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Codr

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Everything posted by Codr

  1. No, but maybe he/she'll enlighten us. It is. The only data it's coded (unless something is broken that I don't know of) to modify is the party/PC data, including a few extra bytes at the end of the PC data necessary to make them save properly. (The game does this as well.) The beta obviously has Pokedex support which may still be inaccurate... and that's why the warning on the first post is there.
  2. I'd like to see what you're talking about. I periodically go through and make sure nothing is being changed inappropriately, but it's possible that I may have missed something.
  3. I just wanted to mention that I know there hasn't been any updates for a while (relative to what's typically done, at least). This is largely due to a lack of finalization of the new code for control positioning. (To allow multilingual text to display fully in every case.) It's also due to life changes that're going to limit my time on the program. I'll do what I can to have the beta finished before Black/White so I'll be able to start directly on those. I may throw in another quick beta update to fix the current issues as well.
  4. This is a known bug in the current beta. It's fixed already, but a new version with the fix hasn't been released yet.
  5. I have absolutely no idea what you're asking. What's "it"? Assuming "it" is something valid to begin with, the question still doesn't make sense.
  6. Thanks, but it's already listed on the first post's issue list.
  7. I have a change that could potentially fix it. Windows expects a CRLF (\r\n) instead of just a LF (\n) for new lines, but it obviously works with just \n. This may... somehow... be affecting you. Why it'd only affect you and nobody else is baffling, though. I can't get this change out for a while though, as the program is in a heavily modified state at the moment.
  8. That's more than enough to display the tooltip. If you really want to, you could try modifying the tooltip text with lots of lines and see at what point it starts causing this problem, if at all. (I'd suggest like one character per line to see if that makes it happen as well.) \n starts a new line.
  9. Well... that's interesting. I still think it's something unique to your PC though. What's your screen resolution set to?
  10. Those values you listed scream bits. 1 = 00000001 3 = 00000011 5 = 00000101 7 = 00000111 33 = 00100001 35 = 00100011 As you can see with that list, there are only 3 bits changing. The last may simply be coincidentally set for all of them, or may always be set. That's about as much insight as I can give you.
  11. I'm curious, BananaMan14, in the latest beta, if you edit lang_English.txt and change Tooltip_Main_Nature to just a single letter, does it still cause the tooltip to behave improperly? The nature tooltip is the tallest, which may somehow be a problem for you. (After editing, the line would be: Tooltip_Main_Nature=a or any other character/word/whatever, just as long as it isn't long.)
  12. Then I'd imagine it has to be something on your end, considering nobody else has reported this and I can't reproduce it myself.
  13. You just check "Seen" with the Pokemon selected. Make sure you're using the codes for the correct version/language of the game.
  14. That almost definitely has nothing to do with it. One thing I just thought of... you said it doesn't happen on 2.312... is that still true? If so, obviously it's something I've changed. I believe Guested is working from the top down on the language file. If you want to start from the bottom (although that's the worst part... the tooltips), it'd guarantee you weren't overlapping right away.
  15. You must have had that .png file saved with limited colors, as it certainly doesn't match the XP color. Anyway, I still have no idea what's causing it to happen for you other than something you have installed. It doesn't happen for me on XP at all. Edit: Weird, it's just showing up wrong in Firefox.
  16. This is a button. Then I have no explanation based on my own code. You may have something installed that (improperly) changes the way default Windows controls work. (That image itself makes me think you have some sort of UI alterations going on, as I don't recognize that as one of the default 3 colors.)
  17. What are you referring to by this? This isn't the correct terminology. Are you only saying that the tooltip is repositioning itself after moving between the text area and the button? I'd assume not, considering this happened before, and isn't something I care to try to fix, given the insignificance and probable annoyace TO fix it.
  18. It still doesn't do this for me on XP. Although I'd have to say what you described was a little vague. I've tried the nature combobox on both the main dialog and PID finder dialog. In both, stopping the mouse pointer (or even moving it around) over the text area of the control doesn't make it redraw repeatedly.
  19. You should really use the the Mystery Gift Editor for that. PokeGen only extracts the raw data from the PCD/PGT files, which can result in a PID of "1" and 0 IVs. (Although I'm fairly sure you can just set these to whatever you want in those cases.)
  20. Thanks for the reports, I'll look into them and fix where appropriate when I get a chance. Edit: Guested and I have talked already, so he knows his problems are taken care of. This is fixed. It was a simple mistake resulting from the multi-language additions. I'm going to need more detailed instructions on how to get this to occur, as I haven't been able to do it. I'm not experiencing this. The tooltip will reposition itself if the mouse pointer starts to cover any part of it, including the little extension that points to where the pointer was. Also, for comboboxes, it repositions when you move between the editbox and the button on the right that shows the list.
  21. Kind of like PokeGen does for everyone already?
  22. 3.0b8 ADDED: The remaining strings have been added to the external string list. ADDED: String length limitations to a lot of text. (Fairly generous limits.) ADDED: Display of the characters 、「」『』 in names. ...plus others that I got tired of trying to list. ADDED: Internal maximum string lengths to avoid buffer problems. ADDED: Spanish internal string lists and a partial translation of the external strings, thanks mostly to Wylfred (projectpokemon.org forums). FIXED: Removed a popup dialog that was used for testing. FIXED: Potential buffer problems when loading strings containing "\n". CHANGE: Some strings have been removed and are translated internally now. The beta features are nearing completion at this point. However, I still have virtually no reports of problems with it. I doubt that it's because it's perfect so far... so please help test and report! Oh, and Wylfred, translation of the rest of the strings would be great so that Spanish can be completed! (The file is in the beta archive.) Edit: Switching to Spanish, at the moment, doesn't look so great because the text doesn't fit properly in all of the controls. I'm aware of this, obviously, and hope to have a huge (for me) change done soon to alleviate this problem.
  23. 3.0b7 ADDED: All strings are now loaded from an external file. The default is lang_English.txt for now. If this file is missing or incomplete, the remaining strings are loaded from an internal copy. FIXED: Tooltip titles weren't updating when moving between controls. There may be various problems introduced with this change, as changing ALL of the program's strings in this way was another massive modification. Also, for those doing translations, you now have all of the strings. I haven't yet taken what's been given to me and put it into French/Spanish files yet. If you want, you can just translate what you haven't already and I'll fix up the rest. Edit: Well, those aren't all of the strings. I missed some.
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