Capt Qbert
Forum Replies Created
-
AuthorPosts
-
-
September 21, 2017 at 4:17 pm #4898Capt QbertParticipant
Hi Jeffrey/MK,
I have been messing around with the battle and land interface.c files in order to get the right hand side text font (such as location/colony name/date/ammo/etc) larger (1.7) and a bit moved to the left (168 IIRC) since when the colony name is long and/or the date is long (such as ‘September’), the text gets cut off on the right side.
FYI….I am playing in 1600×900 mode since in 1920×1080 the text is just too small (yes, I wear glasses). I have only upped the font and changed positions for these 2 areas (top right text in battle and land) and ship names, etc on the left but is there a way to ‘globally’ increase the font size? I understand positioning changes are more complicated as they are handled item by item and positions may need to differ from screen res to screen res if I read earlier posts correctly.
Would you guys be interested in seeing my battle and land interface.c files for 1600×900? I think with a bit more tweaking, those could also be applied for font size/positioning in 1920×1080 res but you guys are the experts. I would be happy to look @ the positioning/font size for other areas of the UI, but would need guidance or a list on what files/lines affect what text/positions/areas in the game.
I’d love to play in 19820×1080 res but font is just too small in parts of the UI for this old pirate. 🙂
Let me know how I can help if not too complicated.
Cheers,
CQ- This reply was modified 7 years, 1 month ago by Capt Qbert.
-
September 19, 2017 at 5:57 pm #4856Capt QbertParticipant
Hi Jeffery,
When you have a moment, can you clarify what to download from MEGA to have the latest in place…I got a bit confused as to the additional files posted there recently due to user feedback/corrections on this thread. I want the latest, but don’t want to mess up my install, and I probably will if I wing it on my own…
My ERAs game is currently running using the following:
1. All of the 700mb files from your 8/9 load
2. Update.zip but older than the 9/18 one just created (I think it was from 8/26 or something like that).Questions:
1. To update to the latest, I need to download the latest Update.zip and install of course…but what about the EngineUpdate.zip and the TextureFix.zip? Do I just download those 2 zips and let them over-write anything in my install folder after applying the Update.zip?2. Is there a specific order these 2 zips should be installed into my folder?
3. Is there anything I need to do after installing the additional zip files (such as hitting F4, etc…I saw posts about uncommenting some code but not sure if that was specific to chris gardner’s cannon issue…and that is where I started to get confused…if I even need to do this)?
4. Will I need to start a new game or can I continue to wreak havok with my current save?
I do not have the boarding issue, but I have the ‘at night, buildings and islands shine like in daylight’ one so was hoping to resolve that one mostly.
Thanks as always!
CQ- This reply was modified 7 years, 1 month ago by Capt Qbert.
-
September 18, 2017 at 7:07 pm #4849Capt QbertParticipant
Ok, another Q…
I found an ‘Armillary’ while looting some bodies last night and it gives +10 to ‘Intellect’. Huh, what is this?
I can’t find any reference to an intellect skill or ability for your character (or any effect this may have on him when in his inventory). Is the Armillary an item planned for the future or a left-over from the early days of this game?
Just super curious about this item and if it usable? …thanks in advance for any info!
CQ
- This reply was modified 7 years, 1 month ago by Capt Qbert.
-
September 8, 2017 at 4:08 pm #4832Capt QbertParticipant
CQ Bug Report #2
Issue: Missing NPC texture after hitting F9 to re-load game? (aka Blueman group wannabe)
Repro Steps: Not sure how to get this to reproduce as I have only seen it occur twice since I started playing ERAs about 2 months ago so it is not prevalent. Looks like a texture failed to load? See attached screen cap. 🙂
Tested on: Windows 10 PC running @ 1600×900 resolution
- This reply was modified 7 years, 2 months ago by Capt Qbert.
- This reply was modified 7 years, 2 months ago by Capt Qbert.
-
September 5, 2017 at 11:54 pm #4773Capt QbertParticipant
CQ Bug Report #1
Issue: Text Overlap in list of ships
Repro Steps:
1. Need to have a ship with a long name such as ‘Early Spanish Galeon’.
2. Hit F2 and click over and get to the Ships tab
3. Notice for any long ship names, the text overlaps the ‘Class X’ textTested on: Windows 10 PC running @ 1600×900* resolution
* I will test again @ 1920×1080 res to see if an issue, but any res lower than 1600×900 will have the issue and probably worse.
- This reply was modified 7 years, 2 months ago by Capt Qbert.
-
September 5, 2017 at 4:35 pm #4760Capt QbertParticipant
Ok, just 1 question today captains…
When I give my officers books & items to increase their ship skills, how do those stack up?
Specifically, I gave an officer whom I was going to assign as captain of a captured ship a book with +10 Nav and 2 items as well (one with +10 Nav and the other one with +30 Nav IIRC). So that would = +50 Nav, but when I check him out after assigning him to his ship, it only shows +30 Nav to his Navigation skill. Is it supposed to be this way or am I missing something/is this a bug?
Tnx guys!
CQ- This reply was modified 7 years, 2 months ago by Capt Qbert.
-
September 25, 2017 at 3:53 pm #4924Capt QbertParticipant
Cool stuff! Yeah, I’ve used that color picker site before (or a similar one). Thanks for the info on the programmer calc mode, that is very helpful and a timesaver.
Gonna experiment some more tonight.
-
September 23, 2017 at 4:40 pm #4914Capt QbertParticipant
Hey Jeffrey, I copied over the tavern value into the cave and dungeon lines and am very happy with how they both look now. It’s not perfect, but seems a better ambiance and much darker than before. Thx for the instruction!
Cheers,
CQ- This reply was modified 7 years, 1 month ago by Capt Qbert.
- This reply was modified 7 years, 1 month ago by Capt Qbert.
- This reply was modified 7 years, 1 month ago by Capt Qbert.
-
September 21, 2017 at 6:36 pm #4903Capt QbertParticipant
Cool…and I fully defer to Orazio on his insights. I did like the darker/yellow atmosphere it created but agree on the shadow nuance if I understand that correctly.
Thanks for the info on the loader.c code, I’m gonna experiment tonight!
-
September 23, 2017 at 4:34 pm #4912Capt QbertParticipant
BTW…I set the font size to 1.8 for all the 1.5 ones, changed the delay to 10 sec and made the text orange…very happy with the results!
Tnx Jeffrey!
- This reply was modified 7 years, 1 month ago by Capt Qbert.
-
September 21, 2017 at 6:16 pm #4902Capt QbertParticipant
Yep, I had a feeling that was the case, no worries! I’ll continue to experiment around…it’s kind of like finding treasure when you get it to work the way you want it to so all good!
One last question if you know….where is the code for the scrolling text at top middle…the one that appears and disappears when an update occurs to your log or rats eat your food, etc? I want to make that bigger and last longer too if possible before it fades.
Tnx as always,
CQ -
September 21, 2017 at 3:55 pm #4895Capt QbertParticipant
Hey Jeffrey,
Regarding: “I also started playing with that new ambient light feature that was broken in the original COAS scripts, and if you get the newer script files you can check out and comment about the firelight ambiance changes in the tavern and the darker caves/dungeon.”
As for the Taverns: I really like what you did with the ambient lighting!…it’s darker and more yellow-ish than before. I think it is fine as is but if you want to refine it a little bit more, my only suggestion would be to make the tavern a little bit darker if you want. Even in the daytime, those taverns back then were pretty dark, dusty and musky affairs so this would seem in line with the feel.
As for the darker caves/dungeons: I only visited the one near Puerto Bello (or however it is spelled) last night and it was very dark (I think it was a mine actually)…I could only see the torches with no light emanation and kept bumping into walls. I did not mess with my options to turn up Gamma or anything, but I may need to do that when I go back tonight (it was getting late so I did not test thoroughly). Can you direct me to what file(s) affect mines/dungeons/etc and what lines of code to look @ so I can up the lighting/emanation a bit to help test?…but if too complex to explain or do, no biggie, I know you are busy.
Thanks,
CQ- This reply was modified 7 years, 1 month ago by Capt Qbert.
- This reply was modified 7 years, 1 month ago by Capt Qbert.
-
September 19, 2017 at 6:57 pm #4859Capt QbertParticipant
Thanks for the clarifications Jeffrey, you are the best man!
– Yeah, no transparent textures for me btw.
– Ok, will dnld and install just the latest Update.zip, no prob on the time and bandwidth for me once I get home tonight. 🙂
– Cool! I will check out and let you know my thoughts on the firelight ambiance changes in tavern, etc in the next day or so.
If there is anything else I can help test for you, I’ll be happy to return the favor.
Cheers mate,
CQ -
September 18, 2017 at 9:07 pm #4852Capt QbertParticipant
Thank you as always Jeffrey, I’ll put it back in my characters inventory and check it out again tonight.
Strong wind and grog to you,
CQ -
September 5, 2017 at 7:58 pm #4772Capt QbertParticipant
Aha! I totally forgot that it was a setting that could be changed in the Options menu…thanks guys!!!
I actually like it the way it is but thought it might be a bug so reported just in case. The full bonus setting gives to many skill points so I will leave it as is.
Cheers Capts,
CQ
-
-
AuthorPosts
by