northstar wrote:ahh... my bad mike... i think i'm referring more to the scripting 'language' for both the menus and for rpg games... the UI is beautiful, i love it, and the fixes really give it dimension... but but... for example, i'm still typing newent critter into the console be-cause the index slider doesn't work...
Thanks for the heads up, I clearly didn't consider the consequences of turning about 4 or 5 of the various types into dynamic templates
and if i use the old tutorial for rpg scripting, half of the commands (or so) no longer exist, they have been changed to fit into the new UI...
Wrong, they would've been changed even without the shift to the new UI system.
but as far as the many hours of fun i had writing my own newgui's... well all of that is gone and useless...
Unfortunate really, if it was possible to do some sort of "compatibility layer" I would've. Things just completely fallen apart when it comes to more dynamic menus and when it came to closing them via cleargui...
Having the two living side by side is just... silly...
(like what the heck is a blip?)
technical term for a thingie (another technical term) on a radar :obviously:
Actually the definition talks about a short, sharp, beep. Like what a radar would do if it detected something.
but i'm not really an authority on anything, i'm not a programmer (like what the heck is a blip?) so i probably don't know what i'm talking about most of the time... but as an end-user... and the fact that this is only my third day of game scripting... well there's really no place to get 2.8 info (besides here)
It looks like kddekadenz converted my tutorial to use the new syntax (props to him), but other than that, there's basically just tidbits of outdated information available for 2.7.0.
Anyways, you may want to pick up on enough C/C++ so you can parse the COMMAND macros in rpgscript.cpp, rpgconfig.cpp and rpgcamera.cpp, until we leave Alpha and enter beta with the RPG, documentation made by me will be almost non-existent.
so i will probably build my game in 2.7 and finish it in 2.8 (i can make cutscenes in 2.7 easy, but not in 2.8 [ it says command doesn't exist] )... like i say, i don't know much, but i do know that alot of stuff in 2.7 is just... gone... for rpg...
You're wrong again, things haven't gone missing... well, they have... but they were replaced by other, better, and more flexible things.
The cutscene subsystem is one of them, it was completely rewritten; the syntax, rules, and format have completely changed in regards to them.
For starters, you no longer reference cutscenes by index via an alias, but by the name of their script.
Another big change is the introduction of gradient functions, which basically define how the fade goes from 0 -> 1 or from 1 -> 0,
Also "containers" where introduced, this has the ability to group onscreen elements together (ie, so text is always drawn above slides or something in the background), as well as run various transformation on them, like rotate, scaling and translation, etc.
The new format for declarations use cs_* instead of r_cutscene, since the cutscene system is rather generic and can be integrated into the other game modules with little effort.
"mystara's" intro had a rather slipshod conversion to the new system, and there's also an example "death" cutscene in the base and default subdirectories.