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Posts from June 2012
Release: DISE 0.0.55.24
Preview: DISE 0.0.55.24 (update 4)
I previously mentioned that I would add more info about mod blueprints and such. I just want to show you my current solutions. The things you can see here are almost finished, but I also wish to display mods' effects/stats/additional damages (whatever I should call them). There are still a few things for me to decide regarding the stats. You can expect something that is somewhat simple, at least. :)
Mod blueprints, base- and required items
As you may know, I've had a break for a while now from coding (felt very tired), but I wonder if programmers can ever truly rest.. At least I always end up tinkering about something.
Feeling better, I finally got to writing scripts that gather more details about blueprints and generate messy C++ code.
Release: DISE 0.0.55.23
Release: DISE 0.0.55.22
A lot of things are starting to come together now! :D
More languages are coming along!
Support for multiple language in DISE is almost finished. Most of what's left now is loading the game's texts where those texts are used. Collectibles are working and inventory items are mostly working. Skills will take more time because I have previously done a lot of manual work and need to figure out how I should not do it manually again for 5+ more languages.
Source code: Reading quest data from saves (you can help!)
This is the code I have at the moment, which is a mess because I have no idea what's going on. Missing documentation, unnecessary comments, etc is just a small part of the mess.. You get the idea once you see it. :)
Release: DISE 0.0.55.21
Since there are both free and premium tweaks that work with the same skills this time (moderate and unlimited), you should disable one before you enable the other. If you make a mistake, it's no big deal, however. :)