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Re: New GUI scripting concepts and foundation

Posted: Sat Dec 29, 2012 5:36 pm
by Neikun
Ahh, thanks Petri. I didn't realize.

To others: http://www.grimrock.net/modding/asset-d ... reference/ ctrl+f: gui

Re: New GUI scripting concepts and foundation

Posted: Sat Dec 29, 2012 5:49 pm
by Xanathar

Code: Select all

The font rendering system is the same on all platforms and does not do kerning.
Thanks Petri!

Re: New GUI scripting concepts and foundation

Posted: Sat Dec 29, 2012 11:31 pm
by JKos
I pushed a new version which includes a spell_book script entity for development purposes, I hope that spell book script is complex enough to bring out the possible flaws on grimwidgets.
I also wanted to do/show something concrete and visual to keep the interest up.

Here is the screenshot: https://docs.google.com/file/d/0B7cR7sc ... JKZWc/edit
(it's unpolished yet)
And anyone can test it by downloading the grimwidgets from github.

Spell book is shown automatically when mage skills tab is opened. Clicking the spell name does't work correctly on preview window (the button location is bit off to the right), because of this bug: viewtopic.php?f=14&t=4530&start=30#p48751

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 12:32 am
by thomson
Awesome! It works for me, but I've found a bug. It's easy to reproduce. Open mage inventory, then go to skills. Spellbook shows up. Click on a spell. Runes for that spell will show up. Now right click on non-mage champion. The book will disappear, but the runes will still be shown.

I'm looking at the code. Let's see if I'll be able to fix that.

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 12:43 am
by thomson
Ok, that wasn't that hard. :) Bug fixed.

Hmmm, perhaps it's time for me to create something that uses the framework, too. I'll work on creating a compass. Something like EOB1 - visible as part of GUI, rather than on hand item.

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 2:50 am
by thomson
Compass has been implemented. It is possible to enable it in one of 3 modes: always visible, toggled with a 'c' key or shown only when 'c' is pressed. The code to implement this is pretty minimal.

I'm a software engineer, not an artist. I just took a photo from a book published in 1607 called The Seaman's Secrets. All possible copyrights expired literally ages ago, and it's public domain now :)
If someone manages to find a better compass image, please let us know.
Screenshot: compass

The code is very simple. See script located at 21,13 (a bit over 10 lines of code with many comments).

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 3:08 am
by Komag
while I may be amenable to the concept of an on-screen compass, it would need to be pretty tiny and non-obtrusive for me to actually use it. but nice proof of concept, good work :)

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 4:42 am
by germanny
That compass is classy! I will make graphics for it. If you want.

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 4:49 am
by germanny
Here is one. Selfmade, the model exists.
Image

Re: New GUI scripting concepts and foundation

Posted: Sun Dec 30, 2012 11:59 am
by Asteroth
germanny wrote:Here is one. Selfmade, the model exists.
You frighten me your modelling is so good germanny. We are blessed to have an actual 3d artist helping us. (Quick from whence do you get your dark powers?!)