seventyfour on 13/7/2013 at 17:47
Quote Posted by kdau
This is the best use of KDStatMeter that one could possibly conceive of. :laff::thumb: Would you mind if I linked to that video in future versions of the documentation?
I don't mind, go ahead. I'd like to see the day when FMs start implementing this as a fundamental gameplay feature. :cheeky:
sNeaksieGarrett on 13/7/2013 at 22:40
seventyfour: :laff:
DrK on 14/7/2013 at 08:03
Quote Posted by seventyfour
On a lighter note, now we finally have an intuitive way to indicate how many whole deer legs Garrett manages to stuff himself with.
Chewing is overrated.
Fantastic :laff:
Sliptip on 14/7/2013 at 11:22
KDQuestArrow Question
I added KDQuestArrow to the "Physical" archetype just for kicks. Now everything has a quest arrow except anything created with the RenewableResource script (from miss16.osm).
Is that possible to fix? Mind you, I'm probably the only one that'd ever be important for.
Do you think it'd ever be possible to have it show the distance to the target?
kdau on 14/7/2013 at 21:56
Quote Posted by Sliptip
I added KDQuestArrow to the "Physical" archetype just for kicks. Now everything has a quest arrow except anything created with the RenewableResource script (from miss16.osm).
Is that possible to fix? Mind you, I'm probably the only one that'd ever be important for.
Hmm. That actually reveals another facet of the engine's weird script-instance-replacing behavior. I've hacked at it more, and I think I've fixed <del>99%</del> <ins>90%*</ins> of the disappearing HUD element problems now.
Memo to future game developers: If you replace one instance of a class with another for no apparent reason, it would be polite to at least notify them.<ins>* It still happens when a HUD element script is placed directly on an AI object and that AI is killed or knocked out.</ins>
By the way, the RenewableResource script does unspeakable things to the Scripts property, often leading to doubling of object behaviors (e.g. rope and vine arrows created with the script deploy two ropes or two vines when they impact, making it impossible to jump off without removing them). Do you use it a lot? I could easily create a replacement version that isn't so ill-behaved.
Quote:
Do you think it'd ever be possible to have it show the distance to the target?
My original spec had distance indicated by the opacity of the arrow, but the subsystem that does opacity and scaling turns out to have issues. Would you want to show distance as part of the label (e.g. "Hidden Treasure (23 ft)"), by gradation of the label/symbol color, by choosing a different image frame (like with KDStatMeter), by scaling a symbol (but not text or bitmap image), or by some mixture of these?
Sliptip on 15/7/2013 at 01:56
I do use the RenewableResource script a lot actually. If it's not too much trouble to make a better one I'd certainly use it instead. Would I be able to simply swap it for the RenewableResource script or do you think further set-up would be necessary?
I feel guilty asking this . . . but in the spirit of improving some of the old scripts: Have you ever taken a look at the miss16 LoudSpeakerRelay script? That one is really useful but devastatingly buggy. It's the script that broadcasts Karras's speech. It seems to stop working at random. I suspect its when you're out of range of a speaker when it plays a schema or when too many sounds play at once and overide the currently playing schema. Either way, I'd really like to use that script in multiple missions - but in every case it'll break the mission if it fails to play :(
Please don't feel obliged to look into that script unless your feeling really charitable! You're already working wonders as it is!
As for the Quest arrow range display, I didn't really have a specific application in mind, but I was thinking of the range being displayed in numbers (eg. HiddenTreasure (23ft)). I think that'd be pretty cool - though I am working primarily on a sci-fi campaign and am not sure how useful it would be for most taffers.
kdau on 15/7/2013 at 02:49
Quote Posted by Sliptip
I do use the RenewableResource script a lot actually. If it's not too much trouble to make a better one I'd certainly use it instead. Would I be able to simply swap it for the RenewableResource script or do you think further set-up would be necessary?
It should be directly swappable. The only issue would be if you rely on getting a TurnOn message back to the managing object after the created object is picked up. That's the part that creates all the Scripts property trouble, and I'll have to either leave it out (preferred) or replace it with a less crazy method.
Quote:
I feel guilty asking this . . . but in the spirit of improving some of the old scripts: Have you ever taken a look at the miss16 LoudSpeakerRelay script? That one is really useful but devastatingly buggy. It's the script that broadcasts Karras's speech. It seems to stop working at random. I suspect its when you're out of range of a speaker when it plays a schema or when too many sounds play at once and overide the currently playing schema. Either way, I'd really like to use that script in multiple missions - but in every case it'll break the mission if it fails to play :(
Please don't feel obliged to look into that script unless your feeling really charitable! You're already working wonders as it is!
Funny you should ask. My abandoned first mission had a sci-fi element, and I happen to already have a spec written for a proper loudspeaker script. I'll put it on the list for the version after next.
Quote:
As for the Quest arrow range display, I didn't really have a specific application in mind, but I was thinking of the range being displayed in numbers (eg. HiddenTreasure (23ft)). I think that'd be pretty cool - though I am working primarily on a sci-fi campaign and am not sure how useful it would be for most taffers.
Ah good, "in the label" is the easiest option. Can do.
Sliptip on 15/7/2013 at 11:10
Fantastic! Very good news indeed :D
kdau on 17/7/2013 at 17:11
Presenting version 0.5.0: halfway (theoretically) to a final release!
For anyone using HUD elements: most of the disappearing issues have been fixed. In the course of that, the KDCustomHUD script is no longer needed and has been removed. It is still possible to place parameter defaults on an object named CustomHUD, but ScriptParams links with the data CustomHUD are no longer consulted.
Sliptip, please note the new KDRenewable script. In addition to fixing the bugs with RenewableResource, this script understands Transmute links in addition to the standard crystal types. It should work as a drop-in replacement.
Also new are the KDOptionalReverse script, text labels for KDStatMeter, support for TG/T1, improved documentation, and various minor fixes. More to come...
Sliptip on 17/7/2013 at 18:58
Awesome - thanks kdau!
I will test these out tonight. One question though - what's the transmute link for?