[WIP] Expansion: TweakMod - 0.3.1

@PatrickKlug Acknowledged. As soon as I start to re-implement the game speed feature, I’ll keep that in mind so that it complies to the way it’s meant to be.

In the meantime here’s some new screenshots showing the implementation of the new feature called “Company Name Generator” which allows to easily generate a company name by clicking on the “edit” symbol beside the company name input field.

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very nice! I assume you plan to change the icon, maybe a ‘dice’ would work best but in the meanwhile you could use the fa-random(source) icon shipping with font-awesome, which should be included in the game already.

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Hehe, been poking font awesome at him all week :stuck_out_tongue:

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Done :wink:

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##TweakMod Version 0.1.0 released##

I’m happy to announce that the version 0.1.0 of TweakMod has been published and can be downloaded from the following link (this has been also posted in the updated first post):

###Latest release###
:arrow_down: Version 0.1.0 (January, 11th 2014 08:30)


This is how the “Mods” dialog should look like if everything has been correctly installed and activated:

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tried to run this mod and after correcting UltimateLib as described here the mod seems to load but I can’t see any effect yet.

I assume the Settings menu should look differently when the mod is running, right?

EDIT: I do see the random company name button though. nice :slight_smile:

Yes. You should have 2 tabs in the in-game settings menu.

tabs definitely don’t show up for me. the random company name button is there and working though. odd.

I cleaned up all of my mods in the folder. Now trying all the steps necessary to (hopefully) reproduce the problems. Let’s see.

Because the initialization of the UltimateLib didn’t work correctly, internal inits could not be performed. This should be the reason why (even after creating folders) you couldn’t work with TweakMod as expected.

This should be fixed by updating UL to 1.0.1.

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Does this include the bubble option already :)???

Not yet :wink: It’s the first release with UL :wink:

the mod is not working…
i put in the folder correctly and when i go to “mods” in the game menu the tweak mod is “red” and cant be selected

you need ultimatelib for it to work

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Please check a couple of posts before that I already stated that you need the UltimateLib for TweakMod to work :wink:

confirmed. settings working fine now.

one thing I noticed is that with the default setting running tweak mod the typewrite notification is actually slower than in the vanilla game.

You see in the normal game we dynamically speed up the animation when the user clicks on the screen. This means that a few clicks will make the typewrite animation much faster in vanilla while the tweakmod seems to remove this functionality so you are stuck with the same constant animation rate. maybe you could keep the dynamic adjustment feature and just tweak the baseline delay instead.

I’ve also encountered a bug where a popop doesn’t seem to show up after the first game is released - the game is then stuck at this stage. This might be a UltimateLib error though. I couldn’t see any obvious errors in the logs.

Here is the save:

http://dropcanvas.com/#62TV46cdwY7c41

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the easiest way to do this is probably by proxying $.fn.typewrite(options) and simply prefill the delay propery in options with your custom baseline value (only if it’s not already specified in the options object)

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Hi Patrick,

thank you for your feedback.

This is how it is currently implemented in the Notifications class:

(function() {
    var proxied = $.fn.typewrite;
    $.fn.typewrite = function(b) {
        b.delay = self.typeWriterDelay;
        return proxied.apply( this, arguments );
    };
})();

So, if I understood you right, I already did this. I only modified the delay setting of the typewrite method, without changing anything else.

TweakMod, on its side, simply sets the delay through the property “typeWriterDelay” (UltimateLib.Notifications.typeWriterDelay = intVal).

The proxying methods for the Notifications class are defined in the “init” method.

What other reasons could be at the root of the described phenomenon?

Btw. what is the default value of the typewriter delay? tbh I just set “100” without thinking about it… just a number a took randomly :wink:

To quick access the documentation associated to Notifications, you can also take a look at http://gdt-ultimatesuite.abesco.de/docs/?class=Notifications, although it’s far away from being correct (in terms of documentation layout and information displayed), you can access the source code easier from that page and see how the typewriter feature has been implemented.

Resuming, for the whole typewriter feature I used:

  • In UltimateLib: A property in Notifications classes for defining the typewriter delay (UltimateLib.Notifications.typeWriterDelay, default = 100)
  • In UltimateLib: A method override using the proxy pattern which simply changes the delay of the typewrite extension method
  • In TweakMod: Implementation and user interaction to allow setting / changing the typeWriterDelay property of the UltimateLib.Notifications class

default is 100 :smiley:

from a glance, implementation looks fine to me. Will have to look deeper into this when I get a chance.

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I’ve also encountered a bug where a popop doesn’t seem to show up after the first game is released. This might be a UltimateLib error though. I couldn’t see any obvious errors in the logs.

I have to investigate on this.
Did you experience this behavior only for the very first released game?

In the “Notifications” settings, you can choose which notifications should be replaced by the “overlay notification” and which not. Does it help if you simply choose not to “speed up” the “First Game” dialog? Or disable all dialogs for speedup?

Unfortunately the json report snapshot file didn’t have any information about what could have caused the problem (at least, I couldn’t find anything atm). Do I have to look at a specific section?