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Critical/Non Critical bitmap positions-- what gives?

Posted: Mon May 26, 2008 9:11 pm
by Gambit37
In changing the interface to a fully high-res version, I've noticed that some bitmaps can be easily moved around and have different sizes specified, while others have to remain the original size and their position cannot be changed.

It seems that the elements that can be changed appear within the dungeon view/inventory, while the others that can't be changed are the elements outside the dungeon view (runes, movement arrows, etc.).

I understand this restriction is probably because you've hardcoded all the interaction points to specific areas of the screen.

But if you can move elements within the inventory view, why can't the same behaviour be applied to the other elements?

Posted: Mon May 26, 2008 9:19 pm
by George Gilbert
As you say, the difference is really a historical distinction and not needed any more. If you find any specific ones that irk you, let me know and I'll fix them!

Posted: Mon May 26, 2008 9:26 pm
by Gambit37
Off the top of my head, the champion portrait box and death box generate critical errors if they are not 134 x 58 -- RTC won't compile and the editor spits out an error.

I haven't checked the others for ages, but I suspect similar problems exist with other things. I'll experiment a bit.

Posted: Mon May 26, 2008 9:49 pm
by Gambit37
Hang on, are we talking about the same thing? I'm basically asking if we can re-position interface elements that have a default position of 0x0 (the engine overrides these with its own internal positions.)

Everything I've experimented with to date would suggest not, but you're saying we now can?