View Issue Details

IDProjectCategoryView StatusLast Update
0005852The Dark ModGUIpublic02.01.2023 19:07
Reporterstgatilov Assigned Tostgatilov  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product VersionTDM 2.10 
Target VersionTDM 2.11Fixed in VersionTDM 2.11 
Summary0005852: Refactor objectives GUI and fix checkboxes in restart GUI
DescriptionOne of the problem after 0005323 is that when mission is failed, objective checkboxes are all empty.
It would be great if they actually get some data depending on results.

As far as I remember, I did not do that because I thought I should refactor objectives code first.
The goal of refactoring is to have single file which defines objectives in:
  1) in-game menu \ objectives
  2) objectives overlay during gameplay
  3) mission failed screen
  3) UPDATE: adjusting GUI size in settings
TagsNo tags attached.

Relationships

related to 0005323 resolvedstgatilov Improve menu GUI and remove unexpected overrides of menu GUI files 
related to 0005869 resolvedstgatilov Better diagnostic for syntax errors in GUI code 
related to 0006026 resolvedstgatilov Wrong order of evaluation in expressions 
related to 0006028 resolvedstgatilov GUI: support expressions on right side of Set command 
related to 0003565 assignedstgatilov Have scroll keys page through the Objectives 

Activities

stgatilov

stgatilov

30.07.2022 18:04

administrator   ~0015094

Implemented:
  r10054 Change the way SDK fills GUI vars with objectives data.
  r10055 Removed "objK_visible" gui vars, they are no longer used.
  r16579 Completely reimplemented all 5 GUI screens with list of objectives.
  r16580 Bump maximum number of visible objectives to 30, clear scrolling when opening objectives freshly.

I had to basically delete everything and impement plug-and-play objectives code myself.
I greatly reduced dependency on SDK by using new feature of 0006026.
Now arrows are fully controlled by GUI code (visibility and scrolling), and objectives visibility too.

The only think I did not refactor is that filling checkboxes needs event from SDK.
Perhaps I should allow generating named events straight in GUI scripts?...

The issue that checkboxes were always empty in failure screen is fixed now.

Issue History

Date Modified Username Field Change
22.12.2021 12:29 stgatilov New Issue
22.12.2021 12:29 stgatilov Status new => assigned
22.12.2021 12:29 stgatilov Assigned To => stgatilov
22.12.2021 12:29 stgatilov Relationship added related to 0005323
18.07.2022 19:19 stgatilov Relationship added related to 0005869
27.07.2022 20:46 stgatilov Relationship added related to 0006026
30.07.2022 11:41 stgatilov Relationship added related to 0006028
30.07.2022 18:04 stgatilov Note Added: 0015094
30.07.2022 18:04 stgatilov Description Updated
30.07.2022 18:05 stgatilov Status assigned => resolved
30.07.2022 18:05 stgatilov Resolution open => fixed
30.07.2022 18:05 stgatilov Fixed in Version => TDM 2.11
02.01.2023 19:07 nbohr1more Relationship added related to 0003565