For the most part this patch works great for me, and applied cleanly to r5035. Certainly a great improvement on what was before. Note that I haven't tried anything related to the snprintf.cpp / Cmake stuff - it's beyond anything I can constructively help with at present.
There are a couple of problems I found after applying the patch, all of which should have quite simple solutions:
-
The first is that from the main Options menu, when opening any subwindows (graphics, sound, gameplay or windows within them), the following error message would show in the terminal:
[Control]: Destroying control inside event handler, crash may occur![Control]: Owner window destructed!
No ill effects happened though, as far as I could tell.
-
The second problem occurs when in the "character sounds" window. When either Done or Cancel are pressed, it returns to the Gameplay options window, rather than Sounds as it should.
-
Finally, when the Autopause button is pressed in the Gameplay window, the terminal outputs:
Traceback (most recent call last):
File "./GUIScripts/bg1/GUIOPT.py", line 420, in OpenAutopauseOptionsWindow
OptCheckbox ('SpellCast', Window, 34, 30, 'Auto Pause State', 256)
File "./GUIScripts/bg1/GUIOPT.py", line 666, in OptCheckbox
button = GemRB.GetControl (window, button_id)
RuntimeError: Control is not found
And the main (non sidebars) screen goes black. The buttons on the side still work, however, and things proceed as normal when they're clicked (the main part returns).
But as I say, this is all a massive improvement in the quality of BG1 GUIScripts.
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This one should fix the second problem you mentioned.
I'm looking into the first one to see what is the problem.
The cmake/snprintf stuff has been removed. This is not needed anymore (I can't figure out how. Might be a change in my configuration)
File Added: BG1-guiscripts-2.patch
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I've applied most of the gui options patch. The worldmap part also contains lines i also realized.
Please tell me if i missed something important. (The changing of the portraits/options panes in the option screen are not needed, only for alternate resolutions)
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Hmmm, this is not complete enough. clicking on the "dead head" icon won't send you back to the game in most GUI menus, clicking "informations" in record window will crash the GUI. Only the inventory GUI is satisfying here.
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This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
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I forgot to mention this :
Bonus : snprintf.cpp won't compile if HAVE_SNPRINTF is defined and Cmake now search for every *.cpp file in core directory.
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For the most part this patch works great for me, and applied cleanly to r5035. Certainly a great improvement on what was before. Note that I haven't tried anything related to the snprintf.cpp / Cmake stuff - it's beyond anything I can constructively help with at present.
There are a couple of problems I found after applying the patch, all of which should have quite simple solutions:
-
The first is that from the main Options menu, when opening any subwindows (graphics, sound, gameplay or windows within them), the following error message would show in the terminal:
[Control]: Destroying control inside event handler, crash may occur![Control]: Owner window destructed!
No ill effects happened though, as far as I could tell.
-
The second problem occurs when in the "character sounds" window. When either Done or Cancel are pressed, it returns to the Gameplay options window, rather than Sounds as it should.
-
Finally, when the Autopause button is pressed in the Gameplay window, the terminal outputs:
Traceback (most recent call last):
File "./GUIScripts/bg1/GUIOPT.py", line 420, in OpenAutopauseOptionsWindow
OptCheckbox ('SpellCast', Window, 34, 30, 'Auto Pause State', 256)
File "./GUIScripts/bg1/GUIOPT.py", line 666, in OptCheckbox
button = GemRB.GetControl (window, button_id)
RuntimeError: Control is not found
And the main (non sidebars) screen goes black. The buttons on the side still work, however, and things proceed as normal when they're clicked (the main part returns).
But as I say, this is all a massive improvement in the quality of BG1 GUIScripts.
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user_id=1928562
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Thanks for the feedback.
This one should fix the second problem you mentioned.
I'm looking into the first one to see what is the problem.
The cmake/snprintf stuff has been removed. This is not needed anymore (I can't figure out how. Might be a change in my configuration)
File Added: BG1-guiscripts-2.patch
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This one solves the first problem too !
File Added: BG1-guiscripts-3.patch
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I've applied most of the gui options patch. The worldmap part also contains lines i also realized.
Please tell me if i missed something important. (The changing of the portraits/options panes in the option screen are not needed, only for alternate resolutions)
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Hmmm, this is not complete enough. clicking on the "dead head" icon won't send you back to the game in most GUI menus, clicking "informations" in record window will crash the GUI. Only the inventory GUI is satisfying here.
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This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
fourth try
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I'm sorry to reopen this, but I was very busy for quite a long time...
Here is a new one, against current trunk, without the unnecessary portrait window stuff.
File Added: BG1-GUIScripts4.patch
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Thanks, it is in since r5236. Some bits were odd, but overall it looked good.