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I'm aware of this bug, this was something that I created very early on and I didn't understand how to code with saved games in mind back then.
I'd need to re-code most of this in order to fix that, so I have no intentions of fixing that bug in specific at the moment.
If you're interested though, I'd be more than happy to add you as a co-creator if you want to implement some fixes for me
Are there any global variables that need to be saved other than solitaireMode? I don't use the expansions but it looks like everything else is handled by the objects themselves, which would make it pretty easy.
I modified the onLoad() event for Mod Events:
onLoad(saved_data) -- Add a passed parameter for saved data
Add the following conditional at the "Creates the Start Game Button" section
if saved_data != "" then
local loaded_data = JSON.decode(saved_data)
solitaireMode = loaded_data.solitaireMode
else
[...]
Add an onSave event:
function onSvae()
local data_to_save = {solitaireMode=solitaireMode}
JSON.encode(data_to_save)
return saved_data
end
It's been a while since I last made this and I didn't know how to handle reloading back then, so I'd say give it a try and see for yourself how well it works.
Other than this minor thing, fantastic job! The scripting really cut down on setup and end-of-round upkeep.
The collection used this priority system:
1. Mod's Files Availability: Mod with all/most files still available for download
2. Feature completeness: Mod with greatest inclusion of expansions and/or promos available for the board game title
2. Scripting: Mod with scripting that most reduces work in setup/play for players
3. Component Quality: Mod with the best visuals/usability in terms of component quality
4. Table Setup/Ambiance: Mod with the best immersion with table, background, and other modeling.
Please also note that a mod that makes selection for this list very well could be one in which the mod author borrowed the majority of assets from another workshop listing, so full thanks to all who worked on a mod.
Thanks for your hard work!
I could scan my physical copy and try to fix this again, but to be honest, it's too much work for a mod that I don't care much about anymore. I barely every touch tabletop simulator anymore, so I think I'll be dropping this project.
As you probably have noticed, I have planned on adding single player a few times, but just having to learn how the single player works (I only ever played multiplayer) made it take a while, and each time I eventually forgot about the project. Whenever there were small bugs and I saw the notifications, I could come here and fix them quickly, but now that most textures are broken, I don't think this mod is worth my time anymore.
If I ever start using tabletop simulator actively again, I may take a look at this mod one more time, but until then, assume this mod broken. If you're a developer and want to continue working upon it, you're free to do so.
They now use numbers instead of dots, which should make it easier to read. They also now use set textures, so the problem where some dice appear the wrong color for some players *should* be fixed. I cannot test that on my own since I only have one computer and I do not know what causes it in the TTS engine.
I will be busy this coming week, but the week afterwards I'll try to implement the solitaire mode.
I know I didn't end up adding the solitaire mode last time, but I was indeed busy, thanks for reminding me again of this, I do have free time and I'll try to tackle it once again.