ToME: the Tales of Maj'Eyal

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PostPosted: Sun Mar 16, 2014 12:40 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
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grayswandir wrote:
I could have sworn I had the newest version. Everything's in working order now, sorry for the trouble.

No worries. It was a pretty recent update and not on Steam.

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PostPosted: Wed Mar 19, 2014 9:33 pm 
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Uruivellas

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+ Fixed spacing on golem's level-up screen.

And Steam is working again. Apparently all I needed to do was enable the Steam dev console in order to look over its shoulder, because I can't think of anything else that changed over the course of 10 minutes. Either that or it knew that DG was watching.

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PostPosted: Thu Mar 20, 2014 10:03 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
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DG, any chance of getting the UI tweaks in the game itself? Stopping the toon from hiding under the hotbar would be very useful...

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PostPosted: Fri Mar 21, 2014 2:02 pm 
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Uruivellas

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Some recent additions:

• Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed my antimagic shield going down one too many times.) I've included a couple versions of the sound, including silence.
• Added "Blood of Life" notation to the character sheet if you have it flowing in your veins.
• When viewing the alchemist quest, shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This only applies to characters who start the quest after this update.
• Inventory and Store scrollbars will remember their positions.
• Summoned creatures will display the number of turns they have remaining on their party portraits and tooltip text.
• Sustains with values will display them on their buff icons, such as Doomed's Deflection.

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PostPosted: Fri Mar 21, 2014 6:20 pm 
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Yeek

Joined: Fri Mar 07, 2014 9:20 am
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New version seems pretty cool, but I'm having some strangeness with font sizes. I have my font set to the simpler one and the size set to 15, and the chat font (which i'm guessing is different from everything else) is overtaking everything else.

Attachment:
marson-fonts.png
marson-fonts.png [ 166.48 KiB | Viewed 1272 times ]


Seperate font size box for the chat window, option to make it use the same font face, or some math to regulate the size of these fonts together?


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PostPosted: Fri Mar 21, 2014 6:38 pm 
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Yeek

Joined: Fri Mar 07, 2014 9:20 am
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Hmm, and this is what happens at font size 15 with the fantasy type font. Now the chat is in yet another font and now it's smaller than the main font. I think the tooltip is a little smaller than main too too. O.o

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PostPosted: Fri Mar 21, 2014 6:56 pm 
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Uruivellas

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Hmm... It scales ok on mine. Are you using the Classic HUD style? I haven't really done much with that one yet. A bunch of this may work with it, but there are specific bits that are only implemented on Minimalist.

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PostPosted: Fri Mar 21, 2014 7:01 pm 
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Uruivellas

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Scratch that. The game log and chat logs scale differently for some reason. I'll take a closer look.

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PostPosted: Sat Mar 22, 2014 1:39 am 
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Uruivellas

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I ran around the code like a chicken with its head off, but I finally found the #@$!-er.

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PostPosted: Mon Mar 24, 2014 10:35 pm 
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Uruivellas

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+ In addition to No Hiding and Original, added a Centered option that forces your avatar to obey the Scroll Distance setting. If high enough, your avatar will always stay in the center of the viewport.
(Set on the Gameplay tab under Game Options.)

+ Added a Preview Talents button on the character creation screen. This will allow you to view the stats and talents of the current race/class combo without generating a new game.

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PostPosted: Mon Mar 24, 2014 10:52 pm 
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Wayist

Joined: Sun Mar 09, 2014 1:28 am
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Marson wrote:
+ In addition to No Hiding and Original, added a Centered option that forces your avatar to obey the Scroll Distance setting. If high enough, your avatar will always stay in the center of the viewport.


good job, this needs to be in the main release!


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PostPosted: Tue Mar 25, 2014 8:45 am 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
Posts: 394
dyze wrote:
good job, this needs to be in the main release!


Very much so. This one and the i500.


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PostPosted: Tue Mar 25, 2014 9:37 am 
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Sher'Tul Godslayer

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Chat text entry field seems to be bold, but the cursor spacing looks like it's for non-bold text. Could you harmonize those?

Thanks!

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PostPosted: Tue Mar 25, 2014 1:40 pm 
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Uruivellas

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Doctornull wrote:
Chat text entry field seems to be bold, but the cursor spacing looks like it's for non-bold text.


At first I didn't see what you meant, as the cursor follows the text fine on mine when just typing. When I moved it back and forth, then I saw it. On mine it looks like the cursor is offset to the right by several pixels from where it should be, sometimes hiding when it lines up with the stem of the next letter, like a "b" or "p". Looks like it does it on number inputs as well.

That ended up being the easiest feature-add yet. I just offset the cursor to the left by 1/2 the width of the cursor JPG. Thanks for pointing it out. I never even noticed.


+ Removed cursor offset from textbox/numberbox inputs that would sometimes hide the cursor when it aligned with a letter stem. The cursor now falls directly between characters.

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PostPosted: Mon Apr 07, 2014 3:21 am 
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Uruivellas

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+ 'Using cached font' no longer prints to the log file.

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