Charon Posted October 7, 2016 Author Share Posted October 7, 2016 (edited) 30 minutes ago, Solver said: I'm afraid my fame is getting eclipsed by the awesomeness of Draku. Dont worry, it has eclipsed me for far longer and i can tell you its not that bad. Drages always says "Wow, Draku ..." and "Good job, ... " and "Incredible Draku ... " and i code the game and get a "When do we get out with the next patch ? " :P. Draku fully deserves it though . Edited October 7, 2016 by Charon Link to comment Share on other sites More sharing options...
Draku Posted October 7, 2016 Share Posted October 7, 2016 @Solver Should I start working on sequipview.lua(weapons categories) tomorrow? Link to comment Share on other sites More sharing options...
Solver Posted October 7, 2016 Share Posted October 7, 2016 Could you first explain how that would work? I am not sure if I have understood that particular proposal. Link to comment Share on other sites More sharing options...
Draku Posted October 7, 2016 Share Posted October 7, 2016 I thinking of adding 4 new tabs under ballistics/laser/plasma/mag tabs. Link to comment Share on other sites More sharing options...
Solver Posted October 7, 2016 Share Posted October 7, 2016 They'd have to behave just like the original game's tabs though, right? Showing up only if you have weapons in that category. I'm actually not sure how the game assigns weapon categories or when those tabs shows up, I may have never read that part of the code. Link to comment Share on other sites More sharing options...
Draku Posted October 7, 2016 Share Posted October 7, 2016 13 minutes ago, Solver said: They'd have to behave just like the original game's tabs though, right? Showing up only if you have weapons in that category. Yes In sequipview.lua I see something like this: command = function() OnBallisticsPressed(); end, Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 @Charon Extra-sized base to retake a country: Link to comment Share on other sites More sharing options...
drages Posted October 8, 2016 Share Posted October 8, 2016 2 hours ago, Solver said: @Charon Extra-sized base to retake a country: Can we change the name and icon? Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 The name is in strings.xml, yes. It's still an alien base so it will have the alien base icon. Link to comment Share on other sites More sharing options...
drages Posted October 8, 2016 Share Posted October 8, 2016 11 minutes ago, Solver said: The name is in strings.xml, yes. It's still an alien base so it will have the alien base icon. Isn't there a way to assign a symbol for every extra base you created? Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 Not as things are coded right now, all alien bases have an icon/display from alienbase.lua which always uses the same icon. I'm sure that could be rewritten somehow, but I cannot be bothered to now. Link to comment Share on other sites More sharing options...
drages Posted October 8, 2016 Share Posted October 8, 2016 10 minutes ago, Solver said: Not as things are coded right now, all alien bases have an icon/display from alienbase.lua which always uses the same icon. I'm sure that could be rewritten somehow, but I cannot be bothered to now. if it's the problem is lua, draku can handle it. Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 21 hours ago, Draku said: workshopview.lua(name = "produces") and storeview.lua (added the category column to transfer window ) The workshop view descriptions are cool! Link to comment Share on other sites More sharing options...
Draku Posted October 8, 2016 Share Posted October 8, 2016 35 minutes ago, Solver said: The workshop view descriptions are cool! Nice! I finished sequipview.lua, new weapons tabs: wtab1-4 and new equipment tabs: etab1-3. Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 Draku, here's a storeview.lua file. I changed the column header names in the transfer window, can't have duplicates there for things to work properly. Other than that, the sorting and categories seems to also work fine in the transfer view. Going to check out your sequip now. Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 Of course that would have been too easy... the game doesn't like new categories. Can you attach your weapons.xml so I can take a look at inventoryCategory and think about it? Link to comment Share on other sites More sharing options...
drages Posted October 8, 2016 Share Posted October 8, 2016 3 minutes ago, Solver said: Of course that would have been too easy... the game doesn't like new categories. Can you attach your weapons.xml so I can take a look at inventoryCategory and think about it? Our weapons.xml got only standart inventoryCategory's to work with the game atm. I wanted to have 4 more weapon category to put not game phase or tier weapons in it like stun weapons, flamethrowers, injector.. or whatever we can have which don't have any category. And to able see melee, heavy explosives and shields with different tabs because they get messy when there is many.. big shields covers so much and it's hard to find any melee or heavy explosive together with them. Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 Okay... that should work out reasonably well. Let me see. Link to comment Share on other sites More sharing options...
Draku Posted October 8, 2016 Share Posted October 8, 2016 6 minutes ago, Solver said: Of course that would have been too easy... the game doesn't like new categories. Can you attach your weapons.xml so I can take a look at inventoryCategory and think about it? I have not changed anything in weapons.xml. In sequipview.lua I added: command = function() OnWtab1Pressed(); end, did you notice that? Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 Yes, I saw those, and already modified them, I was just thinking about the assignments in weapons.xml because those are what actually gets mapped to the tabs. But I think I have it figured out now, so it's good Link to comment Share on other sites More sharing options...
Draku Posted October 8, 2016 Share Posted October 8, 2016 1 minute ago, Solver said: Yes, I saw those, and already modified them, I was just thinking about the assignments in weapons.xml because those are what actually gets mapped to the tabs. But I think I have it figured out now, so it's good Glad to hear that Link to comment Share on other sites More sharing options...
Solver Posted October 8, 2016 Share Posted October 8, 2016 Actually that one is going really poorly, everything became a mess. Not my favourite screen. Link to comment Share on other sites More sharing options...
Charon Posted October 9, 2016 Author Share Posted October 9, 2016 If you are still working on the special mission design it would be important to only let them spawn ( however you do that ) in non-lost countries. Just like the terror ships assign their target always a non-lost one. Link to comment Share on other sites More sharing options...
Solver Posted October 9, 2016 Share Posted October 9, 2016 I've put those on hold in favour of getting another version out - need to get this done one way or another. I have completely messed up soldier equipment, so I just want to fix that and then I'll have 0.34.2 Beta posted. Link to comment Share on other sites More sharing options...
Solver Posted October 9, 2016 Share Posted October 9, 2016 Ah, okay, the major problem I'm having is actually related to the "sort order" column in items.xml. It breaks old mods. I'll try and fix, but be sure to test the sort order in the next version that I post. Link to comment Share on other sites More sharing options...
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