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Original: 1/8 = 0.125

For 32 rows/columns: 1/32 = 0.03125

Thanks, let's try!

What about the engine code I sent you in the post above?

And another question: you have recently made support for various image formats, but the engine contains calls to all the same .tga.tx textures. Is it possible for you to make the call from the engine not only .tga.tx? This would greatly simplify batch conversion of all textures and models in the game. Thanks in advance!
Best regards, LEOPARD!

(+1)

OK, the new Maelstrom update now uses the technique for GUI adjustment in that scaling code you sent.  It will use that new method if interfaces.ini contains:

resizeFactor = 1.0

If resizeFactor is omitted, or a value greater than 1.0, then it will use my old method of scaling, and also use the noresize values to determine screen positioning/sizing.

However, I did notice that this method gets bad results for image scrolls that use bAbsoluteRectangle.  So if you set resizeFactor 1.0, I suggest also fixing defaultode.ini:

[SCROLLIMAGE]

;bAbsoluteRectangle    = 5
bAbsoluteRectangle    = 0

Also, some of the GUI screens like itemsbox.ini specify values that need changing, like itemsbox.ini:

[ONE_ITEMSLIST]
;bAbsoluteRectangle = 4

[TWO_ITEMSLIST]
;bAbsoluteRectangle = 4

So if you use this new scaling that uses the method you sent, you will be responsible for fixing some of the other sizing issues that use the absolute position feature, because that feature specifically tells the GUI element to retain its size and position from the edges of the Global Rectangle, which is the outer screen resolution.  I did not change anything with that feature, but when I added the code for that scaling like you gave me, that absolute position skewed some of the elements, but that is because it is asking to align to the right and left of the Global Rectangle, which works fine in 800x600, but will skew wider resolutions.  What they really wanted for some of those bAbsoluteRectangle positions is actually relative position, which works for 800x600 and the wider, resized resolutions obtained with this code, so just remove the badly sized/positions like shown in itemsbox.ini.


The engine does have some hardcoded calls to .tga.tx within the source, but only a few and I am not going to change those.  The overwhelming majority of texture calls are specified in the .gm models, or the script code and they all contain the .tga extension, it is not automatic.  The modder is responsible for changing all the .gm model files and scripts from .tga to whatever texture files they want, not the engine...it doesn't know.  The engine will still search for whatever texture filename is sent, plus .tx first, because many of the old scripts and the model files contain just the .tga extension, so that feature needs to stay to support them.  But if not found, the engine will search for the same filename you sent, less the .tx extension.  So if you send texturefile.tga as the texture name, the engine tries to load texturefile.tga.tx first, then texturefile.tga.  If you send texturefile.dds as the texture name, the engine will look for texturefile.dds.tx first, and if not found, search for texturefile.dds, which it will load.  The engine does not automatically assume they are all .tga.tx, you have to change your models and scripts to use the different file names and extensions you want.

(2 edits)

Thank you for such a massive update!
I checked at different resolutions, the picture is the same everywhere, but the fonts are stretched. This is the only nuance.

Another question of interest is: is it possible to put different text on the global map and in the sea and how best to do it?

FHD


4:3




I also wanted to ask you. How did you edit the particles? Is there a publicly available program for editing them? Or how to edit them at all?
I just love graphics and a lot of experience with it. I want to try to improve the effects, as well as add different effects for abilities.

(+1)

The Maelstrom update today fixed some small issues in the GUI placement for things like the Title, because I found some cases in the code that were not properly ignoring the old method of resizing aspect when resizeFactor = 1.0.  It was supposed to ignore my old way of doing the calculation if that option was specified in interfaces.ini, but it wasn't for some of the elements.  That is now fixed.

For worldmap labels, the islands.gm needs to contain a locator in the "labels" group, where the name matches the worldmap init attributes:

worldMap.labels.Pirates_town.locator = "Pirates_town";

islands.gm contains a label, group "label" name "pirates_town"

If the two match, it should display the label at the coordinates for the locator.

I did not edit the particles.  The particles where probably made in the Maya modeling program and exported in the game format with a plugin like the .gm files.  But nobody I know has that plugin since the original developers do not appear to have released it, like they did the .gm exporter.  Since I know what the game format for particles consists of, since the source for the file reading is available to me, I did add a way to read the .xps files into the game, then export them all as .xml so that the values can be read by humans.  There is also a start.ini method to tell Maelstrom to read the .xml particle files I exported, instead of the .xps files.  This would allow someone to edit the .xml values instead, to achieve different particle effects.  But, I don't know what any of the values do or what effect they would have on the particle effect in the game.  So I have not edited any of them, but if someone knows what the values do, or wanted to experiment by changing the .xml files, with the new start.ini option, they would be able to try out new values and alter the effects.  Start.ini option to use them:

useXMLParticles = 1

(1 edit)

Thank you so much for your efforts and your work in general!
Everything is perfect with interfaces now!

It remains to be understood what is wrong with shaders on the water at sea. They are static.


And where to get the particles themselves?

I don't know of anything about the sea shaders because that is unchanged and remains original.

Particle files are in:  RESOURCE\Particles

Good time!
I am accidentally in the GOF ERAS fashion, you have a bat file in your textures folder for batch conversion. But it needs TextureWrite.exe to work. Do you happen to have such a program?

Good time!

We had a serious problem in some locations. This is due to the water treatments in Tenochtitlan and LSC.
The fact is that there is some kind of incomprehensible failure. Either in animations, or with locations, or something else. We cannot understand.
I also tested GOF ERAS2 and COAS 1.3.0 on your mods. There is absolutely the same situation. I will attach the screenshots below.




COAS 1.3.0


...and here is a shot I made just today ERAS:

Also today, GOF:


I don't know what causes your problem.

This is DX9 specific
This is the setting Render.SeaEffect = true; does not work correctly on DX9.
Here are screenshots below

DX8 32bit


DX9 32bit/64bit