Azurency / CQUI_Community-Edition

Civilization 6 mod - UI enhancements, reduce clicks and manage your empire faster!

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Frontier Pass Breaks CQUI...

the-m4a opened this issue · comments

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..

@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:

  • 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.

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:

  • unit flags (worker charges, promotions)
  • city banners
  • mouse shortcuts (click banner to enter city), purchase buttons etc.
    And disable all the rest, but make the above changes so it's at least playable.

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 :

  • Master for base game
  • Expansion1 for those who only had the first expansion
  • Expansion2 for those who had the first two expansions

But then again it was taking more time to do that.

My method to update the mod

I found out that the best way to update this mod was to :

  1. Whenever possible refactor the existing code to extend the non-modded UI file and not completely replace it (hard/impossible to do for some aspect when we need to redo the interface for instance). That way, less thing might break after an update.
  2. Look at the diff between the old and new version of the non-modded UI file, and then make those changes in the CQUI UI file. (Look at the tracebacks or anything like that is not the way to update this mod, in my opinion, until this is not done.)
  3. Then if there's any remaining issue, do some testing and look at the console, spend some hours trying to figure out what changed, did they rename that function, was it removed, did I forget a semicolon, that kind of cool stuff 😜

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.

@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.

@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.

leader-pics-2020-05-26-002817

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.

leader-pics-2020-05-26-002817

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.
leader-pics-2020-05-26-002817

Use the branch linked in this thread

the-m4a branch?

@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.

No worries... though I did something on my end, i think, that broke it again and I can't figure out what I did.

I mean - it was working and I was curious about a single anchor difference in the two XML files when I was comparing them (your diplomacydealview.xml to the one in my repo) and suddenly, it's not seeing the other changes. something is weird.

I don't know what it was, but it's fixed now. I re-imported your XML and it worked. So I'm working to upload it into my repo right now.

Edit: Integrated changes by @alimulhuda into the master branch in my repo. Updated top comment in this thread as I think it means this mod is functional again...

https://github.com/the-m4a/CQUI_Community-Edition

I really need to get to sleep - so I'll have to do the civfanatics stuff tomorrow sometime.

@alexeyOnGitHub For longer term development of the mod I think the community group should also fork the repo that tracks the unmodded game UI files. The most updated version should be the one I forked from Azurency. https://github.com/alimulhuda/Civ6-UIFiles. I found it very helpful when trying to figure out how to fix the diplomacy deal view, so I'm thinking others would also find a use for it.

I'm also planning on continuing to work on the mod, so if you think it would be helpful I would like to be added to the community group. Although I probably won't be able to do much until I figure out the proper guidelines for using Git.

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.

If we are moving to the civfanatics repo, I report issues found there, I would suggest getting known issues added over there and we can discuss the same as we are doing here, but broken up by issue. so they can be worked individually.

@alexeyOnGitHub For longer term development of the mod I think the community group should also fork the repo that tracks the unmodded game UI files. The most updated version should be the one I forked from Azurency. https://github.com/alimulhuda/Civ6-UIFiles. I found it very helpful when trying to figure out how to fix the diplomacy deal view, so I'm thinking others would also find a use for it.

done, cloned https://github.com/alimulhuda/Civ6-UIFiles to https://github.com/civfanatics/Civ6-UIFiles

I am happy to add people as contributors, but I need to collect some info on who our planned contributors are. I do not want to become some kind of gatekeeper for these repos, I expect this to be a community-driven effort. but given that collaborators will have read/WRITE permissions, I think it makes sense to collect some introduction from people to ensure that the initial team will consist of people who at least won't do any harm:

  • they are familiar with git
  • familiar with GitHub
  • familiar with basic rules on code reviews and merges (with contributing rules documented in repos where appropriate)
  • and of course - familiar the code itself (could be placed as the first item, but whatever :) )

having this information about potential contributors will be tremendously useful to ensure we are getting the right initial group of people (collaborators). then this group will take it from there and will exercise their best judgment on who the write permission should be granted to. again, I believe this should be community-driven, and I will want to limit my role to establishing the initial core group that will take it from there.
I hope that makes sense.

I do not intend on having any access to this group, I am just trying to help get things going again.
Wishing all the best.

I have some familiarity with programming, Cobol, Basic, Java, Powershell, and bash scripting. I consider myself a beginner in all of them, even though I have worked on and off with code since 1984. I can read most (programming) languages and understand what is going on, but am unable to come up with a simple command to perform a desired action from the top of my head. I rely on searching the internet for examples I can mix and match to come up with most if not all of what is desired and make minimal customization to suit the current situation as needed.

My experience with game modding has been to take others mods and modify parts to better suit my needs, or even combining multiple mods to make one while removing the parts I don't want, including but not limited to the last 3 elder scrolls games, civ 4-6, and some others I can't recall right now. I have spent some time reading through and modifying Civ game settings, but have no experience with any UI work.
I have alpha and beta tested at least a dozen different titles for PC over the last 20 years, although my current ones (Ashes of Creation and New World seem to be unstructured testing and annoys me that it is so, I like a list of things needing to be tested, instead of "go try and break something, then let us know").
I work in IT and have since 1993 in one form or another, I've been using github for around 10 years now, but not excessively, just as needed. I started with Android Rom building in 2009/2010, building applications from source for Linux periodically since then as well, and currently use it as a document repository both personally and at work, but not for coding currently.

If you need something fairly simple done (coding), but don't have the time and I am available, I can probably help, but expect it to take longer than just doing it yourself and I may ask what seem to be simple questions, normally because I want confirmation I'm not making a mistake or misunderstanding the intent, more than the fact I don't know something.
I work nights and weekends and am basically locked in my home for the foreseeable future so I do have time, I just need to reallocate it.

edit: for the time being, I'm very interested in helping make this work, just to clarify. :)

@alexeyOnGitHub if I'm being honest, I don't know the amount of time I can contribute. That said, I work with Git on a daily basis, and while I'm mostly fluent in C#, I can get by in most other languages. I am a developer that often works with SQL and similar. I'm a big fan of code cleanliness as I believe it contributes significantly to the maintainability of that code.

I'll look at the current MoreLenses mod and pull in what I can, push it into my repo and then create a PR to go from mine to the CivFanatics one.

Also - the Civ6-UIFiles. Is there any reason to keep the Expansion1 and Expansion2 in separate branches? The multiple "sources of truth" doesn't make a lot of sense, especially when the presence of Expansion1 and/or Expansion2 do not change what is found in Civ6\Base\Assets\UI.

I verified that statement above and created a PR in the Civ6-UIFiles repo. Having everything in that master branch makes for an easier time maintaining this - as we're maintaining 1 branch instead of 3.
civfanatics/Civ6-UIFiles#1

@alexeyOnGitHub I have created a PR to pull the changes from my branch into the CivFanatics master branch. These changes include the updates made to the MoreLenses mod for the new Frontier Pass.
civfanatics/CQUI_Community-Edition#2

This should get us back to a functional state with the mod - there may still be bugs here and there that can be addressed, but that said, thanks everyone for the work here! Very excited to finally try a game or two with the Maya and Gran Columbia. :)

Also - the Civ6-UIFiles. Is there any reason to keep the Expansion1 and Expansion2 in separate branches? The multiple "sources of truth" doesn't make a lot of sense, especially when the presence of Expansion1 and/or Expansion2 do not change what is found in Civ6\Base\Assets\UI.

I verified that statement above and created a PR in the Civ6-UIFiles repo. Having everything in that master branch makes for an easier time maintaining this - as we're maintaining 1 branch instead of 3.
civfanatics/Civ6-UIFiles#1

I just did the update in a way I thought Azurency was maintaining it, where the expansion1 branch is master branch + files from DLC/expansion1 overwriting and adding files, and similar with expansion2. As long as the files from DLC\Expansion1 and DLC\Expansion2 are in the repo it should be good. I just didn't have time to modify the folder structure into what I would prefer to use.

Personally I would like the following structure
Civ6InstallLocation\Base\Assets\UI -> master\Base\Assets\UI
Civ6InstallLocation\DLC\Expansion1\UI -> master\DLC\Expansion1\UI
Civ6InstallLocation\DLC\Expansion1\Expansion1.modinfo -> master\DLC\Expansion1\Expansion1.modinfo
Civ6InstallLocation\DLC\Expansion2\UI -> master\DLC\Expansion2\UI
Civ6InstallLocation\DLC\Expansion2\Expansion2.modinfo -> master\DLC\Expansion2\Expansion2.modinfo
Readme file for instructions on how to update repo -> master\Readme.md

Also it looks like your pull request would get rid of all or most of the history for the Expansion1 and Expansion2 files you added (I could be mistaken here, I'm still not proficient in reading Git stuff). It's going to be a little work but I would strongly recommend making it so that history is maintained and I was planning on doing it in a way that should allow that on the weekend. I am going to manually recreate the repo in that structure. If this were SVN I would try to maintain history using SVN copy command and get the proper history that way, but I don't know if Git has the equivalent to what I was looking for.

I have extremely strong feelings about maintaining history (it has saved me at work more times than I can count) and I think having it is invaluable. I was planning on using the history, for unmodded files and CQUI, to try and bring back the CQUI unit list report, I don't think that one is working now and I want to see if I can get it back.

@alimulhuda files history is preserved after merges and you can always go back and see what has changed. git commits disappear from history when you squash them via "rebase", but that is not what is happening here. I would not worry about losing history after merging PRs.
the proposal from @the-m4a to minimize the amount of folders looks reasonable to me. we can always split folders into expansion-specific ones, but let's keep them in one folder until we actually need that (if ever).

If you guys decided to work on it more, can you fix this old issues with World Tracker. It is talked about how to remove the bug here:
#14

Has something do when Modular Screens was added to CQUI years ago. But some of it remained behind. This is why when you click on the World Tracker tick mark, it never closes or opens. Azurency talks about how to fix it in the link I posted above.

A minor request: move the CQUI gossip popups frame down one inch (the horizontal gossip banners that appear at the center top of the screen). If you're playing with a dozen or more civs the diplomacy ribbons obscure the gossip frame.

(Sorry if I'm posting this in the wrong place, I am not familiar with Github.)

EDIT: Thank you so much for implementing this so fast! Amazing response!

@alexeyOnGitHub I don't have much experience with Git so it's helpful for me to speak to someone experienced. The specific thing I was concerned about was regarding the PR I referenced. Right now if I go to https://github.com/civfanatics/Civ6-UIFiles/commits/expansion2/Replacements/WorldRankings.xml I can see it was changed a few times. If I go to the merged location here https://github.com/civfanatics/Civ6-UIFiles/commits/master/DLC/Expansion2/Replacements/WorldRankings.xml. It shows up as a new file. I can no longer look at the file in the new location and see the change log. Is there a way to see history from the new location in master without having to look back at the branch?

@alimulhuda - your'e right, it would lose the history on those files.
I think if we did a move on those files in those repos it would preserve the existing history... it's easy enough to try (at least in the sense of having all the things already set up), I'll give it a look and see.

Okay... yeah, this setup with the multiple branches is just odd, because it doesn't match the layout you'd get in the base game and expansions.

For example, the folder layout in the Master branch looks like this

  • Root
  • Accessibility
  • Automation
  • Choosers
  • Civilopedia
    ... and so on (only going as far as needed to make the point)

In the Expansion2 branch, it's this:

  • Root
  • Accessibility
  • Additions
  • Automation
  • Choosers
  • Civilopedia

The files in the Accessibility, Automation, and Choosers folders are the same in the Master and Expansion2 branches. Additions only exists in Expansion2. Civilopedia exists in both branches, but contains updated versions of the files, etc.

In that Civilopedia folder, taking a specific file as an example - CivilopediaPage_Building.lua:

  • Master Branch: CivilopediaPage_Building.lua matches the lua file found in Civ6InstallFolder\Base\Assets\UI\Civilopedia
  • Expansion2 Branch: CivilopediaPage_Building.lua matches lua file found in Civ6InstallFolder\DLC\Expansion2\UI\Civilopedia.

Personally I find that difference to be confusing, and @alimulhuda suggestion for file layout is a good idea. Matching the same folder structure the game actually maintains at least provides some clarity (especially for new-to-the-modding experience folks)...

ok, I see what you mean by losing history. those files were added as new ones rather than moved.
I am fine with moving if that is doable. we can revert the latest merge or just drop the repo and re-create it, then have a PR to move the files.

okay - totally lame, but if you move a file it's history is no longer visible, at least in the GitHub web UI. So, if we'd want to have a more logical structure, we'd lose history unless we manually recreate it (I'm sure there's a way to do it via script... but I don't want to figure that out right now).

For example, this file PlayerDeuteranopiaColors.xml should at least show Azurency's initial check-in and my moving of the file, but it only shows the move.
Edit: I need to revert those changes so I can at least upload the current version of the expansion1/2 files into the DLC folders that were created in that master branch. Basically if we move files we lose history, even though it may be preserved when viewed using command line git.

Using the git console, we can see the history for the moved file, but that's not great if we can't also see it on GitHub?

@therealcrow999 , @Richelieu77 I will look into those things as I want to do something that is less git-centric at the moment :)

@therealcrow999 - I'll comment in that thread for that bug... but I don't see what you're talking about?

@Richelieu77 I made a change so it'll show below that ribbon now. Thanks!
I also fixed the extra builder item appearing in the lenses list - as reported in #416 - thanks to @Swarsele for the investigation and suggested fix (I did something close to what was suggested).

We need people to review the PR pending from my branch to the CivFanatics branch.

@alexeyOnGitHub how do we get this published to the workshop?

I am happy to add people as contributors, but I need to collect some info on who our planned contributors are. I do not want to become some kind of gatekeeper for these repos, I expect this to be a community-driven effort. but given that collaborators will have read/WRITE permissions

If we change this to an Organization we can have finer control over permissions. I see testers etc as a vital part of this team so not everybody will need write access.

For myself I'm a Moderator on Civ Fanatics and am responsible for the various Hall of Fames including the websites (html/css/php), Mods (Buffy etc) and the Forums.

I also look after a few other websites and have used Git for many years (although not in very big groups).

In real life I've been in IT for over 30 years mostly working for IBM but now running my own IT Consulting company.

I've recently started working on my own gameplay Mod (at the moment it mainly incorporates other ideas) - https://steamcommunity.com/id/noblezarkon/myworkshopfiles/?appid=289070.

To preserve the history of a file you are moving, don't use the OS. Open a terminal and use git mv

To preserve the history of a file you are moving, don't use the OS. Open a terminal and use git mv

This is incorrect:

Git has a rename command git mv, but that is just for convenience. The effect is indistinguishable from removing the file and adding another with different name and the same content.

shrug it has definitely made a difference for me on several occasions.

@MForster @theMikeD , I've hit issues due to Mac and Windows being case-insensitive filesystems. If you rename a file and all you do is change the case (myfile.txt --> MyFile.txt), the operating system will lie to Git and tell Git that the file hasn't changed. Git says "Does myfile.txt still exist? if so, what is in the file?" Windows/Mac says "Yeah, it's still there, here's the data".

https://stackoverflow.com/a/20907647/277601

This is why using "git mv" is better in certain (probably rare) situations...but sometimes these are a pain to debug. "Why is this program having issues on Linux? It works just fine on Windows and Mac..."

I am happy to add people as contributors, but I need to collect some info on who our planned contributors are. I do not want to become some kind of gatekeeper for these repos, I expect this to be a community-driven effort. but given that collaborators will have read/WRITE permissions

If we change this to an Organization we can have finer control over permissions. I see testers etc as a vital part of this team so not everybody will need write access.

For myself I'm a Moderator on Civ Fanatics and am responsible for the various Hall of Fames including the websites (html/css/php), Mods (Buffy etc) and the Forums.

I also look after a few other websites and have used Git for many years (although not in very big groups).

In real life I've been in IT for over 30 years mostly working for IBM but now running my own IT Consulting company.

I've recently started working on my own gameplay Mod (at the moment it mainly incorporates other ideas) - https://steamcommunity.com/id/noblezarkon/myworkshopfiles/?appid=289070.

hi! "civfanatics" GitHub organization currently has 3 teams: civfanatics (default top-level), "civfanatics-cqui" (r/w on CQUI repo), "civfanatics-admins" (with the intention of grouping admins on all repos in "civfanatics" org).
I do not have a sense how many people will want to participate in this project, so hard to predict proper permissions and teams structure. we probably do not need teams with read-only permissions because all these repositories are all PUBLIC anyway. my current expectation is that we may need a team with r/w permissions per repository (we currently have 2 repos). but let's see how many people want to contribute... feel free to use "issues" tab in "civfanatics" org (say, CQUI repo) to discuss teams and such.

@alexeyOnGitHub You might need to turn on the issues tab for both the repos in https://github.com/civfanatics. I feel like we should continue discussions over there and separate out by different topics (team discussions/join requests, restructuring for the unmodded files, fix for case-sensitive file systems, etc). This post is starting to get difficult to follow, and I would like to continue organized discussions with you and @the-m4a over there.

Alimulhudas suggestion is a good one, if we are to treat the civfanatics repo as the new official location we should move issues there

Also clarifying regarding ‘git mv’ - I used that to move the files. Whatever git command (with —follow) will still show the history, but that history is not visible on GitHub web, which is where I would expect most people would look for it. It’s a known issue - I don’t have the reference handy (on mobile at the moment)

enabled "Issues" feature there

@the-m4a @alimulhuda created civfanatics/Civ6-UIFiles#3
cannot tag you there yet because you are not in the teams/org yet.
let's focus on fixing that issue first before we merge anything else into Civ6-UIFiles.

Posting here largely because this is where folks have historically looked...

Well, this is where I was sent by the REPORT ISSUES link in the Civ 6 workshop TODAY (July 27, 2020). I don't think that "historically" really applies as this is where people are CURRENTLY being sent by the mod/workshop.

Also, I keep DISABLING CQUI because it makes games unplayable (ever since I got the first Frontier Pass update). I then play for a few hours, usually shortly into the early A.D. years and do a Quick Save. When I try to resume after a Civ 6 workshop update is shown in my downloads (sadly, there are no more details than that) my saved game loads with CQUI ENABLED and it is no longer playable. Even if I DISABLE the CQUI mod again, I can NEVER resume my games, because somehow CQUI has been attached to the quick save -- EVEN WHEN DISABLED.

I guess it is time to search for the instructions on how to remove CQUI completely -- all versions.

@nurbles if the report issue button sent you here then you are on the old CQUI. If you search the workshop for CQUI you want to look for the version uploaded by the_m4a, not the one by sparrow. The report button in the new one should send you to the repo mentioned at the top of this issue.

To remove all versions of CQUI you would need to unsubscribe from all the version that show up on steam workshop (Go to your Library -> Civilization 6 -> Workshop -> Subscribed Items). For the ones you might have downloaded manually you would have to look in Documents\My Games\Sid Meier's Civilization VI\Mods (at least on Windows 10 Steam version that's where it would be)

If you want to try the version that should be up-to-date, subscribe to the one uploaded by the_m4a (after you clean out all the old versions).

The workshop downloads Civ6 mods into C:\Program Files (x86)\Steam\steamapps\workshop\content\289070

Just out of curiosity, how many "old" CQUI versions are there? I still had TWO showing in the Civ 6 mod list, one was obsolete (or something like that) and could no longer be activated, while the other worked right up to the first frontier pack update. Is this the new normal? Every time there's an update to Civ 6, we remove CQUI and hunt down the newer version?

@alimulhuda Thanks for the info. I had already unsubscribed from anything I had in the workshop that use CQUI in the new and then went to D:\My Files\Documents\My Games\Sid Meier's Civilization VI\Mods and removed all of the CQUI folders (they were the only ones present). CQUI seems to be gone at the moment.

I looked in the folder you referenced and found 71 folders with meaningless numeric names. I am very unsure about just wiping everything out -- I don't want to screw up the game or lose all of the mods that work, after all.

You could try a search for the letters CQUI from the content folder to find the correct subfolder(s) that contain versions of CQUI. The latest is 2115302648.

@nurbles The only time you should see new entries in Steam would be when an old maintainer stops updating. Right now our understanding is that Steam only allows the original uploader to upload any updates, so the current version by the_m4a should continue to be updated for as long as the_m4a stays active (so no hunting for new ones whenever there is an update). We also weren't able to contact sparrow, so that's why the old version is still up on Steam, and technically I think anyone can create a Steam workshop item with the same name (or something very similar).

The two folders I mentioned are the places where Civ6 should be looking for mods (whatever you download from Steam gets a number associated with it, it's a different number for every workshop entry), so if you have many more folders in those places then you probably have a lot of mods installed. The way Civ6 seems to work is that it will look for all .modinfo files in those two locations and try to load with the information present in the .modinfo files. If you go into each of the folders with the numeric names then you should see a .modinfo file with a more meaningful name (in case you are curious about what the actual content is in whose folders). The .modinfo is an XML file so you can also look at the contents to get the name that would show up in Civ6.

@alimulhuda and @wayneb64 Thanks so much for your assistance! All the old stuff is gone -- unsubscribing using the Steam Workshop cleared most, and manually removing the most ancient version from Documents/My Games took care of the rest. I found and installed the the_m4a version and it is working. Slightly different than I remember, but as I learn the changes, probably even better! Thanks again.