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Sirillion

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Posts posted by Sirillion

  1. 1 hour ago, bryanss said:

     

    Quiero decir, parece muy pequeño cuando juego esto, está escrito con el traductor de Google.

    IMG_20201002_143801.jpg

    Ok, so that's what you meant. Well, I can see from the picture you are playing on a laptop so that might be part of the issue as it has a smaller screen and all. Most elements in SMX are larger than in vanilla.

     

    If you are also playing with the BBMxxl then the interface is shrunk further to make room for the enlarged backpack.

  2. 1 hour ago, bryanss said:

    How do I configure it so that it doesn't drink so small?

    I am not sure I understand what you mean.

    48 minutes ago, LULZ said:

    Looks awesome. I wish you could add litle dark background to toolbelt. Its looks to much transparent compared to rest of UI.

    Suggestion noted. That said, the tool belt being transparent was a bit of the point earlier but the modlet have changed quite a bit since then. I will keep it in mind in the next dev cycle.

  3. 16 minutes ago, RaiRaiTheRaichu said:

    I thought the UI scale couldn't go above 100%, but I do see you can change that in a config xml so maybe I'll give it another try after tweaking that a bit.

    A new version is in the works. The coding part is finished but some testing remains. It’s just been put on hold while working on SMX updates.

     

    The icon size for the buffs and then collection sections have been increased and it is coded in such a way that it is easily interchangeable by setting a controls node in windows.xml. I expect to get it out in a few days.

  4. 1 hour ago, jubs1982 said:

    Im playing on a server hosted by pingperfect, I own it.   

     

    I downloaded SMXhud-master and ZMXhudCPTHB-master and put them into the mod folder.  What step am I missing? ;; 

    Thanks for the reply!

    If you play on a server the mods needs to be installed on the server in addition to the client.

  5. 24 minutes ago, jubs1982 said:

    Is there support for this mod? I put both the SMXhud-master and ZMhudCPTHB-master in the mod file but nothing changes in game.

    Playing on a server?

     

    The correct install for SMXhud is SMXlib, SMXhud and ZMXhudCP for the base and then ZMXhudCPTHB for the optional target health bar.

     

    You did follow the installation instructions? Decompressed the archives and then moved the folders into the 7DTD installation folder?

  6. 7dsmxupdate.png.38f3c7e8e2aaffd1857e8ea74d28055c.png

     

     

    yrV2yPA.png

     

     

    // SMXmenu & SMXui updated to 19.1.Release1

     

    • SMXmenu - Moved changelog localization file over to SMXlib.
    • SMXui - Added modded quest window.
    • SMXui - Added modded players window.
    • SMXui - Did some minor changes to asset use in the journal window.
    • SMXui - Adjusted positions for the journal window.
    • SMXui - Adjusted positions for the map window.
    • SMXui - Added a serverbanner to the players window. (*)

    (*) - A banner is now shipped with the SMXlib modlet in the Textures folder. If you wish to create a custom banner to put on your server use this banner as a template. The size of the banner is fixed in code to 1200 wide by 130 high so if you want the banner to look good you make it in those dimensions.

     

    Both NexusMods and GitHub are now updated with the new versions.

  7. 2 hours ago, JDead said:

    @SirillionThis HUD revision looks crazy awesome. I manage a small dedicated server and want to use this. However, is this server friendly or does everyone have to install the HUD? Or can some players have it and some not? Or maybe this HUD is just for local installs and whatever player wants it can have it and if some players have it, it won't bug out or error out the other players? Some clarification would be most helpful as you can see my dilemma here. 😜

    Everyone must download and install the modlets for this one due to the custom assets that are used to create the different modlets.

  8. 1 hour ago, CrazyAluminum said:

    80%UI -> 100%UI

    Hardly a fix I'd say.

     

    From the screenshot he is either running it scaled down or at a higher resolution. But it also looks like it is running on a ultra wide monitor.

     

    The issue is likely a missing anchor point for that entry. If it was anchored property it wouldn't move when changing the resolution/aspect ratio/scale. I am sure the mod author will rectify it if that is the case.

  9. 1 hour ago, sneakpeak said:

    I'm not competent enough to discuss why does it happen, but while using the fpsHUD i've noticed the lag spikes every time a container was opened (or more correctly when closed). Like you said that error appears every time a character window is opened or even when you press escape(while using a custom hud that uses playerpreview).

    I've pinpointed the problem towards this part of the code being placed under the compass part of the HUD, since compared to statbar it stops rendering every time a container is opened and reappears when closed.


    From my limited understanding this is a very 'hacky' way of rendering a window beyond the screen view for the sake of updating certain stats in realtime, unfortunately that window seems to throw errors every time it's rendered, and it seemed a bit problematic to close/render all the time.

     

    I think that i didn't manage to state that placing anything else under compass side will create lag... So i'm not really sure why this post was even mentioned here. Especially since i personally use Riles-Hud as a base with few modifications from different projects posted on the forum and i never had any lag with it.

     

    For the sake of 'inspiration' here's what i personally ended up with:

     

     

    hudb.jpg

    Oh you didn’t state that, but CrazyAluminum did and it was to that claim I responded as I felt it needed correction.

     

    I’ve experimented a bit with the use of code that requires playerPreview to be part of it on the hud but I’ve found it causes more issues than it is worth.

     

    Just have a look at the character window when using it on the hud and you will see a very brightly lit character compared to the normal. So it brings a bit more issues than what is immediately evident and not worth using imho.

     

    The reason it introduced that issue when being part of the compass is that the compass window group swaps with the paging and non paging headers when you open containers or go into UI panels and as such it calls that animator code every time it returns to the compass.

  10. 10 minutes ago, CrazyAluminum said:

    I heard it in the last posts here

     

    Well, looking at that I can understand the concern he has but I think that is isolated to the use of the playerpreview texture in the code and the claim that putting information on the compass sides is not necessarily true.

     

    You get that same error that he mentions by opening and closing the character window also which leads me to conclude that it is the use of that playerpreview texture. It can of course be any information from the character frame window controller but since the error has animator in its name and the preview is animated that's where I would put my money.

    Any other information in that window should probably be ok.

  11. 16 minutes ago, CrazyAluminum said:

    Try to remove from the compass everything that shouldn't be there and you'll see

    Doesn't answer the question. I don't have any lag when looting so it would be hard for me to do that check.

    But I am quite interested in knowing what it is as I make a HUD myself and when you make such a claim I am interested in knowing the details behind the claim so that I can investigate and make corrections if needed based upon your findings that lead you to conclude that is a reason for lag when looting.

  12. 9 hours ago, thebovin said:

    Is this mod compatible with Darkness Falls? I looked every to try and find out but i cannot find this info any where? If it is compatible, is there anything extra i have to do? I'm asking for both server and client sides.

    Well, I haven’t tested it but the latest version is coded the same way that Z2 was and that one worked with DF iirc.

     

    So, the best answer I can give is try it. You will need the 10 slot optional download in addition though...and let me know if it worked :)

     

    This is in regards to SMXhud, SMXui will definitely not work.

  13. 1 hour ago, EpicSpire said:

    I went into the xml and changed it from 8 to 10 slots and resized the slots to 80x80 instead of 85x85 seems to have fixed that issue, so that was my problem in case any one else has issues

     

    By changing the size you have set yourself up for potential issues unless you chained that change through all the three files.

     

    The correct fix would be to install the 10 slot optional modlet.

  14. 23 minutes ago, LULZ said:

    Great hud I love it. It would be nice if you could get a tool belt a little bit darker to match the rest of the hud or at least optional. Also, I don't know is this bug or what?

    20200821144417_1.jpg

    Hi,

     

    Currently there are no plans to do anything with the tool belt. I am aware that it needs some love but at the moment it is good enough and my limited modding time is better spent on other areas.

     

    No that is not a bug per say, it is a "hidden" feature that is disabled in the vanilla code. I simply just enabled it for fun. It is basically an overview over what the buffs do, that buff in particular does a LOT and it grows beyond the borders of the window and the code simply whips it back into place by reducing its size. So for that buff it's pretty useless, other buffs...not so much :)

     

  15. 46 minutes ago, Falcon337 said:

    What is "transparent" in rpg? i'm pretty sure it cannot be coded with just numbers

    There is already a predefined global color style called transparent so change the color value to 0,0,0,0 and it will be black but transparent due to the opacity being set to 0.(last digit)

  16. 7 hours ago, EZ2Remember said:

    where is the "show recipes" button?

     

    It is part of the action menu, so the top choice of what you see there, the hammer.

    Due to a limitation within the engine I cannot show tooltips for those entries at this point. I do have a DMT script lined up to fix that but I've not had time to polish them up yet.

     

     

    A19.0_2020-08-12_08-19-25.jpg

  17. 54 minutes ago, caatalyst said:

    Awesome looking UI. 

    I'd love to see a minimal / immersive version:

     

    • No orange lines around the edge
    • Fade in and out food / hunger meters when not in use or critical
    • Fade in and out HP / stamina bars when not in use or critical

    Those orange lines can be removed in styles.xml simply by setting their color to transparent. The other two requires custom code to achieve I think as there are no such feature in the visibility code afaik.

  18. On 8/5/2020 at 5:45 PM, FastBurst said:

    @Sirillion - 2 things I noticed with the latest versions

     

    1. On loading - ERR [XUI] Failed initializing window group optionsVideo - If you click on Options you are presented with a blank page with no way to get out other than to close the window.

     

    2. No Credits Button on the menu?


     

     

     

    Oh I missed this one it seems ...

    The credit button is the FTP logo in the corner.

  19. 37 minutes ago, ArNaLdInHo said:

    Is is possible to show Mobility or armor rating in ui, or other STATS how i do that ?

    Theoretically yes. I've not spent any time on that though. The values exist in the character frame window and in theory you should be able to call them there. It probably won't be easy and it might not work at all but that is where you will need to start to try and display it on the HUD.

     

    I know people had the food and water values pulled from that window to display the "true" value but it had a tendency to bug the character frame window when done that way and as a result I opted not to go that route.

     

    I pull from that window in the conversation windows in SMX to display the player name and the character model.

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