You're welcome. Be sure to read and use the small code fixes and enhancements from a few posts back in this thread. I haven't updated or tested this code for years, so hopefully it all still works properly with the latest warband module system and executables.
You're welcome. Be sure to read and use the small code fixes and enhancements from a few posts back in this thread. I haven't updated or tested this code for years, so hopefully it all still works properly with the latest warband module system and executables.
Oh, that could be the reason for i was having a couple of problems in dedicated servers. Are these the "Fixes" you're talking abot?
Vornne said:
I'm guessing "give gold" is a custom presentation you added? In that case, typing in a text box doesn't block other triggers using key_pressed from running - I forget whether it is a new problem in warband or it's always been that way, and I couldn't find the report on the tracker that I vaguely remember - so in PW I've added checks to every custom control trigger to make sure no text input presentations are active, like this:
Also, make sure to use the overlay_obtain_focus operation for text boxes (added in a later warband version than 1.126) so players don't have to click the text box before typing, like this:
I should really update the code some time; but the latest stuff is in PW 4, which is an almost total rewrite of the module system, with a general chat message system for many types, so it would need quite a bit of work to make it native compatible again.
Blabil: sure. The height is almost half the size of the original, and the text size is 85%, but I could make it smaller if you want (and have got good eyesight); also, would you want the changed poll keys and the "escape doesn't vote no" bit? Do you think the colours and text outline make the poll more readable, or less? I tried various colours for background and font, but white text seemed the best; the idea behind the red background was that people could get used to seeing it out of the corner of their eye and ignoring it, when busy with an intense fight.
Here it is mostly unmodified, anyway. Apply it according to the instructions at the end of the first post, except edit the files in your Native module rather than the module system (make backups first). Note that you must add the "str_poll_keys" bit on the very last line of strings.txt, or else a lot of strings in game will be wrong. Still give me feedback on how you would like it changed though; I'm fairly good at lining things up and fixing glitches, but no professional UI designer .
On a side note: does anyone know what the variable_uses.txt file is for? It often has conflicts when merging or patching with git; so I've not bothered to change it at times, which didn't seem to affect anything.
NaglFaar: well, the developers haven't rejected the admin message feature as far as I am aware; only ignored or haven't seen the requests on the forums. They might not be against implementing it; though probably not using my code, as it isn't ideal due to limitations of the module system.
Arch3r: I don't understand how that would work, as on the server the poll requester is known, but the messages sent to all the other clients don't contain it. Also, the problematic poll is the singular "change map and factions" which uses all values of multiplayer_send_4_int_to_player: poll id, map id, faction 1 id, faction 2 id; I got around this by storing the poll requester id in the unused upper bits of faction 1 - which makes it unrecognisable to unpatched clients. I would love to be proven wrong about the possibility of patching the server to show name and reason without breaking compatibility...
EDIT: Fixed the dedicated servers bugs. I just checked the code once more and found a couple of errors , then changed some constants. Thank you very much again for sharing this
Hmm, I don't know: what are the problems, more specifically? The code being written for an old version of the module system, there are a few bits that won't work properly if just copied directly - conflicting constants like slot and network event numbers need to be changed to something unique.
DanyEle said:
or
Vornne said:
Blabil: sure. The height is almost half the size of the original, and the text size is 85%
That was in the context of a request for only the poll presentation appearance applied to the Native version at the time: nothing relevant for another mod, now.
Can this work for another mod? These days that is I remember with EI as an example we had the polling system and IMO it would be great to have admins in more control of poll spamming and less obstructive as you intended but yes some scripting needs to be for at least the nearly current module system. I cannot get it to work right now.
Can this work for another mod? These days that is I remember with EI as an example we had the polling system and IMO it would be great to have admins in more control of poll spamming and less obstructive as you intended but yes some scripting needs to be for at least the nearly current module system. I cannot get it to work right now.
It could work for any mod developer who takes the time to update and integrate it with their module system; but for players, the .txt files are very outdated and would only apply to a clean Native module of the correct version. This is an example or resource for coders, not a standalone mod targeted at players (any more).
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.