Magus Posted March 28, 2016 Share Posted March 28, 2016 Is DLTCEP in active development or just in bug-fixing mode? Do you accept feature requests? I see the last release is in 2014. Link to comment
Avenger Posted March 30, 2016 Share Posted March 30, 2016 it is still developed, but the release is/was on hold, because we use this for development of the EE games. Link to comment
Magus Posted April 3, 2016 Author Share Posted April 3, 2016 So I can throw in a few requests for you to consider? Mostly it's UI annoyances. Link to comment
Avenger Posted April 8, 2016 Share Posted April 8, 2016 Yes, but consider this is still just a side project of mine, which i do for over 10 years now. Link to comment
Magus Posted April 10, 2016 Author Share Posted April 10, 2016 Of course, I understand. Link to comment
Magus Posted April 11, 2016 Author Share Posted April 11, 2016 OK, so here's a list of things that I think could use improvement. When you have time, please check them to see if you find anything interesting. 1) Allow maximize, for all windows. It's not 2006 anymore, display resolutions have increased. The particular issue I have with this is spells with many effects, which results in a scroll bar. Seeing all info at once is much more effective. Dialogs edit window also wastes much of the sceen space. The UI will probably look less pretty in maximized view, but I'd take effectiveness over prettiness any time. At least having an option would be good. 2) Read-only "changes have been made" warnings. So many times in read-only mode I just browsed a spell or an item, and when I clicked exit, it said that some changes were made (they weren't), and asked me if I want to quit without save. Since I cannot save anyway, this warning is moot. It really gets on the nerves, though. Maybe a better solution would be a warning somewhere in the top right corner saying "read only". Or, better yet, disabling all controls allowing to do input, when in read-only. That's much more intuitive. 3) Related to the above, maybe "read-only" toggle shouldn't be hidden, but put on the main window, in the clear. Or maybe even on every window, allowing to switch back and forth easily. 4) Again related to the above, I don't quite understand why "save spell as" always denies in read-only mode. Sure, I don't want to make changes to that particular spell, but if I want to save it under a different name or in a different location - why not? Any office software works like that - if you open a doc read only, then you can't "save", but you can "save as" a copy. Having an ability to extract a file from the game without switching to rw mode would be desired. 5) This is a common free software pain, but at least minimal documentation would be great. Edit, search and check functions are self-explaining. But most menu items in Tools, Conversions, even Bif are pretty cryptic. What do they do, what's the possible use? 6) Speaking of which, DLTCEP often turns unresponsive on large tasks such as "check > creature". Stop button doesn't work. Some tasks (scan variables, etc) don't even have a stop button. 7) Multiple reload buttons. I'm not sure what are they good for, but how about "Reload all"? 8) Setup. For some reason every time I go into Setup, "Game Type" is empty. It would also be handy to be able to change current setup from the main window. Like a dropdown next to Setup button, maybe. 9) I was pretty delighted to discover "export TP2" function. I thought it'd allow to convert any binary file into TP2 code. But it turned out, at least for spells and the like, it only exports strings. Basically, two SAYs, which isn't very useful. Still, with modern Weidu macro (ADD_SPELL_EFFECT, etc) a complete TP2 export is pretty much a technical task, and probably not overwhelming. My specific use case for this is working on older mods, where everything is binary. Initial export to TP2 would greatly simplify matters. Probably a long shot, but I thought I'd throw it in just in case. Link to comment
Magus Posted May 18, 2016 Author Share Posted May 18, 2016 10) And it looks like EE engine 2.0 is not supported. Can't find dialogue.tlk, I guess. Link to comment
Avenger Posted May 20, 2016 Share Posted May 20, 2016 10) And it looks like EE engine 2.0 is not supported. Can't find dialogue.tlk, I guess. It doesn't find the zipped tlk, but it finds the tlk in the lang dir. I wish, that zip would be unzipped as part of the game installation. Link to comment
Jarno Mikkola Posted May 20, 2016 Share Posted May 20, 2016 ...the tlk in the lang dir. I wish, that zip would be unzipped as part of the game installation. Aka, just install the modmerger. Link to comment
lynx Posted May 21, 2016 Share Posted May 21, 2016 critto is working on #9 with iesh. In the end you should get a good approximation by diffing the file with /dev/null or any other empty file. Link to comment
critto Posted May 22, 2016 Share Posted May 22, 2016 Yes, this is something that I intend to accomplish. Can't give a good ETA on it, though. But, hopefully, in the near future. Link to comment
Magus Posted May 28, 2016 Author Share Posted May 28, 2016 It doesn't find the zipped tlk, but it finds the tlk in the lang dir. I wish, that zip would be unzipped as part of the game installation. I'm not sure what do you mean, but on my system it's not zipped, it's in the lang dir, and DLTCEP always says "no dialog.tlk found" Link to comment
Magus Posted May 30, 2016 Author Share Posted May 30, 2016 11) For items, there is a flag marked as "??? (always set)". As per IESDP, it's "Cannot scribe to spellbook (scrolls)". Link to comment
Avenger Posted June 1, 2016 Share Posted June 1, 2016 11) For items, there is a flag marked as "??? (always set)". As per IESDP, it's "Cannot scribe to spellbook (scrolls)". That flag doesn't work Link to comment
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