Viewports

I had this happen to me, I stopped using viewports and forgot to report this bug. Exactly the same as this player in fact! Sorry about that, I am trying to finish a game playing v26! Been rushing it to try to reach galactic, but I am only 28% done! :lol

There are so many bugs with viewports I got frustrated and stopped using it. I love the concept but the graphics and not centering when it should really drove me crazy, I tried it with 4 games, with updates from the SVN as well. No good. :sad:

I had to start using them because I was playing a GEM map game and started getting MAF's around the Medieval Era.

This is another request: would it be possible to get the viewport to center when a Wonder movie plays? I think Wonder movies are not playing if the city building the Wonder is not visible on the current viewport.
 
I may be wrong, but I thought the viewports were set up so when I moved a unit near the edge of one, it automatically switched to the next viewport. As it is now, I move a unit right next to the edge and I have to skip the unit's turn so I can move them further next turn.
 
I may be wrong, but I thought the viewports were set up so when I moved a unit near the edge of one, it automatically switched to the next viewport. As it is now, I move a unit right next to the edge and I have to skip the unit's turn so I can move them further next turn.

It's set up to move when a unit is selected that is near an edge, not mid-move, so if you have the need mid-move select something else then select back and I think it should switch.
 
@Koshling: Your PM box is full.
So here the answer to your PM:
It might only find modules in the EntryPoints folder so I guess you could try to add a function to CvAppInterface.py that calls init in BugInit and then call that function from C++.
 
It's set up to move when a unit is selected that is near an edge, not mid-move, so if you have the need mid-move select something else then select back and I think it should switch.

Thanks, I'll give that a try.
 
@Koshling: Your PM box is full.
So here the answer to your PM:
It might only find modules in the EntryPoints folder so I guess you could try to add a function to CvAppInterface.py that calls init in BugInit and then call that function from C++.

Thanks, I'll try that.

If I can't get hat to work I now have another workaround in mind. Since I can tell that the game engine has already seen the underlying map size at the point I finally do get told viewports should have been active, I can use that condition to simply inhibit the use of viewports for that session. The net result would be that in the session you create the game viewports are always off, but would revert to your BUG settings on next load. Since the memory footprint of a new game is relatively small (even on a large map to a reasonable degree) this should work well enough I think.

PM box cleared out a little also - thanks for letting me know.
 
I may be wrong, but I thought the viewports were set up so when I moved a unit near the edge of one, it automatically switched to the next viewport. As it is now, I move a unit right next to the edge and I have to skip the unit's turn so I can move them further next turn.

Why don't you just use the military advisor to adjust your viewport centre. Click on the map in the military advisor to center the viewport at that location.
 
Thanks, I'll try that.

If I can't get hat to work I now have another workaround in mind. Since I can tell that the game engine has already seen the underlying map size at the point I finally do get told viewports should have been active, I can use that condition to simply inhibit the use of viewports for that session. The net result would be that in the session you create the game viewports are always off, but would revert to your BUG settings on next load. Since the memory footprint of a new game is relatively small (even on a large map to a reasonable degree) this should work well enough I think.

PM box cleared out a little also - thanks for letting me know.

Yeah, until we have actual Multi-Maps and need viewports. Unless I'm misunderstanding it with Viewports off Multi-Maps will be almost impossible.
 
Just pushed to SVN (4064):
  • Fixed crash when moving between cities with left/right arrows in city screen with viewports enabled
  • Fixed crash/blank map when generating a new map with viewports enabled
  • Fixed Great wall segments appearing randomly on load with viewports enabled when GW is built but off the load-time viewport
  • Added key combo to center the viewport on the current selection (ctrl-alt-C)
  • Added key combos to pan the viewport one whole viewport size left/right/up/down (alt-numpad-directions)

Note that I think the viewport panning using the numpad directions (aka numpad 4 (left), 6 (right), 8 (up), 2 (down)) might be getting tangled up with other commands bound to alt-number, so they may have to change. However, I can't find unused key combos to use!! Suggestions welcome.

:pat:
 
I had something of a break-through with viewports today, and have fixed the height issues that caused both units and city art to appear vertically displaced. The fix also seems to have addressed the random graphical debris that sometimes appears (most noticeably bridges nowhere near rivers), or at least reduced it.

I have also fixed the way that the viewport code brought cities into view when their production popup appeared or when you used the city scroll arrows. All of these cases will now respect the 'border' settings in the BUG options (which generally means a viewport switch will be triggered if the city would be within 2 of the edge otherwise).
 
I had something of a break-through with viewports today, and have fixed the height issues that caused both units and city art to appear vertically displaced. The fix also seems to have addressed the random graphical debris that sometimes appears (most noticeably bridges nowhere near rivers), or at least reduced it.

I have also fixed the way that the viewport code brought cities into view when their production popup appeared or when you used the city scroll arrows. All of these cases will now respect the 'border' settings in the BUG options (which generally means a viewport switch will be triggered if the city would be within 2 of the edge otherwise).

Nice! That was the singular most annoying thing in Viewports for me, good to know that it's fixed now.
 
I had something of a break-through with viewports today, and have fixed the height issues that caused both units and city art to appear vertically displaced. The fix also seems to have addressed the random graphical debris that sometimes appears (most noticeably bridges nowhere near rivers), or at least reduced it.

I have also fixed the way that the viewport code brought cities into view when their production popup appeared or when you used the city scroll arrows. All of these cases will now respect the 'border' settings in the BUG options (which generally means a viewport switch will be triggered if the city would be within 2 of the edge otherwise).

Very well done ol' chap! :goodjob:
 
I had something of a break-through with viewports today, and have fixed the height issues that caused both units and city art to appear vertically displaced. The fix also seems to have addressed the random graphical debris that sometimes appears (most noticeably bridges nowhere near rivers), or at least reduced it.

Nice! :) Sorry to have wasted your time wiht my post in the bugs and crashes, when you alreaday knew about it.
 
I was just thinking, about what you said when i have a recent crash(s) i have been having about using Viewports, and making it to the NEXT turn.

Then i figured out from what you insinuated, that each and everytime the CTD happened was when the AI's leaders where going to ask a question for trading/war etc, so my question would be, is it that TAXING on the memory for even the static LH to be causing that much problems??
 
I was just thinking, about what you said when i have a recent crash(s) i have been having about using Viewports, and making it to the NEXT turn.

Then i figured out from what you insinuated, that each and everytime the CTD happened was when the AI's leaders where going to ask a question for trading/war etc, so my question would be, is it that TAXING on the memory for even the static LH to be causing that much problems??

Not especially. If the crashes are all happening when the tar window comes up it's more likely a bug in the trade ai code somewhere. I wasn't aware of this pattern however - can you cakrify the pattern you are seeig/evidence for the relationship with diplomacy?
 
Not especially. If the crashes are all happening when the tar window comes up it's more likely a bug in the trade ai code somewhere. I wasn't aware of this pattern however - can you clarify the pattern you are seeing/evidence for the relationship with diplomacy?

You were the one to bring up the next turn about 2 weeks ago that it was the LH of Az.. .?? asking a question, so i switched to view ports and had that arrow problem, so i went back to the regular way, and then poof CTD, so i did like you said and switched to viewports and like you said it was a Diplomacy LH asking for trades, i used VP for a while then the arrow stuff happened again and back to normal, and poof CTD, again a LH pop-up was the next thing that came up, i call that kind of consistent?? But i have now changed the C2C.FPK which had duplicates in it and i believe it has solved at least most of the problem with CTD's on regular, because before when i went back a few savedgames, used to have a large patch of black when loading, which means there are some graphics not lining up correctly, but now i only see like 3 seconds worth of the black spot area. I hope this all makes sense, if not ask for more, but i have no more savedgames, i have deleted them all. (Same as the cache folder inside the Assets area, the Custom Assets folders there, and all the log file that are in there.) Just chaecking stuff is all. . . SO:twitch:
 
You were the one to bring up the next turn about 2 weeks ago that it was the LH of Az.. .?? asking a question, so i switched to view ports and had that arrow problem, so i went back to the regular way, and then poof CTD, so i did like you said and switched to viewports and like you said it was a Diplomacy LH asking for trades, i used VP for a while then the arrow stuff happened again and back to normal, and poof CTD, again a LH pop-up was the next thing that came up, i call that kind of consistent?? But i have now changed the C2C.FPK which had duplicates in it and i believe it has solved at least most of the problem with CTD's on regular, because before when i went back a few savedgames, used to have a large patch of black when loading, which means there are some graphics not lining up correctly, but now i only see like 3 seconds worth of the black spot area. I hope this all makes sense, if not ask for more, but i have no more savedgames, i have deleted them all. (Same as the cache folder inside the Assets area, the Custom Assets folders there, and all the log file that are in there.) Just chaecking stuff is all. . . SO:twitch:

Ok. I should have a fix for you arrows issue later today, so I guess we'll see what the situation is when it all settles down after that...
 
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