tag:blogger.com,1999:blog-7141124720215848450.post7455205704242627483..comments2023-11-02T02:31:06.930-07:00Comments on Obsidian Programmer: So far for 1.05Unknownnoreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7141124720215848450.post-5331238926578746172007-04-02T11:36:00.000-07:002007-04-02T11:36:00.000-07:00Excellent. Looking forward to 1.05 final -- your ...Excellent. Looking forward to 1.05 final -- your efforts are greatly appreciated.<BR/><BR/>Thanks again.Heedhttps://www.blogger.com/profile/02657652241180185617noreply@blogger.comtag:blogger.com,1999:blog-7141124720215848450.post-44934039164200795412007-04-02T10:58:00.000-07:002007-04-02T10:58:00.000-07:00Thanks for mentioning that. We actually found out ...Thanks for mentioning that. We actually found out about that internally regarding the 1.05 beta. I've confirmed with QA today that we have fixed that issue for the final version of the 1.05 patch, which should be coming out soon. :)Rich Taylorhttps://www.blogger.com/profile/08520693823980282130noreply@blogger.comtag:blogger.com,1999:blog-7141124720215848450.post-4216670276232837492007-04-01T07:29:00.000-07:002007-04-01T07:29:00.000-07:00Hey again, Rich.I've had a chance to play with 1.0...Hey again, Rich.<BR/><BR/>I've had a chance to play with 1.05 beta a bit and there's a problem with the toolset reading the label column in placeables.2da, at least:<BR/><BR/>It does read the label column but it doesn't display what it has read in the dropdown list of available appearances. That is, the label column text shows for a placeable under its appearance tab if that appearance was already chosen for the placeable. But if you open the dropdown appearance list it's not shown on the list and therefore can't actually be chosen.<BR/><BR/>At first I thought the label column wasn't being read at all, but when I switched a placeables.2da over to remove the temporary sttref's I was using I realized that it is being read but is just not appearing on the appearance listing.<BR/><BR/>Not sure if there's supposed to be full functionality for this feature yet, but I figured I would let you know.<BR/><BR/>Thanks.Heedhttps://www.blogger.com/profile/02657652241180185617noreply@blogger.comtag:blogger.com,1999:blog-7141124720215848450.post-23245112202480208292007-02-19T10:14:00.000-08:002007-02-19T10:14:00.000-08:00Oh!, cool.No, that looks great. I didn't realize ...Oh!, cool.<BR/><BR/>No, that looks great. I didn't realize that by calling DisplayGUIScreen() using an .xml filename that I could also assign a screen name tag. I thought it was an either/or case where if I specified an .xml filename then there would be no screen name tag available for that GUI object.<BR/><BR/>These are great additions, thanks again.Heedhttps://www.blogger.com/profile/02657652241180185617noreply@blogger.comtag:blogger.com,1999:blog-7141124720215848450.post-78597335602507833202007-02-19T09:25:00.000-08:002007-02-19T09:25:00.000-08:00While it won't be a problem to add that ability to...While it won't be a problem to add that ability to GUI functions that load files (DisplayGUIScreen, DisplayMessageBox, etc), script functions that perform operations on existing GUIs should stick to using the Screen Tag you specified when you opened them.<BR/><BR/>For example, if I use<BR/>DisplayGUIScreen( "My_Custom_Screen", "mycustomscreen.xml" );<BR/><BR/>I can then use<BR/>CloseGUIScreen( "My_Custom_Screen" );<BR/><BR/>and it will work fine.<BR/><BR/>Since you define the Screen Tag for your custom GUI, you should be able to perform the rest of the operations on it via the Screen Tag. <BR/><BR/>If that doesn't seem like it would work out, let me know and I can explore other options, but it seems like it would be fine to me.Rich Taylorhttps://www.blogger.com/profile/08520693823980282130noreply@blogger.comtag:blogger.com,1999:blog-7141124720215848450.post-6222593715904290902007-02-18T11:31:00.000-08:002007-02-18T11:31:00.000-08:00Hey Rich.I love the blog, lots of great info. I w...Hey Rich.<BR/><BR/>I love the blog, lots of great info. I was wondering if the changes to DisplayGUIScreen() were also going to filter through to the other GUI script functions?<BR/><BR/>I've been working on GUI stuff lately and having the .xml file looked up instead of the constant in the ingamegui.ini would be really helpful as well for the GUI functions like DisplayMessageBox() (I'd like to design my own message box styles), CloseGUIScreen() (if we can open it by xml file name we should be able to close it) and so on.<BR/><BR/>Basically, once we can call up a GUI screen by xml file name we pretty much need the other GUI script functions to be able to refernce the xml file name as well.<BR/><BR/>Thanks.Heedhttps://www.blogger.com/profile/02657652241180185617noreply@blogger.com