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[Release v2.0a] Custom Loading Screen - Builder Resource - Updated Nov 21, 2010


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#1
FollowTheGourd

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If you're interested in a custom loading screen for your own standalone adventures, you can try this UI modification to load your own custom images. It can even choose randomly from a list of images. Unforunately it can't select them based on any plot information, which doesn't seem to become available after the loading screen is up (Edit Nov 21: Working on that).

You can download it from the Project page.

Example image - you can specify your own.
*Click to enlarge*

Posted Image

It's still what I'd think of as in a test phase, mostly because it's intended for generic use and could get changed according to feedback.

Also, note that the UI files are a common resource, so we should coordinate use and changes to them. I'd recommend joining the UI Modders group just so we can try to keep on the same page as to compatability.

Modifié par FollowTheGourd, 22 novembre 2010 - 06:20 .


#2
Challseus

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Nice work, this is really great!

#3
TimelordDC

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As usual, another useful UI mod. Way to go, FtG! :)

#4
FollowTheGourd

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Hey all,

I made the file free access to anybody now - not that joining the group was even restricted before. I mentioned a few obvious things on the project page that could probably be included in future work, but if anybody has any itches or qualms let me know - I find I'm honestly more motivated to work on a feature if somebody actually needs it.

Also, it includes all the project files, so your own mod isn't technically reliant on me either.

Modifié par FollowTheGourd, 07 novembre 2010 - 05:38 .


#5
FollowTheGourd

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I've created a new version that will now use your custom loading screen even if your module is just loading for the first time since you launched the game. That is, you won't get the default loading screen unless that's what you specify. Also, you should get the correct loading screen even if you switch modules without first relaunching the game.

Version 2.0 alpha:
The player dazip is here.
The builder package is here.
And the project page itself is here.

To do this, I've created a player and a builder package. The player dazip package has the loading screen UI (UI file, distinct from the background image) in the core directory and it delays showing a background until it becomes available. If another mod doesn't use this loading screen system, then it will get the default Dragon Age background instead. I'm not sure what the best way to handle the player package would be: link to the player package project page (or hotlink to a static URL), or bundle it in with your mod. If you bundle it, then players may get an out of date version later on. If you don't, then they might not even install it, but then you'll just have the default loading screen.

I'd be especially interested in feedback about loading screen times. For instance, when loading the single player module for the first time since launching the game, how do you find the period when the screen is black before it fades in? That's just a cover to hide not knowing which loading screen to use until the module information becomes available. I thought about fading in from another image, but it looks pretty weird when a module becomes quickly available and gets replaced with the new image almost immediately. (I could delay it, but that wouldn't be good if the loading screen also finished quickly.) There should only be that delay when loading the module for the first time since you launched the game, and haven't switched to another module in the meantime. Area transitions and such should be as normal.

Also, since v1.0, this has been for standalone adventures only. To stress this, I've even put checks into the UI to make sure that the single player campaign or other official modules get the default loading screen. It has to be done, otherwise people might be tempted to put their GDAs in the core override and make it impossible for standalone mod authors to use it - and there can't be any meaningful 2DA range reservations because of UI limitations. All the project files are available, so it's possible for you to change that - but use them wisely. =]

If this works out, next I'll see about switching loading screens depending on the plot information. (Maybe the "story so far" or hidden map pin tokens). Maybe even the world map, unless you like staring at it while it loads away.

Also, it probably works with any game patch version, but I only guarantee anything for v1.03 - v1.04. The most I've tested with earlier game patches is renaming my patch*.erf files so they're not loaded, which isn't very thorough but I don't have the time to keep reinstalling my game from scratch for that.

Modifié par FollowTheGourd, 24 novembre 2010 - 08:06 .