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ZRP - A joint effort in fixing S.T.A.L.K.E.R. |
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« Previous 10 events | 1 ... 364 365 366 367 368 369 370 371 372 ... 377 | Next 10 events » |
 Question |
Do YOU want an unofficial patch? |
Answers |
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03:00:47 26 October 2007 |
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Victim
Senior Resident
On forum: 05/21/2005
 Message edited by: Victim 10/26/2007 4:26:35
Messages: 1089
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---QUOTATION--- But I stand by my statement that the text is already in the archive, in ui_st_other.xml. I just re-downloaded the archive and checked; the string ID for "ui_mm_save_level_game" is definitely in gamedataconfigtextengui_st_other.xml. So if you use the patch as is, you'll see the proper text. ---END QUOTATION---
Firstly, there's no need at all for an apology, it takes two to miscommunicate. Ask anyone; I've mastered that art. Secondly, I hadn't realized that it does indeed work correctly if the 'default' mod is installed. That's the important thing. Therefore, you can simply ignore my previous ramblings.
@ Fatrap: I think I'll just make something up that attempts to match your desires. If I'm lucky, it'll also work for other resolutions but I'm not counting on it.
EDIT/ Are you sure you want a 40x40 grid? That makes for some quite colossal icons, not to mention that it forces extreme limitations on what can be done with the rest of the screen. Each persons inventory width is 400 pixels, that leaves a very measly 224 (minus 70-100 for frames and spacings) for the actual trade interface. May I suggest 35x35? I think that I can do 40x40x10 but it won't be pretty. |
01:29:20 26 October 2007 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4297
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---QUOTATION---
On the underscores non-problem
I never mentioned anything about any problem. The text simply looked a bit ugly and inconsistent in the version of the mod that Silveropwer sent to me. I cross referenced it with the version you have linked in this thread with the same result. If it's not supposed to look like this, I'm just letting you know that it does.
[link]http://img91.imageshack.us/my.php?image=sspaul102607032139l01esjr1.jpg[/link] ---END QUOTATION---
Victim, there's a couple of communication mix-ups here, and both of them are my fault.
1) I thought you were referring to what Decane had posted in your comment, not your updated mod. So I owe you an apology for a bad assumption.
2) I should have emphasized the existing comment in DiffReadMe.txt that the diffs did not include the gamedata\config\text\eng\ subdirectory, which has a couple of changed UI text files: ui_st_inventory.xml and ui_st_other.xml. ("Config_10004_to_ZRP_103.diff - The set of config subdirectory changes over patch 1.0004, only excluding the text\eng file differences.") So I owe silverpower an apology, because these UI files should have been included in the diff output.
But I stand by my statement that the text is already in the archive, in ui_st_other.xml. I just re-downloaded the archive and checked; the string ID for "ui_mm_save_level_game" is definitely in gamedata\config\text\eng\ui_st_other.xml. So if you use the patch as is, you'll see the proper text.
I used that file because I'd already changed it for a different reason, it had user interface stuff already in it and it seemed a reasonable place to put new stuff. But it is not set in stone. I'll go with the consensus here.
Re: Easy to add a level_changer:
>> Someone may want to hurt you if she reads that.
And I'll deserve it. I meant easy to add for debug purposes. It would be more of a bear to position and orient the level_changer box for good gameplay. But just knowing that there are going to be additional places to move between levels in Redux Extreme adds to the mod's allure.
Fatrap, the task_18.script calls the quest_items.main() function, plus it gives you a good psy helmet. You could add what you wanted there like the decoder, although Wolf's dialog is good, too. It is just such a timesaver to be able to go test out changes far upriver without having to swim the whole way.
You'll need the decoder if you don't give yourself the info_portion to get access to the hotel door...
For those who are interested, here's the hack for alife_l01_escape.ltx:
[0_Pripyat]
; cse_abstract properties
section_name = level_changer
name = exit_to_pripyat_01
position = -277.61450195313,-13.562120437622,-128.95834350586
direction = -1.0,0.0,-0.2
; cse_alife_object properties
game_vertex_id = 9
distance = 2.79999995231628
level_vertex_id = 668
object_flags = 0xffffff3e
custom_data = <<END
[pt_move_if_reject]
path = esc_way_if_reject
END
;story_id = 1007
; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 11.2959985733032,0,0
shape0:axis_y = 0,11.3806009292603,0
shape0:axis_z = 0,0,3.42279982566834
shape0:[i][/i]offset = 0,0,0
; cse_alife_space_restrictor properties
restrictor_type = 3
; cse_alife_level_changer properties
dest_game_vertex_id = 2269
dest_level_vertex_id = 145458
dest_position = 34.8646354675293,-2.15999984741211,-290.553436279297
dest_direction = -2.49865606747335e-005,1.60740029811859,-1.28936753753806e-005
dest_level_name = L11_Pripyat
dest_graph_point = start_actor_01
silent_mode = 1 _________________
I stuck it at the front of the file. The "silent_mode = 1" is optional, but it keeps you from popping out at the north end of the Cordon if you say no.
Don't ship with this!
Edit: Sorry about the deletion, Fatrap! I thought I'd add some reply to the post you made while I was composing this one. Your reaction made me laugh, so it was worth it. |
23:46:08 25 October 2007 |
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Victim
Senior Resident
On forum: 05/21/2005
 Message edited by: Victim 10/25/2007 23:50:37
Messages: 1089
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---QUOTATION--- On the underscores non-problem ---END QUOTATION---
I never mentioned anything about any problem. The text simply looked a bit ugly and inconsistent in the version of the mod that Silveropwer sent to me. I cross referenced it with the version you have linked in this thread with the same result. If it's not supposed to look like this, I'm just letting you know that it does.
http://img91.imageshack.us/my.php?image=sspaul102607032139l01esjr1.jpg
---QUOTATION--- On another topic: I didn't realize how easy it was to add a level_changer. It took about three minutes to copy the Red Forest-to-Pripyat changer and adapt it to Escape (Cordon) behind Sid's place, just by changing the vertex IDs and position (use the debug output! ) and setting the [pt_move_if_reject] to the north end one. (You could also use "silent_mode = 1".) ---END QUOTATION---
Someone may want to hurt you if she reads that.
I'll have a look at the textures - though as NatVac mentioned, it would be helpful to know what resolution you're using Fatrap. Also, if you already have a grid set/sizing that you like, I could use it as a template, in order to make the textures fit it nicely.
EDIT/ Sorry, I just noticed that you'd already suggested the grid sizes. I'll have a crack at it tonight. It'd still be handy to know your resolution though. |
19:59:23 25 October 2007 |
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NatVac
Senior Resident
On forum: 06/15/2007
 Message edited by: NatVac 10/25/2007 23:27:17
Messages: 4297
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Okay, first things first: Fatrap, that's scary. Please get well soon. Is it the D&D mutant explosion that adds to the stress on your body? Just kidding. It's a stress-reliever for me -- when I feel like I've got a fighting chance...
On the underscores non-problem, Victim: The phrase is already in ui_st_other.xml. Decane semi-merged his mod with mine and chose his text stuff over mine. This resulted in a lot of missing extras like the "Save level game" text. That's why I replied, "Put the spark plug wires back on, and it will run better."
About the grid problem: I've never had any trouble dragging the scroll slider, at 1280x1024, anyway. What resolution are you using, Fatrap? It does sound like the grids need tweaking; I had a slight overlap to avoid wasting too much space when a slider wasn't used.
Edit: To fix the right half of the slider, change the width parameter of our_bag_static in carbody_new.xml from 290 to 300. I recommend using the mousewheel to scroll.
I didn't touch the *_16.xml versions, since they already had more grid squares.
And I'm all for including any texture changes done by Victim (if I interpret "for the cause" correctly) that helps address this kind of problem. There's a lot of wasted space there. We can always change the grids to match.
This is meant to be a bug fix and feature enhancement patch to 1.0004, not "NatVac's mod of bardak's patch". It will suffer some developmental pains, but that's okay. Your input and contribution is desperately needed and will be acknowledged in the patch.
On another topic: I didn't realize how easy it was to add a level_changer. It took about three minutes to copy the Red Forest-to-Pripyat changer and adapt it to Escape (Cordon) behind Sid's place, just by changing the vertex IDs and position (use the debug output! ) and setting the [pt_move_if_reject] to the north end one. (You could also use "silent_mode = 1".)
It then took the better part of an hour to adapt the task_18.script file (as discussed earlier in this thread) to remove the unnneeded info_portions so that I could get to the inventory spawning. But now I can start a game, suit up and jump to Pripyat for testing... |
15:18:03 25 October 2007 |
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Victim
Senior Resident
On forum: 05/21/2005
Messages: 1089
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^ Much of what you see on the trade/inventory screens is overlaid on textures. They don't scale well but if you have a specific set of grid sizes in mind, I'd be happy to tune the appropriate textures for the cause.
Also, if ui_st_mm.XML is extracted from DBB (config/text/eng) and the following is added:
<string id="ui_mm_save_level_game">
<text>Your chosen text here</text>
</string>
the assigned menu button can be displayed without underscores. |
09:06:24 24 October 2007 |
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Victim
Senior Resident
On forum: 05/21/2005
Messages: 1089
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Just stopping by to shout out a huge thanks to all who're involved in this mod/repair effort!
Each of you has my gratitude...and I'm generally very selfish with it. |
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