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Thread: Changing language midgame

  1. #1

    Changing language midgame

    Is there a way? I can't get the "set" command to work (specifically "set language french" and "set fm_language french").
    Last edited by Hanover Aldercash; 18th Nov 2024 at 23:31.

  2. #2
    Member
    Registered: Apr 2011
    no. the language settings are only read when the game first starts. changing the language setting requires relaunching the game for it to take effect.

  3. #3
    Is there any other way to swap the contents of the intrface folder midgame?

    I was hoping to get multiple metagame menus working.

  4. #4
    Member
    Registered: Apr 2011
    none that i can think of. the game also caches most resources after the first time they are loaded—i dont know for sure if this includes menu stuff, but if it does you would find that even alt tabbing and manually swapping out the intrface folders doesnt work.

  5. #5
    Just tested - yeah, that doesn't work. Nor do mission-specific subfolders.

    Oh well. It would have been cool.

  6. #6
    Member
    Registered: Apr 2011
    what did you have in mind to try to do with the menus? there might be a different way to accomplish a similar effect

  7. #7
    Play my fan mission.

    Then imagine the fog door menu, but not limited to 1 style/layout per mission.

  8. #8
    Member
    Registered: Apr 2011
    what is it called? i have to find it before i can play it!

  9. #9

  10. #10
    Member
    Registered: Aug 2009
    Location: Poland
    You can start the shop screen mid-game, right? I don't remember how though.

    I know there is also a way to alter the order of missions mid-game. Is this something you're using in "One Man's Trash"? I remember it's possible to play two missions back and forth by using scripts that manipulate save slots / quick save slots.

    As for multiple metagame menus, do you need more menu items than "start game", and "start training"? Or something else?

    Would it be possible to implement it with the shop screen? - e.g. pick your quest, by "buying" the scroll of your choice.

  11. #11
    Member
    Registered: Apr 2011
    Quote Originally Posted by Hanover Aldercash View Post
    One Man's Trash
    thanks. aha, i see you have customised the metagame menu. oh thats very clever!

    Quote Originally Posted by Marzec View Post
    You can start the shop screen mid-game, right? I don't remember how though.
    the console command loadout is for the shop screen, but its compiled out of the game exe, it only works in dromed.

    Quote Originally Posted by Marzec View Post
    I know there is also a way to alter the order of missions mid-game. Is this something you're using in "One Man's Trash"? I remember it's possible to play two missions back and forth by using scripts that manipulate save slots / quick save slots.
    this looks like it is just using KDTrapNextMission and KDGetInfo (which in turn use the DarkGame.SetNextMission() and DarkGame.GetCurrentMission() script functions). same way GORT did multiple endings in TPOAIR.

  12. #12
    Member
    Registered: Apr 2011
    okay, so the question is basically: is it possible to make custom ui screens with mouse input? i can see two approaches to this, each with different drawbacks:

    first approach is to build ui objects in-world, that you frob to use. kind of like how doom 3 or prey 2017 do their computer screens. i have a proof of concept demo of this, activating the screen only when the player is close enough, drawing a mouse cursor on it, and having buttons on it that are only frobbable when the cursor is on them (instead of the usual frob highlight confusion you get in thief with multiple frobbable objects close together). needs a bit of work to be shippable, but its doable. however, that does not at all get the effect that you were after.

    so the second approach would be something like: teleport the player to a black room; use newdarks hud tools to draw ui elements covering the entire screen; each frame read the camera's facing and immediately force the player's view back to a neutral position, and thus get mouse delta movements that you can use to do a fake mouse cursor in the ui; and (i also have a proof of concept mission that successfully does this part: ) you also force the player's inventory to have a "left button" weapon object and "right button" inventory object, both of which are forcibly selected and not deselectable, and listen to frob messages so you get left/right button input.

    it sounds pretty feasible to me.

  13. #13
    Have you published those demos? I'd be curious to see both if you have.

  14. #14
    Member
    Registered: Apr 2011
    i havent published them as such. theyre not demos—that is, theyre not created to showcase anything to anyone, but rather theyre made by me for me to try out an idea and explore the capabilities and limits of scripts in the engine. that being said, they are publicly accessible, and youre welcome to look at them, but like i said theyre not demos, so they dont explain themselves or look like anything much. theyre in my t2tests repository on github, in the test_gui and the (badly named) test_mimic folders.
    Last edited by vfig; 7th Dec 2024 at 22:24.

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