Upgrading Mods to 0.10.25 and Later

Discuss modding questions and implementation details.
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Ralzar
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Re: Upgrading Mods to 0.10.25 and Later

Post by Ralzar »

jimfcarroll wrote: Sun Jul 26, 2020 2:09 pm I'm trying to update Tedious Travel which uses HardStrings. By just grepping through the code, I know the index of the localized string but I can't find an appropriate const and I don't want to hard code the index to a literal int ('9' in this case).

Is there an example somewhere in the codebase of how to reference these string resources correctly? I couldn't find one grepping through the code.

Thanks
Just so you know, Hazelnut is working on a new travel mod to hopefully take over for Tedious Travel.

jimfcarroll
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Re: Upgrading Mods to 0.10.25 and Later

Post by jimfcarroll »

Ralzar wrote: Sun Jul 26, 2020 2:31 pm Just so you know, Hazelnut is working on a new travel mod to hopefully take over for Tedious Travel.
Yeah. I saw that. Thanks. I have my own updates to TT already anyway and just wanted to get this compiling against the latest codebase. I have no intention of picking up maintaining it.

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Hazelnut
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Re: Upgrading Mods to 0.10.25 and Later

Post by Hazelnut »

jimfcarroll wrote: Sun Jul 26, 2020 2:09 pm I'm trying to update Tedious Travel which uses HardStrings. By just grepping through the code, I know the index of the localized string but I can't find an appropriate const and I don't want to hard code the index to a literal int ('9' in this case).

Is there an example somewhere in the codebase of how to reference these string resources correctly? I couldn't find one grepping through the code.

Thanks
yeah, I already fixed this for my mods. An example:

Code: Select all

                //DaggerfallUI.AddHUDText(HardStrings.avoidDeath);
                DaggerfallUI.AddHUDText(TextManager.Instance.GetLocalizedText("avoidDeath"));
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

jimfcarroll
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Re: Upgrading Mods to 0.10.25 and Later

Post by jimfcarroll »

Perfect! Thanks.

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Interkarma
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Re: Upgrading Mods to 0.10.25 and Later

Post by Interkarma »

jimfcarroll wrote: Sun Jul 26, 2020 2:09 pmIs there an example somewhere in the codebase of how to reference these string resources correctly? I couldn't find one grepping through the code.
There's some more information in this topic about 0.10.26 text changes.

viewtopic.php?f=4&t=3947

fosley
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Re: Upgrading Mods to 0.10.25 and Later

Post by fosley »

Concerning DFU 0.10.26:

The OP says Unity 2019.4.2 is the correct version for DFU 0.10.25 and later. But I just downloaded DFU 0.10.26, installed Unity 2019.4.2, and it says the saved project is on Unity 2019.4.10f1. Should I upgrade Unity to 2019.4.10, or will 2019.4.2 continue to work? Conversely, if 2019.4.2 is fine, will it hurt anything to use 2019.4.10?

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Ralzar
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Re: Upgrading Mods to 0.10.25 and Later

Post by Ralzar »

fosley wrote: Mon Sep 28, 2020 5:44 pm Concerning DFU 0.10.26:

The OP says Unity 2019.4.2 is the correct version for DFU 0.10.25 and later. But I just downloaded DFU 0.10.26, installed Unity 2019.4.2, and it says the saved project is on Unity 2019.4.10f1. Should I upgrade Unity to 2019.4.10, or will 2019.4.2 continue to work? Conversely, if 2019.4.2 is fine, will it hurt anything to use 2019.4.10?
viewtopic.php?f=4&t=4134

fosley
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Re: Upgrading Mods to 0.10.25 and Later

Post by fosley »

Ah, thanks. I thought I remembered a post about it, but then I couldn't find it.

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