Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)

As you maybe know, I am working on several GUIs for a scifi fm for the dark mod.

At this moment I am working on a loginscreen.

I would like that the player input is a word-string, instead of numbers.

 

So I would like to find a way to compare strings.

Is there a way to compare a string using an if-statement, instead of using a float (or a gui_param)?

Or do i have to use a script? please give an example.

Or do i just have to use numbers, floats and gui_param?

 

code in the spoiler

 

 

//define password
#define LS_pwd "freyk"

//editdef for entering password
editDef ePassword
{
rect	137,50,123,18
visible	1
text	""
textscale	0.2
backcolor	1,1,1,1
shadow		1
hovercolor	0,0,0,1
}

//button to check.
windowDef btnLogin
{
rect	212,72,48,21
visible	1
bordersize	1
bordercolor	0,0.25098041,0,1
forecolor	1,1,1,1
text	"Login"
textscale	0.2
textalign	1
backcolor	0.50196081,0.50196081,0.50196081,1

onAction {
if ("ePassword::text" == LS_pwd ) { 
set "iFirmLogo::text" "ok" ;
} else {
set "iFirmLogo::text" "error" ;
}
}

}
}

 

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Posted

I guess you will need a script for this, as the gui does not provide a native implementation for this feature. I could take a look at this (if I don't forget it :) ).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

So I have taken a look at it. It is possible to run a script when the OK button is pressed to compare the input to the desired password. The problem is that you can't use your keyboard to directly type the password. Unfortunately I haven't found a way to bypass this. It is possible in the menu (see savegame name field for example) and you can type if you call the gui via testgui, but it seems not possible ingame. :(

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted (edited)

Thanks for looking in to it.

 

I have not tested the gui ingame and not tested the keyboardinput correctly.

So i did not noticed that the keyboardinput not work. because the keys are used for playermovement.

Is there a way to disable them using a script?

And how does a script that compares editdef-text looks like?

 

As a workarounds

  • I can create a touchkeyboard, but touching in the credentials will take long.
  • i can display the logininterface fullscreen (like the ingame mainmenu),
    but then the player loses the ingame atmosphere. (when like reading letters in Thief 1 til 3)

Or use two nummeric editdefs, 1 for the username and 1 for the password.

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Posted

Touchkeyboard is fine. Fullscreen is not needed.

 

The text gets written to a gui parameter which can be accessed via script. Comparision is done using the script. If you need a demo I can set it up for you.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • JackFarmer

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 3 replies
    • Goblin of Akenash

      My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 
      https://discord.gg/T4Jt4DdmUb

       
      · 0 replies
    • nbohr1more

      2.13 Moddb Article is up: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-213-is-here
      · 1 reply
×
×
  • Create New...