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Wednesday, August 14, 2013 - 23:44

Awesome! More content is always welcome.

Earlier today, I started work on polishing the current alpha demo. One of my original goals (aside from redesigning the Frontier Plains) was to close off all the "Unknown Destination" spots, since they confused newer players and no modders were using them. I'll probably skip that task now, to avoid breaking compatibility with your mod.

 

Wednesday, June 26, 2013 - 07:33

The stealth effect by itself is merely a numerical stat and does not apply any visual changes to entities. While it would be cool to change the entity's opacity based on distance and the stealth stat, I don't think its feasible with plain SDL rendering. I believe SDL only supports changing the alpha of an entire surface if it's using color-keyed alpha (magic pink). And using the SDL_gfx functions would be too slow if we were using them for every entity.

Tuesday, June 25, 2013 - 09:48

I think there might be a misunderstanding. Tooltips have a maximum width and will automatically wrap text. New lines don't have to be manually added to support wrapping. I only mentioned them for cases where a modder would want to break up the description with new lines.

Here's what your above example would look like as a tooltip at fantasycore's minimum resolution, 640x480: https://goput.it/7ps.png

Monday, June 24, 2013 - 12:16

We wouldn't be able to do new line directly in the settings.txt file, since parsing would strip them out. However, tooltips DO support multiple line with "\n". So we could have multiple "description=" keys in the file, and the engine could combine them, sticking a new line in between each.

TL;DR It would work.

Monday, June 24, 2013 - 10:05

I think some minimal form of mod dependecies could be useful here. As an example, each mod could have a settings.txt file that looks something like this:

#alpha_demo/settings.txt
depends=fantasycore
description=The demo game for Flare

When enabling a mod in the config menu, we'd use depends to try sorting mods in the proper order. In the above example, we'd try to place alpha_demo after fantasycore. Then the user can re-arrange them if they plan on breaking things.

And as for your wish-list idea, we can use the description in a tooltip, since WidgetListBox supports tooltips for individual items.

Sunday, June 23, 2013 - 23:15

Alright! Yeah, the explaination for this is that we create another mods.txt in ~/.config/flare/$GAME/mods.txt. This file stores the user configured mod load order.

Sunday, June 23, 2013 - 23:14

You may need to run "make" before "sudo make install". If all else fails, you could try running the game locally instead of installing (Option 2 in the "Building and Running on Linux" instructions.

Sunday, June 23, 2013 - 14:50

Throwing in a fprintf, I see that Settings::loadMiscSettings() is only being called for one of the two misc.txt mod files, the one in fantasycore.  The one in alpha is being skipped entirely.

That sounds like its caused by what I originally described. Your mods list should look like this: http://i.imgur.com/OG4P0QQ.png

Sunday, June 23, 2013 - 04:04

First off, we've broken save compatibility quite a few times since 0.15, so you won't be able to continue using your old saves.

If you're still interested in trying a more recent version of Flare, you have two options.

1. Debian has a package for 0.18 here: http://packages.debian.org/jessie/flare. My guess it that it should work just fine with Debian-based *buntu distros.

2. Build it from source. You can get the latest version from source. See this page for instructions: http://flarerpg.org/blog/20130613

Sunday, June 23, 2013 - 03:50

Check the order of your active mods in the Configuration menu. fansasycore should be first, followed by alpha_demo. My guess is that alpha_demo is first, which would cause the engine/misc.txt file in fantasycore to overwrite the one in alpha_demo. After changing the mod order, you'll need to restart Flare, since this file is only loaded on startup.

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