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Re: Old_Message_Mod

Posted: Tue Jul 12, 2011 9:02 pm
by RebBugler
Cannot confirm the results, being as the toolbar never came back!
You need to hit the "H" button before you exit the screen. That will bring the Toolbar back. None of us were able to figure out how to toggle it on exit automatically.
And this is why I'm out of this one. It must fit within the design parameters, or it just appears like sloppy work. One click to close maintains the design flow.

Re: Old_Message_Mod

Posted: Tue Jul 12, 2011 9:11 pm
by Damned Black Hat
Cannot confirm the results, being as the toolbar never came back!
You need to hit the "H" button before you exit the screen. That will bring the Toolbar back. None of us were able to figure out how to toggle it on exit automatically.
And this is why I'm out of this one. It must fit within the design parameters, or it just appears like sloppy work. One click to close maintains the design flow.
Autosave will be a pretty good Plan B in the meantime, though.

Re: Old_Message_Mod

Posted: Tue Jul 12, 2011 9:14 pm
by born2see
And this is why I'm out of this one. It must fit within the design parameters, or it just appears like sloppy work. One click to close maintains the design flow.
I agree. But let me ask you this; Is there anyone with an intimate knowledge of the game engine who can answer the obvious question: Can you trap the close event and restore the Toolbar? If we had a definitive yes or no then it would save a lot of time and effort.

I know you and the rest of the team have more pressing things to spend your time on, but I for one would at least like a yes or no.

If it's a yes, then we'll figure it out. If it's no then we put it to rest and on to the next mod.

Just one man's opinion...

Re: Old_Message_Mod

Posted: Tue Jul 12, 2011 9:15 pm
by RebBugler
Try this. It's a little rough still but it works for me. And I believe you and I have the same problem. I don't think it will work with the B&F mod because RB has his own version of the Large Courier Screen and I think they'll conflict.

If you haven't been following the threads on this subject (and who would blame you!) this has the feature which toggles the Toolbar.

Let me know how it looks for you. If I can help, let me know. It's hard for Davinci to make adjustments because he doesn't have the same problems. Screenshots really help.

Thanks
I was in error before when I said it would not work with B&F. That was because I prioritized it. Place it below B&F in the modifications listings and it will override the B&F courier screen.
Wait, so the higher it is on the list, the more stuff will override it?
Depends on the mod's files. In this case, the same named courier graphic is called, so the last one called will override the previous one.

Re: Old_Message_Mod

Posted: Wed Jul 13, 2011 5:29 am
by Davinci
I agree. But let me ask you this; Is there anyone with an intimate knowledge of the game engine who can answer the obvious question: Can you trap the close event and restore the Toolbar? If we had a definitive yes or no then it would save a lot of time and effort.
There are only two people with the knowledge to answer this, and that is Norb, or ADukes.

What is needed is a way of having the first tooglehud activated when the toolbar is first displayed on the screen, and the second tooglehud activated when the exit\close button is pressed.

As of now, it is just one more click in a game that requires hundreds of clicks, how many clicks does it take to send a single courier message?

I'll solve this mystery, but it will probably be doing a weekend where I have a lot of free time.

davinci

Re: Old_Message_Mod

Posted: Wed Jul 13, 2011 5:13 pm
by ADukes
Yes.

Re: Old_Message_Mod

Posted: Wed Jul 13, 2011 6:33 pm
by born2see
Yes.
How one word, from the right person, can change everything. :)

Looks like D and I have our work cut out for us.

Thank you!

Re: Old_Message_Mod

Posted: Wed Jul 13, 2011 7:18 pm
by ADukes
And here's the second one: keyboard.csv

Re: Old_Message_Mod

Posted: Wed Jul 13, 2011 7:28 pm
by born2see
And here's the second one: keyboard.csv


Of course! Like my mother used to say, "if it was a snake, it would have bit you".

Thanks again.

Re: Old_Message_Mod

Posted: Thu Jul 14, 2011 12:31 am
by born2see

I'll solve this mystery, but it will probably be doing a weekend where I have a lot of free time.
All right D, your turn. I got a couple of hints from ADukes but I wasn't able to do anything with them.

For those who are new to this topic we are trying to toggle the toolbar on either a click in the Close Box or by hitting the ESC key when the Courier Message is up.

Here is what I think I know:

- The only key available when the Message screen is up is the ESC key.

- The ESC key will close the Message window or any window for that matter. This is, I believe, a default behavior.

- If there is no window up the ESC key will bring up the In Game Menu.

- The ESC key will execute whatever command is in the canbutton line of the gscreens.csv file if the Message screen is up.

- If there is a second canbutton line it will execute whatever command is associated with that line if the Message screen is up

_ The keyboard.csv file can't be part of the mod. What I mean by that is a keyboard.csv placed in the Logistics folder of the mod has no effect The game keyboard.csv file located in the ...\Work folder is the only one the game will look at. That file can be edited, as I have done since I have no keypad, but it has a global effect for any keystroke in the game. Since no keystrokes are available when the message screen is up it's a moot point anyway. Editing the ESC key in the stock keyboard.csv has no effect when the Message window is up.

- The Command commands in the gscreens.csv file are executed when the Message screen loads. I was not able to see how to execute a command based on closing the Message screen.

I could go on and on but this is what I've discovered in a nutshell.

If anyone would like to offer their suggestions they would be welcome for sure.

Admins: If this should have started a new topic, I apologize. I posted this here for the continuity of the issue.