Well if you're hell-bent on doing it the hard way and solving the bug even if it takes more time and effort...
Try if reducing the infocard formatting to a bare minimum fixes it.
Also, depending on what ascii formats texts were copy-pasted from, there can be invisible characters that have effects in one ascii format/type (utf 8 or utf 16 or what they're all called) and not the other. Make sure it's all in the right format.
(02-14-2018, 06:59 PM)Karlotta Wrote: Try if reducing the infocard formatting to a bare minimum fixes it.
One of the first things I've tried. It works, yet as you add more you will find you, at some random point, hit a brick wall.
(02-14-2018, 06:59 PM)Karlotta Wrote: ascii formats texts were copy-pasted from
I already said that this wasn't copied and pasted. It was written up by the tutorial team, and the FLHook code is broken in this way elsewhere around the game. It's a rare bug, and it's unclear what causes it.
(02-14-2018, 06:59 PM)Karlotta Wrote: Well if you're hell-bent on doing it the hard way and solving the bug even if it takes more time and effort...
I already fixed it, or rather used a workaround. The videos show such.
Added the server rules as a new infocard and did some more tests.
Adding "visible=1" to this will definitely make it visible for everyone, be it new characters or existing characters. So having this mapped is no problem in any scenario. Also, having the text in the narrow map window rather than the wider text/info window makes reading-while-traveling-lanes easier.
I re-worded and re-numbered the server rules (more about that here) so they are more compact and can be presented in equal form on forms and ingame.
@Laz Instead of using FLhook to display texts which won't change with time, have you thought about using it to make an ingame Bounty Board? It could display stuff that is updated server-side often, such as bounties put up by players that admins copy-paste into the corresponding file once per day.
(02-16-2018, 04:49 AM)Karlotta Wrote: So can we expect this in the next patch?
So have the devs discussed this internally?
It seems like this could be put in the mod extremely easily now. (10 minutes using the import/export changes function of FLdev, 1 hour using copy paste from what's posted in this thread).
(02-18-2018, 01:45 PM)Karlotta Wrote: have you thought about using it to make an ingame Bounty Board?
This was already done along time ago, but the code was never cleaned or integrated. I suppose this could be done, but it seems like a lot of work for something few would use.
(02-18-2018, 01:45 PM)Karlotta Wrote: that admins copy-paste into the corresponding file once per day.
Needless amount of work right there.
(02-18-2018, 01:45 PM)Karlotta Wrote: FLhook to display texts which won't change with time
They have changed rather frequently throughout the history of Disco, as you should know.
(02-11-2018, 12:19 AM)Karlotta Wrote: Would be nice to have some comments from devs. I also have a question:
I used the infocard numbers 252600 to 252608 and 268009 to 268051 to make this, always alternating between "Name" type and (i) infocards counting upwards (even numbers names, odd numbers (i)nforcards).
The numbers 252610 to 252718 already exist when I look at it with the software "FL Infocard", but appear to have only blank entries.
Is it better for me to use the non-existing numbers, or the existing numbers with blank entries? Is there a certain number range that is best to use for this?
Just a reminder, players do not like reading paragraphs of text. That much you should know from the amount that actually read the rules.
If they have a choice between figuring things out on their own, they will do so. Especially ones who view tutorials as a crutch for people who aren't resourceful enough to wing it.
I honestly believe the concept itself is flawed. Take your time to look up and view the overall amount of text you are using to achieve this. A lot of this is because of the game mechanics themselves, such as the mining system which should work simply by having a mining capable ID and ship, instead of requiring other items. The system worked fine in pre-85 and nobody complained and it was way more straightforward than this.
A lot of the other mechanics you are trying to sell a new player will not become relevant until they get way later into the game. Information overload is still a thing and they must be fed the information gradually as they progress through the game itself.
I think the first and biggest change you can do already without any new assets is the swap of the Beginner.fl and newcharactermp.fl files. If we advetise players using a restart straight from the beginning, we might as well start them off with the beginner restart map an ship. Then rename the default mapless restart as ''Hardcore'' or something.
This simple change should already aid new players a lot.
In the end, new players learn the most information from other players. We saw this with groups such as IMG and Junkers Congress, who actively scouted for new players to involve into disco and nothing builds game attention than finding players to play with on a regular basis.
While this sounds unrealistic, we need to provide factions some sort of safeguard where they are excempt from harsh roleplay consequences if they start accepting new players that might screw up somehow. I've talked about this before, but we are in a situation where factions are waiting for someone to screw up in order to use the excuse to start oorp or irp drama. This makes factions actively avoid picking up completely new players.
In short, the integration of new players is not made complicated only because of the lack of a tutorial system. It is a slew of issues that each need addressing. And not just by the tutorial orientated side of the community.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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(02-11-2018, 12:30 PM)Karlotta Wrote: To create the Help System, create the folder systems\HESY\ with the file Hesy.ini in it with the following content:
Add this line to the multiuniverse.ini in the [sector] entry:
system = hesy, 16, 0
Done.
I exported the infocards into 3 separate ini files containing the info for 1: General Things and rules, 2: Combat, 3: History. I can't put ini files in the attachment here so you can tell me another way to give them to you.
If I understand FLDev correctly you'll be able to import them very quickly that way.
So the time necessary to include the whole system in the mod should be reduced to 15-30 minutes maximum now.