2.50 RC2
#136
Posted 06 August 2011 - 07:47 AM
#137
Posted 08 August 2011 - 04:24 AM
#138
Posted 08 August 2011 - 05:24 AM
Are features still being added? Is there a possibility of the string editor getting a spellchecker in the future? I'm usually decent at spelling things, but sometimes I slip up. It's really embarrassing to notice a glaring typo in LQftH all this time after release...
But that would annoy me all the way, when I write german strings or costum names for places and such.
Personally, I hope there wont be more features (except costum fonts, maybe)
#139
Posted 08 August 2011 - 05:25 AM
But that would annoy me all the way, when I write german strings or costum names for places and such.
Personally, I hope there wont be more features (except costum fonts, maybe)
Usually stuff like that is toggleable. So like you could turn it off.
#140
Posted 08 August 2011 - 08:07 AM
#141
Posted 10 August 2011 - 04:46 AM
I can't seem to open RC2 on Ubuntu (running Natty Narwal 11.04) and I keep getting a "There is no application for executable files" message...what does it mean? Do I need some other application/plugin to run RC2?
#142
Posted 10 August 2011 - 08:36 AM
#143
Posted 10 August 2011 - 09:29 PM
Is there still a problem with drawing functions skipping frames at all?
#144
Posted 10 August 2011 - 09:39 PM
Would it be too hard to make a tab for Link's climbing sprites (Like ladders)? And when a "Climb" combo is used, his items are disabled on it and the climb sprites are used? I think it would be very helpful to questmakers
Edited by Jared, 10 August 2011 - 09:39 PM.
#146
Posted 10 August 2011 - 10:12 PM
{
Screen->FastTile(6, 0, 0, tile, 0, 128);
Screen->DrawString(6, 0, 16, FONT_Z1, 1, 0, TF_NORMAL, str, 128);
tile++;
Waitframe();
}
And I've noticed that while the tile does appear during those two frames, it doesn't update. It just repeats the previous tile.
Not in 2.50. That's too much to add at this point.
#147
Posted 10 August 2011 - 10:41 PM
I've been checking it out with something like this...
{
Screen->FastTile(6, 0, 0, tile, 0, 128);
Screen->DrawString(6, 0, 16, FONT_Z1, 1, 0, TF_NORMAL, str, 128);
tile++;
Waitframe();
}
Hrm.. I'm looking at it right now. If it is just the separate drawing buffers (aka DrawString) not working I was going to simply re-write the screen_drawing_commands to be a proper container that can hold dynamic pointers. But there is obviously something else going on there. For example, this is why DrawString draws nothing and FastTile is never updated:
//line 8289 link.cpp ...also line 10178. >_>
memset(script_drawing_commands, 0, MAX_SCRIPT_DRAWING_COMMANDS*SCRIPT_DRAWING_COMMAND_VARIABLES*sizeof(int));
draw_container.drawstring.clear();
also appears in advanceframe() and blackscr() AND game_loop(). . @_@
..But wait, there's more: Call in the next 2 minutes and get a free bag of "why didn't the script update the buffer and draw FastTile an extra time each frame?".
...So yeah, I don't know what you want to do with this.
edit: Funny isn't it? The assumption I had was DrawString didn't work in this case, but it turns out it's everything but DrawString that doesn't work!! Hahahahhhaaaaa!!1!!11
Classic.
#148
Posted 11 August 2011 - 12:06 AM
#149
Posted 11 August 2011 - 09:04 AM
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