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Topic: Better Weapon Info test
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673f9cc24e8dfZylonBane

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Download updated.
- Now dims the UNLOAD button label when a weapon has no ammo loaded.
- The "weapon has not been modified" string is now configurable in the string file.
- Now works with melee weapons.



This required a small amount of gamesys hackery, since melee weapons normally don't do anything when right-clicked. Displaying the psi sword stats was a bit of a nightmare to implement because it's a power, not an object. To display its stats you have to right-click the psi amp while psi sword is selected or activated.

673f9cc24eb2cvoodoo47

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hmm, looks much more cut down when I try to display it. also there is a really flickery panel refresh happening when I click one of the arrow buttons on the rapier infopanel. I'll try to capture a vid a bit later. //here we go - note it's not happening with the shotgun.

https://www.youtube.com/watch?v=YGaPeEqD9Qw

also, about that unload button dimming - pretty neat but creates a discrepancy, as the reload button does not do that.
[rap_simple.jpg expired]
« Last Edit: 08. October 2024, 14:50:59 by voodoo47 »

673f9cc24ee3eZylonBane

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hmm, looks much more cut down when I try to display it.
See that button in the lower right?
also there is a really flickery panel refresh happening when I click one of the arrow buttons on the rapier infopanel.
Whoops. That's the script crashing due to an out of bounds error when attempting to scroll unscrollable text. Fixed, download updated.

673f9cc24ef5evoodoo47

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ooh, sneaky button. pretty sure at least 1% of players is going to figure that one out all by themselves.

yup, no more panel flicker, good fix.

don't see any "weapon has not been modified" string anywhere though?

673f9cc24f170voodoo47

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'kaaay.

anyways, strings done? will update the CZ translation if so.

673f9cc24f490ZylonBane

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Until someone thinks of some other information they want crammed into this thing.

also, about that unload button dimming - pretty neat but creates a discrepancy, as the reload button does not do that.
A reload button in any game that greyed out when you're fully loaded would be really damn weird. Reloading should always be a valid action attempt.

673f9cc24f7b6Nameless Voice

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ooh, sneaky button. pretty sure at least 1% of players is going to figure that one out all by themselves.

I don't think I'd ever notice that button, and if I did I'd probably assume it switched to the description of then next object in your inventory.

673f9cc24f8adZylonBane

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I assure you all, it will be documented when this releases.

673f9cc24f9b4voodoo47

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the expanded info being the default state could work better, perhaps. and then people who want to see less info despite installing a mod that exists solely to show more info could click the button to do just that.
Acknowledged by: Nameless Voice

673f9cc24fae2ZylonBane

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Noooooooooo. In the collapsed state you can see all of a weapon's stats at a glance. The expanded view is just for people who want to know WHY some stats are boosted.

Just because the purpose of this mod is to provide more info doesn't mean it abdicates its responsibility as a UI element to be somewhat aesthetically pleasant. "SHOVE IT ALL DOWN THEIR FACE HOLE" is not the way to go.

673f9cc24fbf8Nameless Voice

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Okay, it probably wasn't the best idea to focus so much on the laser rapier in the last round of screenshots, since that weapon has only one stat.

673f9cc24fd2cZylonBane

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That's a good point. I can see how posting a picture of melee weapon stats might not have been the best choice to accompany an update in which the major new feature was the addition of melee weapon stats.

673f9cc24fe25voodoo47

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systemshock.org kids, 50% awesomeness and 50% sarcasm.

673f9cc250070ZylonBane

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Download updated.
- Various code cleanup
- Weapons with no minimum equip requirements (in vanilla just the wrench) now display their weapon category with level 0 as the requirement instead of "None". This ensures that the weapon category is always displayed.
- Added a full readme
- Added handling of Adrenaline Overproduction to melee weapon damage calculations, which also required...
- Added handling of Recursive Psi (since Adrenaline bonus is based on PSI level)
- Added full implementation of proposed mod MFD interoperability protocols

RoSo, you should review the description of the proposed mod interop protocol in the readme. While it may seem a bit much to propose an entire generic architecture when there's currently only two mods that would benefit from it, once SS2EE is released we might see an uptick in modding activity, so it would be good to establish some standards.



I don't think I was ever fully aware of how insane the Adrenaline Overproduction bonus can be.

It's kind of funny how Strength is just added on for calculating melee damage. You'd think it would be the most important stat for melee, but nope.

Fun Fact: The internal ID for Recursive Psionic Amplification is "PsiPsi".

673f9cc250366sarge945

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Adrenaline Overproduction? More like Adrenaline Overpowered.

Also, don't forget to add the Trade Mark (™) symbol after Lethal Weapon.

673f9cc25049cvoodoo47

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well, I never really tried to run the numbers, but I was fully aware you can one shot (or rather, whack) rumblers, and if you can do that, then you are kinda op.

also power armor + both psi shields and they will be doing like 1 point of damage, so you can go grab a coffee and don't even have to pause the game. for you are become death, the destroyer of worms.

673f9cc250660ZylonBane

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Download updated.
- Fixed melee weapon damage not updating while Adrenaline Overproduction active and equipping/unequipping wormskin armor.
- Improved bitmap handling code so the same bitmap can be used for multiple buttons. So no more need to have two copies of identical bitmaps for the setting and unload buttons.
- Added a feature that attempts to prevent the weapon stats from jumping up and down as you toggle the weapon setting, which can have different numbers of lines for the description. Only works if you've scrolled down enough lines for it to do its thing.
- Word wrapping will now preserve the indentation of detailed info lines.
- Commented and slightly reorganized the string file.
- Added a feature, activated by setting a value in the string file, that will switch to a localization test mode. The MFD for any weapon will then display a test report that contains every string in the string file.

And with that, this simple little "Hey let's display some of the internal weapon stats" mod has exceeded two thousand lines of code, making it by a wide margin the largest non-SHTUP mod I've ever created for SS2. Oh well, at least we're finally in the home stretch! Until someone asks for SecMod compatibility!

673f9cc250760sarge945

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Wow, 2000 lines!

*chuckles internally*

673f9cc2509f6ZylonBane

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the expanded info being the default state could work better, perhaps.
Addendum to this: The "more info" mode is persistent. Like, really persistent. It gets saved to a qvar. So if anyone prefers this mode, they only have to switch it on once for the entire game.

673f9cc250b16voodoo47

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and clicking a button once shouldn't be a problem, that's why we have SCP enable the minimap automatically once the player gets out of the starting area.

eeh ok, shouldn't matter too much either way.

673f9cc250c58ZylonBane

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SCP turning on the minimap isn't a labor-saving move, it's a "players don't even know it exists" move. Unlike the More Info button in this mod, which is plainly visible at all times, and will be prominently featured in the documentation and screenshots. Anyone who's too dense to access it after all that is probably just some Pokémodder who installed it without even knowing what it does. I couldn't care less about that group.

673f9cc250e98ZylonBane

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Well, how about a more illustrative button. Is this any better? Looks a bit too pixel art to me but with 9x9 pixels to work with there's only so much you can do beyond simple shapes or characters.

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