Faction-based load screens

Faction-based load screens

Requests for features in the spring code.

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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Faction-based load screens

Post by quantum »

It would be nice to be able to choose which load screens the player will see based on his faction choice; i.e. a core player would see core load screens.

That would allow modders to give tips on faction specific units, give some storyline information, or just make faction themed load screens.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

This would be nice, I've always though it was funny seeing side-specific tips on load screens.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

Thanks to trepan and my C++ literate brother, it's done, patch submitted :-) .
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

The only thing lacking is how to make them... 8)

*hint hint*
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

Oh, yes, right, the syntax is sidename_*.jpg or sidename_*.bmp, so a core load screen would be core_myloadscreen.jpg. Loadscreens that start with other names are ignored. If no side load screen is found, it reverts to the old behaviour: it picks one among all the pictures in the bitmaps/loadpictures folder.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Committed to SVN (r3598).
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

you should be able to download them from UF. I dont exactly know what to do, it should just be a patch or widget or something :idea:
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Zoy...

This is a patch, commited to the engine. There is nothing you as a player are going to do with it...

If I specify Human_Loadscreen1.bmp, it will load only that screen for humans, not aliens. Modders don't do anything either, it just changes how one thing works.
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