Some Boot Module Addons

A place to post your add ons and ideas for them

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Zizzo
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Re: Some Boot Module Addons

#16 Post by Zizzo »

Remember that feature I added to Sort Addons, that let you type a letter key to jump to the next addon in the list whose name starts with that letter? Well, another thing I have a lot of is characters, :wink: so it would be useful to have that functionality in the Load Game dialog as well. I briefly considered creating a new addon for this, but with the longstanding too-many-addons bug, I figured it'd be better to incorporate it into an existing boot module addon; Load Games with Long Names is already playing around in that area, so I added that to its v1.0.1 release.

In the process, though, I discovered an interesting wrinkle. As I'm sure you can imagine, :wink: I have roguelike keybindings setup. I also have two characters whose name starts with K, but the skip-ahead kept getting stuck on the first — because the dialog first treats the 'k' as a move-up command, moving the selection to the previous character, and then jumps ahead to the "next" character that starts with K (ie. the one I was just on :roll:). I found a fix for that, but Sort Addons had the same problem, so I'm pushing out v1.0.3 of Sort Addons with that fix added.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: Some Boot Module Addons

#17 Post by Zizzo »

Thought of another feature for ZOmnibus Check: since we're already checking addons' .requires_addons{} to add DLC icons, we can also check whether those required addons are actually enabled, and add a reminder to any addons that require them if they aren't:
require1.png
require1.png (33.48 KiB) Viewed 15407 times
And this doesn't just cover DLCs, but any required addons — for instance, my own Spider Bikini addon requires shad3's Weaver Class addon:
require2.png
require2.png (8.15 KiB) Viewed 15407 times
That's all going out as v1.0.4.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2506
Joined: Thu Jan 23, 2003 8:13 pm
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Re: Some Boot Module Addons

#18 Post by Zizzo »

Small bugfix to the preceding, going out as v1.0.5: if an addon requires other addons, we have to check whether those required addons are actually installed, not just whether they're enabled (not just because if they're not installed, we don't have a name for them):
require3.png
require3.png (20.15 KiB) Viewed 15390 times
require4.png
require4.png (18.39 KiB) Viewed 15390 times
We Apologize for the Error.™ :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2506
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
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Re: Some Boot Module Addons

#19 Post by Zizzo »

Another small bugfix to the preceding, going out as v1.0.6: we need to check addon requirements before checking mutual exclusion, since Proper Possession and Possessor Tweaks (which are mutually exclusive) both require Possessor Bonus Class, and we want that to show first if the latter is disabled.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Joined: Thu Jan 23, 2003 8:13 pm
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Re: Some Boot Module Addons

#20 Post by Zizzo »

Finally got around to fixing a few annoyances in the startup dialogs, with new boot module addon Dialog Tweaks. Here's what we fix:
  • I can't possibly be the only one this has happened to: you've selected "Load Game" on the main menu, and just as you're about to hit <Enter>, the game finishes logging in or whatever it is that makes the "news" bit pop up — and the main menu selection changes out from under you to "New Game". :evil: :evil: :evil: That's fixed with a vengeance. :twisted:
  • Y'know that warning dialog that you get when you try to load a character in developer mode? My first instinct is always to cancel out of it, but for no obvious reason that dialog is specifically set up so that the <Esc> key doesn't work. That strikes me as just silly; the more obvious handling, which we now implement, is that <Esc> will cancel out of the warning dialog and cancel the load.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2506
Joined: Thu Jan 23, 2003 8:13 pm
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Re: Some Boot Module Addons

#21 Post by Zizzo »

Hmm, apparently Dialog Tweaks wasn't catching all the places that could change Load Game to New Game out from under you; I've pushed out v1.0.1 with another stab at that.

And since Main Menu Shortcuts plays around in the same area, it also gets an update to v1.1.1, mainly with added localization support and stripping out some leftover debug logs.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Posts: 2506
Joined: Thu Jan 23, 2003 8:13 pm
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Re: Some Boot Module Addons

#22 Post by Zizzo »

Bumping ZOmnibus Check up to v1.0.7 with a new small feature that will probably only be noticeable to addon developers like me: in the style of our DLC icons for addons that require DLCs, we now also add a marker icon to addons that are installed in directory form rather than as a .teaa or .teaac:
tree-addon-icon.png
tree-addon-icon.png (67.06 KiB) Viewed 14360 times
Since we can only work with images in the boot module, I picked one of the terrain icons from the animated background mode. (Y'know, because it's a directory tree:oops: I'll… show myself out…).
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2506
Joined: Thu Jan 23, 2003 8:13 pm
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Re: Some Boot Module Addons

#23 Post by Zizzo »

With the release of Bugnibus, we now have the same potential of overlapping addon enabling as with ZOmnibus. Well, ZOmnibus Check was literally created to catch that sort of thing, :wink: so in v1.1.0, we add conflict checking for Bugnibus versus its component addons.
"Blessed are the yeeks, for they shall inherit Arda..."

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