apocriva Posted February 9 Report Posted February 9 (edited) (Vintage Story prelease v1.22.0-pre.1 dropped in the middle of working on this, and because I am eager to play with 1.22 and because I don't want to faff about with building for both .NET 8.0 and 10.0, as of this writing I do not intend to make a v1.21-compatible version of this mod. The source is public, fill your boots if that's your cup of tea. :D) I've gone ahead and done the legwork to support the v1.21 stable client! https://mods.vintagestory.at/closedcaptions This mod adds closed captions for sounds in the game, with some configurable display options, including some colors for dangerous sounds, and icons for (mostly?) creatures/animals. Similar sounds get grouped together as "unique" (like there can only be one weather caption displayed at once). Hypothetically it should be easy to add captions from other mods -- the configuration is patchable using JSON patching. Can filter based on categories in the configuration. More screenshots! Spoiler It wasn't until I went to post this that I caught that someone else has been working on a closed caption mod -- so shout out to @Diff and his Captions mod too!! Accessibility is near and dear to my heart, and I love seeing that someone else is working on something like this. (Wish I had seen before now, but here we are! :D) Edited February 16 by apocriva Changing subject for new version 2
apocriva Posted February 12 Author Report Posted February 12 Just released v0.1.0 with some major backend refactoring in how sounds are tracked, and a bit better visuals for dangerous/ambient sounds.
apocriva Posted February 12 Author Report Posted February 12 Released v0.1.1 with more robust configuration options for placement!
apocriva Posted February 14 Author Report Posted February 14 v0.1.2! Added option for glitched text while temporally unstable. Some bugfixes. 1
Diff Posted February 14 Report Posted February 14 How'd you manage the little color previews in the ConfigLib? And getting widgets side by side in Display Offset? Is that from just using ConfigLib directly rather than going through AutoConfigLib like I'm doing?
apocriva Posted February 14 Author Report Posted February 14 24 minutes ago, Diff said: How'd you manage the little color previews in the ConfigLib? And getting widgets side by side in Display Offset? Is that from just using ConfigLib directly rather than going through AutoConfigLib like I'm doing? You can feel free to browse the source on GitHub! I haven't used AutoConfigLib, so I can't speak to how it works, but I'm using ImGui to call ImGui.ColorEdit4() for the color widgets, and ImGui.InputInt2() for the vectors. There's a weird thing with ImGui.NET where it doesn't look like the vector inputs work (InputIntX, InputFloatX) but you basically pass in a reference to the X value and the underlying native code gets at the other values using pointer math. 1
apocriva Posted February 14 Author Report Posted February 14 v0.1.3 Now with VS v1.21.6 stable support! Have done the legwork to support both stable and prerelease clients. Yeehaw! (Also fixed a nasty threading bug!) I had a problem. I decided to solve it with threads. Now twIo haprobve lems.
apocriva Posted February 16 Author Report Posted February 16 v0.1.4 Added separate formatting for "rust" captions. (ie temporal stability, temporal storms) 1
apocriva Posted February 16 Author Report Posted February 16 v0.1.5 Fleshed out story-related captions. Added optional captions for music tracks.
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