Home » MODDING HQ 1.13 » v1.13 Coding Talk » RII - Resolution Independent Interface [UPDATE :RII v4f]
Re: RII Light v1[message #226388] Thu, 09 July 2009 11:12 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Registered:September 2007
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Monk
I 'dropped' the gun I was dragging a couple of times. Maybe the code can't keep up with reading my mouse position? [I'm using a semi-crappy USB optical mouse]

No, its just the way mouse regions work in JA2. If you are too fast you get out of the region and get a "mouse lost" event. Then the mouse coordinates are not updated for the region anymore and you don't get any move or button events until you move again into the region ("mouse gain" event).

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Master Sergeant
Re: RII Light v1[message #226389] Thu, 09 July 2009 11:36 Go to previous messageGo to next message
gmonk

 
Messages:668
Registered:April 2002
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It looks as though the mouse code in JA2 was never designed for "drag and drop". Would that be any different in an SDL port?

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First Sergeant
Re: RII Light v1[message #226398] Thu, 09 July 2009 12:58 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
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Monk
It looks as though the mouse code in JA2 was never designed for "drag and drop".
Actually it was, it just sucks at high speeds. It's easy to monitor the position of the cursor over a specific mouse area, and the various mousedown states - that's all it takes to do drag and drop. Well, at least technically that is.

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Master Sergeant
Re: RII Light v1[message #226407] Thu, 09 July 2009 13:37 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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It is possible to use the MSYS_GrabMouse and MSYS_ReleaseMouse functions to implement smooth dragging. But there is a bug, that when you move the cursor out of the window and back (with the image dragged), then the rendering can screw up. In fact, when you do the same now, you can move the image outside the window and then get a mouse lost event, thus loosing the image completely.

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Master Sergeant
Re: RII Light v1[message #226409] Thu, 09 July 2009 13:39 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Here is a short "API" documentation :

table Env :

Env.quit() : quits the game
Env.renderoldgui(boolean)
Env.rendernewgui(boolean) : toggles rendering of old/new gui

table gui :

gui.createNode(table) :
- table must have field 'parent'
- value of parent must be a node
gui.createImage(table) :
- table must have field 'parent'
- field 'image' is optional, but eventually the image filename must be set, here or with image.setImage()
gui.createRegion(table) :
- table must have field 'parent'
gui.createTextNode(table) :
- table must have field 'parent'
- fields 'text', 'font', 'foreground', 'background' are optional
- default values are "" for 'text', "BLOCKFONT2" for 'font', 255 for foreground, 0 for 'background'

gui.getScreen(string) : returns screen with specified name, only "MainMenu" works for now

gui node classes :

'node',
'surface' is-a 'node'
'image' is-a 'surface' is-a 'node'
'region' is-a 'surface' is-a 'node'
'textNode' is-a 'surface' is-a 'node'

So, when i say "parent must be a node", that means parent can also be a region, as it is a node too.

node :
'type : read-only property, returns string "Node" for node, "Image" for image etc.
'position' : read/write property, table with two elements { x, y }, describes global position on screen
'offset' : save as 'position', but describes displacement to parent node
'active' : read/write property, toggles node's and its children's visibility

surface :
'size' : read/write property
inherits all properties of 'node'

image :
setImage(string) : function sets filename of image
setImage(table) : table must have field 'file' = string, integer field 'subimage' is optional (defaults to 0)
inherits all properties of 'surface' and 'node'
- image file must be set, either with 'setImage()' or during creation (gui.createImage(table))
- image file can be reset any time

region :
define(button_callback, move_callback) : callbacks must be function values (closures)
inherits all properties of 'surface' and node
- must set 'size' of region before 'define' it

screen :
'root_node' : read-only property, is a 'node'
- 'root_node' must be a parent to some other node, as rendering starts from here

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Master Sergeant
Re: RII Light v1[message #226631] Fri, 10 July 2009 18:32 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Does RII light use the PNG setup?

Also what about having the Bigitems folder as a container rather than lots of individual containers, or would that limit palettes to a single palette per container?

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Lieutenant

Re: RII Light v1[message #226713] Sat, 11 July 2009 08:12 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
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We had a discussion around RPCs, where we sort of decided the approach that makes the most sense is to create a folder for each RPC and put all resources into it.

I feel the same principle applies to items.

How about making a folder per item (yeah, I know there will be 2000 folders) and put all resources (e.g. XML, tile pic, interface pic, big pic etc.) into it?

The idea is that adding, replacing, removing an item will be much easier because everything is packaged in one folder.

In case you don't like the idea of 2000 folders, this is a virtual concept, think of a folder as being a zip file for example, kind of like OpenDoc does it with pics in an OpenWord doc.

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Sergeant Major

Re: RII Light v1[message #226717] Sat, 11 July 2009 08:26 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Why a folder per item? Couldn't the items just be stored in a single 7z container per RPC?

I am asking the same about Bigitems as it is quite frustrating to have to go through 1000 7z containers when I would have though 1 would do (being 7z you can add and remove dynamically anyway so it makes editing a cinch.

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Lieutenant

Re: RII Light v1[message #226719] Sat, 11 July 2009 09:04 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
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Quote:
it is quite frustrating to have to go through 1000 7z containers


2000 7z containers is ok, the editor will handle this for us. The benefit is for mod install / uninstall, you need to touch only the files affected, meaning it will be easier for non-tech people (customers).

If you were to throw everything (e.g. all 2000 items or all 169 RPCs) into one 7z, you will need to maintain a unique naming convention within the 7z context. If you have one 7z per item / RPC, then you can use the same file name accross all e.g. bigitems as the 7z container provides the context. For example the "folder" name is rpc_057.7z and it contains all speech files, pics, stats etc.

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Sergeant Major

Re: RII Light v1[message #226841] Sun, 12 July 2009 02:35 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Kaerar
Does RII light use the PNG setup?
No, it doesn't. It's just recent SVN version with some basic datastructures from RII. But it's missing the actual GUI "re-creation." Anyway, the patch to split the item/gun STIs to single PNG files would be relatively small. So, the people with SVN commit powers should give a sign.

Kaerar
Also what about having the Bigitems folder as a container rather than lots of individual containers, or would that limit palettes to a single palette per container?
Are you by chance mixing up 7z containers with STI containers?

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Master Sergeant
Re: RII Light v1[message #226861] Sun, 12 July 2009 06:37 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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BirdFlu
Kaerar
Also what about having the Bigitems folder as a container rather than lots of individual containers, or would that limit palettes to a single palette per container?
Are you by chance mixing up 7z containers with STI containers?

Not really. When you run the Convert.bat it creates a Bigitems folder with every single STI converted to PNG in their own Gunxxx.jpc.7z or P1xxx.jpc.7z etc...

If the Bigitems folder was converted into the container (Bigitems.jpc.7z) with all the images in it, it would make editing easier and faster is all.

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Lieutenant

Re: RII Light v1[message #226877] Sun, 12 July 2009 11:48 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Kaerar
BirdFlu
Kaerar
Also what about having the Bigitems folder as a container rather than lots of individual containers, or would that limit palettes to a single palette per container?
Are you by chance mixing up 7z containers with STI containers?

Not really. When you run the Convert.bat it creates a Bigitems folder with every single STI converted to PNG in their own Gunxxx.jpc.7z or P1xxx.jpc.7z etc...

If the Bigitems folder was converted into the container (Bigitems.jpc.7z) with all the images in it, it would make editing easier and faster is all.

Ok, now i see what you mean. But one single jpc.7z is probably not what you want, as it would be the same as one big sti file. All images would share one palette. What you want, i think, is to put all png files (previously stis file with one subimage each) in a 7z or jdc.7z container, which conceptually are equal to a SLF container. So, although both are 7z containers, they are handled differently. This is the reason why i asked some time ago to "vote" for extension names other than just .7z. Because people would be confused why one 7z file works as intended and another one doesn't.

To use the jdc.7z files, you would have to "mount" them via your vfs_config*.ini file.

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Master Sergeant
Re: RII Light v1[message #226880] Sun, 12 July 2009 14:17 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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That would be what I meant Smile

If jdc'c could be implemented then that's what I was after Very Happy

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Lieutenant

Re: RII Light v1[message #226887] Sun, 12 July 2009 15:25 Go to previous messageGo to next message
Headrock

 
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Probably a silly question, but still: Isn't a script-based interface going to make transitions between screens a lot slower?

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Sergeant Major

Re: RII Light v1[message #226930] Sun, 12 July 2009 22:48 Go to previous messageGo to next message
gmonk

 
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WoW seems to work fine using Lua scripting for its interface stuff. Is there a reason why it would be different here?

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First Sergeant
Re: RII Light v1[message #226999] Mon, 13 July 2009 14:06 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
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Hard-coded stuff will (almost) always be faster then script based, especially in a case where the UI is rewritten from hard-coded areas and images to generic elements that will puzzle together a similar interface.

Rather then just drawing, say, the backdrop for the merc list in tactical, we have to parse a Lua script that defines it as a generic area (nested inside of another area probably) containing an image (the backdrop), meaning we need to pass a lot more parameters and likely calculate more values to display a simple image. Also the image display code is wrapped in a class, the class derived from a whole class hierarchy with virtual functions and... It's basically a lot of overhead when it comes to drawing a simple image.

However the effective speed penalty isn't that bad on current hardware, it probably wouldn't be that bad on a 180MHz Pentium either, back in 1998. It's still nothing compared to drawing the animations, plying sounds and calculating sight in real time.

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Master Sergeant
Re: RII Light v1[message #227262] Wed, 15 July 2009 15:28 Go to previous messageGo to next message
sajber is currently offline sajber
Messages:1
Registered:July 2009
Location: Sweden
so, will it be included in 1.13 eventually?

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Civilian
Re: RII Light v1[message #232705] Mon, 07 September 2009 13:34 Go to previous messageGo to next message
ohnoitsever is currently offline ohnoitsever
Messages:2
Registered:September 2009
Hello

The download link is not working, would someone please be so kind as to upload this mod on a new host.

Thanks in advance,
ohnoitsever

*lurks away*

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Civilian
Re: RII Light v1[message #232916] Thu, 10 September 2009 02:42 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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New version released (alpha v4d, see first post).

- merged with current SVN HEAD

- "new" png item images mechanism
* optional (enable by setting USE_PNG_ITEM_IMAGES = true in ja2.ini)
* you need to create the png images (execute convert_item_images.bat + extract archives)
* will be in included one of the following releases of the main branch

- new vfs initialization mechanism
* optional (set VFS_CONFIG = 'path to file' in ja2.ini)
* see the Combo Mod loader thread for more details

- read install instructions (INSTALL.TXT)

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Master Sergeant
Re: RII Light v1[message #232932] Thu, 10 September 2009 12:01 Go to previous messageGo to next message
ohnoitsever is currently offline ohnoitsever
Messages:2
Registered:September 2009
Hello

The mod contains some sprite draw problems.

http://img16.imageshack.us/img16/5628/corruptiondrawproblem.png

I also get this error report which is evidently not related, but because it shows up here you are

*** Thu Sep 10 18:57:12 2009 ***

The value [JA2 HAM Settings][BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.

I am using a fresh copy of the latest one click installer on top of a fresh install of JA2 Gold

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Civilian
RII - Resolution Independent Interface [UPDATE :RII v4e] [message #232971] Thu, 10 September 2009 23:19 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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The clipping bug is fixed (download version : alpha v4e).

The second issue is not RII problem. Besides it's more of a warning (although it is an error report). It just says that the given value was not set or was set incorrectly in Ja2_Options.ini. This option was added in revision 3174 a week ago. So, maybe the official exe and ini files don't contain the newest changes. You can fix it yourself by adding this key-value pair to Ja2_Options.ini.

[Updated on: Thu, 10 September 2009 23:20] by Moderator

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Master Sergeant
Re: RII - Resolution Independent Interface [UPDATE :RII v4e][message #232978] Fri, 11 September 2009 00:27 Go to previous messageGo to next message
Minty is currently offline Minty

 
Messages:110
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@ohno:

That happens every so often with fresh installs, sometimes .ini options get left out. Just add it to the end of your ja2.ini file, under the HAM section, as it's a HAM setting.

edit: Well, that serves *me* right for having post-tunnel vision.. Aye, what BirdFlu said. Very Happy

[Updated on: Fri, 11 September 2009 00:36] by Moderator

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Sergeant
Re: RII - Resolution Independent Interface [UPDATE :RII v4e][message #233157] Mon, 14 September 2009 01:29 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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The second issue is a missing or incorrect line in the JA2Options.ini.

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Lieutenant

Re: RII - Resolution Independent Interface [UPDATE :RII v4e][message #233379] Thu, 17 September 2009 13:45 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
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Hi, I got RIIv4e running with Ham3.5, WF6.06 & AIM (on top of JA2 1.13 3111 exe SVN@1183 Full) and using the 800 x 600 gui with a 1280x1024 resolution but when I started the game up today the main screen is massive and only the options start new game and continue game are visible, with the game running in 800x600. Using the 1024x768 gui works fine and the game runs in my chosen resolution, only I don't like the new layout.

Now though when I start RIIv4e on it's own with the 800x600 gui it just runs in 800x600. A fresh install of RIIv4e didn't help. Same with DL113, it just runs in 800x600 (though without the massive main screen).

Tell me I'm not going mad, I swear the 800x600 gui running with 1280x1024 resolution was working before.

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Corporal 1st Class
Re: RII - Resolution Independent Interface [UPDATE :RII v4e][message #233438] Thu, 17 September 2009 23:15 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Well, the "new layout" is not there to be liked by anyone. I was just curious if someone would care to fix it, which can be done quite easily (without recompiling).

So, the game started with RIIv4e, AIM, WF & AIM and 800x600 before, but it doesn't do now? Fullscreen or windowed mode? What do you mean with massive? Do you have a screenshot?

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Master Sergeant
Re: RII - Resolution Independent Interface [UPDATE :RII v4e][message #233439] Thu, 17 September 2009 23:31 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
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Fullscreen, Massive like this.
http://img43.imageshack.us/img43/1305/screen000y.th.jpg

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Corporal 1st Class
Re: RII - Resolution Independent Interface [UPDATE :RII v4f][message #233448] Fri, 18 September 2009 02:04 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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new release : ja2v113_rii_alpha_v4f.7z

The problem is that the ja2 wildfire logo is/was too large (640x480) and i tried to put the buttons below the logo. There was not enough space left and consequently the buttons were draws offscreen. Now, i make sure that this doesn't happen.

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Master Sergeant
Re: RII - Resolution Independent Interface [UPDATE :RII v4f][message #233452] Fri, 18 September 2009 03:20 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
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Thanks, and I worked out why it was running in 800x600 not 1280x1024. Somehow [RII] had disappeared from my JA2.ini.

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Corporal 1st Class
Re: RII - Resolution Independent Interface[message #242149] Mon, 18 January 2010 10:23 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
It works, now I can see even bigger tactical area (abt 1/4 of map on 1680*1050 Smile ) than 1024*768.
(I can't play in e days of 640*480 due to excessive scrolling during battle :crazy: )

Reporting certain graphical bugs & suggestion:
1. Critical: Strategic Map Window Wrong Module Placement. Clicking on the 'Destination' button will result in CTD, see 'Error' pic. Running RII on 1024x768 also has the same issue. Running pure 1.13 does not have this problem.
http://img130.imageshack.us/img130/1234/strategic.jpghttp://img62.imageshack.us/img62/6859/errorqd.jpg
2. Minor: Using mouse to scroll on radarmap, screen will move beyond map size. Occurs only with mouse (keyboard scroll ok) after moving to extreme right first, then it will extend beyond top right & bottom right. This only happens to widescreen ratios 1680*1050(16:10) & 1600*900(16:9). 1280*1024(5:4) & 1024*768 (4:3) ok.
http://img130.imageshack.us/img130/7784/toprightb.jpg
3. Suggestion: if 'radarmap' n 'time' is hardcoded to show at the bottom right, strategic map could b aligned to bottom right too rather than having a centered strategic window.

I can play happily w e rest of cosmetic issues (probably due to original game design & system).

Test System: XP SP3 32bit, JA2 Gold 1.12 + Kaerar's SCI B3111 + RII Alpha v4f. Everything at default installation settings except for screen resolution

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Sergeant 1st Class
Re: RII - Resolution Independent Interface[message #243328] Fri, 05 February 2010 15:17 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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@1 You can probably fix it yourself.
First go into the "Profiles\RII\Tabledata\Gui\1024x768" directory. There you will find a bunch of XML files and also a "backup" directory with the same files. The backup files define the old layout. So, if you don't like the "new" layout, replace the file in the "1024x768" directory with the backup files.

Then open the file MapScreen_MapPanel.xml. There some parts are commented out.


"Un-uncomment" this part (= remove the "" strings. This should fix the crash.


I think i did the new layout to show that it can be changed by modifying some XML files and i also thought people would look at these files and maybe "fix" it themselves.

@2 couldn't reproduce it.
I don't have a widescreen monitor. I tried it with 1068x600 and it seemed to work properly.

@3 radarmap and time are used in tactical AND strategic mode. So, changing one would also affect the other. I left this problem for later, if there will be a later (maybe in SMP).

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Master Sergeant
Re: RII - Resolution Independent Interface[message #244093] Sat, 13 February 2010 08:33 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
@1 Yes, e fix works like magic, no more CTD.

Found a cosmetic issue with the expanded inventory placement. I believe it's got to do with e 0-byte 'MapScreen_Inventory' XML file so I could not offset its coordinates to e intended position. See extreme left of pic.
http://img69.imageshack.us/img69/7811/inventoryl.png
@2 & @3 They are juz tiny issues, no worries.

Thanks BirdFlu for e fix n in advance for looking into e matter.

Addendum: I guess there's no simple way to have RII to work w other JA2 executables since RII requires its own executable. Juz hope that one day it gets implemented into e main branch code where we have e choice to play in our native resolution. Smile

[Updated on: Mon, 15 February 2010 05:17] by Moderator

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Sergeant 1st Class
Re: RII - Resolution Independent Interface[message #244484] Thu, 18 February 2010 06:53 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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How hard is it to add 1280x1024 into the stock options for JA2 as it's probably the most common resolution available, though fast disappearing with the Widescreen revolution!

Also how hard would it be to alter sizings and spacings of the UI? With the larger Resolutions much more information and detail can be included Smile

[Updated on: Thu, 18 February 2010 07:49] by Moderator

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Lieutenant

Re: RII - Resolution Independent Interface[message #244488] Thu, 18 February 2010 08:03 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
I feel higher resolutions need the ability to have larger fonts.

I am playing on 800x600 because on 1024x768 I can't read the text on my laptop screen (14.1 inches across).

I don't need to read what the RPCs say, but need to read sector inventory item names, tooltips, CTH indicator, stuff like that.

As we go with higher resolutions, we can't keep the text the same size (and we probably can't keep making static GUI layout masks for each resolution).

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Sergeant Major

Re: RII - Resolution Independent Interface[message #244494] Thu, 18 February 2010 09:13 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3714
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Quote:
I am playing on 800x600 because on 1024x768 I can't read the text on my laptop screen (14.1 inches across).


:nerd: try these ,

:compsmash: then this ,

then go buy a new monitor Very Happy

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Captain

Re: RII - Resolution Independent Interface[message #244497] Thu, 18 February 2010 11:00 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
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Smile My wife has the new monitor, it is huge! I would so be able to read the small font on it...

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Sergeant Major

Re: RII - Resolution Independent Interface[message #244534] Thu, 18 February 2010 16:26 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
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Location: Australia :D
Personally I am just getting annoyed trying to get a 4:3 image to render without blurring on my 5:4 screen!

However seeing as 22% of screens are 1280x1024 resolution I do believe it's time JA2 got a little updated. In fact it's a pity it can't scale items because then you could create 2 maybe 3 versions of the interface (4:3, 5:4, 16:9 and 16:10) and have it reduce some PNG's to the right size and place. Seeing as they are mathematical denominations they would even scale well Wink

Also a Netbook Res would be quite good as it's about the only game that works on them besides solitaire Very Happy

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Lieutenant

Re: RII - Resolution Independent Interface[message #244589] Fri, 19 February 2010 00:50 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
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Guys, look into the RII XML files. There you can select what images are loaded and also their position on the screen. You can also select a different font. OK, most of it (or everything?) works only in strategic mode (laptop not counting), but it's a start.
It's there, you just have to use it!

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Master Sergeant
Re: RII - Resolution Independent Interface[message #262922] Sat, 18 September 2010 00:27 Go to previous messageGo to next message
buggerbot is currently offline buggerbot

 
Messages:31
Registered:October 2008
is this mod still being updated or worked on in any way?
tried it with the latest one-click
WF 1.13 - Current version: SCI_SVN1238_MPSVN3693_WF606_AIMNASv10_NewMaps.7z (Updated 17 September 2010)

from Tais

but couldn't get it to work after following the instructions from the INSTALL.txt.

i might have screwed up tho or that sci is just not compatible - an answere might save me a lot of time trying to get this to run Wink

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Private 1st Class
Re: RII - Resolution Independent Interface[message #262926] Sat, 18 September 2010 00:32 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1958
Registered:October 2005
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It does not work with the latest single click installer. RII has its own test exe.

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Sergeant Major

Re: RII - Resolution Independent Interface[message #262955] Sat, 18 September 2010 14:23 Go to previous messageGo to previous message
tais

 
Messages:656
Registered:February 2008
Location: NL
is there any progress on this stuff? it's awesome..

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First Sergeant

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