Any progress? Anything to show?
ZubaZ
The first script is setting the background object to be the size of your screen. The second script is positioning the object centered at the bottom. In any case, no help.
Look at the scripts for those objects. see if there is a screen.width/XXX or something similar. I'll try to look later.
[quote who="Bingjack" reply="31" id="2812584"]Cari_Elf just confirmed in chat that both those aspects of the status bars are hard-coded and beyond our ability to change at present.[/quote]Dagnabit! ;) Still good to know. Did you poke her about the \mod\screen issue?
[quote who="Bingjack" reply="28" id="2812495"]. . . It seems, like the contracting behavior, that color is established by data from elsewhere, though I've not found any likely place yet. It's possible that kind of stuff may not be exposed, limiting what can be done to the interface. [/quote] Hopefully a Stardockian will see this and let us know one way or the other.
Take a look at the Main_Context_Action_Status_ Value_ 1 which is a child of Main_Context_Action_Status_1. There is not much to it, but it's a small blue image called "Seanview_Back.png" and it's transparency setting is at 50% (on the trans tab). Sounds reasonable, no? Let me know how you make out or if I need to fire up DX again. :)
So . . a few things. The hue shift isn't picked up. :( And the mod folder isn't picking anything up either. So the process is thus then (for now): Back up the dxpack you are going to edit C:\Program Files\Stardock Games\Elemental\screens Open the dxpack in DX builder The object list can be your friend <img src="http://content.screencast.com/users/zubaz/folders/Jing/media/95835
Doc, I actually typed out RC and then removed it. It was too painful.
Does it happen when you unload WB? Fences?
As you find anomalies, post them here;the more detail the better. Finding patterns may be the key.
[quote who="Bingjack" reply="17" id="2811914"]Unlike many of the graphics in the GFX folder, just dropping a new Screens folder it into the Mods folder as an override and turning on mods doesn't seem to do anything. [/quote]Hmmmm. According to very good sources, any files in mods/screens WILL be used over their 'core game' counterparts. If it doesn't work it may need to get a bug report for Stardock.
I really look forward to what you all create. Have fun and if you have any more questions I'll try to answer or find an answer.
[quote who="Bingjack" reply="12" id="2811848"]is there a way to "release" a graphical element back into its original image format state once it's been imported into a dxpack? It would make things really easy then to use that image as template for size and shape in a graphical program, to design new graphics over top of. I've figured out how to isolate the element, but I can't seem to get at the original .png. The original source file for some of these is not
[quote]Make it pink *and* Hello Kitty themed, then we'll talk.[/quote]You know it will get done at some point now, right?
I'd create a backup and then modify existing dxpack's states. I don't think there should not be a impact on performance. Did you happen to notice the widget name in the DX Builder object list? A bit of GalCiv2 ancestry there. :)
Part of the "my pretty princess" mod? [e digicons]:omg:[/e]
Here is a super-quick-and-dirty vid of me opening up the bottom tray of the main UI and changing the mousedown button image and then dragging things about. http://screencast.com/t/4npeyJQK5Bg You can do some easy changes just by adjusting the brightness, hue and contrast too (hue does nothign in this example because it's mostly black and white). http://screencast.com/t/YuaH1XQXrs
May I suggest that the Wincustomize DesktopX forum may be a good source of information? Most of the skinners there are not gamers . . . so be patient with them General DX: https://forums.wincustomize.com/forum/37 DX tutorials: https://forums.wincustomize.com/forum/156
Here are all the tips (CoreFlavorText.xml#): - FlavorText > &nb
[quote who="Black-Knight" reply="9" id="2790269"]Regarding the diplomatic victory it is even more absurd, since ONLY the human player can really accomplisgh that. In fact would you accept to be the last ally to a faction that is already allied with everyone, thus handing out the victory to them?[/quote]Heh. Never thought about that. Funny.
A game should at least be consistent unto itself and if it also seems plausibly realistic in our world all the better..
http://tinyurl.com/2dn9oqx [e digicons]:troll:[/e]
[quote who="Lord Cobol" reply="21" id="2790227"]Black-Knight has a good point about units being too slow.[/quote]I'm not sure I agree. They *are* slow and that really matters on large maps. But it only really matter if you want your characters to move quickly. For me, that's not this game. I'm cool with games that last for hours and hours as I build up my civ. It would be interesting and possibly useful if there were a move multiplier in the game setu
from another post: [e digicons]8C[/e] [quote]I can build cities, palace, etc.. but hardly afford a sword for my heroes.. come on ![/quote]
[quote who="Kalin_02" reply="14" id="2789706"]... the roleplay argument against shops everywhere is a bit strange. There's nothing stopping you from roleplaying that shops are only in town and you have to go back to town to buy stuff. Limiting yourself like this is something that people who roleplay do rather often... ... So to answer the OP, while immersion is nice to have, you'll often find that when immersion comes at the cost of gameplay, it is usually abstracted.[/quote]G