News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 234
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 270
Total: 270

Author Topic: Request: Custom UI / HUD  (Read 21499 times)

0 Members and 78 Guests are viewing this topic.

Re: Request: Custom UI / HUD
« Reply #30 on: »
Quote
I found a interference, the description on the charge bar was blocked by the slot when you opened the menu on both

This might be out of my control i think. It may depend what sort order the charge bar is given in the class mod itself.

Quote
I hope that won't make it slower when playing if you adopt Potion of Insight.

Well in order to make it work like a button (or menu) when it's actually an item took a fair bit of ui manipulation on doudley's part I think, which is not that cpu efficient due to the limitations of the engine. In my controller mods I've included a slimmed down version of potion of insight which doesn't make use of the automap radar function. I also tried to lessen the cpu load by simplying the target bars so they go down in 10% increments instead of 5% on normal mobs. I THINK it has made a difference ;)

So I'll need to really pull apart potion of insight and see what doesn't need to be included to make it work how you're requesting with minimal fps drops. It's going to take time :)

In the meantime I've added the Better Vanilla target bars. Added in the % hp and tweaked the level stat to say Lvl. in front of the number. I personally think it'd be better to leave the monster name on the main healthbar.

I've also started working on the TEA toggle in the left corner. It doesn't work yet but it should have a tooltip.

*Edit just tweaked the buffs a little to make them more symmetrical to the skills below. Could you check with a custom class again if you get the chance?

https://drive.google.com/file/d/1aaOcnM2KJNbw0dTWDEpK-laguyFVza-E/view?usp=sharing



« Last Edit: August 05, 2018, 03:05:22 am by Aherin »

Re: Request: Custom UI / HUD
« Reply #31 on: »
Quote
This might be out of my control i think. It may depend what sort order the charge bar is given in the class mod itself.
That's ok, after all it's not so problematic if the Player & Pet menu tab is closed. ;D

Quote
In the meantime I've added the Better Vanilla target bars. Added in the % hp and tweaked the level stat to say Lvl. in front of the number. I personally think it'd be better to leave the monster name on the main healthbar.
You are right, because I see that there is a name of Monster that is quite long and if Lvl is placed in front of the name of the Monster it will not suffice. :P

I found a funny fact when using TL2 Essential Mod (I suspect the cause is Ubuntu Font), the position of the monster's name looks like it's too low. And the position of HP & HP Information% is also too low.
Even so it's not too annoying. :D

Quote
*Edit just tweaked the buffs a little to make them more symmetrical to the skills below. Could you check with a custom class again if you get the chance?
The Buff Icon location is perfect. ;)



Can you make the Title Screen back to default, because when I use with Synergies mod the Title Screen it changes to Synergies Style.

Maybe this mod can help: Default Logo Mod
« Last Edit: August 05, 2018, 11:08:43 am by Sch123 »

Re: Request: Custom UI / HUD
« Reply #32 on: »
Thanks for the screenshots :) Glad it's looking good!

I don't think I can do much about the unbuntu font, unless there's some kind of stat I can make that checks if it's using that font and then shows realigned text? Heh I don't think that stat exists  :(

The default title screen is easily done I'd say. All I have to do is copy the vanilla UI file/files for the title into the mod. If it's loaded above synergies it will take precedence. I'll do it asap ;)

Re: Request: Custom UI / HUD
« Reply #33 on: »
Hi @Aherin

I found something that didn't fit on the Skill Slot 1 & 2. Maybe because it was made too small it didn't show the Time Skill Duration Coll-down precisely because of the limited space.

If you look at sh-5 and slot 6, the colldown duration looks normal, but not for slot 1 & 2 skills.

Can the font size be adjusted for skill slots 1 & 2 to make it look right?

I found another bug, when I pressed the "M" button to enlarge the map I couldn't restore the size of the map just by pressing "M". I have to press "Shift + M" so I can restore the map to its original size. Usually if we press "M" repeatedly, the map will change position and finally it will return to its original size.
« Last Edit: August 10, 2018, 07:50:07 pm by Sch123 »

Re: Request: Custom UI / HUD
« Reply #34 on: »
Hi @Aherin

I am sorry to bother you, can you remove Health% information on the enemy, it looks like it's better made like that.  :(
Restore like the one in Better Vanilla Mod.
Spoiler: Enemy Health Information (hover to show)
I am also not sure whether the information Hp% on the opponent makes the game a little slow or it's just my feeling. :)
« Last Edit: August 10, 2018, 08:06:24 pm by Sch123 »

Re: Request: Custom UI / HUD
« Reply #35 on: »
@Sch123 The map thing is a carry over from the original mod. I incorporated the map keybinds mod so that you can just hide and show the map with 1 press. There must be something I forgot to take out! I'll have a look :)

As for the cooldown text, I'm not sure what I can do about it, as it could be hard-coded into the link widget. I'll have a look though for you :)

I'll also revert the target bars for you, that's an easy copy-paste of the original layouts.

Re: Request: Custom UI / HUD
« Reply #36 on: »
Quote
@Sch123 The map thing is a carry over from the original mod. I incorporated the map keybinds mod so that you can just hide and show the map with 1 press. There must be something I forgot to take out! I'll have a look :)
Thank you @Aherin  :D

Quote
As for the cooldown text, I'm not sure what I can do about it, as it could be hard-coded into the link widget. I'll have a look though for you :)
Maybe the slot size can be made slightly larger.

I also found a bug when I mouse over on skill 2 it should give the skill information there, but that didn't happen. :(

Quote
I'll also revert the target bars for you, that's an easy copy-paste of the original layouts.
Sorry to trouble you, and thank you very much. ;)

By the way, What about the development of TEA Toggle? & Custom UI / HUD?
Regarding UI / HUD, I found something that might be an input / idea for you, Dragon UI
« Last Edit: August 11, 2018, 03:31:10 pm by Sch123 »

Re: Request: Custom UI / HUD
« Reply #37 on: »
I have an idea for slot sizes that are too small for skills 1 & 2. Maybe it can be made like this:

The button/slot size for "Skill 1 and Weapon in Used" is the same as the one button/slot size on the Belt. And the size for "TEA toggle, XP & Fame, Skill 2, Switch Slot & Belt" the size of the button/slot is the same as the size of the mini button/slot for the TEA toggle, etc.

Put it the same next to Left & Right Belt.

If I use the design that I recommend, then the TEA button near the HP ORB will not work because it has moved places, but in my opinion it can be replaced with the "Respect Skill" function. So whatever Class you choose to play you can Respect anywhere and anytime. ;D



Information:

TEA Mod besides giving Aura to Pet, Minions and Enemies so that they are more clearly visible and can be distinguished, TEA also functions as a smashable object that can be destroyed

Spoiler: TEA (hover to show)

Idea:

But I wondered if it could also add a function to notify where the secret room is, at least to make it easier to see. I found a Mod like that Showing secret rooms.

If the TEA and Showing secret rooms Mod can be put together it will definitely be nice. :D
« Last Edit: August 11, 2018, 04:04:12 pm by Sch123 »

Re: Request: Custom UI / HUD
« Reply #38 on: »
Ok man I've reverted the target bars and fixed the map keybind issue i think. Still working on the HUD issues. Should be able to fix the skill mouseoever easily. I'll need to time to fiddle around to resize and move the buttons. I get a really annoying bug sometimes which wipes out all the belt keybinds if I tweak something else in the HUD. I have to tread carefully :D

Here's the fixed target bars and map keybinds.
https://drive.google.com/file/d/1_lp8ii1Vme23cakFwMsvdujszz5H4IXB/view?usp=sharing

Re: Request: Custom UI / HUD
« Reply #39 on: »
Ok man I've reverted the target bars and fixed the map keybind issue i think. Still working on the HUD issues. Should be able to fix the skill mouseoever easily. I'll need to time to fiddle around to resize and move the buttons. I get a really annoying bug sometimes which wipes out all the belt keybinds if I tweak something else in the HUD. I have to tread carefully :D
Yes, I also read it in Steam workshop that you have problems with Portal Scroll. I want to ask, in the Torchlight II Essentials Mod there is also an Infinite Portal Scroll, will it have a problem with the Infinite Portal Scroll that you created.

Quote
Here's the fixed target bars and map keybinds.
https://drive.google.com/file/d/1_lp8ii1Vme23cakFwMsvdujszz5H4IXB/view?usp=sharing

- Can you make a Target Level looks like this "Lvl. X", to make it look more detailed.

X = Level Monster.

But it should be noted when dealing with 3-digit Monster levels. I'm afraid it won't fit. :(

- Thank you for fixing Map keybinds. :)
« Last Edit: August 12, 2018, 01:48:45 am by Sch123 »

Re: Request: Custom UI / HUD
« Reply #40 on: »
@Sch123
Now you tell me! Ha nah just kidding, its easy to tweak the target bars. Try this one out for me. Let me know if the hp section is the right size for you. The Lvl. X part should be fine as I made it wider when I edited the layout the first time. When I play LAO3 with level 199 enemies there's no clipping issues ;)

Also, could you let me know if the main menu logo is back to normal now with this mod loaded at the top? I simply added the mainmenu.layout to this mod. I'm not sure if they added in a new imageset file for their logo or just tweaked the original. If the latter is true then the synergies mod title will still show until I add the original images to this mod.

https://drive.google.com/file/d/10l4cRC8OZX3DNKNvX8-BYYyEPAv7wChl/view?usp=sharing

Oh yeah about your question concerning the infinite portal scrolls... I made a brand new item which I cloned and then changed from the vanilla one. So I'd say if someone loaded Essentials as well they'd just both show up in the merchant inventory.

Re: Request: Custom UI / HUD
« Reply #41 on: »
@Sch123
Now you tell me! Ha nah just kidding, its easy to tweak the target bars. Try this one out for me. Let me know if the hp section is the right size for you. The Lvl. X part should be fine as I made it wider when I edited the layout the first time. When I play LAO3 with level 199 enemies there's no clipping issues ;)
- I was relieved to hear that the Target Level had no problems, even though I faced 3-digit level monsters.

- I haven't found a Monster with Health that exceeds the limit of the HP section. But to be safe it might good if you can extended a little. But if you think it's safe, it doesn't need to be extended. :)

Question:

Have you ever found a HP monster that surpasses the HP section?
How much HP Monsters can have?

Idea:

I have an idea for monsters that have a lot of Health Points, what if sorting HP by color. Like 1-99 green, 100-499 yellow, 500-999 red, 999-up purple. For example, when we are dealing with a monster that has an HP 300, the "HP" will be yellow and after "HP" goes down to 99 or lower it will turn red.

I was inspired by an Arcade Fighting Game that has a HP that can change color every time it decreases and reaches a certain health point. :D

Also, could you let me know if the main menu logo is back to normal now with this mod loaded at the top? I simply added the mainmenu.layout to this mod. I'm not sure if they added in a new imageset file for their logo or just tweaked the original. If the latter is true then the synergies mod title will still show until I add the original images to this mod.
I've put it on the top, but the logo is still Synergies Title.
« Last Edit: August 12, 2018, 04:36:55 am by Sch123 »

Re: Request: Custom UI / HUD
« Reply #42 on: »
Hmm ok I'll try adding in the image file that the main menu links to instead.

Try this:
https://drive.google.com/file/d/1zZsrXjKrTgDnAPq9cjEXmTgnXZZtgiAo/view?usp=sharing

Re: Request: Custom UI / HUD
« Reply #43 on: »
Now it's working well, Title Logo has returned to the original. ;)

Re: Request: Custom UI / HUD
« Reply #44 on: »
Hi @Aherin

I found that not all Level Targets of enemy monsters get a change to "Lv. X", only normal monster has changed. Champion Monsters and Boss Monsters still haven't changed.



Can you also modify Camera Zoom levels like what is done with zoomy light mod? and can you make it work for all Maps including Maps outside vanilla maps. ;)

Spoiler: zoomy light (v.1) (hover to show)
« Last Edit: August 13, 2018, 11:27:21 pm by Sch123 »

 

Recent Topics+-