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Rise and Fall and 1.0.0.216 #283
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I made the diff for the base game patch, they're here : Azurency/Civ6-UIFiles@6c8d97f 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). |
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. |
Here's a list of files that needs to be changed : CQUI changes
Integrations changesBES :
BTS :
IDS :
ML :
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. |
@wayneb64 I don't know if we'll do two versions on steam, we'll have to think about it. |
I guess it is time to break my hibernation huh. I'll start patching stuff right away. No promises on time though. |
I will continue working on the easy files tomorrow or on Monday evening. To get some checkmarks done. Always good psychologically. ;) |
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? |
@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. |
Would setting up a kanban board help with work organization? I can do that. |
@Azurency Yeah, I think that's a good idea. It might even prove beneficial in the future as a place for discussion/feedback. |
@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. |
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? |
@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. |
@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? |
Hmm, hadn't considered the whole vanilla and expansion thing. Wonder how much the two are different with:
Sounds like this could get very messy. |
The base game files should be done. Now it's about testing and finding what CQUI does not work anymore because of game changes. |
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). |
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. |
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.
We've actually been missing this one, thanks for that! |
There is a proper fix for the diplomacy view as well: 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. |
@ComanDanteDevOps I think both a fork and your maintenance efforts would be greatly appreciated. |
is it ironic that @Azurency has become Chao? |
Not really. Stuff happens, whether that’s being busy or getting bored. |
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: |
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 😭. |
@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. |
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. |
OMG guys it's Monday! Are there new gifts under the tree? |
Ok, so the |
Update : Everything is merged into master, the steam version will soon be updated by @sparrow8332. Thank you all for your help and your patience 👍. |
Thanks everyone, I’m sure I can speak for all of us that don’t have the knowledge to help, your work is appreciated.
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Sent: Saturday, July 28, 2018 11:18 AM
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Subject: Re: [Azurency/CQUI_Community-Edition] Rise and Fall and 1.0.0.216 (#283)
Update : Everything is merged into master, the steam version will soon be updated. Thank you all for your help and your patience 👍.
I'm going to test it on Mac now.
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Thx a lot for all the work done! This mod is just awesome! Thx again. |
The gods have forgiven us. |
Everything is now updated on Steam, time to close this issue at last. |
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 :
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 :
Patch-1.0.0.216
branchExpansion1
branchExpansion1
back into masterTL;DR
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