Total War: WARHAMMER II

Total War: WARHAMMER II

!! MCT BROKEN, FIXED VERSION IS IN DESCRIPTION !!
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Update: Jul 11, 2020 @ 8:58am

- Hotfix for some MP stuff not working as well as it should

Update: Jul 11, 2020 @ 6:24am

New MCT 2.0 update!
- Initial multiplayer support incorporated. It's a little finicky, but it works for now. Whichever player is "hosting" the campaign (when it is first made) is designated as the host for MCT. Their settings are loaded into the campaign; only they can edit the settings through the campaign; etc.
-- Modders: check docs for further MP considerations. They're pretty simple, but it does take a bit of extra thought for MP stuff.
-- If you aren't sure about MP, just use option_obj:set_mp_disabled() to remove them from MP entirely.
-- If you want it to be not communicated across MP (ie. script-logging), use option_obj:set_local_only(). DON'T DO MODEL EDITS WITH THIS UNLESS YOU LIKE DESYNC
- Some UX incorporated for MP, to inform players of what's going on, whose settings are loaded, and when settings are changed.
- Initial battle support incorporated. Battles are read-only for the moment, so modders can load up and read settings in battle, and users can open the UI and check their settings. Edit capabilities may be incorporated later, but my mind has not been made up yet.
- The "read-only" setting for options has been removed from the mct_settings.lua file, but will still be baked into the save-game file through the campaign, so modders can disable options and make them read-only after a checkpoint and they'll remain read-only for the remainder of the campaign, unless they undo it.
- Two new events created: MctPanelOpened and MctPanelPopulated. The former is triggered whenever the button is clicked and the panel is created. The latter is triggered whenever a mod is selected within the MCT panel. This is mostly for me, and making UI-changes based on game mode much easier and less hard-coded, but modders can use these to start forcefully editing the UI with more ease.

Update: Jul 7, 2020 @ 3:06pm

HOTFIX
- Fixed up an issue that preventing settings from being saved on a per-campaign basis, instead being shared globally. Woops!
-- You may need to load up the MCT dialog in campaign, fix up your settings, and re-finalize, if you were having an issue with settings changing mid-campaign.

Update: Jul 5, 2020 @ 7:08am

MORE STUFF
- Sliders have an extra method, `option_obj:slider_set_step_size(x)`, to change the step size from -/+1. This also includes a fix to min/max, so the value can never go above the min/max with an odd step size.

Update: Jul 5, 2020 @ 6:32am

NEW STUFF YAY
- New Option Type: "Sliders", for numerical options! They come with one new method: `option_obj:slider_set_min_max(min, max)`, which will define the lower and higher limits of the slider. Be sure to use `option_obj:set_default_value(0)` (replace 0 with your default value) to define the starting value for a slider. Example again in `script/mct/settings/mct_mod_settings.lua`.

FIXED STUFF:
- `mod_obj:get_settings()` will work on loading an extant game.
- the mct_settings.lua file will not be edited within the campaign at all, allowing the frontend defaults to stay the same
- if there is no mct_settings.lua file, MCT will create one with all defaults set as the finalized value right off the bat. This will prevent issues with users not pressing "Finalize Settings" or never going into the MCT dialogue, and will allow you to have the defaults properly read
- `get_mct()` should work at any time after `script/_lib/mod/` mods are loaded.
- read_only settings are no longer super messed up. They are editable in frontend now, and cannot be edited in campaign. You can use `option_obj:set_read_only()` at any point to make an option read-only mid-campaign.
- fixed some UI issues where dropdowns/checkboxes/now sliders/ would default to the last selected setting, rather than the last finalized setting, causing some discrepancy.

Update: Jun 27, 2020 @ 10:17am

Moddeurs:
- The "MctOptionSettingFinalized" will only ever trigger if a setting is actually changed through Finalize Settings; before, it would trigger for all options every time it was finalized, regardless of the value set actually changing!

Update: Jun 27, 2020 @ 6:11am

- The "Unsaved Changes" popup will now grey out the rest of the screen, to prevent misclicks or kerploding the game or whatever

Update: Jun 27, 2020 @ 5:40am

User Experience!

Changes:
- Confederation Options has been moved out of this .pack and back to where it belongs.
- If you try to close the panel with unsaved changes, a popup will warn you.
- If you load up the frontend without any saved settings, the MCT button will highlight and warn you that you have to actually use it and save settings to get it to work!
- Improved the UI slightly, repositioned a few icons and changed spacing.

Moddeurs:
- new event made, "MctFinalized", which triggers whenever the Finalize Settings button is pressed

Bug Fixes:
- Fixed some UI icons that would be the wrong ui_skin; ie. a WH1 icon showing up for a WH2 race.

Update: Jun 23, 2020 @ 3:45pm

- Fix for default values - UI will no longer break if you don't use `mct_option:set_default_value()`.
- As a result of the above - checkboxes without the above command being used will default to false, and dropdowns without the above command will default to the first dropdown-value added

Update: Jun 21, 2020 @ 8:09am

Fix the former mct_mod:set_author() fix to really work 100%