That would probably be sensible. There's plenty of code in NGM that still operates under the assumption that everything runs on the event thread. I think it works at all right now because the main thread and event threads have enough downtime to allow both threads to access UI elements, generally.Isn't access to GUI.textPane supposed to be happening in the event dispatch thread?
New build: https://drive.google.com/open?id=1dOYRLWaWN822QGT0n2lM_gYXsoUCic1O
I remembered to push the changes to Github this time. Loading and starting new games should work now, although I haven't played this build extensively.
Hey, I had the idea that it would be nice to be able to play against 'myself', i.e. my player character, controlled by the AI.
I made a mechanism where the player can 'switch places' with an NPC for one night, and it seems to work surprisingly well.
I've uploaded my stuff here: https://github.com/afrgafrg/nightgamesmod
If you're interested, I'll create a proper pull request once I've tested everything to my satisfaction.
No worries, we can always integrate it later. There's something super weird going on anyway, where combat sometimes works as intended and sometimes mixes things up in the strangest ways... It's going to take some work, so no rush.Neat! Looks like the sort of thing you could build an NPC or event around. Unfortunately, a feature change of this scale is outside the scope of my current project aims.
Yes, those are known issues. I haven't looked into them since they aren't game-breaking right now. Fixing them will probably be a part of the step 12 UI pass. If you like, posting issues on my issue tracker will help me not forget about them.@Ryplinn
There's a bug that misshapes elements of the GUI, including the top menu bar and buttons. There's also a bug with the text window that allows text to write over text.
I haven't had much time to check in detail, but let us know if there's anything git-related to be done, since I'm unsure if I should pull it or wait, or people can merge some of my own content/changes.
Yes, those are known issues. I haven't looked into them since they aren't game-breaking right now. Fixing them will probably be a part of the step 12 UI pass. If you like, posting issues on my issue tracker will help me not forget about them.
I leave whether to pull the changes into your branch up to you. On one hand, I don't consider the rewrite done and will be making more major changes, which would mean having to do this again later. On the other hand, my progress on this rewrite can charitably be described as "intermittent." If you feel that using my branch as-is would, on balance, be easier than not, please do so!
No problem, here it is. Note that there is still an odd bug which sometimes causes skills to be used by some non-existent character when you use the perspective switch. I've added a horrific stopgap solution in this build, which should prevent it from happening, but no promises. Also, there will be text issues, as I overhauled a whole lot of text and undoubtedly made mistakes. (I didn't change the text itself, just the way it's generated.)@afrg i would love a compiled version of yours (being able to swap players sounds like a pretty good idea, even tho it might come with immersion flaws, but gameplay wise id love to test it)
You need to have Java installed: https://www.java.com/en/i can not play the game how do i open it