Nexus Skirmisher

Nexus Modding => Scripting => Topic started by: Sargoth on December 20, 2015, 14:03:57

Title: Nexus and problems with widescreen
Post by: Sargoth on December 20, 2015, 14:03:57
So, we all know that Nexus runs pretty good in widescreen, but the mission briefs and mission intros do not.

I image this is something we can can fix up in missions and briefings. So my question is, has anyone had dealings with those two file formats and have any tips on them?

And of course want to help out fixing them up

(I have to add that I am no coder)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 22, 2015, 11:17:08
Never did more then browsing through the briefing files. But mission intros not looking good? In what way?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 24, 2015, 14:36:32
they are off center, as in it seems the camera is zoomed into one corner of the frame
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 25, 2015, 14:51:40
Yes, I see it now. I tried it out with 1920x1080 resolution.

Tinkered a bit, and it seems changing the FOV values in rendering.ini also has an effect on the location display of some of the briefing icons during briefings even when playing with one of the standard Nexus resolutions.
Normal values are 70 45 46.826, but when leaving it 90 45 46.826 after switching from a custom resolution to a standard one made the overlay icons not be centered on their respective briefing object locations anymore.

Overall, I think the game calculates positioning from a 'standard' resolution, and extends things off-screen when the height/width registry values are changed to a non-standard resolution.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 26, 2015, 00:32:32
Well, it changes the background (render of stars, suns and planets), and not the briefing itself. Good news everybody; everyone can have their own custom FOV without ruining the brief. The bad news: The brief will still be out of bound. I tried setting the FOV at the double (180). It was hilarious.  But it does look better for me at least running 90 65 58.726. I wouldn't recommend changing the FOV from its original value. It breaks the illusion of space :p

Not sure what the middle number does, refresh rate maybe? the last one is probably verticleFOV

I did some modifying to the briefing file for mission 2 (_auto_13), You may have a look here: https://dl.dropboxusercontent.com/u/20010147/13_1.brief

Needless to say: back up your original.
POS are (obviously) position in Horizontal and Vertical respectively. It doesn't seem to follow screen resolution, which makes me believe that when you're trying my brief file, it's going to fail miserably.

TO and FROM seems to be Vertical and Horizontal graphic arrows that point

If you wondering what it should look like:
https://youtu.be/K5FzgoxUATk

This was 2 hours work. A lot of guess work on numbers and testing out. Seriously there's gotta be a better way. But I seem to be drawing a blank.

Here's every autosave for the game if you need it: https://dl.dropboxusercontent.com/u/20010147/Savegames.zip
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 26, 2015, 01:26:45
As far as I could see, changing the values of the files in the gui folder to your custom resolution doesn't change a thing. Standard value there is "0 0 1024 768".
Drawing symbols/arrows from map objects towards another works just fine. The problem there is that objects are often off-screen. 'Hard' positioning (by coordinates) fails miserably.

I wonder if the guy who recently gave us part of the texture converter code on facebook could shed some light?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 26, 2015, 01:35:36
I don't want to pull that card unless I absolutely have to. How was the brief for you?
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 26, 2015, 01:52:31
The same as in the video you posted.
Clearly things get stretched. Just comparing the width/size of Finn's explaining boxes and picture tells us that.
Its almost likes the briefs and titles get 'doubled up'. Once with a new custom resolution, and then again with things getting stretched beyond monitor size. I wonder if having a second monitor linked, and in extended view mode, would show things better.
But I don't have a second monitor, so can't check on that.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 26, 2015, 02:00:08
The stretching can be fixed. Just got to figure out the aspect ratio of the brief. I'll look at it tomorrow.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 26, 2015, 02:26:32
If you use 1920x1080 resolution, I bet ya the stretch is 16x10. ;)
Which translates to 4x2.5 compared to 4x3 ratio on the older resolutions. But that excludes the 1280x1024 resolution (included in the game), which is 5x4 and clearly works as intended.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 26, 2015, 16:30:14
I'm using 2560x1440p, but which in the same category as 1920x1080.

Just need to figure out the extreme on positions. 0x0 is upper most left corner of the screen. and then find the opposite. Then I'll know if I'm dealing in aspects or not :p
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 26, 2015, 16:48:44
It seems it's 4:3. The brief resolution seems to be at 800x600. Question is then, where can we adjust the briefing rendering?

Edit: Should be a bit easier to get the correct aspect ratio with 4X2.5, thanks :)
Just gonna type it down here so I have it somewhere; 4x2.5; 1.6:1
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 26, 2015, 17:51:23
Frankly, I'm out of ideas of where to look for briefing renderings (and titles as well).
It could as well be hardcoded in the engine. :(

In other news, I *think* I finally found which parameters to adjust to get the planets of Sol rotate in the right direction. Luckily I had two old inverted test textures of Earth and Mars lying around on my backup drive. Antarctica is now clearly visible in daylight at CE 01/01/2112 (local summer), with the sun setting in the west instead of east.

So if by good fortune somebody manages a working texture converter for the game, I could offer a rectified Solar System once my number tinkering is triple checked and adjusted.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 26, 2015, 18:27:51
So lets sum this up then:

- We can move the objects around in the briefings.
- but we can't change the resolution of the briefings.

Well, changing the position of the briefings is an ugly fix. But it gets us closer to a 16:9 brief. It's going to take many hours and work to get all the briefs close to correctly. Something I don't want to commit to until there is no other option.

I've been looking through the different files and haven't seen anything that would change the resolution of the briefs themselves. I wish the briefing.gui did what it looks like its supposed to do, but sadly that isn't the case. I think I gotta pull that card for more information here.  ;)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 26, 2015, 19:33:36
Well, changing the position of the briefings is an ugly fix. But it gets us closer to a 16:9 brief. It's going to take many hours and work to get all the briefs close to correctly. Something I don't want to commit to until there is no other option.

I've been looking through the different files and haven't seen anything that would change the resolution of the briefs themselves. I wish the briefing.gui did what it looks like its supposed to do, but sadly that isn't the case. I think I gotta pull that card for more information here.  ;)

Yeah, bummer on all of that. :(
And repositioning all kind of things in briefing files won't fix it all if the 'sector/planet' in question isn't completely visible. All in all, it would only work perfectly for one particular resolution, and that's it.
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on December 27, 2015, 23:16:29
Hi all,

I'm the pulled card ;)

I've looked into the remains of the code. Unfortunately it seems that it's not possible to correct the briefs via ini settings because of some hardcoded factors.
We were not too far-sighted at the time, and expected 4:3 screens only.
So the bad news is that you have to modify all briefing scripts one by one. You can, however, write some relatively simple parser app that converts all the necessary coordinates.

The
Pos, To, From, ArcPoint
parameters are X Y screen coordinates expressed in a 1024 x 768 reference coordinate system.
When you set a resolution different from 1024 x 768 the system scales coordinates to the new width - but always keeps the 4:3 ratio.
For e.g. setting 1920 x 1080 will result rendering the brief into a 1920 x 1440 area with the lower area cut off.

Also if you keep the original FOV (which is a veritcal fov), the original solar system cut will be concentrated into the center 4:3 area within the 16:9 screen.

Therefore to correct the brief coordinates you have to transform them
into the center 4:3 area
of the upper 16:9 part
of the 1024 x 768 reference screen.

That is
- scale both X and Y by 0.75
- shift X by 128


Note that I couldn't actually test any of the above so it's theoretical until you try it out....


The briefing.gui only contains the "normal" GUI elements (the toolbar buttons) and has nothing to do with the briefing graphics itself, that is the reason it can't be helpful.

About the three FOV parameters: to be short, just ignore the last two, they're inactive in your version.
But I repeat that the above calculation is only valid if you keep the original fov.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 15:23:10
Thank you very much.

I was afraid that it was hardcoded. Well nothing to do about it now than get to work on the briefs.
But hopefully your theory stands up, and the whole process should be a bit more straight forward.

I'll be posting result here soon. watch this space!
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 28, 2015, 15:29:03
 ;D
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 17:30:31
I tried shifting the x value along with the scaling for a couple of hours until I realized I should just do scaling on the first pass  ::)

https://youtu.be/LxZqUEuEpF0

It's not perfect. Moving needs to happen on Y axis. And some of the number needs far less than 128. But man does this cut the 'trial and error' work out of it. My motivation just went up by a factor of 10 ;D

Any way we can change the font size?
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 28, 2015, 18:30:51
Any way we can change the font size?

Just tried the following: in Nexus - The Jupiter Incident\gui\title, change the parameter fontsize.
It is 3 by default. Changing it to 1 showed me a significantly smaller title size at the onset of mission 11.

Looks like, if we want, we could even change the color.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 19:05:25

Just tried the following: in Nexus - The Jupiter Incident\gui\title, change the parameter fontsize.
It is 3 by default. Changing it to 1 showed me a significantly smaller title size at the onset of mission 11.

Looks like, if we want, we could even change the color.

Was that for mission start title? Because I changed that, and it did nothing to the brief.

Did some tweaking
https://youtu.be/st6siF8FpUQ

What you think?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 19:23:23
Made some adjustments - try it out. I think we're golden on mission "13" brief - https://dl.dropboxusercontent.com/u/20010147/13_1.brief

Edit:

And with one key stroke I've fixed the off center title for all missions

Code: [Select]
0 0 1024 768

TEXTBOX "text"    -150  150 1024 618
Efx 1
CellDx 0
CellDy 1
CellHeight 27
Rows 8
Uppercase
Column
CellWidth 1024
FontSize 2
TextColor #81
charspacing 2
End
END
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 28, 2015, 19:40:47
Was that for mission start title? Because I changed that, and it did nothing to the brief.

Eh, yes. Must have misunderstood you.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 19:47:19
No worries. Was going to look at the mission intro title for mission "13", but now I don't have to look at any of them  8)

I did set the font to 2. looked better than 1 and 3
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 28, 2015, 19:52:39
Just played it out (and the best news is that it even works with existing save files).

Looks spot on, except for one thing. the last "Sunflower Base" box looks slightly too small (text touching bottom of the box), or the font is too big for the text. But that should be easily corrected by increasing the length of the box.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 20:04:51
Thanks! I've changed it and the other name boxes a bit. Should present much better now - https://dl.dropboxusercontent.com/u/20010147/13_1.brief  ;D

Edit: Video of the brief
https://youtu.be/j88LsM4a7oI
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 28, 2015, 20:45:58
Yup, that's what I see as well. :)

In other news, changing the titles (during missions) to size 2 shows them sofar completely readable. They're 'just' off-center to the right of the screen.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 20:49:19
change this line in title.gui

Code: [Select]
TEXTBOX "text"    0  150 1024 618
to

Code: [Select]
TEXTBOX "text"    -150  150 1024 618
and it should center all titles in all missions  ;)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 28, 2015, 22:28:13
Brief 12 is done. https://dl.dropboxusercontent.com/u/20010147/12_1.brief

tell me what you think. :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 29, 2015, 12:11:59
I will. After work. ;)
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on December 29, 2015, 12:58:02
It's not perfect. Moving needs to happen on Y axis. And some of the number needs far less than 128.

It seems my assumptions about the fov and center 4:3 was wrong.
Instead, it might be the center 16:9 area of the solar system that is preserved.

Could you upload two videos of the same scene with the ORIGINAL UNALTERED briefing scripts
- with 4:3
- and with 16:9 ?
It might help me to figure out what's exactly happening, thanks.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 13:23:36
It's not perfect. Moving needs to happen on Y axis. And some of the number needs far less than 128.

It seems my assumptions about the fov and center 4:3 was wrong.
Instead, it might be the center 16:9 area of the solar system that is preserved.

Could you upload two videos of the same scene with the ORIGINAL UNALTERED briefing scripts
- with 4:3
- and with 16:9 ?
It might help me to figure out what's exactly happening, thanks.

Can do.

In the meantime, Geo - here's brief 15 - https://dl.dropboxusercontent.com/u/20010147/15_1.brief
I appreciate the extra eyes on this. I do try to get the flow of the brief nice and good. But if anything seems off, do point it out! And remember that you can grab a screenshot with ctrl+h :)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 13:41:19
Here's the comparison video, CmdrKoenig.  :)

16:9
https://youtu.be/OV1bz9oR3Vg

4:3
https://youtu.be/AeG7N8t5id4

and here's a first pass;
https://youtu.be/jF5jksLYpKA
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on December 29, 2015, 15:09:20
Thanks!

Ok, I'm now sure that the solar system is cropped to the center 16:9 area  (which might be a problem if there is any briefs that points to a location outside this area,  let's hope there is no)

Try the following:
- scale X by 0.75
- shift Y by -128

Unfortunately this is not enough because there will be text boxes that loll out at the bottom or top.
Also the stretched texts remains a problem.  You can solve it by keeping the original widths of the text boxes where necessary.
So manual corrections cannot be avoided, sorry. :(
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 15:17:09
Just doing the scaling helps a lot. Keeps the original sizes and easier to tweak. Already had one brief (brief for mission 2) that was pointing at Sukenja Base, that was outside the camera view. Fixed by editing the camera coordinates. :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 29, 2015, 15:43:41
All the briefs I saw sofar look good. Maybe just a little correction for the red arrow of the Kissaki fleet flying from Mars to the Sunflower, but I suppose that's impossible if the arrow is generated from location to location and now with coordinates.

As Cmd. Koenig said, the horizontal stretching is a bit odd. Not so much for the text, but for the pictures -and markers shown in the briefs. At the very least cropping the 'box' there should be done.

Looked at the 16 brief for comparison, and your work is heaven compared to it. 8)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 16:11:38
Might be able to compress those images horizontally to make them look correct and link to them in the brief without having to replace the original, then ship the addon with the old briefs just in case anyone feels like going back to 4:3.

I'll have a look at the arrow. I haven't had the need to change any of the 'arrows' as they seem to go straight on to location, so not sure if it is even possible. :)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 16:35:40
Alright. I think I got it looking a bit better  ;) https://dl.dropboxusercontent.com/u/20010147/15_1.brief
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 29, 2015, 16:44:44
Arrows look better indeed. How did you do it?

EDIT: after comparing, the arrows in the old(er) one and the new one look similar? What did you change?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 17:55:22
I changed 'Pos'; to make sure it aligned better with were it comes from (starting point; Mars). I changed 'To's Y axis and shifted it up (subtracted with a value between 1 - 2) so the arrow hit it's target better. It wasn't huge amount of change. I did more on the next arrow.

Code: [Select]
Resp
Wait 2
GRAPH
Shape 2
Pos 39.75x 91.5y     //changes starting position
To 370.5x 282.75y  //changes destination position
ArcPoint 261.375 94.125  //changes arch point and how much it bends, I think.
Size 33
ColorPreset 2
EfxSlideIn
END

Man. The Sekunja Beta brief is proving to be more difficult. And its only going to get worse from here :'(

CmdrKoenig, is there a way to set where the ship renders in the box? Because right now the ship renders behind the text.

(http://i.imgur.com/CW0fP8T.png)

Code: [Select]
BOX
Pos 411.75 167.25
To 755.25 460
ColorPreset 3
EfxBlinkIn
EfxFadeOut
From 582 216.5
Title "16_1_Brief_T1"
ShipClass #cls_Angelwing
MeshCamDist 2000
Text "16_1_Brief_3"
END
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 29, 2015, 18:17:20
I see. I only looked at the destination point of the arrow, not the origin of the arc.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on December 29, 2015, 18:54:46
Tomorrow, I'll be gone for the New Year and wont be back until Sunday, I think. So no more briefs until then :)

Happy New Year! ;D
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 29, 2015, 19:42:40
Gives me (a bit) time to study your changes. ;D

Happy New Year. :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on December 29, 2015, 21:48:18
A tip to  make the briefing text/picture boxes somewhat smaller: use the "000" texture instead of the "still" texture for any given NPC.
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on December 30, 2015, 00:06:03
Okay, I managed to resurrect the Briefing Editor we originally used for placing/sizing the objects of the script.
It might ease the fine positioning for you.

https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1 (https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1)

After start type into the console:
editbrief <briefname>
for e.g.
editbrief 16_1

or alternatively you can start the app with the command line
nexus_DX9__edit.exe /c editbrief 16_1

The default window size is set to 1280 x 720 to leave some space on the monitor. I haven't tried if it follows the registry settings or not.

On the left side you can see the steps of the script, you can select one of them directly.
Also you start/stop playing the script.

Editing is only possible in stopped state.
Step up/down in the list until the element you want to work with is highlighted in the RENDER WINDOW.

Move the mouse over the render window.
Then by holding down one of the following key and moving the mouse you can change a parameter:
R - Pos (box/marker position / arrow start point)
T - To (box size / arrow end point)
F - From (box points to)
A - ArcPoint (arrow curving)
S - Size (marker size / arrow thickness)
D - Dur (duration of for e.g. a CAMMOVE)
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on December 30, 2015, 00:07:22
CmdrKoenig, is there a way to set where the ship renders in the box?

No, it's hardcoded.
Only you can do is playing with the size of the box thus influencing the number of text lines and the ship size at the same time.

The sad thing is that the stretching phenomena is a bug. The code version I have does not suffer from this - might have been corrected at some point.
So I had to spoil it again to compile a "correct" Briefing Editor for you....
Title: Re: Nexus and problems with widescreen
Post by: The Old Dragon on January 01, 2016, 10:21:13
Hi All,

Not seen such an active thread here for ages :)
Geo, I've got a temporary solution for the converter, of sorts. I've spoken to my boss in work and he's ok'd me to use my work PC to run the converter. Not had a model yet to convert, but if you want to send me the files for Earth and Mars, I'll happily try it when I go back to work next week.

Happy New Year to everyone.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 01, 2016, 19:41:43
No, it's hardcoded.
Only you can do is playing with the size of the box thus influencing the number of text lines and the ship size at the same time.

The sad thing is that the stretching phenomena is a bug. The code version I have does not suffer from this - might have been corrected at some point.
So I had to spoil it again to compile a "correct" Briefing Editor for you....

That's what I thought.  See what I can do about it with the briefing editor (Thanks!).  Or just play with the numbers.
I'll be back on it tomorrow. Gotta nurture the hangover today  ;D

Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 01, 2016, 21:41:41
Happy New Year all. 8)

First a question: does CmdrKoenig's editor work for anyone? At my end, a window appears with the rotating Nexus logo top left like the game does, but after a couple seconds the window crashes. I placed the program in the main Nexus - The Jupiter Incident folder since that's where a binkw32.dll library sits.

@The Old Dragon
That's a nice offer from your boss. :)
I already have Earth and Mars inverted from years ago when the Mithis converter was still working though.
Don't know if its worth the effort for the other main planets of the Solar System, but Pluto/Charon, Vesta, and Ceres might be worth it if I can find good enough surface maps of those bodies.

You say you don't have a model to convert yet? How about a test if its possible to tinker with the existing main asteroids in the meshes\planets folder by creating a copy of the mesh and linking it to another texture?
It would give us more variety for those rocks to use in different star systems.
For instance, atm my adjusted sol file uses twice the mesh sol_ast_ vesta for the main asteroid belt objects Vesta and Pallas.


Making nice progress on the sol.system file. Neptune and Saturn's moons still need to be aligned with the axial tilt of their respective planets (gonna be a tough one on Saturn because of the rings), and in the end deciding where to put the limit of objects to add. There's already 8 main planets, 5 largest dwarf planets known today, 3 largest asteroids, Jupiter's Trojan asteroid 'clumps'. Thinking of adding Neptune's Trojans as well and a couple Chiron objects, while removing most of the comets since the latter seem to be comet-like anyway.

@Sargoth
A sort of hack solution could be to split the text in two windows which so to speak play one after the other. But I don't know if the audio file needs to be split in two as well to let that work
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 06:21:13
Happy new year :D

@Briefing editor
No, it crashes now that it has had its first run time. Tried a couple of things, even tried to let windows figure it out. No go.
Edit: One thing it did was overwriting my custom resolution. Now, it won't accept my inputs anymore :(

@brief 1_16
An alternative is to remove the model display altogether, but that will be a last resort.

Managed separate and give the box its own title, still needs work though. Also, nice to see it takes negative values (arrow arch :p) http://imgur.com/yUaTx49 (http://imgur.com/yUaTx49)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 09:04:27
I gone as far as I can with this brief, have a look and see if anything feels off to you
https://dl.dropboxusercontent.com/u/20010147/16_1.brief

I tried the 000 texture. Honestly I feel the Still texture is better, even if it is stretched. I feel it gives the whole brief a bit more personal, up in your face, than the 000 one.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 02, 2016, 12:54:11
I tried the 000 texture. Honestly I feel the Still texture is better, even if it is stretched. I feel it gives the whole brief a bit more personal, up in your face, than the 000 one.

Just offering alternatives. ;)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 02, 2016, 13:06:51
I assume you've already seen the text error in the screenshot. Do you know where to add text to the headers of the briefings?

In the end, it's a bit odd not to have Pluto circled instead of the circle sitting in the (dwarf) planet.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 14:16:24
Yeah, you need one more file. My bad :-[

https://dl.dropboxusercontent.com/u/20010147/16_1_Brief.ini (https://dl.dropboxusercontent.com/u/20010147/16_1_Brief.ini)

put it in -> universe\texts\dialogs

My entry is at the very end of the file


On the subject of Pluto and the circle. It never made any sense in 4:3 either. Pluto is the center piece of the camera. With both a name tag and an arrow pointing at it. But I wanted to leave these briefings as much alike to the original ones, with only adjustments made were it is really necessary. I'll have to think about it. Run some tests ;)

Edit: I can't shake the feeling that leaving the circle out is the way to go. The whole scene looks less cluttered. http://imgur.com/jPddmvu (http://imgur.com/jPddmvu)

Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 02, 2016, 14:50:23
I know, I already added it at my end. ;)

Yeah, either without the circle or perhaps instead of Pluto the arrow pointed at the Shukenja (Beta)/asteroid location with a circle would be better.

Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 15:07:19
I wondered why they aren't pointing at that. But I don't want to go too far from the original brief. :)
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on January 02, 2016, 15:40:14
After all I had to install the steam beta...

As I thought, I had a rather different game folder (and code).
So I spent several hours to hack the hell out of the code.
Now it seems to work.

Also I removed all writings to the registry.

Remember, use the editor for adjusting graphic elements only, because I'm not sure about the rest.
The look and the behaviour of the briefing might be different in the editor, because of the code differences.

https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1 (https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 15:50:31
Well, it works now. Now, to see how far I can push it before it breaks ;)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 16:48:58
I think the editor does it nicely. It does take away from constant guess work on some of the stuff (but I've kinda gotten good at that). It does not however show when a box conflicts with other stuff. So the brief still needs a one over ingame, before I nitpick at the values.

https://youtu.be/0IIif2P7VVQ

 :D

Edit: I do wish it showed galaxy pan movement though :(
Edit 2: Also seems that some boxes doesn't show. Especially ones that showcases models
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 17:17:25
New brief for you to check, Geo  8)

https://dl.dropboxusercontent.com/u/20010147/21_1.brief
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 02, 2016, 17:38:04
Plays out perfectly! :D
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 18:39:03
Plays out perfectly! :D

Good! We're getting into R.Admiral Norbank territory here. Longer briefs. I swear that man makes everything difficult! ;D But I should have one more brief for you later
Title: Re: Nexus and problems with widescreen
Post by: CmdrKoenig on January 02, 2016, 19:43:24
Edit 2: Also seems that some boxes doesn't show. Especially ones that showcases models

If you name a specific box with this bug I could look at it.

Of course there is no point of extensive bugfixing since the editor will become useless in the moment you finish the 16:9 job.
But small annoying things could be fixed.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 02, 2016, 20:04:57
Edit 2: Also seems that some boxes doesn't show. Especially ones that showcases models

If you name a specific box with this bug I could look at it.

Of course there is no point of extensive bugfixing since the editor will become useless in the moment you finish the 16:9 job.
But small annoying things could be fixed.

Nothing I can't overcome. No worries :)

Geo, last for today: https://dl.dropboxusercontent.com/u/20010147/22_1.brief
Enjoy a bit of Norbank! :P
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 03, 2016, 00:36:56
Looks good too. Well, beside the Norbank factor of course. ;)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 03, 2016, 17:27:54
Taking a break today. I got caught up in Rebel Galaxy  ;)
Be back on it tomorrow  :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 03, 2016, 22:06:21
Good, gives me time to work on Sol. :D
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 04, 2016, 14:10:32
Alright. Got a new brief for you. https://dl.dropboxusercontent.com/u/20010147/23_1.brief

Edit: And another one ;D https://dl.dropboxusercontent.com/u/20010147/24_1.brief

Edit 2: And another one :) https://dl.dropboxusercontent.com/u/20010147/31_1.brief

Edit 3: last one for today ;D https://dl.dropboxusercontent.com/u/20010147/32_1.brief
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 04, 2016, 22:43:35
The two last mission briefings of episode 2 look okay.
The last text of briefing 31 seems to be down out of sight of the screen ("the battle on the Gorg station begins" or something like that). I see it when I play your adjusted briefing in 1280x1024 resolution, but not in 1920x1080.

Edit:
All right, that was the fourth then. Briefing 32 looks fine as well.
I'd say my only nitpick would be ship meshes and text partially overlapping one another in some of the briefs.
OTOH, the text isn't really long enough to justify creating a separate picture box like in briefing 16, even if there was enough place to do so. Things are getting crowded in these last briefings.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 04, 2016, 23:39:00
The last text of briefing 31 seems to be down out of sight of the screen ("the battle on the Gorg station begins" or something like that). I see it when I play your adjusted briefing in 1280x1024 resolution, but not in 1920x1080.

Good catch!!! I've fixed it. 8)


Edit:
All right, that was the fourth then. Briefing 32 looks fine as well.
I'd say my only nitpick would be ship meshes and text partially overlapping one another in some of the briefs.
OTOH, the text isn't really long enough to justify creating a separate picture box like in briefing 16, even if there was enough place to do so. Things are getting crowded in these last briefings.

I know. But I need to get them down in size or they are going to overlap with other boxes and graphics. This is where I wish we could control the text size. That would have been an immense help to get things on screen.
Yes. Briefing 24 was a nightmare to place. So much stuff happening and so little screen space. Couldn't help but let things overlap.  :-[
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 05, 2016, 16:41:08
Mission 13 done: https://dl.dropboxusercontent.com/u/20010147/33_1.brief  8)

Edit: Here's Titan ;) https://dl.dropboxusercontent.com/u/20010147/34_1.brief

Oh almost forgot! With the Titan mission, the camstart position was gone. Like it had no target at all. This is the first time I've seen this. Might have missed it in earlier missions

Edit 2: last for today, enter the double brief's 8)

https://dl.dropboxusercontent.com/u/20010147/41_1.brief
https://dl.dropboxusercontent.com/u/20010147/41_2.brief
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 06, 2016, 09:52:20
Back to business. [/Norbank]

;D

Mission brief 33 and 34 look perfectly placed. There is one text error in the Gorg Epsilon fleet description of briefing 34, but that's from the creators, not you Sargoth.

And the first 2-system brief seems to be a succes as well. Welcome in Rhaggra territory, Specialist. 8)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 06, 2016, 16:18:43
Will have a look at that brief then ;)

Edit: fort shield = fortress shield?
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 06, 2016, 17:36:55
Will have a look at that brief then ;)

Edit: fort shield = fortress shield?

Criuser instead of cruiser.
But I think it should be fortress shield as well.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 06, 2016, 18:04:47
Will have a look at that brief then ;)

Edit: fort shield = fortress shield?

Criuser instead of cruiser.
But I think it should be fortress shield as well.

Ah, saw that one now. Changed it. Yeah, In a banter between two people in a mission you can call it a fort. But in a briefing it should be a bit more official and correct :D

I got Briefing 42 for you
https://dl.dropboxusercontent.com/u/20010147/42_1.brief
https://dl.dropboxusercontent.com/u/20010147/42_2.brief

And that's the halfway mark  8)

Edit: Finished another one https://dl.dropboxusercontent.com/u/20010147/43_1.brief

This brief has "Unidentified" spelled wrong in the last gorg fleet panel

Edit 2: last brief for today 8)

https://dl.dropboxusercontent.com/u/20010147/44_1.brief
https://dl.dropboxusercontent.com/u/20010147/44_2.brief

this one has a spelling error at the beginning;

"Vice Admiral Norbank's task force is rejoined" -> "Vice Admiral Norbank's task force has rejoined"
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 07, 2016, 16:20:36
Taking a break today. Feeling a bit under the weather. Hopefully be back stronger tomorrow :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 00:05:33
I *should* have time to enjoy your work tomorrow. Weekend starts a day earlier this week. :)

Now I have to find saves for after mission 41 as well. In my current playthrough I haven't been able to defeat the Gorgs fast enough before the Mech wakes up and blasts Angelwing to its makers.

And I made it to CPO! 8)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 01:25:46
Well, here's all the autosaves if you feel you need to skip - https://dl.dropboxusercontent.com/u/20010147/Savegames.zip
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 12:33:36
Will prove useful after mission 52 (I found some old saves up until that mission).

In other news, there's a text error in 44_1_Brief_5 of briefing 44: "Unsuccesfull" instead of "Unsuccessful".
And "feet" instead of "fleet" in the same box. ;D

Placement of the boxes looks okay.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 13:24:57
Will prove useful after mission 52 (I found some old saves up until that mission).

In other news, there's a text error in 44_1_Brief_5 of briefing 44: "Unsuccesfull" instead of "Unsuccessful".
And "feet" instead of "fleet" in the same box. ;D

Placement of the boxes looks okay.

Will fix.

Here's 45 - https://dl.dropboxusercontent.com/u/20010147/45_1.brief  ;D

Edit: Here's 51 https://dl.dropboxusercontent.com/u/20010147/51_1.brief 8)

Edit 2: Here's 52 https://dl.dropboxusercontent.com/u/20010147/52_1.brief :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 15:49:14
Have you noticed that during episode 4 Cromwell is addressed as 'Commodore' in voiceovers, but as 'Rear Admiral' in briefing texts?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 16:01:37
Have you noticed that during episode 4 Cromwell is addressed as 'Commodore' in voiceovers, but as 'Rear Admiral' in briefing texts?

That's something I've noticed before, but forgotten now. That always irritated me. We can change that to reflect the voiceover. But I wonder if there other instances in chapter 4 that reference him being a Rear Admiral.

Here 53: 
https://dl.dropboxusercontent.com/u/20010147/53_1.brief
https://dl.dropboxusercontent.com/u/20010147/53_2.brief

This one has been a pain to do. The last three camera target moves were empty and so it would zoom in on the sun. Hopefully it doesn't bug out coming in from 52 on the brief. But loading an autosave should work correctly now.
I also couldn't fix the camera position on the last cameramove. There's a randomness to it and so the graphic and box will never point to the player fleet. :-\
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 16:09:56
He doesn't turn admiral until chapter six ;D and then it's suddenly Vice Admiral :o

I think he turns rear admiral by chapter 5. But I think he's still a commodore through out chapter 4

Edit: Confirmed. Voiceovers start calling him Rear Admiral in Chapter 5, so need to change text for chapter 4. And somehow change the rank in fleet window for chapter 5, as he still referred to as commodore there.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 17:08:22
Well, I just listened throughout the voice files as well. There's one instance he's (probabally mistaken) called 'Rear Admiral' and one where he's called 'Captain' by Sweetwater in the latter part of episode 4. Which means box headers would need to be adjusted if we feel it important enough. ;)
Throughout Episode 5 I heard him called 'Rear Admiral', and in Episode 6 he made it to 'Vice -Admiral'.

Cromwell being called 'Admiral' instead of 'Vice Admiral' isn't that far fetched. It is sometimes done when there's no other officer of equal or higher rank nearby as a short nomer. Like calling a 'Chief Petty Officer' a 'Chief' for saving time.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 17:27:48
HA! I changed the chapter 4 to reflect commodore status. I think that was the idea of it. His still listed as Commodore in Chapter 5, in the fleet menu though  ;D

here's 61:
https://dl.dropboxusercontent.com/u/20010147/61_1.brief
https://dl.dropboxusercontent.com/u/20010147/61_2.brief

We're going for Finish today  ;D
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 17:33:17
Going through the files myself as well. There's some text errors here and there. For instance, the cruiser Avalanche being named 'Avelanche' in episode 4 briefing messages.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 18:03:22
I'll just finish with the briefs today. And have a look over another day. ;)

Here's 62 https://dl.dropboxusercontent.com/u/20010147/62_1.brief

Edit; Here's 63 https://dl.dropboxusercontent.com/u/20010147/63_1.brief

And that's it. Finished :) Well. Until you Clear them ;)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 21:10:10
Mission 53: is in the last move of the briefing (above Chakris III/Ring City) the red circle losing track of the Angelwing fleet what you meant by this location issue?

Ah, and now I see what you meant by 'fleet window'. Its his rank in the config screen. Funnily enough, he's still refered to as 'captain' above his picture, but as 'commodore' after the 'rank' header next to the picture. :o
Let's see if I can track this title down...
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 21:36:55
Okay, first one is found:

in "universe\texts\SYSTEXTS\gsflt_captions" in the TEXT "fltcap_SICaptain" paragraph I changed "CAPTAIN" to "COMMANDING OFFICER".
Of course, AFAIK in the navy the commanding officer of a ship is called a "captain", even if he's only a lieutenant.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 08, 2016, 22:32:15
Mission 53: is in the last move of the briefing (above Chakris III/Ring City) the red circle losing track of the Angelwing fleet what you meant by this location issue?

Yup. Fleet will have a new random position each time its viewed. Tried setting the camera. Just left me confused. Then viewed multiple times on the same settings and understood why.

Ah, and now I see what you meant by 'fleet window'. Its his rank in the config screen. Funnily enough, he's still refered to as 'captain' above his picture, but as 'commodore' after the 'rank' header next to the picture. :o
Let's see if I can track this title down...

Okay, first one is found:

in "universe\texts\SYSTEXTS\gsflt_captions" in the TEXT "fltcap_SICaptain" paragraph I changed "CAPTAIN" to "COMMANDING OFFICER".
Of course, AFAIK in the navy the commanding officer of a ship is called a "captain", even if he's only a lieutenant.

Thanks, very much appreciated. Too tired after having my head in briefs all day :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 08, 2016, 23:32:45
No luck sofar tracking down the real rank title though. >:(
Perhaps not surprising, its changeable throughout the game.
I'll check it out tomorrow, getting too late.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 09, 2016, 08:45:28
I would think it would be in the universe/story/rules. But going through the file for episode 5 I've found nothing that sets the title.
I would imagine that any files that set rules for each episode would be a good start to look at.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 09, 2016, 10:45:26
Checked the rules files. There's the "rank" and "usteprank" parameter there. Veltman receives it in the latter 3 episodes (from the moment he becomes captain of the Brutus). And I assume since this NPC started as Commander it must be set again each episode.

Cromwell (NPC_Player) seems to get 3 steps. Once in the episode 4 rules, and twice in episode 6 rules. The latter is strange. First it seems an open step up in rank (perhaps default increment of one), but the line after he gets rank 9 in the same way Veltman gets rank 6.

Checking this a bit deeper...
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 09, 2016, 11:42:39
Well, we found the problem then. He receives no such thing in Epsiode 5 rule sets. So probably an oversight in development.

Might be this line. uGetNPC(#NPC_Player):uStepRank();  Testing in Epsiode 5 now

Edit: Well, that did it. Properly identified as Rear Admiral in espiode 5's config window :D

Edit 2: Only for the first mission :(

Edit 3: "uGetNPC(#NPC_Player):rank:=8;" = Rear Admiral

Edit 4:

Here's where it gets strange. I changed Veltmans rank to 9. No change. But changing NPC one to seven and keep StepRank, Marcus keeps the commodore. At 9 he gets Vice Admiral and at 8; Rear Admiral.

Edit 5: Setting uGetNPC(#NPC_Player):rank:=8; at each mission start, changes the title on successful autosaveload. Now, what happens when you clear a mission and progress naturally?
Hopefully, uGetNPC(#NPC_Player):rank:=8; will overwrite any other input and keep him rear admiral until ruleset 6

I'm baffled. Because I can't see them doing this in the other rulesets. So there's gotta be another file setting it back or some such. But as long as this method works, I -think- we've cleared that problem.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 09, 2016, 12:50:22
Sorry, was busy getting into episode six. ;)

I'll go checking now as well.

But I did already notice that despite Veltman getting a 'hard' promote to captain, his rank in the config screen stayed commander.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 09, 2016, 16:15:40
Pffft. Finally managed to pass mission 51 (when Cromwell becomes Rear Admiral after including that 'ugetrank' parameter in the episode 5 rules file) and continued to Mission 52.
At my end, he stays Rear Admiral in the config screen. Might be the rank increase is only cached when you play through the mission. Not automatically included in old(er) autosaves.
Will continue to Mission 53 to see if that theory is correct.

If it works through to episode 6 and Cromwell becomes a Vice Admiral covering Sanderson's rear ( ;) ), I plan to try the same with Veltman. See if the 'ugetrank' parameter works on side NPC's as well.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 09, 2016, 17:55:57
I'm guessing so far the briefings have been faultless? ;D
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 09, 2016, 18:46:12
Oh, on occasion you're a pixel away from center stage, but that's nothing really. ;)
Talking about center stage, ingame titles seem to be more centered when using -125 instead of -150 in the title.gui file. I could make a nice position comparison in Mission 52 (Beta gate) when the camera goes over the stationblock.
No, sofar the only thing I saw was the last briefing circle for Mission 53 missing the Angelwing fleet in the end.
Probably because the camera is still moving. Brief 61 I only saw in a hurry earlier today when debugging on Cromwell's rank progress. Gonna check it again after finishing mission 53 to see if our Rear Admiral becomes a Vice Admiral without a glitch.

Do you plan to make a big bundle of it afterwards, for the public?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 09, 2016, 18:51:15
Yup. This going up on moddb, steam and facebook. As well as a post on here

Will have to test your -125 theory  ;)

Edit: Spot on as usual ;D
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 09, 2016, 21:17:18
All right, Our Rear became a Vice Admiral without a glitch.

I noticed Hilary Carson (From the battleship Guardian) is called a Commodore by Cromwell in briefing 45.
I'll see if I can use the same 'usteprank' trick on this character.


Do you plan to include my little sol map in this bundle? :-X
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 09, 2016, 22:31:35
Playing out Briefing 62, I noticed a text error and maybe oversight by the developers.

In 62_1_brief file:

62_1_Brief_5 box: "including" instead of "icluding".
62_1_Brief_T5 header says "ANGEL", but the small entity-orb is shown in the box. Shouldn't it be renamed so then?
62_1_Brief_8 box: Just wondering. In that box the text covers half the entiy-orb model. How about doing the same thing here as in episode 1? Creating an extra title box? Not much place though, I know...
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 09, 2016, 22:58:25
Is Angel speaking during that box?
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 10, 2016, 00:45:30
That she is.

In other news, briefing 63 has been tested and approved. ;D
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 10, 2016, 00:48:15
Then it is as it should. I'll check the other stuff tomorrow ;)

Edit: Fixed https://dl.dropboxusercontent.com/u/20010147/62_1.brief

Edit 2: I just tested my brief in 1440p. I'm not sure what I expected, but I didn't expect it to work flawlessly :D
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 11, 2016, 20:43:03
For this redacted briefing, can I assume that "62_1_Brief_TT" reads as "SMALL ENTITY-ORB" at your end? In five languages? ;)

Looks like the repositioning works perfectly then. The game stretches things flawlessly from the 1024x768 'base' resolution. 8)

I found a "small entity-orb" remark earlier in the briefing text file, and copied the translations from it over as well.
Pretty sure the German and French ones are correct. Not so sure if the Hungarian and Italian ones are as they should.

Code: [Select]
DIALOG
name 62_1_Brief_TT
text
{
0 "SMALL ENTITY-ORB" $$data "08/05/2004 14:41:54" "" 1
1 "KLEINE ENTITY-KUGEL" $$data "08/05/2004 14:41:54" "" 1
2 "KISEBB ENTITÁSGÖMB" $$data "06/28/2004 17:59:14" "" 1
3 "PETITE ORBE DE L'ENTITÉ" $$data "08/05/2004 14:41:54" "" 1
5 "ENTITÀ-SFERA PIÙ PICCOLA" $$data "09/02/2004 16:00:38" "" 1
}
END

All in all, I think you solved that issue well. :)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 11, 2016, 21:29:59
Reads entity. But can change that :)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 13, 2016, 15:05:02
And.... release. ;)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 13, 2016, 16:31:52
 :-\ ;)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 13, 2016, 17:11:34
:-\ ;)

Heh, sorry. Still check the last one. But it should be fine. Need to grab it again, cause I made some minor changes to it.
https://dl.dropboxusercontent.com/u/20010147/63_1.brief
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 14, 2016, 20:45:31
Out of curiosity, what did you change in this last one?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 14, 2016, 21:42:53
Placements ;)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 20, 2016, 10:16:09
I totally forgot to check on the Commander/Captain Veltman (and perhaps Carson) issue. :-[
Should have some time coming weekend.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 21, 2016, 15:48:29
Well. Still need to do v2.0 with fixed portraits ;) And now that CmdrKoenig has done a quick fix for the converter, I (we) can get back to it  :D
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 21, 2016, 20:53:58
also

(http://i.imgur.com/k3a3las.jpg)

(http://i.imgur.com/NYJTMQJ.jpg)

Just trying to get a sense of the background asteroids tex

for comparison

(http://i.imgur.com/Ua0RMp5.png)

Open them in a new window to get the full size
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 21, 2016, 22:47:35
Still with the vanilla asteroids at the foreground I see? ;)

Yeah, the first and second give a way better 'distance' effect then the vanilla one.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 21, 2016, 23:56:28
I redid them. Some of them might need a bit more clusters. But looks much better

http://imgur.com/a/wHZfu (http://imgur.com/a/wHZfu)

 ;D
Title: Re: Nexus and problems with widescreen
Post by: The Old Dragon on January 22, 2016, 23:42:17
Nice work Sargoth, adds to the atmosphere quiet nicely  ;)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 23, 2016, 15:48:33
Looking good indeed, Sargoth.

Some corporate logo testing below.
Have to redo it of course, the lettering is too vague and fuzzy at places after stretching the logo on the hull plate texture.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 24, 2016, 20:51:40
Any idea where we can set movie subtitles? Had one user request to change that so all the subtitles are visible. And it is an optional part of the videos (you can turn them off in the option menu). Gone through the GUI folder. But nothing seems to be make a difference
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 24, 2016, 22:12:10
No idea on the subtitles either. And I'm definitely with that user, I'd like to be able to read the full text as well. I'll give it a try tomorrow after work.

In other news, Veltman's rank is easily changed by using the same "usteprank" modifier we used for Cromwell for his promotion to vice-admiral in episode 5.
I simply put the modifier in the line under Cromwell's Commodore promotion in the rules of episode 4.
And the Aerospace logo for the ingame Stiletto's is done. Next on that topic are the light corvettes.
Since creating and importing that logo went easily enough, I'd like to give it a try for Orbital Investment as well.

Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 24, 2016, 22:14:59
Cool stuff. Will change that tomorrow :)
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on January 25, 2016, 19:15:26
Any idea where we can set movie subtitles? Had one user request to change that so all the subtitles are visible. And it is an optional part of the videos (you can turn them off in the option menu). Gone through the GUI folder. But nothing seems to be make a difference

The only thing I found that somewhat enables control of when text will appear sits in universe\texts\MOVIES.
There are 10 config files there, one for each movie. Within, there's commands as on what time during movieplay a text will appear. Now, with those texts that need a second line to show completely (those second lines are not visible with the 16:9 widescreen setting) we could include an extra 'timer' to show it a couple seconds after the first line.

I tried it on  the intro movie, and attached the file below. Make a copy of the original, paste the attachment in its place, and see for yourself.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on January 25, 2016, 19:48:03
You're a lifesaver. I'll mess with the these files and see if we can't have subs.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on February 09, 2016, 21:50:55
http://steamcommunity.com/sharedfiles/filedetails/?id=599611707&tscn=1455049212 (http://steamcommunity.com/sharedfiles/filedetails/?id=599611707&tscn=1455049212)

Quote
is it compabitable with all languages (including russian)?


I wonder, how easy/hard would it be to add additional languages to the game, if we look past editing in the text in the text files. Like setting it up so that people can select language and the likes?
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on February 10, 2016, 12:38:25
Seems he could run the the game with just the boxes changed and the game loaded fine. ;)
I guess I'll have to detail that out a bit more in the readme
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on February 10, 2016, 15:58:45
You mean he just overwrote one of the supported languages with his own Russian translation?

Anyway, when testing for the movie text, I noticed that in my (English) version the game has no problem with having two lines in the same translation bloc linked to "0" (the English language recognition modifier).
So I guess someone could for all text files just add his own translation, place "0" as the language in front, and have at it. That is, long as this someone uses the extra "0" modifier after the English translations.
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on February 10, 2016, 17:53:49
No, he only copied the briefing files. Not the text files we modified.
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on February 10, 2016, 21:24:39
I noticed a (Mithis-made) text error in mission brief 23. Scheinmann talks about the ship and probes Adm. Anderson deployed to Sol. First time, the text says correctly "she" just like Scheinmann does. Second time Scheinman says "she", the text shows "he".
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on February 11, 2016, 00:46:38
Nice catch, will update ;)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on February 11, 2016, 12:45:30
I had a look at the file. For me it states correctly 'she' twice. Might have been fixed by Nordic? Had a look in the CEP repository, same story there. ;)
Title: Re: Nexus and problems with widescreen
Post by: Sargoth on February 11, 2016, 13:49:16
I've also taken a look at and started to add Russian language. Until I realized that Windows 10 doesn't like Cyrillic in ANSI format. And Nexus doesn't like Unicode. So until Microsoft fixes that. I'm suspending the Cyrillic language addition
Title: Re: Nexus and problems with widescreen
Post by: GeoModder on February 11, 2016, 15:19:30
Mmm. Behind the curtain corrections from Nordic thus. Kuddo's on them for making the effort.