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Rise and Fall and 1.0.0.216 #283

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14 tasks done
Azurency opened this issue Feb 9, 2018 · 225 comments
Closed
14 tasks done

Rise and Fall and 1.0.0.216 #283

Azurency opened this issue Feb 9, 2018 · 225 comments

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@Azurency
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Azurency commented Feb 9, 2018

The first expansion is here. Rise and Fall looks great and of course as it adds new things we have to work on the mod to make it compatible.

We'll keep the good practice to use this issue as the "master issue" of all the Rise and Fall patch related issue. ⚠️ So please report your bugs here and not on separate issues.

👷‍♀️ About patching CQUI

Yes, we're aware of the issues. It's almost always resolved by merging the patch changes (and there're some, in this 1go patch) into the mod files, but often require us to adapt the mod changes to new naming, functions, code removed/moved, etc.
That's why it may take some time (I mean more than a day, waaay more), if the patch is big or if there're some breaking changes.

🤔 Rise and Fall and base game patch 1.0.0.216

I don't know how it'll turn out, I'll edit this part later for more precisions. For now I think that we'll do something like that :

  1. Update cqui for the 1.0.0.216 patch without the expansion
  2. Move on the Rise and Fall expansion and focus on it for any future update

I'm new to modding for Civilization and don't know how expansions are dealt with, so I prefer to proceed this way (sorry for those with the expansion that might have to wait a little more).

🔨 How we'll proceed

We'll try to (roughly) follow these steps, maybe not in that exact order :

  • Make the UI files diff of the vanilla patch and have a quick look at them
  • Make a list of which files in the mod need to be looked at for the base game
  • Create a new Patch-1.0.0.216 branch
  • Patch the changes for CQUI (the hard work)
  • Look at the integrations of CQUI, maybe they already have patched on their end
  • Patch the changes for the integrations (also not easy)
  • Test the changes
  • Make the UI files diff of the Rise and Fall expansion and have a quick look at them
  • Make a list of which files in the mod need to be looked at for Rise and Fall
  • Create a new Expansion1 branch
  • Patch the changes for CQUI and its integrations (the hard work)
  • Test the changes
  • Merge the Expansion1 back into master
  • Address the non-resolved issues (if any) that still exist after the patch and that may require more work

TL;DR

  • Do not create new issue for the new Rise and Fall patch
  • Post your bugs here
  • We'll update CQUI for the base game first then for the expansion
  • We're working on it 😉
@Azurency
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Azurency commented Feb 9, 2018

I made the diff for the base game patch, they're here : Azurency/Civ6-UIFiles@6c8d97f
It's a big patch, 160 changed files (+5771, -3893) it's less than the Fall and Summer 2017 patches. But still not nothing.

Now that we have the diffs, I'll soon make a list of which files in the mod need to be looked at and changed (and how much it changed, which generally means how much work needs to be done).

@wayneb64
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wayneb64 commented Feb 9, 2018

Awesome news this is being worked on! Is there any thought to keeping a version separate for Vanilla and not merging once the R&F version is ready? I certainly plan on upgrading to R&F and maybe everyone does so this would be pointless. The real question is how painful would it be to have separate versions of the mod on Steam? If it would just cause more problems, then just forget the idea.

@Azurency
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Azurency commented Feb 10, 2018

Here's a list of files that needs to be changed :

CQUI changes

  • actionpanel.lua, few changes - easy
  • choosers/civicschooser.lua, few changes - easy
  • choosers/researchchooser.lua, few lines added - easy
  • civ6common.lua, few changes - easy
  • civilopedia/civilopediasupport.lua, new additions - require some work
  • diplomacyactionview.lua, lot of changes (UI related, gossip, ...) - require work
  • diplomacyactionview.xml, some changes - require work
  • ingame.lua, 6-line change - easy
  • launchbar.lua, some new things - require some work
  • panels/citypanel.lua, 7 new lines - easy
  • panels/citypanel.xml, very few changes - easy
  • panels/citypaneloverview.lua, lots of changes (with an -- HACK: comment that may be related to Citizen management lens not applied when clicking the city banner #228) - require work
  • panels/citypaneloverview.xml, very few changes - easy
  • panels/notificationpanel.lua, few changes - easy
  • panels/productionpanel.lua, some changes (love their comment on how the code is messy and needs to be refactored haha) - require work
  • panels/unitpanel.lua, lots of changes - require work
  • panels/unitpanel.xml, some changes - require some work
  • partialscreenhooks.lua, some changes - require some work
  • partialscreenhooks.xml, few changes - easy
  • partialscreens/citystates.lua, some new function - easy
  • popups/boostunlockedpopup.lua, few changes - easy
  • popups/greatpeoplepopup.lua, few changes (interesting new possibilities to queue/dequeue a popup) - easy
  • popups/mappinpopup.lua, some changes - require some work
  • popups/mappinpopup.xml, 1 change - easy
  • popups/techciviccompletedpopup.lua, few changes - easy
  • popups/wonderbuiltpopup.lua, very few changes - easy
  • productionpanel.xml, very few changes - easy
  • screens/civicstree.lua, some changes - require some work
  • screens/governmentscreen.lua, LOTS of changes - require work
  • screens/governmentscreen.xml, lots of changes - require work
  • screens/techtree.lua, few changes - easy
  • strategicview_mapplacement.lua, few changes - easy
  • techandcivicsupport.lua, some changes - require some work
  • tooltips/plottooltip.lua, few changes - easy
  • toppanel.lua, few changes - easy
  • toppanel.xml, few changes - easy
  • unitflagmanager.lua, small changes - easy
  • worldinput.lua, some changes - require some work
  • worldtracker.lua, few changes - easy
  • worldtracker.xml, very few changes - easy
  • worldview/citybannermanager.lua, some changes - require some work
  • worldview/citybannermanager.xml, few changes - easy
  • worldviewiconsmanager.lua, some additions - should be easy

Integrations changes

BES :

  • choosers/espionagechooser.lua, very few changes - easy
  • partialscreens/espionageoverview.lua, some changes - require some work
  • partialscreens/espionageoverview.xml, 1 change - easy

BTS :

  • choosers/traderoutechooser.lua, some changes - require work
  • choosers/traderoutechooser.xml, some changes - require work
  • tradeoverview.lua, few changes - easy
  • tradeoverview.xml, some changes - require some work

IDS :

  • diplomacydealview.lua, some changes - require work
  • diplomacydealview.xml, few changes - easy

ML :

  • minimappanel.lua, few changes - easy
  • panels/modallenspanel.xml, 1 change - easy

That's a lot of small changes everywhere, and some big changes. Might take about the same amount of time that it took us to fix the mod after the fall 2017 patch. At the very least one week.

@Azurency
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@wayneb64 I don't know if we'll do two versions on steam, we'll have to think about it.
Whatever we decide, there will be a dedicated branch here on GitHub and a link to manually download the CQUI version compatible with the base game.

@astog
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astog commented Feb 10, 2018

I guess it is time to break my hibernation huh. I'll start patching stuff right away. No promises on time though.

oerms added a commit to oerms/CQUI_Community-Edition that referenced this issue Feb 10, 2018
@oerms
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oerms commented Feb 10, 2018

I will continue working on the easy files tomorrow or on Monday evening. To get some checkmarks done. Always good psychologically. ;)

@eporres
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eporres commented Feb 10, 2018

Looking to contribute however I can, and I just have one question. What's the best way to avoid duplicate work? Is checking the pull requests the only way to get a feeling for what other people are doing?

@Azurency
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@eporres Well... There should be a way. But right now yes, checking the pull request + the files that are checked here in the issue as well as taking a look at the commit on the patch branch is the way to know what other people work on.
Maybe I should create a new Chanel in the Discord (https://discord.gg/RAFEpAK) so anyone can tell on which file they're working.

@jeffpierce
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Would setting up a kanban board help with work organization? I can do that.

@eporres
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eporres commented Feb 10, 2018

@Azurency Yeah, I think that's a good idea. It might even prove beneficial in the future as a place for discussion/feedback.

@ihendriks
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@jeffpierce I think a kanban for all these small diff files will not be worth your time. As long as @Azurency keeps the checklist above in check it should be alright.

@oerms oerms mentioned this issue Feb 11, 2018
@bollbas
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bollbas commented Feb 12, 2018

Hi, @Azurency. I'm trying to update real housing function but I have some troubles with it. R&F expansion doesn't use vanilla 'CityBannerManager.lua' at all. It uses another 'CityBannerManager.lua' file located in '\DLC\Expansion1\UI\CityBanners'. What to do with it?

@Azurency
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@bolbass We're not working on Rise and Fall yet, but on the base game patch. I still haven't look at R&F and did not even play a game. That what I thought, the expansion looks like it's loaded "like a mod" with its files replacing the base game files.

@rojona
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rojona commented Feb 12, 2018

@Azurency Are the R&F changes inactive when choosing another rule set? Does that mean that the base game patch version of CQUI could be installed over a game with R&F but be played as if it's vanilla?

@BlackSmokeDMax
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Hmm, hadn't considered the whole vanilla and expansion thing. Wonder how much the two are different with:

  1. R&F not selected in Steam (in Library - DLC section of the game)
  2. R&F not selected in mods menu
  3. or with just not using the R&F ruleset via the game setup dialog

Sounds like this could get very messy.

@oerms
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oerms commented Feb 12, 2018

The base game files should be done. Now it's about testing and finding what CQUI does not work anymore because of game changes.
Does anybody know which integrations are already being worked on? Any word from the respective owners?

@HicPuer
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HicPuer commented Jul 11, 2018

whitenoise500, unoffical fix for report screen is to delete "CQUI_Community-Edition-expansion1\Integrations\URS" and replace this with latest version: https://forums.civfanatics.com/resources/better-report-screen-vanilla-r-f.26722/

edit: corrected the link to BRS (unit-report-screen mod was wrong).

@ihendriks
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ihendriks commented Jul 11, 2018

@ComanDanteDevOps
I am but a lowly DevOps Engineer but if I can assist with getting this out there quicker I am fairly capable in GitHub at least. I'm playing with the latest expansion1 build with the fix for Tech Tree and fix for the Joint War/Diplomacy issues as well. As far as I can tell there are no major bugs I am seeing. I can see Pull Requests for these same as well. So looks like it would just take a review & merge to get at least a functional build out. I could manage that if the help would be welcome.

There's only a single maintainer, as long as he's not here nothing can be merged or pushed to steam.

edit: unless you mean upload a different version to steam. In that case: it's under the MIT license so you are free to do so.

@ihendriks
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ihendriks commented Jul 11, 2018

@HicPuer
Where I can find fix for the Joint War/Diplomacy issue?
Is the "fix" this: "Removing the "IDS" folder from integrations...." #340 (comment)

Removing the IDS folder will rever the diplomacy view to the default, meaning joint wars etc. will indeed work. It doesn't fix the issue, it just removes the functionality altogether.

@HicPuer
whitenoise500, unoffical fix for report screen is to delete "CQUI_Community-Edition-expansion1\Integrations\URS" and replace this with latest version: forums.civfanatics.com/resources/unit-report-screen.2539656

We've actually been missing this one, thanks for that!

@ComanDanteSA
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There is a proper fix for the diplomacy view as well:
#346

I may take a stab at forking and putting these various fixes together. Not to replace this version but just to at least have something we can use and test against until we hear back from @Azurency . Longer term, I'd be happy to help with maintaining if it's welcome.

@kecker79
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@ComanDanteDevOps I think both a fork and your maintenance efforts would be greatly appreciated.

@ambulanced
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is it ironic that @Azurency has become Chao?

@jeffpierce
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Not really. Stuff happens, whether that’s being busy or getting bored.

@comandante-cinc
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I hope @Azurency is ok. Am appreciative of the efforts he put into this mod. At this point though it's been a long time since we've heard from him. I hope he's ok and doing well but in the meantime, I have created a fork and merged in all of the fixes I have seen here. It should essentially be the same as the package @HicPuer put together.

I am willing to maintain the mod but I am not a developer. If you are able to contribute to fixes or even new features, I'm sure the community would be happy to see them. I can definitely do the work of reviewing, merging, testing etc. I will maintain this as a fork, and should Azurency return, it would be a quick task to merge it back in.

Fork is here:
https://github.com/ComanDanteDevOps/CQUI_Community-Edition

@Azurency
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I'm ok, somehow much more busy that I would like... I'm sorry for being away so long, haven't played civ in ages 😭.
I'm going to take a look at everything this weekend, hopefully get everything working (the main problem was the diplomacydealview.lua, I'll review the pull request #346). If I don't have enough time this weekend, I'll be free for sure at the end of next week to work on that.
As I'm not owning the steam repository, it may take a little more time for Sparrow to upload an updated version.

@sparrow8332
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@comandante-cinc @Azurency is very busy atm with real life stuff and myself also. I was planning to have some free time last week but have family stuff going on atm. I dont know how long @Azurency is afk for but be patient he will return, and i will also once real life gives a break to do so. The mod hasnt been forgotten about or dropped just on pause atm.

@ComanDanteSA
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My apologies if I came off as impatient. Just wanted to have the known fixes together so some could play and test. It seems to be working great with those three fixes applied for RnF at least. I don't see any major bugs. I'd love to assist in maintaining CQUI in the future by testing, reviewing and merging as needed. I could definitely make your work easier by handling some of the DevOps type tasks.

@ambulanced
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OMG guys it's Monday! Are there new gifts under the tree?

@Azurency
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Ok, so the expansion1 branch have been upgraded, the diplomacydealview should now work and I made a quick fix for the report screen (not perfect at all, there's some overflow in the city status tab).
Everything should be 100% functional now.

@Azurency
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Azurency commented Jul 28, 2018

Update : Everything is merged into master, the steam version will soon be updated by @sparrow8332. Thank you all for your help and your patience 👍.
I'm going to test it on Mac now.

@ncl2fth
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ncl2fth commented Jul 28, 2018 via email

@pelff
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pelff commented Jul 29, 2018

Thx a lot for all the work done! This mod is just awesome! Thx again.

@ambulanced
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ambulanced commented Jul 30, 2018

The gods have forgiven us.

@Azurency
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Everything is now updated on Steam, time to close this issue at last.

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