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[RM2K] TEXT CUT OFF

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Pages: 1
Sorry to have to make another topic, but this is really pissing me off and it takes so much time to check every time if the text isn't being cut off.

I use facesets in Rm2k, and when I enter text there are two gray vertical lines. I presume the one closest to the left is where text will be cut off when facesets are used, so I stayed perfectly behind it.

However, text is still being cut off. And every time I think I have everything right it turns out some word is being cut off somewhere.

Since my cutscenes are pretty damn long, having to replay it over and over again is starting to piss me off.

The question: Isn't there a patch or whatever that shows CORRECT vertical lines for text cut off so I don't have to quadruple check in-game?

Before you mention RPG Maker 2009 Ultimate, it has the exact same problem.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I've found RMText to work excellently when it comes to efficient character dialogue imput, as I too have spent countless hours rewriting for the sake of making it fit in the box. You can choose between the 36 (I believe) characters that would fit in a message box with a faceset (it's actually 2 more) or the 50 without.
Yes, RPG Maker 2009 Ultimate uses your existing RPG Maker as basis, including some of its problems.

Open your rpg2000.exe in Resource Hacker (google it), navigate to RCDATA->FORMEVCMD10110->0 and replace the content with this:

inherited FormEvCmd10110: TFormEvCmd10110

Caption = 'Message'
ClientHeight = 116
ClientWidth = 425
OldCreateOrder = True
OnCreate = FormCreate
OnShow = FormShow
PixelsPerInch = 96
TextHeight = 12
object TabControl1: TTabControl
Left = 8
Top = 8
Width = 409
Height = 69
TabOrder = 0
TabStop = False
object FixedMemo1: TFixedMemo
Left = 8
Top = 10
Width = 392
Height = 50
Cursor = crIBeam
Font.Charset = EASTEUROPE_CHARSET
Font.Color = clWindowText
Font.Height = -10
Font.Name = 'Lucida Console'
Font.Style = []
ParentFont = False
TabOrder = 0
OnChange = FixedMemo1Change
OnExit = FixedMemo1Exit
OnKeyDown = FixedMemo1KeyDown
OnMouseMove = FixedMemo1MouseMove
OnCancel = FixedMemo1Cancel
OnCtrlReturn = FixedMemo1CtrlReturn
end
object Line1: TOpaquePaintBox
Left = 238
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clAppWorkSpace
TabOrder = 1
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
object Line2: TOpaquePaintBox
Left = 310
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clBtnShadow
TabOrder = 2
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
end
object ButtonOk: TButton
Left = 136
Top = 84
Width = 89
Height = 25
Caption = 'OK'
Default = True
ModalResult = 1
TabOrder = 1
OnClick = ButtonOkClick
end
object ButtonCancel: TButton
Left = 232
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Cancel'
ModalResult = 2
TabOrder = 2
end
object ButtonHelp: TButton
Left = 328
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Help'
TabOrder = 3
OnClick = ButtonHelpClick
end
end


Then click "Compile Script" and save.
author=Corfaisus
I've found RMText to work excellently when it comes to efficient character dialog imput, as I too have spent countless hours rewriting for the sake of making it fit in the box. You can choose between the 36 (I believe) characters that would fit in a message box with a faceset (it's actually 2 more) or the 50 without.


That's a handy tool thank you.

author=Cherry
Yes, RPG Maker 2009 Ultimate uses your existing RPG Maker as basis, including some of its problems.

Open your rpg2000.exe in Resource Hacker (google it), navigate to RCDATA->FORMEVCMD10110->0 and replace the content with this:

inherited FormEvCmd10110: TFormEvCmd10110

Caption = 'Message'
ClientHeight = 116
ClientWidth = 425
OldCreateOrder = True
OnCreate = FormCreate
OnShow = FormShow
PixelsPerInch = 96
TextHeight = 12
object TabControl1: TTabControl
Left = 8
Top = 8
Width = 409
Height = 69
TabOrder = 0
TabStop = False
object FixedMemo1: TFixedMemo
Left = 8
Top = 10
Width = 392
Height = 50
Cursor = crIBeam
Font.Charset = EASTEUROPE_CHARSET
Font.Color = clWindowText
Font.Height = -10
Font.Name = 'Lucida Console'
Font.Style = []
ParentFont = False
TabOrder = 0
OnChange = FixedMemo1Change
OnExit = FixedMemo1Exit
OnKeyDown = FixedMemo1KeyDown
OnMouseMove = FixedMemo1MouseMove
OnCancel = FixedMemo1Cancel
OnCtrlReturn = FixedMemo1CtrlReturn
end
object Line1: TOpaquePaintBox
Left = 238
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clAppWorkSpace
TabOrder = 1
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
object Line2: TOpaquePaintBox
Left = 310
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clBtnShadow
TabOrder = 2
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
end
object ButtonOk: TButton
Left = 136
Top = 84
Width = 89
Height = 25
Caption = 'OK'
Default = True
ModalResult = 1
TabOrder = 1
OnClick = ButtonOkClick
end
object ButtonCancel: TButton
Left = 232
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Cancel'
ModalResult = 2
TabOrder = 2
end
object ButtonHelp: TButton
Left = 328
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Help'
TabOrder = 3
OnClick = ButtonHelpClick
end
end


Then click "Compile Script" and save.


Whoa, nice. I didn't think it'd be so easy. And yeah I guess I should have figured that Rm2k9 doesn't change anything in the engine itself.

Regardless, problem solved, thanks guys =)
RM2k9 does change things in the UI (not the game engine, right, but this is part of the UI, not the game engine), but not this one (yet).
author=JustRob
Since my cutscenes are pretty damn long, having to replay it over and over again is starting to piss me off.


Welcome to my life.

My longest cutscene is approximately 80 minutes.
Wow, haha. Thanks for the heads up, I'll make sure to grab a bag of popcorn while playing your game.
Pages: 1