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Messages - Wizard

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16
Tools and Modifications / Re: GUI Theme Maker
« on: July 22, 2015, 09:16:49 pm »
I made a C specific programming mistake in converting 32bit numbers to little endian. That was the reason for FRMs reporting faulty fields. I guess FRM support no longer qualifies as rough :)

Should have said, "either that, or the other thing, or I did a mistake".

17
Tools and Modifications / Re: GUI Theme Maker
« on: July 22, 2015, 08:35:57 pm »
I'll also release source code when I've got atleast a basic working GUI Interface Maker.

18
Tools and Modifications / Re: GUI Theme Maker
« on: July 22, 2015, 08:34:00 pm »
I got rough FRM viewer. It's because documentation is scarce, and the one I've been reading is thankfully less faulty than correct. Either that or FRMs do not particularly follow their specification (I guess it's reverse engineered, what to expect?). For single frame FRMs, the file header fields report 100% correctly. Though the animations, they tend to have incorrect header fields. However, Width and Height fields have so far always been correct.

Appreciate if anyone got documentation on the FRM file format, otherwise, I'll satisfy with this rough implementation based on: http://falloutmods.wikia.com/wiki/FRM_File_Format

I can display both static and animated FRMs currently.

Now I move on to .fofrm support, which should be no problem.

19
Tools and Modifications / Re: GUI Theme Maker
« on: July 21, 2015, 10:43:52 am »
TNX. Got the color.pal.

In the JSON file, it seems that you do not plan on reading exisitng INI files? Because what would be the point of a JSON file if that's true? Is this true? Do you plan on only making the application able to write INI files? You can load entire INI files into memory, then process them, that's not inefficient and they are usually not very big. Well, I don't know anything about JavaScript except how it looks like.

20
Tools and Modifications / Re: GUI Theme Maker
« on: July 19, 2015, 07:09:24 pm »
AHH, It's Polish :facepalm

It looks interesting. I'm not sure what you're doing with that JSON file, is it to serve as a database for the meanings of the INI variables?

I have a similar thing, I call it descriptions.ini (uses same format as faction.ini/default.ini), but it does nothing but pop up a tooltip to the user.

Currently I am implementing FRM viewer, but I am unsure where I can find the palette file (color.pal) used by FOnline. Do you know?

Did you convert FRM to PNG? Is that done during runtime or prehand using external tools?

21
Tools and Modifications / Re: GUI Theme Maker
« on: July 19, 2015, 08:57:40 am »
Hello,
a month ago I also started a similar project, but recently I had no time to finish it.
When I'm done - I share in the forum.
http://forum.fonline-reloaded.net/index.php?topic=5992.msg61331#msg61331

What language are you going to write your program? I write in JavaScript.

Really? Coincidence :)
Unfortunately I don't understand Russian, so I cannot read that post you linked.
I am writing in C, desktop App. I am having trouble interpretting the INI, without a reference to the meanings of the individual variables within it, I cannot for certain make a stable application without very time consuming trial and error first.

I would propose that we merge our code into a repository, but I don't think JavaScript and C would be very compatible.

22
Tools and Modifications / Re: GUI Theme Maker
« on: July 18, 2015, 08:29:17 am »
TNX. That's not rude to me.

23
Off-topic discussions / Re: Fallout4 by muslim
« on: July 17, 2015, 08:48:07 pm »
It's only logical to expect it be different by different developers.
The difference is isometric perspective, dialouge and combat system.
Story remains good. Graphics are immersive. The feel is very different, as I think is intended. Two very different games, both with same name and same graphics styles and histories. One thing bethesda has enhanced is the feel of wandering a wasteland and exploration. Fallout > 2 appeals to many more than Fallout < 3.

24
Tools and Modifications / GUI Theme Maker
« on: July 17, 2015, 08:25:41 pm »
I'm writing an application to automatically write faction.ini/default.ini in intrface\ folder by dragging PNGs and FRMs visually in a desktop window. Basically got an ini reader/writer and the basic dragging of pixmaps on the screen. Only thing remaining is interpretting the parameters within the ini files. A couple things i've noticed,

The first word, the one that begins with a capital letter, denotes which interface category a parameter belongs to, ie, IntMain, IntAim both belong to the main game interface because they are prefixed with *Int*.

  * .*Pic     = filename to PNG or FRM
  * .*PicDn = filename to PNG or FRM while *button* is activated
  * .*X        = X coordinate
  * .*Y        = Y coordinate
  * .*StepX = X pixels, draw image denoted by another variable at a space of N pixels towards the X direction, ie, horizontally
  * .*StepY = same as StepX, except Y direction, ie, vertically
  * .*

What is, OffsX and OffsY? Are there any tips as to how to interpret the parameters within the ini files?
Or should I manually map them all to mean things?

How do you, the FOnline developers extend the game interface? Is that possible through Angel Script? If that's true then I would assume that you are responsible for the naming conventions of these parameters within the ini files. Can you elaborate to me or give me a lookup table for their meanings?

25
Tools and Modifications / Re: Light PvP (Interface)
« on: July 13, 2015, 01:22:03 am »
TNX for feedback.

I am coding 640x480 support for the vanilla interface (login screen, world map).

Looking to release V2, but I require the skills of a graphics artist to make decent interface elements.

PM me if you're interested, we'll discuss how it'll be rendered-- I code, You draw.

26
Tools and Modifications / Re: Light PvP (Interface)
« on: July 11, 2015, 09:30:30 pm »
Thanks! this is the only interface I can get to work as some reason when I download any of the others they are in a .rar format and they just dont work for me lol. Only think I'd do to improve it would be have a transparent menu~ other than that very good

7zip is an Open Source and gratis software to unrar archives.

27
Tools and Modifications / Re: Display carry weight in main HUD
« on: March 11, 2015, 04:22:45 am »
If i remember correctly, then one can still use the cursor to move the character while on the inventory screen, right? However, one cannot push buttons belonging to the main interface.
So, if you're fine with having zero buttons on your main interface and having to push the key I every time you enter the game, as well as having to push I to get into the PipBoy, Character Screen and FixBoy, etc... and then to Push I again to get the Carry Weight displayed again. It's doable, but that means sacrificing buttons and ease of use. It's just to replace the graphic files for the inventory screen with a .PNG file containing one transparent pixel, then hide all the output strings away from the screen or set their sizes to zero (if possible), and then display the carry weight (as it's only displayable once the user enters the inventory screen). Using this method, your inventory screen'd be pretty useless too. I'd recommend to adapt the inventory screen to use it as your main interface, as then it'd look better as well as you'd get the inventory screen functionality. I've yet to confirm whether this would work, but assuming one can still move the character around and target critters/players, i don't see why.

If you don't know how to modify the look of interfaces, there's hard to find documentation. The best way is to search the internet for the little information you can, then open up an already existing interface to start tweaking variables, then launch the game to see what that particular variable does, then repeat until you've got all the variables you're looking for. I remember only a couple of things about interfaces.


  • resolution WIDTH HEIGHT #allows you to specify changes to variables for a particular resolution
  • variables use the following syntax: identifier value1 value2 value3 ...
  • usually variables take their arguments as images (paths to images) or as coordinates
  • inside the interface folder, the variables are put either in default.ini or faction.ini
  • you enable an interface by specifying the path to it's folder in "FOnline Reloaded\DataFiles.cfg"

28
Closed suggestions / Re: Fix the crit table
« on: February 01, 2015, 09:52:42 pm »
If you have a slight imagination you'll discover that a critical hit means you hit certain areas of the enemy. Not just the Head, Eyes... etc, but also smaller parts of the head and eyes, like a specific spot on the eye that is not well protected, and therefore causes extra damage.

29
Barter / Re: WTT Stuff
« on: January 31, 2015, 01:04:07 pm »
I'll trade anything on the list for either PE,LK,AG or ST implant.

How about 15 -AP Sniper Rifles?

30
Barter / Re: WTT Stuff
« on: January 28, 2015, 04:54:21 pm »
I want the Police Armors and Cookies. I can offer -ap weapons and such sorts, caps if interested

I could need -AP Sniper Rifles, got any of those?

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