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sterowent

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  1. love your work. when the next undead legacy version comes out for A21, i will be sure to integrate them. my friend circle is loving all your gun mods in conjunction with UL, we added just about everything!
  2. i love this. the more ammo types, the better! sometimes i think that this game is perfect as a resident evil open world sim, forcing you to vary your weapon usage on account of how many different ammo types you may randomly come across. these move things one more step in that direction. thanks for your efforts!
  3. commenting because i'm always interested in izayo's work. thanks for your weapon mods, sir, i made the vanilla guns compatible with UL and will do so for all of them for my friend group. new muzzleflashes? that's cool as hell, keeping tabs on this thread.
  4. solved, i simply didn't have the correct image sizes. it works now!
  5. <TL;DR> Hello, I'm working on making a vanilla mod compatible with an overhaul mod, for use with me and a couple friends. I have most of what I intended done! However. The original overhaul mod has Icon collections for a conditional and specific place on the UI, and I don't know how to edit the overhaul mod's code to point to custom UI icons that I myself am creating as new items are introduced. I will have some code below highlighting their code and asking what I should do to adapt. Please, I've been working on it constantly! </TL;DR> So, I have been working to integrate new weapons into Undead Legacy. After watching some videos on vanilla gun mods, I became somewhat obsessed with including them in what I find to be the ultimate experience of one of my absolutely favorite games of all time, 7 Days To Die. However, I have no experience with XML, and my experience with coding at all is to say the least flawed, disheveled, messy. I went to work, however, determined to make this work. I started by just reading both 7 days XML files and then Subquake's files and comparing and contrasting what each did and how the original files were modified. It was a drawn out process and exhausting, but I was pleased with the results. The guns work! I can control their stats! I can't seem to make certain unusual stats show up in the gun descriptions, but the items themselves show up in appropriate places in loot and in trader inventories! Hoorah! Except... This is not just my own. I want to share this with my close friends. We would play this into the morning hours, awake and freezing in a basement, connecting to each other via a small population of xbox 360s and a janky internet setup. UL has brought us back to those times again. And so, the conundrum: I want to make weapon additions seamless. I don't want my friends to know what is and what isn't UL, what gun comes from where. I want them to pick up a cool gun and say, "This feels clean! Is this part of UL or the other stuff?" I don't want to break immersion in the slightest. Everything is working except one thing, or two things that propose the same issue: in the bottom right corner of the screen UL offers special Icons that are both minimalist and convey information well, while offering a personal touch. They offer special weapon and ammo silhouettes. I'm adding unique ammunitions and new guns. Both of these things need special icons to be paired and shown in the bottom right to make the integration complete, and I believe I've found the coding area to do so. That brings me to the question: how do I do what UL does and make the game accept and use my custom UI active item icons, like Subquake did?? Thanks for the time and attention. I appreciate it. I am certain this is the window holding the information and the variables used. This code is a lot different from the other code used, with {} and calling directly to Atlas folders, I don't know how to interpret this as well as the other XML: <window name="windowHudRight" depth="-20" pos="-395,109" cursor_area="true" controller="ULM_HUD_ActiveItem,UndeadLegacy"> <rect depth="1" visible="{hudShowWeaponInfo}"> <rect visible="{hudShowAmmoGun}"> <texture style="ulmHudAmmo"/> <rect name="weapon" size="116,58" pos="230,0"> <!--<sprite depth="0" color="0,0,0,128"/>--> <sprite depth="1" atlas="UIActiveItems" sprite="{hudActiveItemIcon}" type="sliced" on_hover="true" tooltip="{hudActiveItemName}" foregroundlayer="true"/> </rect> <rect name="ammo" size="60,30" pos="150,-15"> <!--<sprite depth="0" color="0,0,0,128"/>--> <sprite depth="1" atlas="UIActiveItems" sprite="{hudAmmoIcon}" foregroundlayer="true"/> </rect> <rect name="count" size="70,60" pos="60,10"> <!--<sprite depth="0" color="0,0,0,128"/>--> <label depth="1" size="60,46" pos="-50,-15" font_size="50" justify="right" text="{hudAmmoCount}" style="outline"/> </rect> <rect name="total" size="60,30" pos="70,-7"> <!--<sprite depth="0" color="0,0,0,128"/>--> <label depth="1" pos="2,-1" font_size="28" justify="center" text="{hudAmmoTotal}" style="outline"/> </rect> </rect> <rect visible="{hudShowAmmoPaint}"> <texture style="ulmHudAmmo"/> <rect depth="1" name="paint" size="120,40" pos="220,129"> <texture depth="1" style="ulmHudPaint"/> <texture depth="2" name="paintTexture" size="125,125" material="Materials/Transparent Colored" globalopacity="true"/> </rect> <sprite depth="1" size="120,60" pos="230,-2" atlas="UIActiveItems" sprite="{hudActiveItemIcon}" type="sliced" on_hover="true" tooltip="{hudActiveItemName}" foregroundlayer="true"/> <sprite depth="1" size="60,30" pos="150,-15" atlas="UIActiveItems" sprite="{hudAmmoIcon}" foregroundlayer="true"/> <label depth="1" size="120,40" pos="15,-10" font_size="40" justify="center" text="{hudAmmoCount}" style="outline"/> </rect> <rect visible="{hudShowMelee}"> <rect visible="{hudShowMeleeWithIcon}"> <texture style="ulmHudMelee"/> <sprite depth="5" size="120,60" pos="230,-2" atlas="UIActiveItems" sprite="{hudActiveItemIcon}" type="sliced" on_hover="true" tooltip="{hudActiveItemName}" foregroundlayer="true"/> </rect> </rect> <rect pos="36,-60" size="260,35" visible="{hudHasDurability}"> <texture depth="1" style="ulmHudBar1b"/> <sprite depth="2" style="ulmHudBar1" rotation="15" sprite="hud_bar_1c" color="255,255,255,220" fill="{hudDurabilityFill}"/> <sprite depth="4" style="ulmHudBar" sprite="symbol_bar_mechanic"/> </rect> </rect> <!-- Pick up items --> <rect depth="0" name="hud" pos="300,75" pivot="BottomLeft" controller="ULM_CollectedItemList,UndeadLegacy"> <panel size="60,62" name="item" visible="false" pivot="BottomLeft" disableautobackground="true"> <sprite depth="0" name="Background" style="ulmStackPickup"> <texture style="ulmStackPickup"/> </sprite> <sprite depth="2" name="Negative" style="ulmStackPickup"> <texture style="ulmStackPickupMissing"/> </sprite> <sprite depth="3" name="Icon" pos="30,-30" size="56,56" atlas="ItemIconAtlas" pivot="center" foregroundlayer="true"/> <label depth="5" name="ItemCount" pos="0,-38" size="56,22" font_size="28" justify="right" style="outline"/> <label depth="6" name="ItemName" pos="-308,-18" text="" size="300,28" justify="right" style="outline"/> </panel> </rect> </window> And, this is the aforementioned texture within that code, found in styles.xml: <style name="ulmHudAmmo" type="texture"> <style_entry name="depth" value="0"/> <style_entry name="size" value="366,59"/> <style_entry name="foregroundlayer" value="false"/> <style_entry name="texture" value="#@modfolder:Resources/Subquake_UserInterface.ulm?Subquake_hud_ammo_2"/></style>
  6. I see, thank you very much. Then the search continues. I suppose i only have a few of the icons done anyhow, best to do these things in parallel then. I appreciate your response and wish you luck again with A21.
  7. One more query out of me: I have just about made the edits i came to do, but there's one important thing that remains: the icons. specifically, the icons in the bottom right. Ammo and weapon silhouettes are a unique feature to this mod overhaul, and i love this small but visually pleasing detail. It's both functional and stylish. I see where this style is updated from, but it uses some of the ULM files to do so. I have avoided them up to this point, but to complete this small personal project for me and my friend group, i need to open them, i assume. exactly what filetype are these? i tried opening them with a multitude of programs, and I attempted to open with Unity, but perhaps I was in error. I am a stranger to Unity after all. I would appreciate any information that can be given on the subject. Again, i quite enjoy the mod, and thanks for your work and your time. Just wading in the code is enough to suggest I should be impressed. Anyone would be!
  8. Yes, naturally. I enjoy your work a great deal, wouldn't want to jeopardize alienating you via plagiarism. And, of course, the morality. No, this is for personal use alongside your work. I wish you luck in parsing through the new content, sir. it's quickly approaching!
  9. I appreciate the response. Yes, i'm examining many new groups and organizational changes. Every day i find a new rabbit hole to go down, and even while progress is being made if someone before me has already treaded this ground wouldn't that be wonderful? sometimes the love of a feature will make you do somewhat erratic things, haha. i have put so many hours in, but i'll keep going until it works. as long as everything is managed within xml, i will find success, someday. appreciate the well wishes.
  10. Hello, i come here with a few questions about interactions with other mods. some context: I quite love this mod, and me and a select few good friends have been having a blast. many of them actually love the melee weapon variety, something that simply couldn't hit the mark for them in vanilla. after playing vanilla for years, and then playing darkness falls, we came to this and felt the completeness of the game. except, for me, after moving from darkness falls to undead legacy, i can't help but miss specific ranged weapon variants. I am a layman, but i want to integrate some other mods with this one. So far, i've had real trouble with values of items not being reflective of the xmls, or updating some properties not going well. I also don't know how to open these ULM extension files to take a better look at what i should be touching on under the hood to make it work. i've gotten items to show up in vendors and i'm working on localizations to match UL's changes, with middling success. guns do negative damage and the xml entity changes don't apply as i attempt to adjust them. i realize this is not your mod. however, after scouring the internet with no luck and after putting many hours into this project, where better to ask than here, the main hub of the mod itself? and so i was hoping someone here could explain what i need to do, to learn even, to make this work. thanks for your time.
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