 also because Shared depends on Civ6.

You can determine the dependency chains by checking the dependencies in each Art.xml file, that can be a bit tedious, but in general the dependencies are like so:

Expansion 2: EXP2 > Shared > Civ6
Expansion 1: EXP1 > Shared > Civ6
Vikings: DLC1 > Shared > Civ6
Vikings Scenario: DLC1 Scenarios > DLC1 > Shared > Civ6
Base Game: Shared > Civ6

All the DLCs are similar to the Vikings DLC
The base game had a Shared project dependency introduced after initial release to support sharing source assets across projects
 
PS; Willing to risk a theory -- these DLC assets were never meant to hook as formal DLC but rather as "externally" spoofing from transit folder(s) post-declared as such.

This sort of code mechanism has excellent reasons to maintain coop status.. one of which, special scenario ruleset(s) that MUST not interfere from global caching, etc.
 
Yes, having EXP1 or EXP2 in your dependencies means you are already depending on Shared because EXP1 and EXP2 depend on Shared. And, yes, you already depend on Civ6 also because Shared depends on Civ6.

You can determine the dependency chains by checking the dependencies in each Art.xml file, that can be a bit tedious, but in general the dependencies are like so:

Expansion 2: EXP2 > Shared > Civ6
Expansion 1: EXP1 > Shared > Civ6
Vikings: DLC1 > Shared > Civ6
Vikings Scenario: DLC1 Scenarios > DLC1 > Shared > Civ6
Base Game: Shared > Civ6

All the DLCs are similar to the Vikings DLC
The base game had a Shared project dependency introduced after initial release to support sharing source assets across projects

But that would mean copying assets from Exp1 or Exp2 to Shared would make them coexist with Civ 6 when it comes to the Asset editor visibility and interoperability...and hence cooking? Have I understood right?
 
I don't think there is any problem with cooking - the only problem is that when you set Expansion1 and Expansion2 as dependencies their objects don't show up in the Asset Editor browser (although some Expansion 1 assets do which is the weird part). As Leugi says everything else understands the XP assets exist.
 
I don't think there is any problem with cooking - the only problem is that when you set Expansion1 and Expansion2 as dependencies their objects don't show up in the Asset Editor browser (although some Expansion 1 assets do which is the weird part). As Leugi says everything else understands the XP assets exist.
I was opening some of the Exp2 assets via the XLP yesterday, but then when adding Civ6-only assets to the preview, I was getting the exclamation mark. I thought that as some dependency issue, in a way the AE would not realise these assets are together?
 
I started my projet today, no changes to it ....and new surprises from AE:

upload_2019-4-4_15-14-39.png
 
But that would mean copying assets from Exp1 or Exp2 to Shared would make them coexist with Civ 6 when it comes to the Asset editor visibility and interoperability...and hence cooking? Have I understood right?

That is correct.

BTW, We have an update that fixes the EXP1 / EXP2 visibility issue, and adds a few example projects.
We will push out the update a little later today.
 
BTW, We have an update that fixes the EXP1 / EXP2 visibility issue, and adds a few example projects.
We will push out the update a little later today.

Excellent news! Thanks for the rapid turnaround!
 
That is correct.

BTW, We have an update that fixes the EXP1 / EXP2 visibility issue, and adds a few example projects.
We will push out the update a little later today.
I noticed the geo/fgx file for the male mountie is not there. Could you release that one too?
 
Seems to be live, just got a 23.7 MB patch.

A few changes to the doc too (leaders, WB "Tiled Importing"), some reading to do
 
FYI I ran into an issue where the Asset Editor wasn't opening. It would only get as far as "Starting..." then immediately disappear without any error.

I deletde the AssetEditor and AssetCloud directories from under C:\Users\<User>\AppData\Roaming and that fixed the issue. I presume something in the config directory got into a bad state.
 
FYI I ran into an issue where the Asset Editor wasn't opening. It would only get as far as "Starting..." then immediately disappear without any error.

I deletde the AssetEditor and AssetCloud directories from under C:\Users\<User>\AppData\Roaming and that fixed the issue. I presume something in the config directory got into a bad state.
I lost the asset editing panel...nothing there, no behaviours, geometries, attachments...just blank
Anyone experienced that?

EDIT: The above action described by Deliverator helped and restored the normal functioning.
 
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I think it's only necessary to delete the C:\Users\<User>\AppData\Roaming\AssetEditor as the .json files within C:\Users\<User>\AppData\Roaming\AssetCloud get regenerated on opening the AE anyway.
 
I am still getting a bunch of exclamation marks when it comes to the old Civ6 assets. I think I will try dumping all in the shared folder making a global pantry.
 
I am still getting a bunch of exclamation marks when it comes to the old Civ6 assets. I think I will try dumping all in the shared folder making a global pantry.

If you are talking about Warfare Expanded or S&T Unit Art Cooker projects there's a fair bit of fixing up you have to do as some assets have been removed from the pantry and/or have new names. I've nearly fixed up the S&T Unit Art Cooker.

The errors in the Output panel should tell you what is missing.
 
If you are talking about Warfare Expanded or S&T Unit Art Cooker projects there's a fair bit of fixing up you have to do as some assets have been removed from the pantry and/or have new names. I've nearly fixed up the S&T Unit Art Cooker.

The errors in the Output panel should tell you what is missing.
Building he mod still works ok, haven't seen anything missing apart from a few vehicles Wolfdog will be fixing. I am just not sure whether I am not getting these errors because of wrong dependency chains. I do previewing still with all dependencies on.
 
Building he mod still works ok, haven't seen anything missing apart from a few vehicles Wolfdog will be fixing. I am just not sure whether I am not getting these errors because of wrong dependency chains. I do previewing still with all dependencies on.

If you are getting exclamation mark when viewing an asset then it's not going to appear correctly in game even though it might cook out OK. You'll need to fix it so that it appears correctly in the Asset Previewer.
 
Strange what we can now find into the Pantry folders. A number of spare items were just kept there most likely as direct references by/for staff.

Looks like they had plans for an alternate Timeline framework or something specific to Wonders. The snapshot below possibly indicates a LOT was happening behind the scenes while development progressed through various design tasks.
Cool!
 

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