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Re: Windows 1.3.6 beta
Posted: Fri Dec 21, 2012 9:04 pm
by thogrinn
Wow, great, i'll take it now !!

Re: Windows 1.3.6 beta
Posted: Thu Dec 27, 2012 12:23 am
by JKos
I found another bug: position of buttons are calculated incorrectly in preview window when using onDrawSkills, onDrawStats or onDrawInventory-hooks, but in onDrawGui-hook it works correctly.
You can test it with this hook
Code: Select all
onDrawSkills = function(g)
g.color(255,255,255,200)
g.drawRect(100,100,20,20)
if g.button('test',100,100,20,20) then
print('ok',g.mouseX,g.mouseY)
else
if g.mouseDown(1) then
print('miss')
end
end
end
The actual position of the button is 171,97 in preview window.
In game it works correctly, so it's not fatal, but this bug makes gui developing pretty awkward so I hope you have the time to fix it.
Re: Windows 1.3.6 beta
Posted: Wed Jan 02, 2013 10:48 pm
by Demo_Seeker
Um, why is this thread under "Modding"? Took me quite a while to find it.
Could you pleast create a sticky thread which lists the current version of the game?
Re: Windows 1.3.6 beta
Posted: Thu Jan 03, 2013 1:06 am
by Asteroth
@Demo. I think it's because almost all of the changes are to the editor or code and thus of interest only to modders. However, yeah I can understand what you mean.
Re: Windows 1.3.6 beta
Posted: Tue Feb 05, 2013 11:16 am
by Phitt
Just wanted to say that there is a another change that is not listed currently. Light position is now affected by facing. That means if you have a light that is not in the center of a square you can rotate it using the editor, which was not possible before (only the light position in the lua script would determine the position, it would always act as if it was facing north).
I noticed this when I tested my mine mod to make some small updates and saw that the light in the 'contaminated area' is completely messed up. It was bugged all the time (v1.3) and I didn't know. Hrmph...
EDIT: Which is nice, because you can also rotate particle effects now. Which means you only have to make one effect instead of four for north, south, east and west. But it may break stuff in older mods, so if you have any mods that make use of lights or particles that aren't positioned in the center of a tile it would be good to check there aren't any bugs now.
Re: Windows 1.3.6 beta
Posted: Tue Feb 05, 2013 12:09 pm
by Montis
That should be an interesting info for the LED mod.
Re: Windows 1.3.6 beta
Posted: Tue Feb 05, 2013 1:00 pm
by Komag
thanks Phitt, I'll have to double check a few things

Re: Windows 1.3.6 beta
Posted: Tue Feb 05, 2013 2:44 pm
by petri
Oh, this must be a feature originally intended for the "new project" but it must have slipped through

Re: Windows 1.3.6 beta
Posted: Tue Feb 05, 2013 7:26 pm
by SpacialKatana
Phitt wrote: But it may break stuff in older mods, so if you have any mods that make use of lights or particles that aren't positioned in the center of a tile it would be good to check there aren't any bugs now.
I imagine my old mod 'Sever The Wicked' will be busted up badly because of this...I'd altered effects using the N/S/E/W technique, and some models too if memory serves. Shame I was thinking of digging it up.... Ah well
