[Ohrrpgce] SVN: james/10377 Add support in battle for UI colors for Damage, Heal, Absorb, Poison, an

Ralph Versteegen teeemcee at gmail.com
Tue May 15 04:19:32 PDT 2018


On 15 May 2018 at 23:14, Ralph Versteegen <teeemcee at gmail.com> wrote:

>
>
> On 15 May 2018 at 23:01, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>> OK. Might as well add UI colors as an option too, making use of
>> ColorIndex()!
>>
>> I decided to work on some more savefile stuff instead of changing the
>> harm text color. In the process, I noticed that in some games the harm text
>> UI colours, and also other recent UI colors aren't getting initialised
>> correctly!
>> For example, http://castleparadox.com/gamelist-display.php?game=850
>> This game has no uicolors.bin lump. All colours after vehicle shadow get
>> initialised to garbage.
>>
>
> Wow... I thought the stat assignment screen in this game was suspiciously
> buggy for a game with such well-written scripts. And odd that the game is
> so blank when you start.
> Turns out, this game is utterly broken in current nightlies! It seems a
> critical intro script (loadsave?) isn't getting called. It plays fine with
> Ubersetzung.
>
Argh, Ubersetzung crashed on me in READGLOBALSTRING. I wonder, should I
investigate this bug :P


>
>
>>
>> On 15 May 2018 at 14:02, James Paige <Bob at hamsterrepublic.com> wrote:
>>
>>> We could change it still. I won't have time to change it myself before
>>> tonight's nightly build, but I can change it tomorrow easily, and we can
>>> add a note in the IMPORTANT nightly text file.
>>>
>>>
>>> On Monday, May 14, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>>
>>>>
>>>>
>>>> On 15 May 2018 at 13:08, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>>>
>>>>> This is great! I know Surlaw has been begging for this for years.
>>>>>
>>>>> Note, we have a problem with text slice colors. Unfortunately text and
>>>>> other slices were implemented with 0=default color, 1-255=color from master
>>>>> palette, and <=-1 typically meaning a UI color. (Implemented by ColorIndex
>>>>> in loading.rbas, until recently called SliceColr)
>>>>> This means that color 0 is not an option! In order to allow converting
>>>>> menus to slices in the future, I used the same color numbering scheme for
>>>>> menu item colors. I decided being able to use color 0 doesn't actually
>>>>> matter much. This does actually have an advantage: the master palette
>>>>> colors aren't offset by one, so you don't have to remember to add/subtract
>>>>> one when manipulating slice or menu item colors in a script, which I'm sure
>>>>> would trip many people up. And color 0 is often available as uiBackground
>>>>> anyway.
>>>>>
>>>>> The same problem now exists with converting damage text in battles to
>>>>> text slices, which now seems to be impossible.
>>>>>
>>>>
>>>> Well, I guess it would be possible to find the nearest match to color 0
>>>> amongst colors 1-255. The same hack that's also done with uiShadow, which
>>>> can't be 0.
>>>>
>>>>
>>>>>
>>>>> On 15 May 2018 at 10:45, <subversion at hamsterrepublic.com> wrote:
>>>>>
>>>>>> james
>>>>>> 2018-05-14 15:45:06 -0700 (Mon, 14 May 2018)
>>>>>> 79
>>>>>> Add support in battle for UI colors for Damage, Heal, Absorb, Poison,
>>>>>> and Regen
>>>>>> ---
>>>>>> U   wip/bmod.bi
>>>>>> U   wip/bmod.rbas
>>>>>> U   wip/bmodsubs.bas
>>>>>> U   wip/whatsnew.txt
>>>>>> _______________________________________________
>>>>>> Ohrrpgce mailing list
>>>>>> ohrrpgce at lists.motherhamster.org
>>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherh
>>>>>> amster.org
>>>>>>
>>>>>
>>>>>
>>>>
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>>>
>>
>
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