Miker

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Viewing 15 posts - 16 through 30 (of 53 total)
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  • in reply to: Daggerfall Revamped UI #9803
    Miker
    Participant

    Ok Ive been working on it, so this is the latest version. I’m using MDB 1.0.85.

    I exported and imported it, and it worked fine, and I added the screenshot of the controls so you can change them.

    If you import this and go to the controls, wait a couple seconds before touching anything as it’s delayed between absolute mouse and relative, to fast and you get a left click and locked into setting a key somewhere…

    And finally I had to add an hide/show on the top right as evey now and again everything would blink out…. still haven’t figured why…

    https://drive.google.com/file/d/1yzj10qWoBm6np-CIV77ESVh6qQz_Cr5G/view?usp=drivesdk

    Mike

    in reply to: Daggerfall Revamped UI #9802
    Miker
    Participant

    Not sure I’ll check into it, I need to upload a screenshot of the key layout anyway as I had to change a few…

    Mike

    in reply to: Daggerfall #9749
    Miker
    Participant

    You need to load dagger to run the game.

    in reply to: Pixel Trap #9517
    Miker
    Participant

    Let me know, I’ll work on it when you got an alpha…

    in reply to: Pixel Trap #9515
    Miker
    Participant

    Ya, As I said, if/not/then would be extremely useful, not just in this situation but I can think of MANY uses.

    I’ll go in today and see if playing with disappeare may help… Haven’t used it yet.

    in reply to: Pixel Trap #9513
    Miker
    Participant

    Not sorry, it’s dagger setup,And I just tried to recreate the options keyboard pop and couldnt. But I did get ot to trip the DOS Layer to the Daggermain layer.

    Use the screen to load a saved game, tap options on the bottom, om the top right tap mouse, that’ll put it back to relative, while the options menu is still on the screen slide the mouse from the O in options down to the S, it’ll cause the layers to switch.

    Layer Switch

    in reply to: Pixel Trap #9510
    Miker
    Participant

    Your good, I’m just trying to jelp out.. it doesn’t bother me, actually I was lucky I found it as I dont use the mouse arrow but on certain screens..

    in reply to: Pixel Trap #9504
    Miker
    Participant

    And to let you know my spontaneous pop-up of the options menu had nothing to do with PT, I had an invisible widget on the screen.

    in reply to: Pixel Trap #9503
    Miker
    Participant

    And no those spots are not trigger points in the PT. So basically just hover over the area and it pops.

    in reply to: Pixel Trap #9502
    Miker
    Participant

    I’m playing with it a little more actually I’ll run over anything or I shouldn’t say anything but over a dagger main pixel trap and Dagger options pixel trap causes it to do what it’s supposed to do with the pixel trap if you look at the screenshots the first one isn’t hovering over anything the second one is hovering over the dagger main menu layer for controls.

    The third one is on dagger options layer and it pops the keyboard for my debugging.

    PT pop

    Here’s my current entire MDB directory.

    https://drive.google.com/file/d/1rCNd9es4tNpakcEBd8IvC_SQH7mWXG_m/view?usp=drivesdk

    And I just did this because I was curious if it’d actually do it and it did..

    curious

    in reply to: Pixel Trap #9500
    Miker
    Participant

    Ok, have a new question on PT.

    As I was saying I was getting spontaneous pop-ups of the options menu. So assigned PT to bring up a widget that said ‘Dummy’ when PT was activated, well When I click options it prints the dummy as it should.

    So I decided to go through and check all my materialize and vanish layers, and while checking through the options layers, when I mouse over a PT location it popped the ‘Dummy’ is that normal PT behavior or could it be part of my pop-up problem?

    EDIT:

    And I’m not able to recreate this now..

    OK I added display keyboard to the dummy here’s the screenshots.

    PT mouse over

    PT mouse over

    in reply to: Daggerfall #9479
    Miker
    Participant

    I tried searching on this maybe my Google Foo is broke..

    Since I couldn’t find an answer I just duplicated one of my setups and copied everything from the zip into the new directory.

    Then I figured out how to create the .mgc file..

    So figured it might be worth it to mention it’s a .zip file, so I’d assume you just change the extension to .mgc

    OH and create the correct mounts and game location.

    in reply to: Daggerfall #9478
    Miker
    Participant

    Oh Wow! Well guess I’m redoing my Daggerfall setup AGAIN.

    It never even dawned on me to use full screen…

    lol

    in reply to: Pixel Trap #9475
    Miker
    Participant

    And a little more on this.

    I have a layer setup called BASE. now this layer holds all the actions from some universal DS and PT activation, It’d also be nice to just be able to call a layer in PS, instead of just a key or “combo” which is basically one DS. it’d solve having to assign extra DS’s to to do a particular thing.

    I’m going to be uploading my Daggerfall setup here in the next day or so…

    Maybe get some input on things I might be missing or better ways to do other things.

    Still gotta figure the .mgc files, easier to zip the whole directory. but I’ll figure it.

    in reply to: Pixel Trap #9474
    Miker
    Participant

    Ya actually that makes a lot more sense.

    And alot less to keep track off…

    Right now my main pop issue is the options menu, Its triggering like crazy, but it’s a small pop window on the main screen so the traps are limited.

    But my MAIN window works like a charm. puts mouse where it needs to be, brings up the touch controls regardless of other windows, come back to main and it’s perfect.

    And honestly any if, or, and, is good options.

    I’m about done with Daggerfall, going to start on Starwars :Dark Forces.

    the way the graphics are laid out on that there should be ALOT less missing on the traps.

Viewing 15 posts - 16 through 30 (of 53 total)