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#1 |
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![]() I use sm 3.95 on mac with a really broken but nonetheless working ITG2 theme. In the results screen, i'd like to show (above the banner) the name of the song, and if possible, the pack name. Can anyone help?
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#2 |
TWG Chaos
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![]() I can't even get 3.95 to work on my mac, I gotta use 5 haha
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#3 |
Forum User
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![]() why 3.95
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![]() https://soundcloud.com/djbdock acapellas over my beats http://tuneport.com/profile/bdockbeats my beats for yall to rap on |
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#4 |
Custom User Title
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![]() because sm5 sucks for me and i want to play files with rolls
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#5 |
Custom User Title
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![]() I know there are people here who know how to do this. Can you at least give me a hint of where i should look?
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#6 |
FFR Player
![]() Join Date: Nov 2010
Age: 29
Posts: 777
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![]() im gonna sent to you something maybe can help to you..
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#7 | |
Rhythm game specialist.
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![]() Quote:
![]() (just did this.) |
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#8 |
Custom User Title
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![]() what i did was not quite working with ITG theme :/ actually this installment of ITG overrides the default theme folder so i'm not sure how to get around it. maybe i should copy the line from openITG? but then, where do i put it? aaaah it sucks to be a coding noob
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#9 |
Rhythm game specialist.
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![]() In your theme, do you have a ScreenEvaluationStage overlay folder or .xml file?
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#10 |
Custom User Title
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![]() yes, it's this one:
it's called ScreenEvaluation overlay.xml Code:
ActorFrame> <children> <ActorFrame Condition="GAMESTATE:IsPlayerEnabled(PLAYER_1)" OnCommand="x,SCREEN_CENTER_X-240;y,SCREEN_CENTER_Y-95;difficultyoffset;addx,-SCREEN_WIDTH/2;sleep,3;decelerate,0.3;addx,+SCREEN_WIDTH/2" OffCommand="accelerate,0.3;addx,-SCREEN_WIDTH/2" > <children> <Actor File="@THEME:GetPath(EC_GRAPHICS,'','_difficulty icons')" OnCommand="animate,0;playcommand,Update" UpdateCommand="%function(self,parent) SetDifficultyFrameFromGameState(self, PLAYER_1) end" /> <Actor Class="DifficultyMeter" Type="ScreenGameplay DifficultyMeterP1" OnCommand="playcommand,Update" UpdateCommand="%function(self) if GAMESTATE:GetCurrentTrail(PLAYER_1) then self:SetFromTrail(GAMESTATE:GetCurrentTrail(PLAYER_1)) else self:SetFromSteps(GAMESTATE:GetCurrentSteps(PLAYER_1)) end end" /> </children> </ActorFrame> <ActorFrame Condition="GAMESTATE:IsPlayerEnabled(PLAYER_2)" OnCommand="x,SCREEN_CENTER_X+238;y,SCREEN_CENTER_Y-95;difficultyoffset;addx,+SCREEN_WIDTH/2;sleep,3;decelerate,0.3;addx,-SCREEN_WIDTH/2" OffCommand="accelerate,0.3;addx,+SCREEN_WIDTH/2" > <children> <Actor File="@THEME:GetPath(EC_GRAPHICS,'','_difficulty icons')" OnCommand="animate,0;playcommand,Update" UpdateCommand="%function(self,parent) SetDifficultyFrameFromGameState(self, PLAYER_2) end" /> <Actor Class="DifficultyMeter" Type="ScreenGameplay DifficultyMeterP2" OnCommand="playcommand,Update" UpdateCommand="%function(self) if GAMESTATE:GetCurrentTrail(PLAYER_2) then self:SetFromTrail(GAMESTATE:GetCurrentTrail(PLAYER_2)) else self:SetFromSteps(GAMESTATE:GetCurrentSteps(PLAYER_2)) end end" /> </children> </ActorFrame> <Layer Type="ActorFrame" OnCommand='@"x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-61;" .. GetUnlockCommand()' > <children> <BitmapText Text="text" File="Common Normal" UnlockSongCommand="settext,Unlocked a new song!" UnlockCourseCommand="settext,Unlocked a new course!" UnlockModifierCommand="settext,Unlocked a new modifier!" OnCommand="ZoomX,0;sleep,1.0;ZoomY,6;BounceEnd,.3;Zoom,1;sleep,1.6;playcommand,Off" OffCommand="Accelerate,.2;ZoomX,2;ZoomY,0;DiffuseAlpha,0" NoUnlockCommand="hidden,1" /> </children> </Layer> </children> </ActorFrame>
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#11 | ||
Rhythm game specialist.
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![]() Alright, perfect. This should work as long as you're using Stepmania 3.95 CVS like you said.
I created a file in the Scripts folder called Gameplay.lua; the second part of the code in my file, listed below, is what you want: (note, you can copy this script and save it as a .lua file with the name of your choice, or you can append it to an old one, that's entirely your choice) Quote:
Quote:
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#12 |
Custom User Title
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![]() i did as you said, we're getting closer i think but i got this:
Code:
StepMania 3.9 SMO CVS 06-18-2005 crash report (build 6) -------------------------------------- Crash reason: Compiling "return function(self,parent) self:y(3) self:x(SCREEN_CENTER_X) self:zoom(.4) self:shadowlen gth(0) self:vertalign('top') end
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#13 |
FFR Player
Join Date: Dec 2002
Posts: 74
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![]() make sure the space in "shadowlen gth" isn't there. hopefully that will fix it but I'm not 100% certain
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#14 |
Custom User Title
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![]() Damn, i didn't notice that. Trying when i get home!
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#15 |
Custom User Title
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![]() we are now down to this after fixing what AIJ mantioned.
Code:
StepMania 3.9 SMO CVS 06-18-2005 crash report (build 6) -------------------------------------- Crash reason: Assertion '!lua_isnil(L, -1)' failed Crashed thread: Main thread
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#16 |
Custom User Title
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![]() since the code wasn't working still, i decided to try copying the song credits which appear right before the song starts, and resize them to the top. In retrospective, i should have tried this from the start:
![]() ScreenEvaluation overlay now looks like this: Code:
<ActorFrame> <children> <ActorFrame Condition="GAMESTATE:IsPlayerEnabled(PLAYER_1)" OnCommand="x,SCREEN_CENTER_X-240;y,SCREEN_CENTER_Y-95;difficultyoffset;addx,-SCREEN_WIDTH/2;sleep,3;decelerate,0.3;addx,+SCREEN_WIDTH/2" OffCommand="accelerate,0.3;addx,-SCREEN_WIDTH/2" > <children> <Actor File="@THEME:GetPath(EC_GRAPHICS,'','_difficulty icons')" OnCommand="animate,0;playcommand,Update" UpdateCommand="%function(self,parent) SetDifficultyFrameFromGameState(self, PLAYER_1) end" /> <Actor Class="DifficultyMeter" Type="ScreenGameplay DifficultyMeterP1" OnCommand="playcommand,Update" UpdateCommand="%function(self) if GAMESTATE:GetCurrentTrail(PLAYER_1) then self:SetFromTrail(GAMESTATE:GetCurrentTrail(PLAYER_1)) else self:SetFromSteps(GAMESTATE:GetCurrentSteps(PLAYER_1)) end end" /> </children> </ActorFrame> <ActorFrame> <children> <BitmapText Font="_eurostile normal" Text="@GetCreditsText()" InitCommand="horizalign,left;x,SCREEN_LEFT+32;y,SCREEN_BOTTOM-440;shadowlength,1;zoom,0.50" /> </children> </ActorFrame> <ActorFrame Condition="GAMESTATE:IsPlayerEnabled(PLAYER_2)" OnCommand="x,SCREEN_CENTER_X+238;y,SCREEN_CENTER_Y-95;difficultyoffset;addx,+SCREEN_WIDTH/2;sleep,3;decelerate,0.3;addx,-SCREEN_WIDTH/2" OffCommand="accelerate,0.3;addx,+SCREEN_WIDTH/2" > <children> <Actor File="@THEME:GetPath(EC_GRAPHICS,'','_difficulty icons')" OnCommand="animate,0;playcommand,Update" UpdateCommand="%function(self,parent) SetDifficultyFrameFromGameState(self, PLAYER_2) end" /> <Actor Class="DifficultyMeter" Type="ScreenGameplay DifficultyMeterP2" OnCommand="playcommand,Update" UpdateCommand="%function(self) if GAMESTATE:GetCurrentTrail(PLAYER_2) then self:SetFromTrail(GAMESTATE:GetCurrentTrail(PLAYER_2)) else self:SetFromSteps(GAMESTATE:GetCurrentSteps(PLAYER_2)) end end" /> </children> </ActorFrame> <Layer Type="ActorFrame" OnCommand='@"x,SCREEN_CENTER_X;y,SCREEN_BOTTOM-61;" .. GetUnlockCommand()' > <children> <BitmapText Text="text" File="Common Normal" UnlockSongCommand="settext,Unlocked a new song!" UnlockCourseCommand="settext,Unlocked a new course!" UnlockModifierCommand="settext,Unlocked a new modifier!" OnCommand="ZoomX,0;sleep,1.0;ZoomY,6;BounceEnd,.3;Zoom,1;sleep,1.6;playcommand,Off" OffCommand="Accelerate,.2;ZoomX,2;ZoomY,0;DiffuseAlpha,0" NoUnlockCommand="hidden,1" /> </children> </Layer> </children> </ActorFrame> ![]()
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![]() ![]() ![]() Last edited by Mollocephalus; 12-13-2013 at 04:58 PM.. |
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