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FPSC Classic Product Chat / GUI-X9 - Full Version - Available Now

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knxrb
FPSC Tool Maker
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Posted: 7th Oct 2011 16:48 Edited at: 15th Jul 2012 13:00

http://gui.rkwebcreations.com


Hello everyone, the Pro/Full version of GUI-X9 for FPS Creator X9 has now been released for sale. You can purchase it from the website or search for GUI-X9 on Google

GUI-X9 is a complete new hud system for FPSC X9, it includes brand new hud features such as mouseover effects, animated cursors, checkboxes, slider bars and more.
GUI-X9 is available in two versions, the first being a free version which is included with FPSC X9 but has limited functionality, and a Pro version which contains more features and functionality.

New GUI Components and Commands:
Information on the new script commands in FPSC for GUI-X9 can be found here: http://gui.rkwebcreations.com/scriptcommands.asp

The new GUI components of GUI-X9 are:
Huds, with mouse rollover, mouseoff effects, colouring, and scaling.
New hud images, allowing names to be given for each loaded image.
Checkbox huds, with colouring and transparency effects.
Slider bars, allowing the user to select a value between the minumum and maximum.
Choice slider bars, allowing the user to select an option by dragging a slider.
Stopwatches, a new method of timers with the difference being that stopwatches run all the time and can be assigned unique names.
Setup Variables, now you can save any value you like into the 'setup.ini' file and read it again at any time. Greate for remembering things for next time the game is run.


GUI-X9 Program Features:
Hud Designer
The hud designer let's you create your own huds for use with FPS Creator games using simple drag and drop for text and shape objects.

Settings and effects include colour settings, size settings, border effects, gradient effects, pattern overlay effects and outer glow effects.

You can also load a background image to use as the background for your hud.
Hud Designer includes support for any Truetype font installed on your pc as well as transparency for any text or shape objects.
Export your huds in PNG image format, ready for use in FPS Creator games.

Menu Designer
The menu designer let's you move, resize, edit and delete the huds on FPSC Creator game menus.
Simple drag and drop let's you place your huds wherever you want them to be and see how they will look in your game.

The menu designer includes all of the default huds, but also let's you add your own huds which do their own special function when clicked and have mouseover and mouseoff effects. Style your menu quickly and easily with menu themes, three different themes are included which the option to create, share and download more.

Add animated cursors simply by selecting the images you want to use and how fast the animation speed is; GUI-X9 does the rest for you.

Visual Code Viewer
The visual code viewer let's you see FPI scripts in a new way, instead of trying to read them in text format you can now see them in easy to understand picture format.
Every command is separated into it's own bubble and are linked to the command they are next associated with.

You can export sections, specific lines or all of the script images and share them with the community.

Settings are also included for zooming and other features.

Script Generator
The script generator let's you easily generate the script commands you need to use the new GUI-X9 hud system quickly and efficiently.

It includes generation support of commands for the new huds, checkboxes, sliders, choice sliders, setup variables and stopwatches.
Simply enter a name and image name, select the action and the generator will do the rest for you.

Key Viewer
The key viewer will allow you to see which number you need to put into your FPI scripts for each key.
Simply start the key viewer, press a key and the number you need will be shown in the window.

Free Version & Pro Version Differences:
The extras you get by purchasing the Pro version can be found here: http://gui.rkwebcreations.com/upgrade.asp

Video Tutorials:
I plan on making and releasing video tutorials to explain the entirety of GUI-X9 better with visuals over the next few months. I lead a busy life and so will do them as soon as I have the time but I cannot give a specific date when they will be completed by.
Keep checking back to see when they're available for viewing.

Screenshots:
Screenshots of GUI-X9 can be found here at this link: http://gui.rkwebcreations.com/screenshots.asp

I hope you all enjoy GUI-X9 and if anyone comes across any bugs or problems then please let me know so I can fix them for everyone.

Wraith Staff
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Posted: 7th Oct 2011 20:17
I highly doubt it is (as I think I remember it being said it's not), but is GUI-x9 compatible with Project Blue?

New sig in the process of being made
knxrb
FPSC Tool Maker
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Posted: 7th Oct 2011 20:23 Edited at: 7th Oct 2011 20:23
Quote: "I highly doubt it is (as I think I remember it being said it's not), but is GUI-x9 compatible with Project Blue?"

If Project Blue uses a version of FPSC which had the GUI components in the it should do yes, unless hockeykid has disabled or removed it himself.
GUI-X9 was added to the official source code at Beta 3 / Beta 4 of version 118.

knxrb
spudnick
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Posted: 7th Oct 2011 20:46
Quote: "Stopwatches, a new method of timers with the difference being that stopwatches run all the time and can be assigned unique names."


Does the stopwatch run ok when on different layers and anywhere where you are in the map, as i record from using this command that it slows down when further from the script that is set in a trigger.
Does yours use a trigger

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
knxrb
FPSC Tool Maker
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Posted: 7th Oct 2011 21:00
Quote: "Does the stopwatch run ok when on different layers and anywhere where you are in the map, as i record from using this command that it slows down when further from the script that is set in a trigger.
Does yours use a trigger"

I don't entirely understand what you're saying there, but from what I understand:
Stopwatches run wherever you are on the map, whichever layer, they can even be used to check how long a level took to load. You can also have multiple stopwatches running at the same time as each is given a name you provide for easy reference.
Stopwatches are started and stopped in an FPI script. FPI scripts are also used for checking how long stopwatches have been running for.

knxrb
TheDesertEagle
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Posted: 8th Oct 2011 00:13
YOU MADE THIS OH! anyway it came with my version of FPS Creator

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
knxrb
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Posted: 8th Oct 2011 00:16 Edited at: 8th Oct 2011 00:17
Quote: "YOU MADE THIS OH!"

Yep

Quote: "anyway it came with my version of FPS Creator"

Yep, I've allowed the free version to be included with FPSC (or available on the website) to help the community out, especially for the ones who can't afford to buy stuff or are too young to, they still get to use the new GUI stuff

knxrb
TheDesertEagle
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Posted: 10th Oct 2011 01:01
Question!:
desc=killshud

;Triggers


state=0:makehud=Kills Killshud None {44} {44},state=1
state=1:sethudnumeric=Kills {1}

;End Of Script
Do i remove the {} and keep the number??
how do i use the script generator to make non-setup.ini variables?

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
knxrb
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Posted: 10th Oct 2011 01:06 Edited at: 10th Oct 2011 15:39
Quote: "Question!:
desc=killshud

;Triggers


state=0:makehud=Kills Killshud None {44} {44},state=1
state=1:sethudnumeric=Kills {1}

;End Of Script
Do i remove the {} and keep the number??"

Yes, remove all {, }, (, and ) symbols from the generated scripts
It'll tell you at the top of the scipt generator window what to do.

Quote: "how do i use the script generator to make non-setup.ini variables?"

The script generator has been designed to generate commands for the new GUI components only at the moment, I may expand it if there is enough demand and sales

knxrb
unfamillia
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Location: Preston, Lancashire
Posted: 10th Oct 2011 14:40
@knxrb

Why oh why hasn't anyone made this for X10?!?! I would LOVE something like this for X10! It would make life sooo much easier! It takes out all the necessary knowledge of writing scripts, creating huds, etc and makes it easier, therefore NOT hindering anyone's creativity!

There has been many times when i have chosen to NOT run with an idea i had because i could implement it myself and i didn't want to pester people and ask them to do it for me!

Would any aspects of this work for X10?

Please make this for X10! I can afford this and will pay for this!

Unfamillia

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
knxrb
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Posted: 10th Oct 2011 15:37 Edited at: 10th Oct 2011 15:39
Quote: "Would any aspects of this work for X10?"

I doubt it as the GUI-X9 code isn't in the FPSC X10 source code.

Quote: "Please make this for X10! I can afford this and will pay for this! "

I'll take a look at the X10 source code and see what I can do.

knxrb
unfamillia
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Posted: 10th Oct 2011 22:24 Edited at: 10th Oct 2011 22:26
@knxrb

I would be very appreciative if you could work your magic and get this X10 ready!

Unfamillia


By unfamillia at 2011-10-10
TheVoxyn
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Posted: 10th Oct 2011 23:35
This is an amazing program. I've been using the version included with FPSC and it's pretty sweet. Makes getting a custom menu in game waaaaaaay easier. I almost died when I saw the full version costs more than Project Blue, though.

THIS IS A SIGNATURE. I swear.
knxrb
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Posted: 11th Oct 2011 00:12 Edited at: 29th Oct 2011 01:46
Quote: "I would be very appreciative if you could work your magic and get this X10 ready!"

I'll try my best

Quote: "This is an amazing program. I've been using the version included with FPSC and it's pretty sweet. Makes getting a custom menu in game waaaaaaay easier."

Thanks, glad you like it

knxrb
knxrb
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Posted: 12th Oct 2011 22:47 Edited at: 15th Jul 2012 13:01

The below offer has now expired.


Purchase GUI-X9 and receive a coupon code for 40% off of FPSC IP today!


unfamillia
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Posted: 14th Oct 2011 14:30
@knxrb

I want to buy it! I would have bought it if it were still £19.99! If this could be worked into X10, it will save me soooo much time! I'm not lazy, but, i like things that save me time!

Keep me posted on your progress for X10 compatibility......if you are trying it?! Let me know what price you are thinking. I am sure that i wouldn't be the only one to purchase this for X10, but, if i am, i am willing to pay for it!

Unfamillia


knxrb
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Posted: 14th Oct 2011 15:18
Quote: "I want to buy it! I would have bought it if it were still £19.99! If this could be worked into X10, it will save me soooo much time! I'm not lazy, but, i like things that save me time!

Keep me posted on your progress for X10 compatibility......if you are trying it?! Let me know what price you are thinking. I am sure that i wouldn't be the only one to purchase this for X10, but, if i am, i am willing to pay for it!"

If I get the X10 version working then it'll be released for the same price as it is currently at. I'll also be making a thread in the X10 forums

knxrb
Ched80
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Posted: 14th Oct 2011 15:23
This is a great tool knxrb.

Concerning the setup.ini variable commands, can (variable name) be one of the custom variables you create using dimvar=?

For example:

Say you want the game to remember something the player did in a previous session so that it affects the next session played; for example, did they kill the NPC?

I create a variable in my game (dimvar=NPC_Dead) and if he is killed I set this variable to 1 (setvar=NPC_Dead 1).

Can I also create a setup variable (makesvar=NPCisDead NPCdead 0), and set this to equal the custom variable (setsvarvalue=NPCisDead %NPC_Dead) and then write this to the setup.ini (setsvarline=NPCisDead NPCdead)?

knxrb
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Posted: 14th Oct 2011 15:31 Edited at: 14th Oct 2011 15:33
Quote: "This is a great tool knxrb."

Thank you

Quote: "Concerning the setup.ini variable commands, can (variable name) be one of the custom variables you create using dimvar=?

For example:

Say you want the game to remember something the player did in a previous session so that it affects the next session played; for example, did they kill the NPC?

I create a variable in my game (dimvar=NPC_Dead) and if he is killed I set this variable to 1 (setvar=NPC_Dead 1).

Can I also create a setup variable (makesvar=NPCisDead NPCdead 0), and set this to equal the custom variable (setsvarvalue=NPCisDead %NPC_Dead) and then write this to the setup.ini (setsvarline=NPCisDead NPCdead)?"


And example of how you can do this:

Create a setup variable:


Set the NPC as dead:

Or as alive:


To check if the NPC is dead or not:

NPC is alive.

NPC is dead.

To save all setup variables to the 'setup.ini' file:


To read the setup variable from the 'setup.ini' file:


The above shows a method of doing what you want without needing standard FPSC variables. You can still check the value of the setup variable in other scripts.

knxrb
Ched80
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Posted: 14th Oct 2011 15:55
Thanks for this knxrb, but does this mean you cannot pass FPSC variables to the setup variables and vice versa?

The reason I ask is that I wish to use the vargreater=, varless= commands to test the variable.

The dead NPC was an example, and the example code provided will be very useful, but I was also thinking this could be used as some sort of dynamic difficulty mechanic. For example you could store the number of times a player dies, the highest kill streak, the total number of kills, etc. and adjsut which enemies spawn based on these levels.

knxrb
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Posted: 14th Oct 2011 16:01 Edited at: 14th Oct 2011 16:05
Quote: "Thanks for this knxrb, but does this mean you cannot pass FPSC variables to the setup variables and vice versa?"

No, I didn't add that into GUI-X9. I will look into it for the future for you.

Quote: "The reason I ask is that I wish to use the vargreater=, varless= commands to test the variable."

To do this you could make a standard FPSC variable and then check the value of it when setting the setup variable:

FPSC Variable is called: NPC_Dead
Setup Variable is called: Setup_NPC_Dead

After making the variables like below; in the destroy script of the NPC the FPSC variable would be set to 1.


The below lines would then check the value of the FPSC variable and set the setup variable value to whatever you want.


Or you could set the setup variable value in the destroy script at the same time as the FPSC variable, which leaves an FPSC variable to do 'less' and 'greater' checks with, and a setup variable to save for future games.

Another solution is to use a normal FPSC variable and then create the setup variables only when you want to save the variables to the 'setup.ini' file.

knxrb
Ched80
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Posted: 14th Oct 2011 16:16
Cheers for this knxrb,

I'm playing with these setup variable commands in my current WIP, so I'll try this and few other things out and report back with what I find.

sammy33
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Posted: 18th Oct 2011 14:46
How it is possible to make checkbox?
knxrb
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Posted: 18th Oct 2011 21:01 Edited at: 18th Oct 2011 21:02
Quote: "How it is possible to make checkbox?"

Here's how to make a new checkbox that will be shown in the middle of the screen:

The checkbox will be called 'testcheckbox' and will use the image called 'checknorm' when the checkbox isn't checked and the image called 'checkclicked' when it is checked.
The 50 and 50 indicate the positino on the screen based on percentages, so 50 means 50% across the screen.

To load the images the checkbox will use then you can do similar to the following:


You can generate commands to create checkboxes and other GUI components yourself in the Pro version of GUI-X9 which you can purchase for £11.99.

knxrb
King Fluffs
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Posted: 20th Oct 2011 09:25
My wallet is tempted.

Swift Beta Studios
maho76
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Posted: 20th Oct 2011 17:17
sounds really nice. as on the other gui-formats around here, i have some questions on this:

background: i want to divide my game into different chapters with only 1 autosave at the end of each level. it could be that the game gets very big (13+ levels, 1400mb-1800mb each).

- is it possible to create a loadgame-site where you see all the auto-savepoints of the chapters in a row on 1 screen, each with a defined picture/thumb and custom buttonname so you can use the loadgame-screen as a chapter-index equal to a book-index that "grows with each solved level?

would be great.

- is the problem with too many levels in one exe still existing with this, or is there a method with this gui-system to workaround this problem (like implementing more than 1 game.exe into one gui)?

for example: new game starts with the first exe. when finished the game, some kind of savepoint is integrated to autostart the second exe a.s.o.
as said, i want to divide the game into different parts, so it shouldnt be a problem to use more than 1 exe. problem is: i cant find a gui-builder where you can use more than 1.

or is there another solution for the mb-limit of fpsc?


regards & thank you for your work

maho
Ched80
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Posted: 24th Oct 2011 10:30
Hi knxrb,

Just spotted a little typo in the GUIx9 script commands doc. The doc states "makesvar=(Variable Name) ('setup.ini' Line) (Default Value)" but it should be "makesvar=(Variable Name) (Default Value) ('setup.ini' Line)" As you have used above.

I'm still working on my little implementation. Will let you know when I've finished.

knxrb
FPSC Tool Maker
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Posted: 24th Oct 2011 11:56
Quote: "Just spotted a little typo in the GUIx9 script commands doc. The doc states "makesvar=(Variable Name) ('setup.ini' Line) (Default Value)" but it should be "makesvar=(Variable Name) (Default Value) ('setup.ini' Line)" As you have used above."

Thanks ched80, I'll get that fixed

Quote: "- is it possible to create a loadgame-site where you see all the auto-savepoints of the chapters in a row on 1 screen, each with a defined picture/thumb and custom buttonname so you can use the loadgame-screen as a chapter-index equal to a book-index that "grows with each solved level?"

That may be possible but I've not tried it myself so can't give a definite answer.

Quote: "- is the problem with too many levels in one exe still existing with this, or is there a method with this gui-system to workaround this problem (like implementing more than 1 game.exe into one gui)?"

Quote: "is there another solution for the mb-limit of fpsc?"

This is a GUI enchancement so it doesn't affect any code related to amount of levels, level sizes, etc..

knxrb
Ched80
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Posted: 27th Oct 2011 18:55 Edited at: 28th Oct 2011 21:20
Hi knxrb,

I'm still doing my testing, but I've hit a bit of a wall. Is it possible to use the GUI HUD commands in game? Or do they only work when the game is paused?

[EDIT]
here's a paraphrase script I was trying to use:



No HUD appears though - am I missing a command or do the GUI hud commands only work for menus, etc?

[EDIT2]
Forgot to mention this script sits within a triggerzone that is activated by another script.

[EDIT3]
Apologies, it was my file path. All commands work. Sorry.

knxrb
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Posted: 29th Oct 2011 01:47 Edited at: 15th Jul 2012 13:00
@ched80: Glad to hear you got it working

Ched80
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Posted: 29th Oct 2011 11:29
Great deal! bought both!

I send you a mail the other day - did you get it?

knxrb
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Posted: 29th Oct 2011 18:20 Edited at: 15th Jul 2012 13:02
Quote: "Great deal! bought both!"

Awesome

Quote: "I send you a mail the other day - did you get it?"

I'm not sure, best to send it again to make sure

Billy33
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Posted: 5th Nov 2011 23:51
Hi knxrb,

I think that your GUI extension is a great tool. I bought it at "first" full price, but i don't regret my purchase.
Important things could be done with it, even if think that improvements are needed.

I have a few questions after using GUI-X9 Pro a few hours, and perhaps identify some issues on systems like mine (SEVEN Pro x64)
1) The download on http://gui.solvector.co.uk/download.asp is a 1.2 release. In FPSC v1.1.8.0.17, GUI-X9 is in 1.0a release. What is the difference beetween these two .exe ?
2) I install the v1.2 relase and tried to update it to the Pro version, but i can't with a timeout ending licence check process. Is 1.2 downloadable version only for free use ?
So, I reinstall GUI-X9 with FPS Creator v118, and i could update to Pro version in 1.0a
3) I tried to use the new extensions on Pro release and in found an error with the Key viewer. There is something wrong with .Net Framework.
Net v1.1 seems to be required. I confirm this with a test on Windows XP VM (VMware virtual machine on same PC). It works after .Net v1.1 installation.
Unhopefully, this .Net framework redistributable version can't be installed on SEVEN PC's... Could you update it to v2 or v3.5 ?
4) I found also that loading bar in loading page is not visible when a GUI-X9 is applied on a game. I don't understand why but the used script seems to be wrong (incomplete name loading_).

;AIScript from Wizard
;Header
desc = Loading (GUI-X9)
;Script
....
:state=0:loadimage=LoadingBarNI languagebank\english\gamecore\backdrops\basic\loading_

5) Another issue is when i change something in the options menu (Pro version). I can't use it before exiting the game. If i tried to use the new setting immediately, i have a black screen, or a game crash (SEVEN x64 and XP SP3 VM).
Is it possible to use these settings directly in game? If not, is it possible to close the game from Options menu without transition in Main Menu ?
6) Options menu is not defined in "Menu Designer". It would be great if it could be customizable...

Thanks for your help

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Billy33
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Posted: 6th Nov 2011 16:27
Hi knxrb,

I forgot another question in my last post:

7) Restore points in game are all saved with "Helloworld" label in loadgame panel...
If i create a new restore point, i can see good labels (Level - time - date) in the savegame panel.
How can i show these labels in loadgame panel ?

Thanks for answers
Regards
Billy33

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Ched80
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Posted: 8th Nov 2011 13:53
Hi,

I've spotted that the command "replaceimage=" does not work in v118 as the command is commented out.

Is there any intention of reinstating this command? Doing so would make some of my scripts easier.

knxrb
FPSC Tool Maker
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Posted: 8th Nov 2011 22:11 Edited at: 15th Jul 2012 13:02
@Billy33: I'm in the process of editing and compiling a new version which I'll put online soon. It should help me highlight exactly where some of the bugs are starting

@Ched80: It's not me who's commented that out, you'll have to find out who did it and ask them why it's been removed.

knxrb
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Posted: 1st Dec 2011 15:04 Edited at: 15th Jul 2012 13:02
New version available: http://gui.rkwebcreations.com/download/GUI-X9%20Free.zip

Should fix some of the bugs that have been brought to my attention, including a bug with the licence check.

Billy33
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Posted: 4th Dec 2011 20:04
Hi knxrb,
Concerning the new 1.2 release, i can see that two issues were solved.

1) Updating to the Pro version now works without any timeout ending the licence check process
2) The Key viewer also can operate without any .Net Framework error message.
3) Loading bar in loading page still not visible when GUI-X9 is applied on a game. Is it a known bug, or am i the only one concerned ?
4) Crashes during loading game after changes in the Pro Options menu. I can't use these panel settings directly in the loaded game witout a preliminary exit
5) Pro Options menu not defined in "Menu Designer"
6) Restore points in game still saved with "Helloworld" label in Loadgame panel

I hope you will release soon some tutorials as mentioned in your first post
Thanks for your help

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