I think in vanilla VB it's the WindowStyle attribute or perhaps ResizeMode, should hopefully be fairly easy to just allow it to maximize and unhide any hidden buttons (would look a bit ugly but usable). If the source is available on github or gitlabs I could send a pull request if I've got the right IDE etc.
Update:
I've accomplished everything I wanted in 1.28, its currently is being tested and I plan to release it this afternoon, around 12 hours from now. I'm sorry this was a 2 week gap on this update but it was a lot of additional work, and a lot of codependent work so let me go ahead and post the list and end with a nice image.
1. I've added a switch to the first page for the seasons, so now if you don't want them turn them off!
2. I've moved the decoration switches to the settings page (second page) so that you can turn them on or off for everyone in one switch, it just didn't make sense to make individual switches when we don't have a page for every race yet.
3. fixed all the tags so no tag in the game can change the EOF length causing corruption of the file.
4. fixed several broken switches that weren't functioning or pointing at the wrong thing. including the decorations, the patreon content, additional food, the list is soooo long.
5. minor bug in Orc releases caused humans to not spawn correctly - fixed (somehow it was aimed at RAT_MALE... I guess its how some orc felt about humans).
6. a few text descriptions, typos. (broken Engrish, again I blame an orc for that.)
7. Quickfort fixed. (basically it was missing a folder and a single file... I blame an orc, I can't tell you what happened to the file).
8. internal DFHack script digfort fixed. (lol, I submitted this to the DFHack crew it will now run multiple Zs).
9. Werebeasts, Titans, and Night creatures civs - Their creature files are off, their civs should not spawn at all, they have plant bleeding hearts, and crumbling coral legs and wings that decide they should freeze solid... something happened at some point (like in 42.06 or prior) that actually broke these... They need full rewrites as the creatures as stand are impossible to read or fix. If anyone wants to see their return, get on the horn and rewrite them for us please. I have enough on my plate... plus I have a future of the mod announcement about my personal plans this summer that would probably conflict with me rewritting these.
10. Redux of pets - I added a switch it's in the creature settings (although I want to move to where the grazing coefficient is)... that switch does turn off all the vermin pets from vanilla files and most of the pets in the mod page... it does this by labeling them as [PET_EXOTIC] instead which means if your race can catch them you can still make them into pets... they just wont be learned in world gen, traded by caravans, or show up in embarks. This means no more embarking with 20 cyclops... lol. If you do want these things back, flip the switch in the creature settings.
11. More Adventurers - well a complaint led me to inspect and we had approximately 140 additional creatures tagged for adventure mode... with no way to turn them off... so basically I gave them a MDF Tag and turned them off. If you want those 140 additional animal people, skavens, bloodgods, etc available for adventurer options turn it on. If you don't well leave it off.
12. Khaos has input several changes to the manuals, mostly orcs, a little through out. Check them out! Give him some praise for doing that, and let us know if you see anything wrong in the edits. I really appreciate any help i get from the community to assist with the project. We are on Discord every day discussing MDF and and DF in generally and what we want to accomplish and working through it. You should come join us if you haven't yet.
13 Hydraknight's Orc Embarks have been added in... so now the orcs shouldn't feel they are being discriminated against, ( and maybe they will quit breaking things behind my back.... maybe... just maybe...) they are beautiful set encorporating different play styles of orcs from war bands to raiders, farmers to deep miners. check those out and give him some love for that.
14. So much cleaning of junk and corruption after the Tag system was fixed.... omg soo much cleaning.... it was a mess in there... and I'm absolutely positive I didn't get it all... But I tried very hard to get it all done, and placed some really short blocks at the end of all files so that I can easily check to see if any tag corruption has crept back in.
15. Override switches - basically overrides.txt was not even programmed in to be switched with the graphics... this caused pure ascii sets to be funky looking etc... this is now switching properly, thanks to all the graphically inclined individuals that pointed this out as I was trying to figure out the decoration switches above. So now people who want to switch graphics, they should function better than ever.
16. Graphic switches in saves - DF really only maintains one graphic set and one twbt set at a time. If you switch graphics you should restart DF completely. Also changing the graphics would in the past make your games appear funky... Not anymore. I fixed the definitions inside of thee graphics folders so that definition loss should no longer be occurring. I can't guarantee it 100%, but I tested DF through the entire series and I grabbed a few images along the way:
And that my friends was the culmination of all the work this past two weeks, as I fixed one error I realized it caused an error in another part of the system... so I went in a circle till I reached what I think is the end of those errors to get that done.... Isn't it beautiful. I cannot promise that old saves wont break if you change their graphics... so I advise don't update old game save graphics...
I really can't say that enough because I'm almost absolutely certain:
DO NOT UPDATE PRE 1.28 GAME SAVES, PLEASE, THEY WILL ALMOST ASSUREDLY BREAK.to understand the width and breadth of this update... I thought about renaming it completely to 1.3.0 or even further MDF 2.0 ... 724 changed files with 29,345 additions and 81,714 deletions. that's the amount of work this has had put in it... I've not been idle... I've sunk at least 50 hours of production time in the past 2 weeks in between work and family schedules.
so
If you want to test drive it before I release it this afternoon, get over to the github and download it! look for the 1.28-planned branch, that's the big kabowski.
On the future of MDFI just want to start off with, I didn't start working on this project to fully take it over. I started working on this project to get it up to date with DF and everyone else, and I wanted to produce something for Meph that would help keep his work up to date in his absence. I've made this into a community project, because well you guys the community are what I've always felt modding was about. I've not asked for 1 penny, and even told people I wont be accepting any money for MDF, not now and not ever, because MDF is the communities mod not mine. I plan to keep that promise from now to however long as I'm working on MDF.
That being said, We are a community and if we want new content, well we as a community has to come together and help make it work. One man cannot make MDF and do more than maintain what can easily be fixed and add what can be easily added. The content of MDF is decreasing. I've had to turn off several things that really have been broken for a long time and just went unnoticed or unreported (I was informed the werebeasts had their bleeding heart plant problems for over a year and yet no one reported it).... really people, lets pull this together.
I understand stalking mods... I've done it in the past, I'll probably do it in the future. But here is the thing, if your stalking and not reporting the issues (the crazy ones especially like liquid fire shirts, I turned off that venom product, that should stop), don't go complaining on other mediums like discord, youtube, etc. The problem will continue until people speak up and let us know directly its going on. If I could get 1 in 10 of those playing MDF right now to report their bugs and 1 in 20 of those people who are playing MDF to step up and produce content... we wouldn't have any bugs in MDF and a complete civ page with all the races working properly many with fort modes in 6 months easy. I'm talking about 5 to 10 people. We need creators, bug reporters, community involvement, etc or this mod, just like many other mods and prior versions of this mod in the past, is just going to keep losing more ground as things break from vanilla DF version to vanilla DF version.
I am going to be less available over the summer, I have a large family and they all want to come home and spend time with me during the summer months... I've got work and other pressing matters also going on. Personally... I have no plans for anymore work on MDF... I am going to rework the github repository after the next release, so its easier to contribute too. I am also going to publish a github repository of the entire VB version of the MDF launcher, for anyone that wants to go in there and look at it and tinker with it. Of course I plan to combine the 2 under one github organization.
so here's some projects I know need to be completed and anyone can join in and help:1. Khaos is still working on the manual updates, keep up the good work, if anyone wants to make suggestions send them in.
2. Khaos has also wrote a nice little script that will allow us to change fort intros at creation of new forts. Additionally it can also give more than just a random intro for a race. Now we need intros, so if you can speak english and use spell check (I'm out, the orc in me ruins my english) we could use some creativity, I'd even like some that look like journal entries... and you could tag the end with - from the journals of {insert your game name} for credit. lol... that would be interesting.
3. I plan to start work on at least one new race this summer.... I notice we have 3 of the 5 original races in DF (Dwarves, humans, and kobolds) and are missing Elves and Goblins. Now then I could do either of these (even though we already have 2 civil races and 2 slaver races)... I know naga are pretty much down for the count as for "fort mode" as they wont path through water correctly, unless someone wants to do them as a water level 1 race (you can't build in water levels above 1 and you can't path through water levels above 3 in fort mode). We need a complete rewrite on werebeasts, titans, night creatures, necromancers, and vampires if we want them to be available for fort mode (or even for adv/active civ in some cases) and that rounds out the savages and evil civs. I'm willing to replace any of these with something else if enough people want that. I posted a poll! let me know what you think!
4. We need other people to take up the other races that I don't work on any one who wants to pick up any of these races mentioned, or create a new civ all together let me know, and we can discuss the idea. I'm currently only asking for someone to create an active civ. If you are wanting to flesh it out for adventure mode or fort mode, that would be appreciated, but just getting it working correctly to be active civ, visiting other forts, etc. is all I'm asking for.
5. Anyone want to post up some new mod ideas, go for it... I'm willing to look at it. anyone wanting some feature, post it, If i can't figure it out maybe someone else will... See an error and figured out how to fix it... Please get involved and send us your error fixes...
That's all I really got to add in here. I'll be packing and posting the update this evening.