- On load, the game now detects graphic sheets and sounds whose IDs are "discontinuous", as well as graphics intended to directly replace preset graphic sheets. - Edit sheets dialog can now handle "discontinuous" graphics. (The edit sounds dialog already could.) - Edit sheets dialog prompts user to create a new sheet if there are none already, and also if there are some but not ID 0 (in the latter case they can cancel and still edit the sheets). - Edit sheets dialog prompts user to convert sheets if the scenario is legacy, rather than doing it silently - Edit sheets dialog now has "new" and "delete" buttons - Edit sounds dialog now has functioning "delete" button
15 lines
853 B
XML
15 lines
853 B
XML
<?xml version='1.0' encoding='UTF-8' standalone='no'?>
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<?xml-stylesheet href="dialog.xsl" type="text/xsl"?>
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<dialog skin='light' defbtn='convert'>
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<pict type='dlog' num='16' top='6' left='6'/>
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<text top='6' left='48' width='252' height='121'>
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This scenario was loaded from a legacy file, and as such its custom graphics have not yet been converted.
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They need to be converted before you can edit them in the scenario editor.
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This will automatically happen when you save, but if you prefer, you can convert them now.
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Be aware that the conversion converts white to transparency,
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so it may create unwanted holes if you had terrain or dialog graphics that used pure white.
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</text>
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<button name='cancel' type='regular' top='131' left='234'>Cancel</button>
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<button name='convert' type='large' top='131' left='128'>Convert Now</button>
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</dialog>
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