Missing option in vegastrike.config
Posted: Thu Mar 27, 2014 4:36 am
I've found today a line of c++ code that allow me to load my InGameMenu BEFORE the base main_menu.
Located in void bootstrap_first_loop() , main.cpp :
That mean that if the var "main_menu" don't exist in the vsconfig file , the default option applied is " false " .
And without surprise , this option is not yet defined in vegastrike.config
TO OFFICIAL DEVS:
PLEASE CONSIDER THAT THIS SHOULD BE FIXED !
WE HAVE C++ CODE THAT IS HARD CODED BECAUSE OF THAT .
( as only c++ coders know about that var, it's our responsability to implement it .
THE FIX IS TO ADD THIS LINE :
Example:
BUT THIS VAR IS AN IMPORTANT SWITCH BETWEEN TWO GAME DESIGN .
ONCE SHE EXISTS , SHE CAN BE USED .
So please think about it ... give a chance to the c++ gamemenu .
There is a minor issue with this flag set to true :
In the gamemenu , press "singlePlayer" loads the main_menu.py
I'm working on it .
edit : i think i got it , but it's a long story : not sure you want to hear it .
It's based on how the actual system works and the <var name="default_mission" value="main_menu.mission" .
It seem that using the c++ game menu as general menu MUST modify how the game loop starts .IN OTHER WORDS , GAMEMENU C++ WAS NEVER FULLY IMPLEMENTED !?/>
rededit : About the issue of the main_menu that is loaded , i fixed it with the
vegastrike.config file :
Located in void bootstrap_first_loop() , main.cpp :
The normal mode use isgamemenu=false ;static bool isgamemenu = XMLSupport::parse_bool( vs_config->getVariable( "graphics", "main_menu", "false" ) );
That mean that if the var "main_menu" don't exist in the vsconfig file , the default option applied is " false " .
And without surprise , this option is not yet defined in vegastrike.config
TO OFFICIAL DEVS:
PLEASE CONSIDER THAT THIS SHOULD BE FIXED !
WE HAVE C++ CODE THAT IS HARD CODED BECAUSE OF THAT .
( as only c++ coders know about that var, it's our responsability to implement it .
THE FIX IS TO ADD THIS LINE :
IN THE "graphics" section of vegastrike.config .<var name="main_menu" value="false"/>
Example:
This way , from the user point of view , nothing change , the game will load as always .<section name="graphics">
<var name="main_menu" value="false"/>
...
...
BUT THIS VAR IS AN IMPORTANT SWITCH BETWEEN TWO GAME DESIGN .
ONCE SHE EXISTS , SHE CAN BE USED .
So please think about it ... give a chance to the c++ gamemenu .
There is a minor issue with this flag set to true :
In the gamemenu , press "singlePlayer" loads the main_menu.py
I'm working on it .
edit : i think i got it , but it's a long story : not sure you want to hear it .
It's based on how the actual system works and the <var name="default_mission" value="main_menu.mission" .
It seem that using the c++ game menu as general menu MUST modify how the game loop starts .IN OTHER WORDS , GAMEMENU C++ WAS NEVER FULLY IMPLEMENTED !?/>
rededit : About the issue of the main_menu that is loaded , i fixed it with the
vegastrike.config file :
So a major rewrite will not be neccessary to use the c++ gameMenu instead of main-menu.py . The tutorial is a good starting point , we could make an other mission relative at our main campaign , just before the meeting with Janek etc ... .section name="general">
<var name="times_to_show_help_screen" value="-1"/>
<var name="dockingtime" value="20"/>
<var name="remember_savegame" value="false"/>
<var name="load_last_savegame" value="false"/>
<var name="write_savegame_on_exit" value="false"/>
<var name="debug_config" value="false"/>
<var name="debug_fs" value="0"/> <!-- set to 3 for most comprehensive debugging--><var name="default_mission" value="test/tutorial.mission"/><!-- old: value="main_menu.mission" -->