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Sirillion

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Posts posted by Sirillion

  1. Quu2m3B.jpg

     

    Z2 is a small side project of mine that I just sat down and started coding the other day. I started with creating a new compass bar and then just

    went from there, making things up as I progressed along the orange line. The result is what you see in the screenshots below.

     

    No external assets were used in the development of this HUD with the exception of the compass bar of course which sparked this whole thing.

    The compass bar is hosted online(imgur) and that makes this modlet server friendly in the terms that it requires no client downloads unless one

    opts to use the optional 10 slot tool belt and target health bar patches which will require the clients to download and install DMT modlets.

     

    I've not spent a whole lot of time on this modlet yet, and as such I am sure there are both bugs and hopefully minor issues I haven't caught

    before releasing it. Please make me aware of those with a post in this thread. I prefer not to be sent PM's in this regard.

     

    Worktime: 3-4h (initial sketchup)

    Worktime: 6-7h (fine tuning, touchups, changes)

     

    This modlet is coded to be a HUD killer. This means that it can be dropped into an overhaul mod and it will likely kill the overhauls HUD and

    replace it with Z2. Some adaptation might be needed depending on overhaul features and original HUD complexity.

     

    Z2 is currently not scale friendly, due to this it attempts to lock the scale at vanilla values. This might cause issues if added to other mods or

    modlets that rely on changing the scale to display correctly. This will be rectified in an upcoming version.

     

    It's color scheme is also highly customizable through the styles.xml file. So if orange is not your thing, change it there by setting a new R,G,B

    color code in the correct style entry. This will be further diversified in an upcoming version.

     

     

    spacer.png

    Z2 - Showing the HUD and the radial menu.

     

     

    pUeRRT3.jpg

    Z2 - Showing the vehicle health and fuel bars.

     

     

    uUcNoM8.jpg

     

    Z2 comes with some optional features that can be used. The reason I made these optional is because they require a higher level of experience

    when it comes to modding, they require the use of third party tools, they render the client EAC unfriendly and they require clients to download
    and install the modlets locally.

     

    The first optional feature that is available at release is the target health bar which, when installed correctly, enables the target health bar in the

    games engine and adds some other tweaks by SphereII to further enhance and touch up the bars a little. (DMT patch provided by SphereII)

     

    Z2THB no longer requires a DMT patch to work. Simply install it as any other modlet.

     

    68747470733a2f2f696d6775722e636f6d2f395a

    Z2THB - Showing the target health bar. (Requires client install and DMT patching.)

     

    The second optional feature that is available at release is a patch to tweak Z2 to fit if you have a 10 slot tool belt modlet or overhaul installed.

    Please do note that Z2 itself does not currently come with a 10 slot tool belt DMT patch.

     

     

    68747470733a2f2f696d6775722e636f6d2f4130

    Z2TB10 - Showing a 10 slot tool belt. (Requires client install and DMT patching. Also requires a 10 slot tool belt DMT mod/modlet.)

     

     

    HEg0nXj.jpg

     

    To download click on the images below. They pull directly from my github repo. Optionally you can download and install these modlets through

    SphereII's Mod Launcher (recommended). Install like any other modlet by dropping it into your 7 Days to Die installation folder and making sure

    that the hierarchy is as follows; "Mods\modname\ModInfo.xml". And as always, do the smart thing and backup saves first. Use at your own risk.

     

     

     

    Download Z2                    Download Z2TB10                    Download Z2THB                   

     

     

    This is an initial release and is to be considered a test version. Please post here with any issues that may present themselves.

    Updates and changes will happen when I get around to it. I will try and touch up this main post with some more fancy graphics and stuff soon :)

     

    Hope you like it!

  2. I cannot play it currently as A18 is not running until I finally upgraded my computer, but I saw your changes on one of the youtuber channels and I have to say it looks amazing. Especially the new map and the block selector are really nice.

    I was very cautios about the SMXui modlet as it changes the entire look and does not only add some small graphical details. But once you are used to it you don't want the old vanilla style back :)

     

    Thank you for the kind words, they are much appreciated :)

  3. Well, that’s it then, my work is done and I can finally go back home.

     

    I will be taking another pass at the new features from the 18.3 release and I am particularly interested in how people perceived the block selector. Am I swinging a miss with the whole radial style look? Would you prefer it as a more normal window?

     

    Same goes for the new unit frame. Did you prefer the old one or the new one?

  4. SMXhud update available.

    SMXmenu update available.

    SMXui update available.

    SMXuiBBM update available.

     

    Currently only available for download on Nexus as I am at work and have limited time. Expect all links and posts to be updated on Wednesday next week when I am back home.

     

    Until then download from Nexus

     

     

    New in this version:

     

    New Unit Frame (SMXhud)

    New Vehicle Frame (SMXhud)

    New Forge Windwo (SMXui)

    New Block Selector (SMXui - Experimental, not final version)

    New Map Screen (SMXui - First Draft, not final version)

     

     

    EDIT: And about losing saves. It is a good routine to do a save backup before doing any mod changes.

  5. 18.3 versions will be made available when the experimental version moves to the stable branch. I try to add a patching modlet whenever an experimental releases but the changes introduced this time around made that an impossibility due to the amount of changes needing to be done.

  6. the fun pimps need to hire the dev of this mod and make it the new vanilla ui. This ui is far superior to the current vanilla one.

     

    Thank you for the kind words. I am sure TFP has someone much more qualified for the job should they wish to change their user interface :)

  7. when I use the mod I get the error

    NullReferenceException: Object reference not set to an instance of an object

    at XUiC_BuffPopoutList.Update (System.Single _dt) [0x002c0] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

    at XUiController.Update (System.Single _dt) [0x0004f] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

    at XUiController.Update (System.Single _dt) [0x0004f] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

    at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x0014d] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

    at XUiUpdater.Update () [0x0003f] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

    at GameManager.gmUpdate () [0x0002e] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

    at GameManager.Update () [0x00000] in <e37ed47c6bbc4ff88bb27cec364cf24f>:0

     

    just to let you know I get an error with the SMX-menu mod to

     

    Which client version are you running it on? If 18.3 then that is the reason as SMX modlets do not support 18.3 until it leaves experimental. And that is because the versions doesn’t exist yet, I am soon finished with SMXmenu, moving to SMXhud when that is done.

  8. @Skrillion: Wow. That's really an honor to welcome you in my tiny thread. And then also the official including into your mod? Dunno what to say, but thanks :o

     

    Added: LEGCRAWLERS ARE BACK

    Added: DOUBLE BOLT MOD

     

    I normally don’t do compatibility changes but this was so simple to do I figured it was worth it. I will probably not remember to maintain it though, so you are more than welcome to do a fork on GitHub and take it over as your own.

  9. Took a look at SMXMenu: Yeah... no chance to make my mod compatible to his mod. He completely removes the vanilla hud and replaces it with his own menu. No altering. Understandable, because by simply altering value for value, it would take a lot more effort. And to be honest: Sirillion spends hella lot of time for it anyways.

    Not even comparable to any of my released mods. So I just give a simple advice: If you want those options: Take my mod, grab the values and replace it in SMXMenu :).

    Thanks for the kind words. Appreciate it :).

     

    Here you go...was a very quick and painless adaptation. Hope you all enjoy it :)

     

    https://github.com/Sirillion/SMXmenuClaymoreOptions

  10. Thank you for the quick fix.

     

    I apologize for posting in the wrong mod thread and not seeing the experimental patch you had posted previously. I mixed up your various mods.

     

    No worries, it is not that big of a deal with most errors as I am able to identify the modlet at fault myself but sometimes bugs can be trickier and in those cases knowing which modlet is the culprit can be very helpful :)

     

    When it comes to SMX, as a rule of thumb, everything menu related is SMXmenu, both main and in-game menus and menu windows. Everything you see in the world(when you can move around and execute actions) is SMXhud. Everything you navigate through in the window panels is SMXui.

  11. i added the smxmenu to our clients along side the smxhud and the hug no longer is working, did i modify it wrong to update it?

     

    I messed up when packing up the latest SMXhud version and it has an extra folder. So I guess that could be the issue you are facing. Check the folder hierarchy, it should be Mods\SMXhud\ModInfo.xml

     

    If any extra folder is present like \Mods\Mods then you need to move SMXhud one level up and it will work.

  12. @Sirillion

     

    A new bug has cropped up with the latest update to 7 Days to Die. I am guessing this is because the devs added a new option to the video settings for terrain quality. If you go into video options from the main menu with your modlet installed, all you get is a blank screen.

     

    I tried removing the SMXmenu modlet and the error below went away.

     

     

     

     

     

    2019-12-04T12:47:43 10.205 ERR [XUi] Failed initializing window group optionsVideo

    2019-12-04T12:47:43 10.205 EXC Object reference not set to an instance of an object

    NullReferenceException: Object reference not set to an instance of an object

    at XUiC_OptionsVideo.Init () [0x001a5] in <090ac70841964a1faa431f23e2b8e0e3>:0

    at XUiController.Init () [0x00023] in <090ac70841964a1faa431f23e2b8e0e3>:0

    at XUiWindowGroup.Init () [0x00009] in <090ac70841964a1faa431f23e2b8e0e3>:0

    at XUi+<LoadAsync>d__199.MoveNext () [0x00276] in <090ac70841964a1faa431f23e2b8e0e3>:0

    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    UnityEngine.Logger:LogException(Exception, Object)

    UnityEngine.Debug:LogException(Exception)

    Logger:masterLogException(Exception)

    Logger:Exception(Exception)

    Log:Exception(Exception)

    <LoadAsync>d__199:MoveNext()

    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

    (Filename: <090ac70841964a1faa431f23e2b8e0e3> Line: 0)

     

    2019-12-04T12:47:43 10.404 INF [steamworks.NET] Login ok.

     

     

    I see, I guess they moved 18.2 to stable. I have just left for work so I cannot give an estimate on when I will have an update for it. But for now, the SMXmenuPatch should be viable to fix this issue as it was made for experimental and should work just as well for stable.

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