Sirillion Posted January 14, 2016 Author Share Posted January 14, 2016 Woot! .. downloading now, thanks! Not sure if you can, but maybe you want to update the Title of the OP to reflect 5.1.. Not able to edit the title for some reason. How is the mod treating you? I didn't test it as much as I would have liked, hope there are not too many issues. -S Link to comment Share on other sites More sharing options...
Sirillion Posted January 14, 2016 Author Share Posted January 14, 2016 not on a server... its Survival MP, at home over our LAN, 2 players. i've gotten my friend to have the exact same config files as me, we're gonna' test this out in a few. client has refreshed all 28 config files this morning, then i added the sirmod 5.0 n the unofficial .xml fixes, (excepth the recipes one) and installed the same files into my friends laptop just now. texting it out. You install both Sirmod and the unofficial xml mods? Do you overwrite any files that comes with the mod when doing that? -S Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 14, 2016 Share Posted January 14, 2016 I install the fixes first, then I install your mod overwriting the xml fixes, i know the recipes fixes don't get loaded because of this. although there is like only a few minor recipe fixes made so I'm not worried. Link to comment Share on other sites More sharing options...
Sirillion Posted January 14, 2016 Author Share Posted January 14, 2016 I install the fixes first, then I install your mod overwriting the xml fixes, i know the recipes fixes don't get loaded because of this. although there is like only a few minor recipe fixes made so I'm not worried. Ahh, ok. Well, that shouldn't do anything to the function of my mod. If it were the other way around though, that would probably be bad. I don't know the xml fixes mod all that well though. Have the issues resolved themselves for you now then? It's important to play multiplayer in any form without the forge and crafting queue mods installed. If not it will break. I have decided to remove those mods in the next revision and rather just leave the code in there commented so that those crafty enough can dig it back up should they really want to use it. The reason for this is all the issues they create towards multiplayer games. It should be fine to switch between the mods for single and multi but I did get a console error when switching once, then I just tried to start it again and it worked. I would however love to get more feedback from more people on whats working and what isn't so that I can work out the kinks. So to those that decides to test my mod, please come back and make a post if you encounter anything I should know about -S Link to comment Share on other sites More sharing options...
Sirillion Posted January 15, 2016 Author Share Posted January 15, 2016 Good evening, v5.2 is up with some minor fixes and changes. - More dead bodies will stay longer in the world. Missed a few in v5.1. - Removed the extra fuel slots. (can be re-enabled if you edit the file) - Removed the extra crafting slots. (can also be re-enabled if you edit the file) - Now based on files from Unofficial XML Fixes mod by Clockwork Orange to make it fully compatible with that mod. -S Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 16, 2016 Share Posted January 16, 2016 yuess ! will give this a shot thx man ! Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 16, 2016 Share Posted January 16, 2016 @Sirillion -> ok so i'm trying to figure out how to enable the extra crafting queue slots in the campfire, forge and my crafting inventory ? you've wrote "comment this section to enable" and "enable this section".... i've checked and hmm..... the noob in me cannot figure out what to do exactly could you help me please ? Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 16, 2016 Share Posted January 16, 2016 @Sirillion -> ok so i'm trying to figure out how to enable the extra crafting queue slots in the campfire, forge and my crafting inventory ? you've wrote "comment this section to enable" and "enable this section".... i've checked and hmm..... the noob in me cannot figure out what to do exactly could you help me please ? confirmed, my savegame is unplayable and i think it is due to the fuel/crafting slots being reduced... basically i load the game and it stays on the "click to begin" screen but without the message to click and my console goes haywire with red messages Link to comment Share on other sites More sharing options...
Sirillion Posted January 16, 2016 Author Share Posted January 16, 2016 confirmed, my savegame is unplayable and i think it is due to the fuel/crafting slots being reduced... basically i load the game and it stays on the "click to begin" screen but without the message to click and my console goes haywire with red messages To comment a section you have to add the <!-- --> part, everything between those are commented. To uncomment you remove it. I got a console error when switching from one to the other while testing, but this happened only once. When I restarted the game and tried again it worked. I removed the fuel and crafting slots for this particular reason, that they seem to make more of a mess than they're worth. I advice you to get notepad++ to help with the editing, that makes things a lot easier Go into the windows.xml file, search for "windowFuel" and then remove the <!-- at the top and the --> at the bottom between that modified code start and end, that will reactivate that part of the mod. Then you will have to add <!-- and --> at the same spots in the windowFuel section below it. Same goes for the crafting queue, search for "windowsCraftingQueue" and do the same there in both sections. You will also need to do the same with "windowCraftingList" so that it will be reduced with 2 rows. I hope that helps you. -S Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 16, 2016 Share Posted January 16, 2016 To comment a section you have to add the <!-- --> part, everything between those are commented. To uncomment you remove it. I got a console error when switching from one to the other while testing, but this happened only once. When I restarted the game and tried again it worked. I removed the fuel and crafting slots for this particular reason, that they seem to make more of a mess than they're worth. I advice you to get notepad++ to help with the editing, that makes things a lot easier Go into the windows.xml file, search for "windowFuel" and then remove the <!-- at the top and the --> at the bottom between that modified code start and end, that will reactivate that part of the mod. Then you will have to add <!-- and --> at the same spots in the windowFuel section below it. Same goes for the crafting queue, search for "windowsCraftingQueue" and do the same there in both sections. You will also need to do the same with "windowCraftingList" so that it will be reduced with 2 rows. I hope that helps you. -S Thanks again for your quick reply & help ! Link to comment Share on other sites More sharing options...
Sirillion Posted January 16, 2016 Author Share Posted January 16, 2016 Thanks again for your quick reply & help ! No problem. Did you get it fixed? -S Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 17, 2016 Share Posted January 17, 2016 i haven't tried yet. wasn't motivated to go back digging in the codes. but will do so i can let ya know Link to comment Share on other sites More sharing options...
Henshaw Posted January 18, 2016 Share Posted January 18, 2016 Hey. Thank you for your great work on the mod. :-) I have used some parts of it that I added to the Classic UI base for my own private use. Your UI saved me hours trying to figure out how to do things I wanted to achieve. :-) Have you come across a way to disable the up/down arrows from above the reticule when mining/digging/etc.? That's the only thing still bothering me, and I didn't find anything resembling it on a quick scan of the XUi config files. Link to comment Share on other sites More sharing options...
Sirillion Posted January 18, 2016 Author Share Posted January 18, 2016 Hey. Thank you for your great work on the mod. :-) I have used some parts of it that I added to the Classic UI base for my own private use. Your UI saved me hours trying to figure out how to do things I wanted to achieve. :-) Have you come across a way to disable the up/down arrows from above the reticule when mining/digging/etc.? That's the only thing still bothering me, and I didn't find anything resembling it on a quick scan of the XUi config files. Hi, and thanks. Glad to see that you like the mod Well ... yeah, I've found some sections that I believe control that one, but I do not think it is possible to do much about it as it just points to a section in the controls.xml file and that again doesn't give much. You can have a look for yourself though. I believe it to be the following sections: In windows.xml <window name="windowRadial" anchor="CenterCenter"> <rect name="radialPanel" controller="Radial" repeat_content="true" pivot="center" count="20"> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> </rect> </window> In controls.xml <radial_entry> <rect controller="RadialEntry" height="75" width="75" depth="15" pivot="center" style="hover" on_press="true" highlight_color="[lightGrey]"> <sprite height="79" width="79" color="0,0,0,128" name="border" depth="1" sprite="ui_game_filled_circle" pivot="center"/> <sprite color="96,96,96,192" name="background" depth="2" sprite="ui_game_filled_circle" pivot="center"/> <sprite height="56" width="56" color="255,255,255,255" name="icon" depth="3" foregroundlayer="true" atlas="UIAtlas" pivot="center"/> </rect> </radial_entry> Hope that helps a little -S Link to comment Share on other sites More sharing options...
Henshaw Posted January 18, 2016 Share Posted January 18, 2016 Hi, and thanks. Glad to see that you like the mod Well ... yeah, I've found some sections that I believe control that one, but I do not think it is possible to do much about it as it just points to a section in the controls.xml file and that again doesn't give much. You can have a look for yourself though. I believe it to be the following sections: In windows.xml <window name="windowRadial" anchor="CenterCenter"> <rect name="radialPanel" controller="Radial" repeat_content="true" pivot="center" count="20"> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> <radial_entry/> </rect> </window> In controls.xml <radial_entry> <rect controller="RadialEntry" height="75" width="75" depth="15" pivot="center" style="hover" on_press="true" highlight_color="[lightGrey]"> <sprite height="79" width="79" color="0,0,0,128" name="border" depth="1" sprite="ui_game_filled_circle" pivot="center"/> <sprite color="96,96,96,192" name="background" depth="2" sprite="ui_game_filled_circle" pivot="center"/> <sprite height="56" width="56" color="255,255,255,255" name="icon" depth="3" foregroundlayer="true" atlas="UIAtlas" pivot="center"/> </rect> </radial_entry> Hope that helps a little -S Tested it, and sadly that isn't it. It is the radial menu for doors and probably also minibikes (didn't actually test). Link to comment Share on other sites More sharing options...
Sirillion Posted January 21, 2016 Author Share Posted January 21, 2016 I am working on some new frames at the moment ... don't know how I feel about them yet though, any thoughts? -S Link to comment Share on other sites More sharing options...
noah.phense Posted January 22, 2016 Share Posted January 22, 2016 Looks good, 16x16 on the icons? .. and bottom-left I assume. You could probably make the foot print smaller by adding the 84/96 numbers to the end of a row. That would look great too! Link to comment Share on other sites More sharing options...
Henshaw Posted January 23, 2016 Share Posted January 23, 2016 I am working on some new frames at the moment ... don't know how I feel about them yet though, any thoughts? [ATTACH=CONFIG]13094[/ATTACH] -S For readability's sake, the originals or your previous version were better. Same for usability. This version would be a step backwards in my opinion. Link to comment Share on other sites More sharing options...
Sirillion Posted January 23, 2016 Author Share Posted January 23, 2016 For readability's sake, the originals or your previous version were better. Same for usability. This version would be a step backwards in my opinion. Yes, I've arrived at the same conclusion ... I will however still keep tinkering with some of the frames to see if I can come up with something but it will be hard as I kinda like the frames but I also want to see if I can make something new out of it -S Link to comment Share on other sites More sharing options...
Sirillion Posted January 26, 2016 Author Share Posted January 26, 2016 Hi, v53 is up with some minor changes. -S Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 28, 2016 Share Posted January 28, 2016 downloaded n installed Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 28, 2016 Share Posted January 28, 2016 ugh... gonna' have to wait for an update on your end cause 13.7 wrecked tha ♥♥♥♥ outta my unsaved configs files ! Link to comment Share on other sites More sharing options...
Sirillion Posted January 28, 2016 Author Share Posted January 28, 2016 Hi all, SIRMOD is updated for A13.7(b9) - v5.4 is up, get it while it's hot! I would do a File Verification in Steam to get fully stock files. I don't think it is critical but I advice it. Looks like the pimps also fixed the issues with Dedicated Servers. -S Link to comment Share on other sites More sharing options...
Devidian Posted January 29, 2016 Share Posted January 29, 2016 Is it possible that now the dedicated server needs the files ? I just updated for 13.7 and checkt my dedicated - no UI changes, chekced local - sirmod there. Now i uploaded the xml to my dedicated and connected again - yeha sirmod! Link to comment Share on other sites More sharing options...
Sirillion Posted January 29, 2016 Author Share Posted January 29, 2016 Is it possible that now the dedicated server needs the files ? I just updated for 13.7 and checkt my dedicated - no UI changes, chekced local - sirmod there. Now i uploaded the xml to my dedicated and connected again - yeha sirmod! Good morning. Yes, this is correct. The mod has to be installed on the dedicated server to work there noe. -S Link to comment Share on other sites More sharing options...
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