Rather than this: Adding wallpaper will break this great smilarity between BG1:EE and BG2:EE your mod creates. So if you will want to add them please make it optional.
@Etamin: As I said, this will be part of GUI tweaks mod, which is stand-alone and works for BG2:EE too. So it will be obviously optional, as it is now and I can easily make versions for both BG:EE and BG2:EE.
@sascha_m_b: thanks, will fix. As for your question, next update of the mod will contain different titles and logos, as it is in BG2:EE (these screenshots are still work in progress).
@Pecca - also, not sure if you've noticed already, but there's a small glitch in window "4 4" of GUICG.CHU. Label "40 39" should have text reference 31857. This is dice rolling GUI of character generation.
@Etamin: Yes, I thought that the 1.3 patch would ve released way sooner and so I planned to release the update shortly after. I don't have as much time in the Summer but I'm definitely planning to release it.
Great Work @Pecca for the news mainscreens, I only suggerst to modify the color of the Balck Pits titles, the golden Style was better, and make the eye of the helmet darker...
@geminibruni: the black pits title graphic is original. I'm affraid I don't have the necessary skill to make it look like the baldur's gate title, if that's what you mean.
@Etamin: Can't say. First I will check and adapt the game for GUI changes, then I will have to redo a lot of bams, because I externalized them incorrectly. And I have to finish those start screens. It all depends on the time I will have.
I just downloaded the BG2 for BG1 mod (no tweaks), and it looks great so far.
However, it would seem that there are a few text errors created by the new engine. For example, in the character creation screen, a message that says "Invalid80805" is listed where the word "total" should be.
Also, when I exported my character after beginning the game, there was a rather bizarre comment about the nature of her stomach.
@SharGuidesMyHand: Good catch. These errors happen when BG2:EE uses different strings than BG:EE for the same labels. String numbers are transfered along with GUI files and end up displaying different string in BG:EE. Luckily, there are only few of these.
@geminibruni: Is that a stand-alone launcher? I don't see it anywhere within the game files, but I don't use it anyway. I launch the game with baldur.exe.
@geminibruni: Still, you can skip it with launching baldur.exe in your core folder. I can't do nothing with that page, as I don't know where its source art is from.
All went well, so I uploaded new file "GUI Tweaks for BG2EE" to my spellhold page. It contains three subfolders. Original tweaks, background for startscreens and edges for in-game windows (If you want to use all, make sure to put edges *after* original tweaks). I made it for BG2:EE only (though original tweaks and edges will work with some invalid strings) and I will make it for BG:EE after the patch comes out.
@kungfuhobbit: It's the edges of the window, so it's not just a rectangle anymore. But that one is actually a photoshop image from when I got the idea. The real screenshot is in the spoiler tag in my previous post (it's just more polished).
About "no dead spaces", you mean the transparent sidebars? For that I would need 2-3 testers, each with different screen resolutions (that are not 1680/1050, because that's mine) and some basic knowledge of DLTCEP or NI. I would give them a .chu file with duplicated controls and they would need to match those with the original ones on their resolution. Then, I would gather the coordinates and hopefully extrapolate an equation, which WeiDU could use to patch any resolution.
About "no dead spaces", you mean the transparent sidebars? For that I would need 2-3 testers, each with different screen resolutions (that are not 1680/1050, because that's mine) and some basic knowledge of DLTCEP or NI. I would give them a .chu file with duplicated controls and they would need to match those with the original ones on their resolution. Then, I would gather the coordinates and hopefully extrapolate an equation, which WeiDU could use to patch any resolution.
Hey, @Pecca! If you still need someone with 1366x768, I could check on that on my laptop over the weekend.
@sascha_m_b: sure, I'll post the file here. Though I forgot to add, the way this works is that the buttons are "hard set" on the screen, so they will block the edge of the map (although there are few pixels between). I use the space under the buttons to reach the edge, there is plenty on 1050 height. But there will be only little space with 768 height, but you can try it and see if it works for you.
Anyway, you must match the duplicates with the originals exactly. Use "z/y" and "u" buttons to collapse and restore the original sidebars, the duplicates will be over them, so you will see the difference in positions.
When you load up GUIW10.chu with DLTCEP, you will see four additional windows at the bottom of the "select window" menu (numbers 30-33, with IDs 0 and 1). The first one (30) goes the the upper left, 31 goes to the bottom left. 32 goes the upper right and 33 goes to the bottom right. You must alter coordinates in "Position" lines, next to ID. Oh, and do it in BG:EE, just to be sure. If you have any questions, ask away.
Comments
Rather than this:
Adding wallpaper will break this great smilarity between BG1:EE and BG2:EE your mod creates. So if you will want to add them please make it optional.
Thanks for a great mod. I've noticed that Assign Keys window has a missing footer.
Also, wondering if it is possible with BG:EE engine to run Black Pits and BG each with their own interface theme. Any idea?
Label "40 39" should have text reference 31857. This is dice rolling GUI of character generation.
However, it would seem that there are a few text errors created by the new engine. For example, in the character creation screen, a message that says "Invalid80805" is listed where the word "total" should be.
Also, when I exported my character after beginning the game, there was a rather bizarre comment about the nature of her stomach.
This:
I made it for BG2:EE only (though original tweaks and edges will work with some invalid strings) and I will make it for BG:EE after the patch comes out.
Screenshots:
Your mod looks to become the most indispensable of all mods.
Cant wait for new bgee backgrounds
Is 'no dead spaces' released and part of it please?
About "no dead spaces", you mean the transparent sidebars? For that I would need 2-3 testers, each with different screen resolutions (that are not 1680/1050, because that's mine) and some basic knowledge of DLTCEP or NI. I would give them a .chu file with duplicated controls and they would need to match those with the original ones on their resolution. Then, I would gather the coordinates and hopefully extrapolate an equation, which WeiDU could use to patch any resolution.
Anyway, you must match the duplicates with the originals exactly. Use "z/y" and "u" buttons to collapse and restore the original sidebars, the duplicates will be over them, so you will see the difference in positions.
When you load up GUIW10.chu with DLTCEP, you will see four additional windows at the bottom of the "select window" menu (numbers 30-33, with IDs 0 and 1). The first one (30) goes the the upper left, 31 goes to the bottom left. 32 goes the upper right and 33 goes to the bottom right. You must alter coordinates in "Position" lines, next to ID. Oh, and do it in BG:EE, just to be sure. If you have any questions, ask away.
And thanks:)