WoC Lite(made for merging)

It was all fairly straight forward on the update except for events. I am still trying to figure that out. I did not change anything related to the TGA code.

I just noticed I left the MLF schema file out of the fonts folder. So might be related. Sorry if that is the problem.

I am going to try to figure out more on the events. They do have some bugs in them.
 
Nah, I didn't use your files at all, just updated my own. And I had moved all of the XML out of the fonts anyway and just used a normal globalDef for the numbers. Back to the monkeyboard for me then. Don't suppose the 3.17 compat version is still downloadable anywhere to compare against is it?
 
Hi, I think I may be doing something wrong, please help. I am using BtS 3.19, Rise of Mankind 2.7 which uses WoC (light). I am testing some of my modmod XML changes. Just before I expect something to happen I save the game. Then if it fails I can go out and fix the XML load the save and see if the problem is fixed. However, since RoM has gone WoC I get a failed to load save game error. So far I have only noticed it when I change XML in files under "Custom Buildings" or "Custom Units". Is there something I am missing with WoC? Quite a lot probably :)

Since I am just testing to see if I have correctly added the missing Wonder Movies and such like, testing becomes very time consuming, especially since I prefer to do it as part of a game. I suppose I could "cheat" and just use WB to set up the wonder I am testing.

Save games are also broken if I add in a new unit or building.
 
I will have to dig around to see if I have a 3.17 file but should not of changed.

Saves games will not work if you add things to it. Don't know what else could be wrong. If there is really a save game problem I need to know. But adding things after the save does not work normally.
 
Just an update on my earlier post, I checked over all of the WoC merge and it doesn't seem to be related to it. Removing the enhanced TGA setup didn't help at all, and I am convinced now it is something graphical with bonuses showing on the map, so I'm off to the art boys to learn what they did to make my code cry ;)
 
I Just noticed that dirs with <bLoad>0</bLoad> still get loaded - or at least their subdirs.

I had a dir which I did not load which contains subdirs. The xml of those subdirs still is being loaded (there is no MLF for the subdirs). Is this intentional? I assumed the dir and its subdirs would not be loaded in this case.
 
No it was not intended.:lol:

I am waiting for updates to the WoC Full. Once it is updated I will take a look at this again.
 
I removed the events changes and sent the file up. So will see now if any more problems with events.
 
Sending up another file. I put in the RevDCM fix for projects for now. Added some more events code that needs tested more to see if it helps the events.
 
How different are this stand-alone WoC Lite and the one in RevDCM ?

I do not get an MLF.log from WoC Lite, but I get one from RevDCM.

I do not need an MLF file to get subdirs loaded with WoC Lite, but unless I put an MLF file in each dir, its subdirs do not get loaded in RevDCM.

So just how different are these two and why is there any difference to begin with ?

For what it's worth, I would like to get an MLF.log and not need an MLF file to load subdirs :)
 
I am getting a MLF log file with logging turned on. And now checked the MLF loading myself and something is not right. Will have to look more. Sorry ahead of time.

Not sure what the difference is. Have not compared the MLF loading yet versus the RevDCM merge. Probably something small I have forgotten. Well sorry again it will get fixed eventually in the Lite.
 
Testing things in my own import of this, I have found that any folder past one which was loaded by MLF requires an MLF in order to load. And failure to have an MLF in the first folder results in an error message, but no actual errors as far as loading is concerned which I have noticed.



Johnny, I just got done re designing the Civic screen, not sure if you would be interested in it or not, but here it is. The highlights of what has changed are:

Created a side scrolling "Quickview" top panel. This lets someone who is familiar with the Civics available to them swap out Civics without having to scroll down through the list.

Added a new Widget type which allows the quickview options to have mouseover help information, but not take you to the pedia when you click on them.

You do not need to split all fo the previous help information into single line functions and load each one seperately now. Instead I split the Civic information into 2 functions, one for the requirements and another for the actual information of what it does for you (I just made the original function do nothing but call those 2, and those 2 functions are the relevant portions of the original function). Then python splits it out into individual lines for you and adds them one at a time.


There are probably a few items in there you'll need to trim in addition to the reference to PrereqCivilization, but I mostly assume you'd merge in the line parsing and possibly the quickview, rather than try to use the exact file :)
 

Attachments

So do you know if there is any way to set things up so that you don't need an MLF in every subfolder after a folder in which one exists is passed? I could have sworn I didn't require things to be set up that way at one point, but I may have just failed to test that precise scenario as I wasn't intending to do so. But right now it sure seems that if I have an MLF point at a folder, then the XML directly inside that folder will load, but nothing which is any deeper, UNLESS there is another MLF contained within.
 
It is not intended to need one. I am not using one in Rapture I know for sure in every folder. I have not seen it doing it yet. Will have to look at this more. Working on things to fix projects, events, and need to check the MLF's as well.

So in summary if it is requiring them it should not. It should read the files in alphabetical order if no MLF. I know before in the Full there was to certain point it would work and sometimes require more MLF's. Anyway looking at in now. Need to be able to disable them from loading as well.
 
Ok faichele squashed the projects bug. I sent up a new file. I hope events and projects are ok now. Need more testing on random events. Just a few had problems before. MLF's will look into more now when I can.
 
I got something here:

I opened up CvXMLLoadUtility::LoadModLoadControlInfo since that is where the logger sets things going and found a way to force what I want. If I have the DefaultConfiguration set to NONE, then it loads everything in the folder. But if I had an MLF in the previous folder and just don't have any MLF in this folder at all, then it doesn't load anything in this folder. This portion of code claims to be purposefully doing precisely that:

Code:
		//	We want a top to bottom control mechanism. If in any new level there wasn't found a
		//	new MLF we don't want to loop further downwards into the directory hyrarchy 
		while (bContinue)
		{
			m_iDirDepth++;
			bContinue = false;	//we want to stop the while loop, unless a new MLF will be found
			//loop through all MLF's so far loaded
			for ( int iInfos = 0; iInfos < GC.getNumModLoadControlInfos(); iInfos++)
			{	
				//only loop through files in the actual depth
				if (GC.getModLoadControlInfos(iInfos).getDirDepth() + 1 == m_iDirDepth)
				{

I'd not mind being able to avoid having a nearly blank MLF in each folder where I want to include everything deeper, but I suppose I can live with that till I figure out precisely what is being stated at every step along this loop.
 
Thanks for the feedback. Will need to look more on what I did that is different on it compared to WoC Full and Rapture. As soon as I have something will post a fix.
 
I got something here:

I opened up CvXMLLoadUtility::LoadModLoadControlInfo since that is where the logger sets things going and found a way to force what I want. If I have the DefaultConfiguration set to NONE, then it loads everything in the folder. But if I had an MLF in the previous folder and just don't have any MLF in this folder at all, then it doesn't load anything in this folder. This portion of code claims to be purposefully doing precisely that:

The way I read it (back in the days, so maybe it did change since) is that it stops looking for MLF files in subdirs if there was none in the dir itself (not sure why though, except for maybe saving some time analyzing load order).

It does not prevent the loading of subdirs, they did load in the past despite this coding (again, I did not compare it right now, but I have seen something like that before in WoC 1.10 or so).

Thanks for the feedback. Will need to look more on what I did that is different on it compared to WoC Full and Rapture. As soon as I have something will post a fix.

WoC Lite works for me, I do not need MLF in subdirs for them to load - setting bLoad to 0 still loads the dir however (or at least subdirs, there was no xml in the dir itself), that was not the case before.

In RevDCM, subdirs do not get loaded unless I have an MLF file in the dir.

So there is an issue with either version, just not the same issue :crazyeye:
 
Yeah I also thought that the function I found was just numbering the files off, and if the solution for a blank default is to stop the function, then it should be fine for all subdirs past an MLF as well. Just doesn't play out that way so far for me. But at least having a blank MLF in a folder seems to bypass things nicely for now. Will play with it all much later I suppose.
 
There seems to be an issue with promotions. I added some promotions and hey all are available right away, no mater what their prerequisites are.

They all look just like most regular promotions in that they have no PromotionPrereq but a PromotionPrereqOr1, not sure if this makes a difference (it should not)

Code:
			<PromotionPrereq>NONE</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_CHARGE</PromotionPrereqOr1>
			<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
 
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