kdau on 17/8/2013 at 03:54
Thanks for noticing and relocating! Ricebug is still getting settled at his new host. I have updated the first post accordingly.
General news: I've been working on some background stuff for the module that will make it much easier for me to add more in the future. It won't affect FM authors too much, but it will include true inheritance of Design Note parameters and improved color interpolation (e.g. in fog transitions). Version 0.7.0 is still coming, but will have mostly small additions to existing scripts. Version 0.9.0 will follow with the other scripts previously discussed. Then I'll be shifting gears to work on my own long-delayed mission for a while, while making small updates to KDScript as needed. Remember: please let me know if you enter beta testing on a mission using KDScript, both so that I can help if needed and so that I can take the "beta" label off KDScript itself! :)
Quote Posted by Daraan
Only thing that I'm missing is a more simple HUD overlay trap that when turned on displayed a defined bitmap with x,y offset.
Hmm. I should just be able to create a simplified version of KDStatMeter that does that. I'll add it to the future list.
Quote Posted by Daraan
Just an idea but maybe you want to consider it: If you adjust for example values like stat_meter_width or stat_meter_height so that they use a defined percentage of the screen instead of a fixed pixel width that would have the advantage that it looks nearly the same for all resolutions. I experienced such a problem a longer time ago in an old indie game I got a new monitor and then it looked kinda messed up. Also I think there could be problems with this method when mappers make their HUD for nicely for widescreen but with none widescreen monitors there will be overlaps or the screen is just to tiny.
There is an option d3d_disp_scaled_2d_overlay in cam_ext.cfg that scales the HUD based on the resolution. I haven't experimented with it enough, actually, so I'll do that. The option is disabled by default, but an FM should be able to include it in a custom dark.cfg. If that's not a good enough option, it wouldn't be too much trouble to start taking percentages in stat_meter_width et al.
kdau on 1/9/2013 at 07:24
I'm pleased to announce version 0.7.0. As noted above, the changes here are mostly behind the scenes, but I would appreciate anyone who is using the module to test this version and confirm that nothing has become broken. KDScript now has <a href="http://kdau.github.io/KDScript/">a web site</a> with an online version of the documentation, including <a href="http://kdau.github.io/KDScript/">a new "Quick Start" section</a> with step-by-step tutorials. The specific changes in this version are as follows:
* <strong>The module now requires the new support library <code>ThiefLib.osl</code> instead of <code>DH2.osl</code>.</strong>
* <code>KDCarried</code>: The pickable pocket count will now be reduced just after sim, but only when a <em>Contains</em>-linked object has <code>inert_until_dropped=true</code>.
* <code>KDCarrier</code>: The AI will now send messages just after the beginning of the knockout or death sequence, instead of at the end; thanks to The Watcher for suggesting the technique used.
* <code>KDJunkTool</code>: The tool's player arm model, if any, will now be displayed while it is carried. Any previously selected weapon will now be reselected when tool is dropped.
* <code>KDQuestArrow</code>: The arrow can now be optionally limited to a certain range of distance from the player.
* <code>KDRenewable</code>: The threshold and frequency are now preferably specified in parameters, though backwards compatibility has been kept. Created objects' physics models can now be optionally left intact.
* <code>KDSubtitledVO</code>: Align the start time of the sound and subtitle more precisely.
* <code>KDToolSight</code>: A stack of tool sight objects can now be optionally deselected when one is thrown. <em>(This is intended for scouting orbs.)</em>
* <code>KDTrapWeather</code>: The radius, opacity, brightness, and wind speed/direction of the precipitation can now be changed as well.
* <strong>All KDScript <a href="http://kdau.github.io/KDScript/parameters.html">Design Note parameters</a> are now individually inheritable.</strong>
* As such, HUD element scripts no longer check an object named <code>CustomHUD</code> for their parameters; instead, set those default parameter values on a sufficiently high-level archetype.
* <strong>All KDScript Design Note parameters can now vary by difficulty (see the documentation).</strong>
* All color transitions and gradients are now calculated more smoothly (in the <a href="http://en.wikipedia.org/wiki/Lab_color_space">CIE L*a*b* color space</a>).
* Fog and weather transitions now offer a <a href="http://kdau.github.io/KDScript/rendering-effects.html#transitions">range of curves</a> other than linear (as in Public Scripts' <code>TrapPhantom</code>).
* The entire module has been rebuilt on top of my new ThiefLib wrapper library. While major changes have been noted above, there may be other minor differences in behavior from previous versions.
LarryG on 1/9/2013 at 10:00
:thumb::thumb::thumb:
Notesthes on 1/9/2013 at 10:18
I really like this script. Since I saw the mission changer in you chess game, I want to be able to do this, too. And now I can! :D Thank you!
I played the version 0.7.0. These are the differences, I noticed (to 0.5.0):
- The aristo woman stands in the air (only an adjustment thing, I think).
- The purse now drops earlier; that is better, I think.
- The new moss arrows are appearing faster. And the quest arrow appears, if you are nearer. (Just mention this for the sake of completeness.)
So, everything works fine for me. :)
fibanocci on 1/9/2013 at 10:32
It's working just fine (win xp)
:)
MysteryMan on 4/9/2013 at 02:07
Nice fog properties KD! KDTrapFog :thumb:
Notesthes on 8/9/2013 at 19:37
Er, I have a little question (perhaps I am still not DromEd-y enough, or it is simply a language barriere)... I do not understand KDSyncGlobalFog.
What does it do exactly? What does it mean, it "keeps colour or distance of global fog synchronized with the current room's fog zone"? I do not understand "synchronized" in this context for some reason. It would be very nice if someone could explain it to me...
kdau on 8/9/2013 at 23:30
I'm glad that version 0.7.0 is working for everyone. :) The next version is underway, with some actual new scripts as indicated. (Right now I'm doing some work on A Nice Game of Chess 2 to help test the various new features I'm working on for KDScript.)
Quote Posted by Notesthes
Er, I have a little question (perhaps I am still not DromEd-y enough, or it is simply a language barriere)... I do not understand KDSyncGlobalFog.
What does it do exactly? What does it mean, it "keeps colour or distance of global fog synchronized with the current room's fog zone"? I do not understand "synchronized" in this context for some reason. It would be very nice if someone could explain it to me...
When Le Corbeau added zone-based fog to NewDark, they weren't able to change the NewSky system to use the fog zones. Instead, NewSky always uses the global fog setting. (See the "IMPORTANT" paragraph in the "Fog Zones" section of modders_notes.txt.) For some missions, this is not a problem, but for others it means that the fog on objects and terrain would not match the fog on the sky. KDSyncGlobalFog takes care of that by changing the global fog settings (on the sky) to match the settings of whatever fog zone the player is currently inside. The global settings are updated whenever the player moves into a new fog zone, and whenever KDTrapFog (if it's being used) changes the zone settings.
Notesthes on 9/9/2013 at 08:12
Aha, I undestand. Thank you for the explanation. :)