Open the-m4a opened 4 years ago
@the-m4a Hey bud, I think I managed to find a way to get it onto steam workshop, if you want to give it a try?
Notice that the spy screen has been broken even before Mai 21st Civ6 update. Other things broken:
I am unsubscribing from CQUI today and installing CQUI Light and More Lenses.
Any chance you can share your branch as a git patch or something, @the-m4a ? Seeing as how it might be difficult to get a pull request through right now...
My master branch in my repo is the equivalent to the expansion2 branch here (Azurency's repo). https://github.com/the-m4a/CQUI_Community-Edition
So while this mod is currently broken, if the code is fixed we can publish the mod to the workshop using that as the source?
I still lack the time I would like to otherwise have to work on this, but I'm trying... there were a number of changes made to the base files and the more I dig into this the more I come away thinking there is potentially a better way to do some of these things, but it may be a lot of work.
For example - the Diplomacy Ribbon is busted. The script file (DiplomacyRibbon.lua) in the mod was effectively copied from the base game files and modified. So any change to the base game file (as happened with this patch) is bound to have significant effect on the mod. If it's possible to inherit and override instead, that would make the mod a lot more stable through updates by Firaxis...
Notice that the spy screen has been broken even before Mai 21st Civ6 update. Other things broken:
- trade completely broken and unusable (only possibility is to accept or decline an offer blindfolded) => This is a SEVERE problem
- diplomatic ribbon broken (if this is what it's called, top right of the screen, only show half of my civ) Another minor bug is using the latest More Lenses fixing player2 builder in Hotseat mode... see the specific ticket for that
I am unsubscribing from CQUI today and installing CQUI Light and More Lenses.
There's a CQUI Light? Yeah, lots of things broken...
In the meantime, for anyone wanting to play, you can always change the AffectsSavedGames
attribute to 0
in the CQUI.modinfo
, then load your savegame, save it and load it again. This is probably not 100% safe (I guess there's a reason it was marked as affecting saved games), but in my case it seems to work totally fine. You will just realize how bad the base UI is, and want to thank people like @the-m4a even more for maintaining CQUI :D
I went offline in Steam the moment I heard about the new DLCs coming as I knew they would break CQUI for me. Hearing about the six releases every other month was bad news as I knew CQUI would be broken at least six times if not more (they might need to drop hot fixes). I would like to support Firaxis as I like their content but they seem to have given zero effort to support the modders and they also don't even support an option to NOT take their new content (until the mods are ready).
BTW, I have never noticed any issues with the Spy panel, seems to work fine for me.
EDIT: What is broken is National Parks, has anyone been able to build one with CQUI? The lens at least is broken, maybe more. Be real nice if that could be fixed.
This code is out of my skill so I hope someone will pickup this and continue maintain it to keep in sync with the new patches
I've started to look into fixing bits and pieces. So far I think I've gotten the diplomacy banner and city banner working. I'm new to Lua and Civ 6 modding so it's possible I've missed things. The version I'm working on is here https://github.com/alimulhuda/CQUI_Community-Edition/tree/expansion2.
For the diplomacy ribbon I've tried to do the inheritance/override approach, but for that I had to get rid of the CQUI detailed diplomacy ribbon and instead rely on the unmodded game detailed ribbon (that one happens to have more details so nothing lost hopefully).
awesome, @alimulhuda - I'll take a peek at what you have going on. I've been trying to wrap my head around a few things with this mod, and just the Civ6 modding in general. I've spent a loony amount of time today just trying to work out how to reduce as much replacing of files as possible. It bothers me that Civ6Common.lua is one of the replaced files and while there weren't a lot of changes with this update, that file gets loaded so often it feels like a bad idea to do that.
I think I understand why it was done, though - some global database thing going on there. It doesn't feel like the right way to do it, but I at least have it down to just a couple of lines worth of changes and can look back into it later...
Also @wayneb64 I know I had done a national park, though I think you're correct that the lens was not functional.
Speaking of lenses, I saw there was an update to the More Lenses mod (standalone) version made today, which is probably worthy of incorporation...
Registered just to write this comment haha. @alimulhuda I'm not sure if I understand your approach, but in case this helps, I'd start by fixing the city UI:
Mega thank you!
@wayneb64 If you still have the pre-patch versions of the UI files it would help me a lot if you could get them to me somehow. Having them would help me reduce the guess work in figuring out the changes I would need to make. If I can do a diff between the mod files and the original files then I can know for sure which changes are the mod. Right now it's a mix of guesswork and relying on the variable naming scheme that the mod makers use.
The folders I would like to look at are C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI (Without the fonts folder since that one is huge) C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion1\UI C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI
If having a more detailed wishlist from me would help, then let me know and I'll go through and figure out which exact files I might need. Thanks in advance.
@doomsday-machine I'm currently only focusing on making it work for the Gathering Storm version. The city banner should be fixed in my repository. The worker charges and promotions doesn't seem broken. The click banner to enter city and purchasing units also doesn't seem to be broken.
You can try it out by following the instructions for manual install (https://github.com/Azurency/CQUI_Community-Edition#manually). You might need to unsubscribe from the one in the workshop first. I don't know which version the game will use if you have both the one from steam workshop and the manual installed one.
Disabling the things not working might not be easy for me to do, this is the first time I'm working on something like this. The next one I think I would look at would be the diplomacy trade screen, since that one is broken in a bad way.
@wayneb64 If you still have the pre-patch versions of the UI files it would help me a lot if you could get them to me somehow. Having them would help me reduce the guess work in figuring out the changes I would need to make. If I can do a diff between the mod files and the original files then I can know for sure which changes are the mod. Right now it's a mix of guesswork and relying on the variable naming scheme that the mod makers use.
The folders I would like to look at are C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI (Without the fonts folder since that one is huge) C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion1\UI C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI
If having a more detailed wishlist from me would help, then let me know and I'll go through and figure out which exact files I might need. Thanks in advance.
UI.zip Expansion1_UI.zip Expansion2_UI.zip
Let me know if these uploaded OK.
@wayneb64 Just took a quick look and it seems like all the files I might want to look at are present. Thanks again.
Hey, I'm pretty used to LUA, so I think I could be able to lend a hand here. Is there a list of issues with the current version or are you just checking tracebacks and in-game behaviour? I'm sure I'll have some time next weekend and I wouldn't mind getting into Civ modding, seeing as how the frontier pass will probably break the game on every milestone update.
@wayneb64 Could you do me another small favour and tell me what version number you are on? It should show up on the lower left corner in the main menu screen and should look like 1.0.0.XXX (XXXXX).
I think the mod creators were keeping track of the unmodified UI files in another repository and I want to do the same while following their log message convention which includes the version number.
Hey, I'm pretty used to LUA, so I think I could be able to lend a hand here. Is there a list of issues with the current version or are you just checking tracebacks and in-game behaviour? I'm sure I'll have some time next weekend and I wouldn't mind getting into Civ modding, seeing as how the frontier pass will probably break the game on every milestone update.
I'm trying to get the mod into an unbroken state. What I'm doing is just looking at in-game behaviour and log message tracebacks. The issue list seems to be issues before the patch broke things.
The possibility of the frontier pass breaking things frequently is also what got me off my ass (figuratively) to try mod bug fixing. Thanks to the coronavirus it's not like I have much else to do on weekends.
Excellent thought @alimulhuda - thank you @wayneb64 - was curious about the same. I am having all sorts of trouble understanding the mechanisms with importing of files. Their docs don't go into a lot of depth, so I have been banging my head on trying to figure out how that all works, as I think it would be beneficial to try and to get away from the replacing of files and use inheritence and overrides whenever possible. Maybe I'm off on that.
I went looking for evidence of any other Mod replacing the Civ6Common file, for example - couldn't find one. Maybe that's a rabbit hole that doesn't need to be jumped down at the moment.
@wayneb64 Could you do me another small favour and tell me what version number you are on? It should show up on the lower left corner in the main menu screen and should look like 1.0.0.XXX (XXXXX).
I think the mod creators were keeping track of the unmodified UI files in another repository and I want to do the same while following their log message convention which includes the version number.
1.0.0.341(443561)
@doomsday-machine I'm currently only focusing on making it work for the Gathering Storm version. The city banner should be fixed in my repository. The worker charges and promotions doesn't seem broken. The click banner to enter city and purchasing units also doesn't seem to be broken.
Frontier Pass broke this version I've been using. It worked fine with Gathering Storm. https://github.com/Azurency/CQUI_Community-Edition/tree/expansion2
I should know better than to update & purchase new expansions before CQUI is updated haha
EDIT: If you have another link to a working Frontier Pass version, please do share; you might've mentioned it but I'm not sure.
I merged changes into my master branch that include @alimulhuda 's changes to remove the customized diplomacy banner (as that same thing is now built into the game). Most of my work was to review any of the replacement files in this Mod and start clearly marking the CQUI changes in an attempt to make this easier to manage in the future (thanks again @wayneb64 for uploading those).
https://github.com/the-m4a/CQUI_Community-Edition
Observations I started a game in information era and played a few turns. FUNCTIONAL: Diplomacy banner, City banners (at least visible), City Management (queue, etc... didn't get to test this fully). NOT FUNCTIONAL: Deal screen when talking to other leaders is still broken... may look into this tommorrow if I have the chance...
Here are the errors seen in the Live Tuner when trying to do anything on the DiploDeal page, in case someone wants to take a stab boefore I'd manage to get the time...
(I think it's a call into these methods from the Mod that's broken, need to investigate...)
Runtime Error: steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:1240: attempt to index a nil value
stack traceback:
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:1240: in function 'PopulateAvailableGold'
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:2053: in function 'PopulatePlayerAvailablePanel'
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView_Expansion2.lua:192: in function 'PopulatePlayerAvailablePanel'
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:2913: in function 'OnShow'
Lua callstack:
TutorialUIRoot: diplo stmt type=-2065048438
Runtime Error: steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:472: attempt to index a nil value
stack traceback:
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:472: in function 'UpdateDealStatus'
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:812: in function 'UpdateDealPanel'
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:881: in function 'OnClickAvailableOneTimeGold'
steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\DiplomacyDealView.lua:1239: in function '(anonymous)'
[C]: in function '(anonymous)'
Lua callstack:
Any chance we can merge what is currently in expansion2 into master
I merged it in this new fork: https://github.com/civfanatics/CQUI_Community-Edition/
Any chance we can merge what is currently in expansion2 into master
I merged it in this new fork: https://github.com/civfanatics/CQUI_Community-Edition/
Awesome. Can't wait for you guys to fix this. I can help in every way but with coding :)
Hello everyone, I have approximately no time to look at the code or anything at the moment (and it's been like that for a while now). But I can give you some tips and information on how I handled updating the files in the past. Feel free to ask anything, I'll try to answer when I can.
The logic behind not merging everything in master was to be able to give every player the chance to play with CQUI whether or not they had the latest expansion :
But then again it was taking more time to do that.
I found out that the best way to update this mod was to :
Partially Functional Version: https://github.com/the-m4a/CQUI_Community-Edition
I am hoping some folks can download this version and play for a bit and identify any issues.
On PC:
Documents\My Games\Sid Meier's Civilization VI\Mods
I started an Atomic game and let auto-play for ~15 turns, then picked up for a few turns from there. Seems like most things outside of what was disabled were working.
I have also just been merging my pull requests into my branch, which isn't exactly a coordinated effort. Seems like a good idea that we should all pick one location to work from. I know that my time will likely start running very short again soon, so I'd prefer to contribute to another's repo if at all possible.
@the-m4a thank you for doing this. I have no strong preference on what repo becomes the current "official" one as long as we get the ball rolling and restore this amazing mod to its functional state. I suggest using this repo as the base going forward - https://github.com/civfanatics/CQUI_Community-Edition/ , mostly because this would be a team-owned repo, hopefully with several contributors.
Hi,
@the-m4a Thanks for your effort, I’m not sure what your answer implies in terms of distributing the Mod to most folk via Steam but at least it seems indeed you have fixed the main issues I could observe.
I quick tested your zip file on my machine and I confirm all the bugs I identified are fixed:
I'll try to test it further on real multiplayer play this week (LAN simultaneous turn)
While people are at releasing something, porting the latest MoreLenses patch is as simple as applying a patch to a single ML file:
https://github.com/astog/MoreLenses/commit/926e86bf5410b0cdd474adf107bd6a2982d28658 https://github.com/astog/MoreLenses/commit/926e86bf5410b0cdd474adf107bd6a2982d28658
I think it was some discussion about porting other MoreLenses patches to be tested first… I have just tested the one patch above together with CQUI and it worked and seems pretty granular to not create any issue to anyone.
Cyril
@the-m4a Yes, I played with it a bit, everything not disabled seems to be working.
@the-m4a thank you for doing this. I have no strong preference on what repo becomes the current "official" one as long as we get the ball rolling and restore this amazing mod to its functional state. I suggest using this repo as the base going forward - https://github.com/civfanatics/CQUI_Community-Edition/ , mostly because this would be a team-owned repo, hopefully with several contributors.
I agree, it will help additional resources to be able to work on the repo as there will be more eyes for reviewing and approving changes, although this inherently slows the process, albeit very minor.
I have acquired the latest zip within the last hour and will be testing for an extended period over the next 24 hours, I will record everything I can in regards to any reproducible issues that come up.
Thanks @finndo77 for the testing, where will you document the issues that you find?
Also thanks @the-m4a for getting the mod into a functional state again.
Also, I agree with the team-owned repo, it's probably the best option.
@the-m4a thank you for doing this. I have no strong preference on what repo becomes the current "official" one as long as we get the ball rolling and restore this amazing mod to its functional state. I suggest using this repo as the base going forward - https://github.com/civfanatics/CQUI_Community-Edition/ , mostly because this would be a team-owned repo, hopefully with several contributors.
Do we know who owns this repository? I'm happy to get involved with organising and administration (I am a Mod on CivFanatics).
Partially Functional Version: https://github.com/the-m4a/CQUI_Community-Edition
- Disabled CQUI enhancements for Diplomacy views (temporary, until we can investigate further).
- City screen appears to be ok, city banner is ok, diplo ribbon is ok (latter two are @alimulhuda 's work that I incorporated).
I am hoping some folks can download this version and play for a bit and identify any issues.
On PC:
- Download the .zip file, unzip into
Documents\My Games\Sid Meier's Civilization VI\Mods
- Start game, enable Community Quick User Interface (May2020 Patch)
I started an Atomic game and let auto-play for ~15 turns, then picked up for a few turns from there. Seems like most things outside of what was disabled were working.
I have also just been merging my pull requests into my branch, which isn't exactly a coordinated effort. Seems like a good idea that we should all pick one location to work from. I know that my time will likely start running very short again soon, so I'd prefer to contribute to another's repo if at all possible.
I was able to install and validate this version. The non-disabled functionallity appeared to work properly. I am running the base New Frontier Pass version 1.0.1.501 (504666).
Thank you @the-m4a for getting this working again!
FWIW, I am a newbie when it comes to LUA and Civ6 Modding but would love to help however I can.
I tested with both the master branch and expansion_2 branch on this repo.
version - 1.0.1.501 (504666) game settings: started a new game, continents, huge, max players, max city states, king, standard, abundant resources, old age, low sea, no score victory, no turn limit, no teams, advanced startup, no other community mods
with master branch the game was unplayable, lots of issues, most notably unable to command units other than move them. (was unable to found a city, so total no go), also showed as not compatible with this version.
with expansion_2 branch, the leader portraits at the top of the main UI never showed and a corrupt image appeared for my leader (picture below), any new civ I met failed to load the new civ greeting animation and caused the entire game UI to disappear. only the ESC menu worked and a reload (without restarting) would bring the UI back.
I tested with both the master branch and expansion_2 branch on this repo.
version - 1.0.1.501 (504666) game settings: started a new game, continents, huge, max players, max city states, king, standard, abundant resources, old age, low sea, no score victory, no turn limit, no teams, advanced startup, no other community mods
with master branch the game was unplayable, lots of issues, most notably unable to command units other than move them. (was unable to found a city, so total no go), also showed as not compatible with this version.
with expansion_2 branch, the leader portraits at the top of the main UI never showed and a corrupt image appeared for my leader (picture below), any new civ I met failed to load the new civ greeting animation and caused the entire game UI to disappear. only the ESC menu worked and a reload (without restarting) would bring the UI back.
Use the branch linked in this thread
I tested with both the master branch and expansion_2 branch on this repo. version - 1.0.1.501 (504666) game settings: started a new game, continents, huge, max players, max city states, king, standard, abundant resources, old age, low sea, no score victory, no turn limit, no teams, advanced startup, no other community mods with master branch the game was unplayable, lots of issues, most notably unable to command units other than move them. (was unable to found a city, so total no go), also showed as not compatible with this version. with expansion_2 branch, the leader portraits at the top of the main UI never showed and a corrupt image appeared for my leader (picture below), any new civ I met failed to load the new civ greeting animation and caused the entire game UI to disappear. only the ESC menu worked and a reload (without restarting) would bring the UI back.
Use the branch linked in this thread
the-m4a branch?
Yes, this one https://github.com/the-m4a/CQUI_Community-Edition
@doomsday-machine @dev2008 I haven't yet had the chance to integrate the changes to the MoreLenses, though like folks said it shouldn't be too much. Once we figure out who owns the CivFanatics GitRepo, I'll send a Pull-Request to move the code there.
@the-m4a I sent you an invite to join "civfanatics-cqui" team (part of "civfanatics" org in GH). I added "civfanatics-cqui" team to "CQUI_Community-Edition" repo with read+write permissions. I am the owner of "civfanatics" org on github.
Yes, this one https://github.com/the-m4a/CQUI_Community-Edition
working much better :) no obvious issues so far, I'll keep an eye on the repo move and merged pulls to continue testing. will pay attention to anything specifically mentioned as being worked on. if any files are required, just drop a note and I'll post them.
Hi: Partially-fixed version seems to be working fine for me. The envoy screen is broken (can't assign envoys to city-states) but I believe that was a pre-Frontier-Pass issue?
@the-m4a I sent you an invite to join "civfanatics-cqui" team (part of "civfanatics" org in GH). I added "civfanatics-cqui" team to "CQUI_Community-Edition" repo with read+write permissions. I am the owner of "civfanatics" org on github.
Can you invite me as well please, thanks!
Hi: Partially-fixed version seems to be working fine for me. The envoy screen is broken (can't assign envoys to city-states) but I believe that was a pre-Frontier-Pass issue?
Everything was working fine except for one lens for National Parks.
ok, I have not had any issues with envoys, but once in a while when I click the "a unit needs orders" and it is a builder, no lens activates. I am setting up intentional situations to test if it is always or sometimes at this time.
update: definitely happens when I give a build a move task that will take more than 1 turn, but not use up all movement on the second turn (note I have the game set to require manual unit switching, instead of automatically selecting the next unit with an action)
just double checked envoys and it looks like it was another mod I had turned on. false alarm! sorry about that!
@the-m4a I've fixed the diplomacy view in my repo. If you get some time could you look it over. Also I'm not sure what the proper git action is to notify you of changes so I'm just commenting here.
@alimulhuda Last time I merged the changes in manually (one file at a time, literally opening up what you did on one screen and doing the same changes on my other). I'll see if I can create a pull request from yours to mine (if not, I assume as you'd have to make that request).
@alexeyOnGitHub - I don't see any requests... but if it's an organization thing, I don't know if I can switch. I use this account for personal stuff (which is why I'm not on here all that much) but need it linked to work. :/ Is there a way to add me directly without being part of an org?
@the-m4a I added you as a collaborator to this repo: https://github.com/civfanatics/CQUI_Community-Edition, with r/w permissions. note - you can belong to multiple GH orgs and/or teams inside GH orgs too.
@alimulhuda Looking at your changes - the XML file appears broken? Did you push the most recent change set to the remote branch? Specifically the line 333 is a start of a comment with no end. I'll play around and see if what had originally been there should've stayed (it was just other commented code).
It appears it was just a chunk of missing commented code - as so far it appears to work once I put those few lines back :)
@alexeyOnGitHub I got the collaborator request, thank you! It's late right now, so probably tommorow I can finish merging in alimulhuda's changes into what I have in order to send a PR to the civfanatics branch
@alimulhuda Looking at your changes - ~the XML file appears broken? Did you push the most recent change set to the remote branch? Specifically the line 333 is a start of a comment with no end. I'll play around and see if what had originally been there should've stayed (it was just other commented code).~ It appears it was just a chunk of missing commented code - as so far it appears to work once I put those few lines back :)
@alexeyOnGitHub I got the collaborator request, thank you! It's late right now, so probably tommorow I can finish merging in alimulhuda's changes into what I have in order to send a PR to the civfanatics branch
Sorry I missed the extra lines of deleted code. I've also added back the unintentionally deleted commented lines in my repo again.
EDIT: We have a functional version once again, and are moving work to the civfanatics github. https://github.com/civfanatics/CQUI_Community-Edition
Posting here largely because this is where folks have historically looked... Seems the new update broke CQUI. I will be investigating and checking changes into my branch, I'll send over a PR once I get done. (edit: this will be a slow process... ugh.)
Short form: Appears lots of things are broken, no city banners, leader scores, etc...
Any chance we can merge what is currently in expansion2 into master, @Azurency ? I never was able to figure out how to publish this thing on the Workshop, so I'm still at the mercy of someone that knows how to do so..