Game Development Community

Dynamic Fields Not Saving - TGEA 1.7.1

by Ron Lindsey · in Technical Issues · 08/16/2008 (5:45 pm) · 2 replies

Is this me goofing someing up or is this a 'feature'?

The dynamic fields are not being saved with i 'Save' them from the GUI Editor.

I just tried this sequence of steps...
1. Created new Project using SetupNewProject.exe
2. Ran the game
3. Pressed F10 to load the GUI Editor
4. Verified the two Dynamic Fields were present (noCursor and helpTag)
5. Selected 'Save' from the file menu
6. exited the GUI Editor
7. Exited the game
8. Started the Game
9. I see the cursor! and am not able to control the toon with mouse.
10. Pressed f10
11. Checked to see if noCursor and helpTag were present and they were not.

I did a Beyond Compare (File Compare Program) on the template project and the one i created and noticed many diferences. Here is an example:

Untouched Template playGui.gui File Section:
new GameTSCtrl(PlayGui) {
profile = "GuiContentProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 8";
visible = "1";
cameraZRot = "0";
forceFOV = "0";
noCursor = "1";
helpTag = "0";

Saved test project playGui.gui File section:
%guiContent = new GameTSCtrl(PlayGui) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiContentProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "640 480";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
cameraZRot = "0";
forceFOV = "0";

Noticed the saved playGui.gui file has additional properties and is missing the dynamic fields noCursor and helpTag.

Well, please tell me that i am doing something wrong here! What have i missed? or is this a bug?

Thanks!
Ron Lindsey

#1
08/16/2008 (7:13 pm)
If you look in the saved version, you'll see this:
canSaveDynamicFields = "0";

Just set it to true in the untouched one.
#2
08/17/2008 (8:14 am)
Ahh... Right.

Does anyone have a spare hole that i can crawl in?

Then this must mean that by default, canSaveDynamicFields = "0"; is set to false on objects that have dynamic Fields all ready. So i would have to go to every object (in teh editor or *.gui/mis) and enable this feature on the default project setup.

This seems a bit odd.