Development > Newbie Coding
How to update tutorials' screenshots?
Damyen:
Ok, I think I understand how it works: you have images, and the "seq_tutorials.ufo" scripts tells what to do with them. So changing the script changes the sequences, with keywords to put images on a certain position (pos), remove images (rem), wait for X seconds (wait), etc.
I will start some testing with the campaign tutorial to get familiar with it (this will take some time, and I probably will ask for help:)). Which is the .pk3 that contains the sequence (to test changes on my computer)? Is there a short readme explaining all the keywords in the seq_tutorials.ufo script?
DarkRain:
You don't need the *.pk3 files to test changes (or event to play the game) you can extract the files to the appropriate directories and run the game from those (the game should override the files in the pk3 with the extracted ones but some people like to remove the original *.pk3 - or better yet back it up somewhere else- to avoid conflicts)
So for example extract the pics to base/pics and the *.ufo files to base/ufos (or you could even extract/create only the files you need to override those in the *.pk3) make you modifications and run the game to test, you can also add new images and script files if needed, as long as they are in the right directories the game will use them fine.
And of course be sure to check our wiki to learn more about the sequence scripts: http://ufoai.org/wiki/UFO-Scripts/seq_*.ufo
Feel free to ask any questions that you have, but at this point, even if all you cold do is provide a bunch of images and a text file with the notes to go with them I'd be happy to arrange the sequence to the best of my ability (I'm not very artistic but it still would be much better than we currently have for sure)
Damyen:
Thanks! That's exactly what I needed. I'll try to do my best, and ask if any question arises.
I will ask for help for sure, because I think I will also change the texts that comes with the images (because they are a bit outdated too). But it will be in a few days (weeks), time to make my first steps and mistakes with this sequence file and check what I can do with images.
PS: and thank you for your other answer (about changing polices); I will start with that point.
Damyen:
Hello. I made some tests, and you were right: "it will be much better (and easier) to redo the whole tutorial". Well, this implies a few questions about scripts and testing them.
* Seq_tutorial.ufo, obj2d:
- "pos" : presented as "normalized to 1024x768 resolution"; what happens to objects when not displayed on that resolution?
- "enlarge" : how does it work? (I tried to put a x,y "destination" - assuming that the beginning was the position of the objet set by "pos" and that the 2 dots would define the diagonal sizing the object-, or tried a sort of percentage, but I couldn't achieve anything).
- "rem" vs "delete": what is the difference between them (word size excepted :) )? Is one of them deprecated?
* Images: better use .jpg or .png ?
* Testing: can you test a modified sequence without quitting the game (I tested via the console, and seq_start, but it didn't work... my mistake maybe?)?
DarkRain:
Hi,
sorry for the lack of a timely response, I had some computer troubles...
As for your questions:
* pos: The UI will be scaled to the current resolution, but you have to script as if it were a 1024x768 resolution screen — that is if you set the position of something to "512 384" it's top left corner will appear right in the middle of the screen (regardless of actual resolution)
* enlarge: From what I can see it is supposed to cause the object to "grow" over time (just like speed causes it to move over time) but it doesn't seem to be working, may be a bug.
* rem vs delete: AFAIK both are equivalent rem seems to be favoured in the sequence scripts, while delete seems to be the norm in the UI scripts, so I suggest you use rem.
* Images: We prefer png
* Testing: Yes you can test your changes without leaving the game, but if you change the files with the game open you'll have to use the 'fs_restart' command so the game re-reads the scripts from disk, then you can use seq_start to start the sequence.
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