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Posted

I think it's a good idea to have the current difficult level highlit, but the current yellow colour doesn't really fit with the rest of the menu. Tels, do you mind if I adjust it?

Posted

I think it's a good idea to have the current difficult level highlit, but the current yellow colour doesn't really fit with the rest of the menu. Tels, do you mind if I adjust it?

 

Sure, go ahead. I tried to make it stand out from the "whitish" mouse-over, because I couldn't get the mouse-over to be that "reddish glow" that other buttons have (they probably are images instead of text?). The colors are all yours :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Uhm, when I said:

 

The colors are all yours :)

 

I didn't mean you should reverse the "not selected color" change. With the newest version it is now almost impossible again to see which of the difficulties is the currently selected, and that was what prompted my change in the first place... (I mean the "almost-white vs. white" that you see when you do not mouseover over one of the selections)

 

Did something go wrong with your update maybe?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted
I didn't mean you should reverse the "not selected color" change

 

I didn't reverse it. I just changed the yellow to a bright grey.

 

The options are grey, the selected difficulty is a bright grey, and the mouseover effect is white. The player can clearly see which difficulty is currently selected (which is the point of your change, I thought). I'm not sure I understand the problem.

Posted

I didn't reverse it. I just changed the yellow to a bright grey.

 

The options are grey, the selected difficulty is a bright grey, and the mouseover effect is white. The player can clearly see which difficulty is currently selected (which is the point of your change, I thought). I'm not sure I understand the problem.

 

Hm, that is not what I see currently, your change changed my values (0.6 - grey) back to white (1.0) (including the change from yellow (1,1,0.8) to white (1,1,1):

 

-                               set "Difficulty0::forecolor"    "0.6,0.6,0.6,.7";
-                               set "Difficulty1::forecolor"    "0.6,0.6,0.6,.7";
-                               set "forecolor"         "1,1,0.8,1";
+                               set "Difficulty0::forecolor"    "1,1,1,.7";
+                               set "Difficulty1::forecolor"    "1,1,1,.7";
+                               set "forecolor"         "1,1,1,1";
                               set "gui::diffSelect"   "2";

 

I can easily restore it, I was just wondering why it got reversed.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

I'll have to look at home to see what's going on. I removed the yellow because yellow text doesn't fit the menu colour scheme (there is no yellow text used anywhere else; it's either monochrome or red). It should be showing grey text for the default difficulty options, light grey for the selected option, and white for the mouseover effect.

Posted

I fixed the gray back and also simplified the logic a bit (every time you clicked one of the three buttons, it reset the time to zero, which means the logic for "time is zero" needed to reconstruct all three button colors to the acurate color, even tho they just got set to the correct values at the click time,anyway).

 

On a CRT or a very good LCD, you could see the difference, on my "mostly average" LCD it was almost impossible to tell and on a laptop you stand no chance, depending on viewing angle it might even be that an "unlit" button was brigter than the lit one. That should now be much better. Here is a before/after:

 

post-144-129085476778_thumb.jpg

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Just tried it in game. Now there's no mouse-over effect at all.

 

Hm, I cannot reproduce it, I do have a mouse-over effect (the grey items get white), except the current item, which doesn't have one (it is already selected, so it doesn't behave like a button).

 

Have you switched to the release branch yet? And which mission did you try?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

I can confirm it's not working with my release package, but when I load a map in the SVN branch, it works. Maybe you uploaded it after greebo had created the package? Not sure what the deal is there.

Posted

I can confirm it's not working with my release package, but when I load a map in the SVN branch, it works. Maybe you uploaded it after greebo had created the package? Not sure what the deal is there.

 

That's odd, I'll have a look tonight. Probably just need to committ that file to the release branch as well?

 

Edit: I still can't reproduce this, just used v1.03 release package and started "anott" and there was clearly a mouse-over effect on the two options "normal" and "hard". Can you please update your release package again, maybe it is only half-way updated?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

No, it's fully updated. Here's the relevant part of the objectives.gui:

 

 

 

windowDef DifficultySelection

{

rect 0,0,640,640

visible "gui::DifficultyIsVisible"

 

onTime 0

{

// set the default color for all values, will be corrected below

set "Difficulty0::forecolor" "0.6,0.6,0.6,0.7";

set "Difficulty1::forecolor" "0.6,0.6,0.6,0.7";

set "Difficulty2::forecolor" "0.6,0.6,0.6,0.7";

}

 

windowDef Difficulty0

{

rect 12,80,128,32

forecolor 0.6,0.6,0.6,.7

text "gui::diff0Name"

textscale 0.4

textalign 0

font "fonts/carleton"

 

onTime 0

{

if ("gui::diffSelect" == 0)

{

set "forecolor" "1,1,1,1";

}

}

 

onAction

{

set "Difficulty1::forecolor" "0.6,0.6,0.6,0.7";

set "Difficulty2::forecolor" "0.6,0.6,0.6,0.7";

set "forecolor" "1,1,1,1";

set "gui::diffSelect" "0";

 

set "cmd" "log 'Selected difficulty level 0.'";

 

set "cmd" "play sound/meta/menu/mnu_select; diffSelect";

}

 

onMouseEnter

{

if ("gui::diffSelect" != 0)

{

transition "forecolor" "0.6,0.6,0.6,.7" "1,1,1,.9" "50" ;

set "cmd" "play sound/meta/menu/mnu_hover;";

}

}

 

onMouseExit

{

if ("gui::diffSelect" != 0)

{

transition "forecolor" "1,1,1,.9" "0.6,0.6,0.6,0.7" "50" ;

}

}

}

 

windowDef Difficulty1

{

rect 12,208,128,32

forecolor 1,1,1,.7

text "gui::diff1Name"

textscale 0.4

textalign 0

font "fonts/carleton"

 

onAction

{

set "Difficulty0::forecolor" "0.6,0.6,0.6,0.7";

set "Difficulty2::forecolor" "0.6,0.6,0.6,0.7";

set "forecolor" "1,1,1,1";

set "gui::diffSelect" "1";

 

set "cmd" "log 'Selected difficulty level 1.'";

 

set "cmd" "play sound/meta/menu/mnu_select; diffSelect";

}

 

onMouseEnter

{

if ("gui::diffSelect" != 1)

{

transition "forecolor" "0.6,0.6,0.6,.7" "1,1,1,.9" "50" ;

set "cmd" "play sound/meta/menu/mnu_hover;";

}

}

 

onMouseExit

{

if ("gui::diffSelect" != 1)

{

transition "forecolor" "1,1,1,.9" "0.6,0.6,0.6,.7" "50" ;

}

}

}

 

windowDef Difficulty2

{

rect 12,336,128,32

forecolor 1,1,1,.7

text "gui::diff2Name"

textscale 0.4

textalign 0

font "fonts/carleton"

 

onTime 0

{

if ("gui::diffSelect" == 2)

{

set "forecolor" "1,1,1,1";

}

}

 

onAction

{

set "Difficulty0::forecolor" "0.6,0.6,0.6,.7";

set "Difficulty1::forecolor" "0.6,0.6,0.6,.7";

set "forecolor" "1,1,1,1";

set "gui::diffSelect" "2";

 

set "cmd" "log 'Selected difficulty level 2.'";

 

set "cmd" "play sound/meta/menu/mnu_select; diffSelect";

}

 

onMouseEnter

{

if ("gui::diffSelect" != 2)

{

transition "forecolor" "0.6,0.6,0.6,.7" "1,1,1,.9" "50" ;

set "cmd" "play sound/meta/menu/mnu_hover;";

}

}

 

onMouseExit

{

if ("gui::diffSelect" != 2)

{

transition "forecolor" "1,1,1,.9" "0.6,0.6,0.6,.7" "50" ;

}

}

}

}

 

Posted

No, it's fully updated. Here's the relevant part of the objectives.gui:

 

That's odd, that is what I have and what works?!

 

Can anybody else please confirm/deny this?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Can you try it on a different mission? "anott" uses modified difficulty options, IIRC. (though I don't know why that would matter). Outpost consistently failed for me.

Posted

In my Updater-Testenvironment, both the mouseover (grey-white) and the highlight (white) of the currently selected difficulty work, tested with a couple of FMs, including Outpost and anoott.

Posted

I've tried three different missions and none of them have mouse-over effects for difficulty. Running the updater says my files are all up to date. :huh:

 

My local SVN branch has the same .gui file, but running it from there it works.

Posted

Do you maybe have that file stored outside a pk4 as well? Those files have priority in the loading order and might lead to such a faulty behaviour.

Posted

Can you try it on a different mission? "anott" uses modified difficulty options, IIRC. (though I don't know why that would matter). Outpost consistently failed for me.

 

Hm, strange. I did have a "problem" on my side (my darkmod symlink was pointing to darkmod_org instead of my darkmod_v1.03 testing dir), but even after changing this, it still works, in Awaiting the Storm as well as Outpost.

 

Edit: Spring, if you updated your v1.03 installation, did you use "./tdm_update.linux --keep-mirrors"? The keep-mirrors is important, otherwise it would updated back to v1.02, and then the menu wouldn't work.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Hmm, I think I've found the problem. I have a pk4 file called "tdm_update_1.02_to_1.03.pk4". The file has dozens of folders in it, including a gui folder with an old version of mainmenu_objectives.gui. It must be overriding the new one.

 

I assume this was created during the update procedure...what is this folder for? Is this maybe left over from an earlier update test I did a few weeks ago?

Posted

Hmm, I think I've found the problem. I have a pk4 file called "tdm_update_1.02_to_1.03.pk4". The file has dozens of folders in it, including a gui folder with an old version of mainmenu_objectives.gui. It must be overriding the new one.

 

I assume this was created during the update procedure...what is this folder for? Is this maybe left over from an earlier update test I did a few weeks ago?

 

Yeah, I think so, when I did an updated, I also got this file, then later it was replaced. Just deleting it should be good. We need to make sure that the updater always cleas up any old versions of these files whenever it runs! If such a file stems from an aborted updated, it could screw the user installation just like in your case, with unpredictable results.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Hmm, I think I've found the problem. I have a pk4 file called "tdm_update_1.02_to_1.03.pk4". The file has dozens of folders in it, including a gui folder with an old version of mainmenu_objectives.gui. It must be overriding the new one.

 

I assume this was created during the update procedure...what is this folder for? Is this maybe left over from an earlier update test I did a few weeks ago?

Ah, yes, there's the reason. You can delete that file, it is a leftover from the early updater tests. The more recent updater builds don't use PK4 as file extension for the differential update package anymore, I've been using ZIP from then on. Also, the newer updaters remove the differential package after applying it.

Posted

Ah, yes, there's the reason. You can delete that file, it is a leftover from the early updater tests. The more recent updater builds don't use PK4 as file extension for the differential update package anymore, I've been using ZIP from then on. Also, the newer updaters remove the differential package after applying it.

 

Btw, I was discussing updater strategies with a colleague today, and it occured to us that beyond checking that all nec. files are there (and are the correct files), the updater should also check that there aren't any additional files. While that might be complicated (maybe the user has an add-on?), it might be useful that at least the updater lists all additional PK4 files with their name and size on the console after the update.

 

That way users get this info, and if they report anything broken to us, we can easily tell them to just "send us the output from the updater" and so it gets much easier for us to track such things down. We might even tell them "no support if you have this and this add-on, as we cannot test or support it (or we know it doesn't work)".

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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