-
-
Notifications
You must be signed in to change notification settings - Fork 455
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Launch Clear Sky #382
Labels
AI
Artificial Intelligence
Clear Sky
This can affect Clear Sky compatibility, or related to this game.
Developer Experience
Engine's programmer experience
Gameplay
Help wanted
Modmaker Experience
Modmaker experience with OpenXRay
Player Experience
Renderer
UI
Comments
Xottab-DUTY
added
Enhancement
Renderer
AI
Artificial Intelligence
Gameplay
UI
Portability
Infrastructure
Player Experience
labels
Mar 29, 2019
@Xottab-DUTY please, create a small instruction how we can launch it. Simply copy binaries from OXR and replace original? Need guide. |
Xottab-DUTY
added
Developer Experience
Engine's programmer experience
and removed
Enhancement
labels
Apr 28, 2019
Launch it as usual with this gamedata: |
Xottab-DUTY
referenced
this issue
May 7, 2019
Xottab-DUTY
referenced
this issue
May 7, 2019
Replaced boilerplate code with UIHelper functions // XXX: Support stringized (trade_btn, upgrade_btn, exit_btn) callbacks // To support it we just should check that it doesn't called twice
Xottab-DUTY
referenced
this issue
May 7, 2019
For example, you can create loading screen like in SoC/CS with this feature
Xottab-DUTY
referenced
this issue
May 7, 2019
Xottab-DUTY
referenced
this issue
May 7, 2019
Xottab-DUTY
referenced
this issue
May 7, 2019
Now it can set level logos from Clear Sky and Shadow of Chernobyl
Xottab-DUTY
referenced
this issue
May 7, 2019
Xottab-DUTY
added a commit
that referenced
this issue
May 14, 2019
Xottab-DUTY
added a commit
that referenced
this issue
May 14, 2019
Xottab-DUTY
added a commit
that referenced
this issue
May 14, 2019
Xottab-DUTY
added a commit
that referenced
this issue
Nov 4, 2023
Any updates for CS and the new engine? |
Xottab-DUTY
added a commit
that referenced
this issue
Feb 10, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 10, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 10, 2024
Lua scripts will now use CUIStatic too
Xottab-DUTY
added a commit
that referenced
this issue
Feb 10, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 11, 2024
This commit reimplements fix from d58bf5b
Xottab-DUTY
added a commit
that referenced
this issue
Feb 11, 2024
I just returned Clear Sky code and it fixed some text misplacements even in COP. Why GSC changed this in COP?
Xottab-DUTY
added a commit
that referenced
this issue
Feb 11, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 13, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 13, 2024
It's not needed because we have SetVTextAlignment
Xottab-DUTY
added a commit
that referenced
this issue
Feb 13, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Also, returned CUIMiniMap pointer instead of CUICustomMap (reverts excess change from 4b1d592)
Xottab-DUTY
added a commit
that referenced
this issue
Feb 22, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 23, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Feb 23, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Mar 3, 2024
It should only be used in multiplayer Moved case ALife::eHitTypePhysicStrike in CPHMovementControl::ApplyHit a bit lower. (cosmetical change)
Xottab-DUTY
added a commit
that referenced
this issue
Mar 3, 2024
…ettings (#382) In original SOC/CS, interval was only set in stat_font, so GSC removed reading of these config values in COP and just set interval manually. But reading from config is generally better. Plus, mods could use interval, so let's return this code.
Xottab-DUTY
added a commit
that referenced
this issue
Mar 3, 2024
antoncxx
pushed a commit
to antoncxx/xray-16
that referenced
this issue
Mar 5, 2024
…y#382) It should only be used in multiplayer Moved case ALife::eHitTypePhysicStrike in CPHMovementControl::ApplyHit a bit lower. (cosmetical change)
antoncxx
pushed a commit
to antoncxx/xray-16
that referenced
this issue
Mar 5, 2024
…ettings (OpenXRay#382) In original SOC/CS, interval was only set in stat_font, so GSC removed reading of these config values in COP and just set interval manually. But reading from config is generally better. Plus, mods could use interval, so let's return this code.
antoncxx
pushed a commit
to antoncxx/xray-16
that referenced
this issue
Mar 5, 2024
Xottab-DUTY
added a commit
that referenced
this issue
Apr 7, 2024
…ts (#382) It's always false because BattlEye is proprietary technology and it's support in S.T.A.L.K.E.R. was discontinued anyway.
Xottab-DUTY
added a commit
that referenced
this issue
Oct 24, 2024
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
AI
Artificial Intelligence
Clear Sky
This can affect Clear Sky compatibility, or related to this game.
Developer Experience
Engine's programmer experience
Gameplay
Help wanted
Modmaker Experience
Modmaker experience with OpenXRay
Player Experience
Renderer
UI
Call of Pripyat engine which we are using wasn't changed too much since Clear Sky.
We can launch it! Lets do this!
Status:
Tasks:
CUIFrameLineWnd::DrawElements()
)The text was updated successfully, but these errors were encountered: