When you take the first key (ie tutorial) the message and the yes/no buttons appear messed up. They seem to be aligned to the original genericdialogue_nocheckbox image (that is smaller) instead of the new bigger one. The generic box that appear when you try to load a corrupted savegame is correct though. Sorry if I posted in the wrong section, I don't know if it is a bug or just my installation. regards
The tutorial is back in the mod as of 8.0.0. The goofy info box is a known issue with no known fix currently.
I assume theruler, is using the vanilla/original installation of Temple of Elemental Evil (no co8 mod). That's why he is encountering such problems, if you want to translate the game into italian choose the 'co8 modpack standard 8.0.0' not the NC one. The co8 team already addressed those issues, so translating the game won't be too much burden to you. Hey what memo? I know I know something... ne.w. vers..ion has been leaked lately.
Thanks for your replies guys. I am using vanilla Toee italian (1.0) version, you're right. I've already took ideas and solutions from this site to help me remove bugs you've just found and make the 2.0 atari patch correctly translated into italian. I would really like to translate co8 mod into my idiom, but the size of the text frighten me a bit. First step is let a gem like toee be playable and (almost) bug free by italian fans. Second step is put a team together and start translate your great work. A work that kept growing and improving over these 10 years. Men, you did a friggin good job. Do you have any clue on how merge all the italians text lines of the .dlg into the co8's, "automatically"?
Gaear, can you give a run down of the character generation issue? (the missing ability score text labels) Specifically what was altered and why.
The gist of it was that in order to get the inventory screen to look like this and not something like this we had to change the bottom left stat description boxes to become part of the static image rather than print the text over the screen dynamically, which was the original/normal method. So all the stat names are actually drawn into the .tga in the top image. In order to get the text not to print as well, I had to alter stat.mes to no longer contain the text at all: Code: // Stat Short Names Go Between 1000-1999 {1000}{} {1001}{} {1002}{} {1003}{} {1004}{} {1005}{} instead of Code: // Stat Short Names Go Between 1000-1999 {1000}{STR} {1001}{DEX} {1002}{CON} {1003}{INT} {1004}{WIS} {1005}{CHA} The lone UI side affect of this afaik was that the game also wants to print that text over the blue boxes in the skills levelup screen like we see here, and also gets it from stat.mes: We can't make a custom blue box with the right text drawn into the image itself for the skills screen because unlike the inventory screen, it's not static - it has to change the text on the fly in the same space depending on what skill modifier is active. But being as the stat names no longer exist in stat.mes, it instead prints nothing. The stat names on the inventory screen in the bottom left never change or move, so that wasn't an issue. I can elaborate more if necessary - hit me with any Qs you may have.
That answers it, thanks. We'll try to just suppress printing the text on the left char UI so that the names can be restored.
Cool. btw, don't take this as yet another feature request or demand, but I'm just curious if adding fonts will be doable at some point. I think there are others that would actually look better, and the whole presentation would look more feature-rich if there were some font diversity.
I'll just say the UI is in definite need of an overhaul It's too soon to make promises but we're definitely keeping things like that in mind.