modernknight1
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Yeah, and that’s where it gets a little tricky, for other keyboard localities. I think for just displaying character, like [NORMAL], it is OK because it provides for the actual ASCII value, using ascii_193, instead of char_v_. But for the character images that display on the “key map” feature, that doesn’t quite work because I don’t think there…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Perhaps because lower e is already defined in the font .ini file for [KEYBOARD_SYMBOL]:
char_e_ = 32,192,32,32
If defined more than once, either confuses things, or more likely it uses the first one it encounters.
For a bracket, I just tried this and it works:
Added to [KEYBOARD_SYMBOL] the following:
char_[ = 256,64,32,32
This actually…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
We could do that.
BTW, I found that the dot and brackets are defined in pc_init. These keycodes (keycode values are sometimes different than ASCII and are defined here https://docs.microsoft.com/en-us/office/vba/language/reference/user-interface-help/keycode-constants just have to convert hex to integer if you want to know that a dot is…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
I’m not sure I understand what you mean by “does not accept?” The PC Keyboard characters will only show on the options/keymap screen for the game because I think that’s the only place that uses that font definition. If you mean you cannot map a dot, comma, bracket key, that is because for that purpose, you first have to define the keys in…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
I don’t know why it was resized, but I can guess.
The fonts were redone by some modder on PA! awhile back and offered up. I don’t think it caught on, but MK liked it, so we just copied it into ERAS.
Comparing interface buttons from COAS to this version, it looks like they filled in the outlined version of the letters to a solid look and in the…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Correct, you can’t use the same name. This code:
iLev1Bonus = 0.5;
iLev1Bonus = 1;Will just assign variable iLev1Bonus to .5, but the very next line will just replace its value with 1, so that’s what you will get.
You can replace the values like you show:
iLev1Bonus = 0.5;
iLev2Bonus = 1;
iLev3Bonus = 2;
iLev4Bonus = 3;
iLev12Bonus =…[Read more] -
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
This engine work is enough of a pain in the ass to resolve problems that should have never passed testing back in 2009…why would I want to torture myself with another problem child? LOL
Anyway, can you just grab it from an old copy you have already, or update from Itch? I’m not sure, but I would imagine if you remove the files from where Itch…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
It is a little messy, but I’ll try to explain as best I’ve deduced.
First, I have no idea why FONT_1, FONT_2 and FONT_3 files are there. They do appear to be unused anywhere in the game and on my COAS cd circa 2009, those files are dated 2002, so my guess is they were copied there from maybe previous versions of this game and just left there for…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
The value added is determined by the result of function SetCharacterSkillByItem in the line:
skillN = skillN + SetCharacterSkillByItem(_refCharacter, skillName, SKILL_LEADERSHIP, "jewelry3_2", iLev2Bonus);
The SKILL_LEADERSHIP and other skill types are defined in characterscharacters.h and determine where the item bonus will apply in the…[Read more]
-
Jeffrey replied to the topic BUGS and Fixes in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
It’s a new feature to prevent clicking through a conversation by mistake.
If you accidentally double-click (or multiples beyond) to start a conversation, you would actually start and click the first response without being able to read what happened. Also, sometimes in the midst of a fight, the enemy might start a conversation and if you are…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Find the item description in RESOURCEINItexts…ItemsDescribe. Example:
itmname_jewelry3_2 {Order of the Golden Fleece}
[Read more]
itmdescr_jewelry3_2 {
A rare find, but not too uncommon among senior Spanish government officials or military officers - captains, Admirals or Generals. Tucked away in a fine suede leather bag is a Spanish medal of office… -
Jeffrey replied to the topic GOF ERAs Mod 2 Latest Download in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Updates on Itch:
Maelstrom
Performance enhancements:
* Remove extraneous/unneeded ray tracing
* collide trace
* cannon tracing
* spyglass
* Crosshair targeting
* Island
* Rain drops
Script runtime compiler crash fix
Dialog first select delay feature
ERAS II
Alarm Stop fixes
TradeToTeam bug fix
Fix cabin OnLoad/money/items…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Because there is no such definition for JEWELRY_ITEM_TYPE.
The valid types are:
#define GUN_ITEM_TYPE
#define BLADE_ITEM_TYPE
#define SPYGLASS_ITEM_TYPE
#define PATENT_ITEM_TYPE
#define CIRASS_ITEM_TYPE
#define MAPS_ITEM_TYPE
#define HEAD_ITEM_TYPEBut if you want to remove all the generic items a character got during the creation method,…[Read more]
-
Vincent replied to the topic New features and changes I'd like to see added in future updates in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Hey, MK, sorry about your dog. Our first dog, Katey, died of cancer as well a few years ago, so I know a bit of what you’re going through. Sorry for your loss, but it’s good that you’ve found something to help you deal with the sadness.
On a brighter note, I do like the new sloop skin. I will admit, though, that it does seem a little hard to…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
I don’t know what program you are using to save it, but the formatting message must be specific to the program you are using, because I don’t see such a message.
Make sure you keep the break; statement at the end, before the next case, and every statement has a semicolon. Here is the complete block, also showing the next case statement for…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
Weird. Looks like something to do with the copy/paste of double quotes is the problem.
Notice on some they are slanted/curled
“pistol56”
and other are just straight vertical"pistol56"
. Turns out when you pasted the slanted/curled into the code source, the game can’t compile them. They all have to be the straight kind:""
I found this by cop…[Read more]
-
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 6 months ago
The ship is still there because you need an “else” block for the GenerateShip line, otherwise it executes and creates the ship anyway after you set to SHIP_NOTUSED. Also should probably equip the other gun.
if(sti(chr.index) == GetMainCharacterIndex()) {
[Read more]
chr.Ship.Type = SHIP_NOTUSED;
RemoveOfficerEquip(chr, GUN_ITEM_TYPE);
}
else… -
Jeffrey replied to the topic Technical Questions in the forum GOF Eras Module 2 download & discussion board 5 years, 7 months ago
They have another gun because the hero gets equipment based on the hero type in initMainCharacterItem(), before GrantHeroSpecifics (not every character is handled in GrantHeroSpecifics, so this ensures they all get a gun of some type).
If you want to remove the gun and ship, do so in their case block of GrantHeroSpecifics. If they don’t have a…[Read more]
-
Jeffrey replied to the topic GOF ERAs Mod 2 Latest Download in the forum GOF Eras Module 2 download & discussion board 5 years, 7 months ago
Maelstrom Update
FMOD update to version 1.10.13 – 05/08/2019 Studio API minor release (build 102169)
Add Ptc file name for output during teleport log
Crash fix for char model location test
FMOD crash fix
Change dialog first/last name space-append
Add ambient light to character model
Fix crash locator array
ERAS Update
Fix treasure map…[Read more]
-
Jeffrey replied to the topic BUGS and Fixes in the forum GOF Eras Module 2 download & discussion board 5 years, 7 months ago
That system log helped; the last line specified the exact problem. Doesn’t always do that, but this time told us the problem. That crash issue is fixed and will be in next update.
Balandra sails also corrected.
Thanks.
- Load More
by