Thread: FG Theme
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June 19th, 2018, 02:18 #11
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On trust that those are where I am going to start. Hard to beat a template!
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June 20th, 2018, 17:11 #12
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A little preview of the desktop.
Untitled-2.jpg
This is a very large file designed to cover 2x2560x1440 monitors.
I plan to export this in a variety of resolutions for 1 and 2 monitors with the corresponding xml. Dual monitor resolutions will have the summoning stone centered for both monitors.
Now on to the hard stuff.
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June 20th, 2018, 20:31 #13
Unfortunately CarlPalmer thats not really how it works.
The GM loads the extension and everyone gets the same thing.
So your graphical layout needs to be dynamic enough to support what ever resolution is thrown at it.
Hence 9 slices.
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June 20th, 2018, 20:38 #14
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Oh crap, that is right. See, getting enough sleep IS actually important, or you start making stuff up in your head.
Will that change with the new Unity version?
Why don't players get to load the desktop/theme that makes them happy?
As a programmer, I get it, that sometimes it is easier to say screw that then try to implement a feature with everything else going on in development, but shouldn't players be able to customize their desktop to make them happy? Besides, loading local assets has to be less intensive and faster then reloading the assets every time you connect.
Just thinking out loud.
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June 20th, 2018, 23:49 #15
Supreme Deity
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The problem is that the GM can load all sorts of extensions to customize gameplay and the environment; and themes are just one type. They all interact with each other, and can modify behavior. Plus, not all extensions work with each other.
It would be a support nightmare to allow player extensions. Not to mention, that players could then load extensions to see information they shouldn’t or cheat in other ways.
In this way, the GM gameplay environment is verified to work,l and to be limited to he features that the GM wants to allow.
Regards,
JPG
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June 21st, 2018, 01:58 #16
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Valid point, but why do themes have to be extensions? Could they not be a separate class of obect, say themes that only modify appearance.
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June 21st, 2018, 03:21 #17
Because that is how they were designed many years ago *G* An extension is anything that modifiers or overwrites the xml and lua files of a ruleset. The graphics and windows defined in a ruleset that we think of as a Theme are no more than entities defined in a ruleset.
Since the elements that make up a theme are not segregated from those that change die roles, attributes, mechanics, etc, there is not a way (currently) to segregate a functional extension from a theme extension.
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June 21st, 2018, 07:58 #18
The GUI and the DATA are very closely tied together.
There may well be better ways to do it - if you were starting from scratch today with all the knowledge accumulated over the last dozen years or so - but unpicking it today would be so difficult timewise as to be called impossible...
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June 21st, 2018, 13:04 #19
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Fair enough, I can see that. I get how that works.
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