Tychon
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You just want to give me work now don't you, heh. At any rate, yes, I am alive and yes I am still working on DE. No, I don't have any updates ready, sorry. Real life caught up with me a bit and I got a little burnt out, so I'm a bit behind. However, I do have some stuff written up, and I am of course looking for ways to improve the project. At any rate, here's a little write up of what is guaranteed to be in the next release. No I don't have a release date, there's still a bit of work that needs doing, and there are some other things that I want to see if I can squeeze them in the next release. First new feature, limited or complete removal of indexes. It's still a bit too early to say if this can be completely removed, but the new system will limit the amount of indexes required. So far I can assure no more "boxing" will be required, that is.. // Control0 // ~Control0 If anything, it will be one line at the end of a control, like so. // ~ControlName While this isn't perfect, it is much nicer, in my opinion. But who knows, I may think of a solution to nicely remove indexes all together. We'll see. Second feature, multi dialog support. No more working on one dialog per EXT. The next release will support as many dialogs as are in the EXT, and of course however many controls are in the dialogs. Third feature, colors! I know this really isn't terribly important, but I have had some requests for it, so this is going to make it in the next release. Just basic stuff, no alpha blending unfortunately. Fourth feature, internal resources. That is, the DE will understand that RscButton will have a SoundEnter, SoundPush, SoundClick, and that RscText will have a font, sizeEx, and colorText properties. Whether or not these resources will be editable still remains to be seen, but I intend to make them custom definable. I.E., you give it the name, and DE understands it throughout the EXT. Fifth "feature". A reworked layout. I'm tired of that immobile box look with the little tab. So I have a new MDI window based layout for DE. In simpler terms, you get a couple windows that you can move around inside the main window. All the previous features are guaranteed to make it into the DE in one form or another. Of course several of these will be completely new to the DE, so as always, new bugs may be introduced so please be patient with me. Also, I'm going to attempt to give the dialogs a more "true to life" feel to them. That is, text controls will actually be text, image controls will actually display an image, and buttons will have the button text on the face. No guarantees on this, but I'll try to get it in anyways. Happy?
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Alright, I'm doing some major tweaking on the code, so there won't be an update tomorrow. Maybe sometime this weekend, but we'll see how that goes. I'm hoping these fixes will help in many areas. You as the user might not see a whole lot of difference, but it will make the code far more clean and modular, which means updating or adding things will be easier and faster. However, this doesn't mean there won't be any new features in the next update. I do have some things planned, but it's too early to really say what will make it in and what won't, so I'm not going to list them. Oh well, you'll see them when I release v0.12 at any rate. The version should give an idea of the amount of updates and features I'm hoping to add in. But again, we'll see.
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No guarantees, but sometime tonite or tomorrow, you may see the first basic rendition of loading already created dialogs. It'll probably be ugly at first, but here's to hoping that I can get it done soon.
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Well given the relative rate of time I spend on my computer versus the time I spend being around humans, yes, I am a machine.
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Yay, v0.11 of DE is finished! I got tired of all the letters, figured it'd had enough updates to merit a number, heh. Same download link as usual, so I won't paste it here. At any rate, here's what's been updated. Â -> Several more tiny math tweaks. I fiddle with this a lot, can you tell? Â -> Customizable control hints. Hints can now have specific parameters, or a control can have no hint at all, it's up to you. Â -> Edit menu. Right click in edit mode now brings up a popup menu, allowing for more potential use in edit mode. Â -> Layer control. This only affects display in the EDITOR though, this will not affect your OFP dialogs. Being as this update has quite a few new features, please be on the lookout for any glitchs, the possibility of them is higher in this release than most of the past releases.
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After fiddling with some annoying code for the past couple hours, I've come to discover that opacity control won't be easily done without some major writing to the control. So, it is unlikely that transparency will be implemented any time soon. It probably will make it in at some point, but that will take a bit of work, so until the important stuff is finished, that will have to wait. Unless it's in high demand or such, of course. As for the layering, that's coming along alright - I may have a release out with that sometime in a couple hours. Maybe.
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Search before asking. Weapons on ground
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I am working on opacity and such, but this will be implemented along with coloring - so that won't be available just yet. But I am looking at layer settings of controls and such, so the user can custom stack controls and such. And what I meant by custom hints was a selection of check boxes for things such as X, Y, W, H, resource type, things of that nature. So a person could just have the name in the hint of one control, the name, width, and resource in another, and so on and so forth. Just a thought.
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Well, I'm not really going to add in the actual types, as that would force the user to use the define CT_SLIDER, for example. But as for hints, how about in the insert box I add a little panel that lets you decide what will be added into the hint for that control you're creating? It'll require a little rewrite, I'll need to add some extra data properties to the objects that represent the controls, but it can be done. Plus if I add in these properties it would pave the way for greater.. control, over controls, for later on.
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v0.10c is now available here. Right click on the link and click 'Save Target As..' to download. Â -> Several math tweaks, hopefully it will be slightly more accurate. Â -> Updated the control hint. Hints will now display name, as well as X and Y positions. Â -> Updated the painting, thanks to Spinor's suggestions which gave me some ideas. You can now paint starting with either the bottom-right or the top-left corners. Also, you can right click to cancel a current paint process - that is, if you've clicked once, simply right click to undo your first click. Â -> Also Spinor's suggestion, controls no longer require a type to be defined after. Being as names are automatically created, no parameters are required at all.
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Probably, you could assign the parameter to a local variable, then use that variable, instead of directly using the parameter. I don't know if that works, I haven't tested it. Just a thought.
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Edit: D'oh, I thought that was in reference to manual resizing. Actually, that may work as far as placement goes, I will try it out later on. But as for manual resizing, I discovered an interesting little thing. While 0.25 may not work, 0.250 does. Go figure. So for now, just add an extra 0 if you need a number like that. I dunno why the hell it does that.
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I need this music for my missions and...
Tychon replied to peanuckle_00's topic in OFP : MISSION EDITING & SCRIPTING
That site is in SWF format - meaning you won't have the music in your temp directory, as the music is imbedded inside the Flash file. You would need to have Flash MX and open up the SWF file, and extract the music from it. -
Ack, I found a nasty little bug in the manual resizing code. At the moment, your control may disappear if you use a perfectly even W or H value. Such as 0.1 or 0.25 for example. Simply add on a few extra small numbers, such as 0.2500126, and it should work. Don't worry, I'm working on fixing this, but it may take a little bit.
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Who is the best special forces soldier in the worl
Tychon replied to Polishdude's topic in OFP : MISSION EDITING & SCRIPTING
Not meanin' to be rude or anything, but I think this would have been much better placed in the Off-Topic forum.