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Origin UI MOD


Tritox

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This is a known problem, a snippet from the second post in this thread:

 

 

Unfortunately, there is no fix or solution to this problem at this moment so you guys either have to manage without the buff durations or try to cope with the error.

It's not just this mod either. I've had similar issues with my own editing. It also occurs on vanilla MP servers sometimes though, so I think it's more of a issue with the source code.

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some serious work and thought was put into the layout and presentation of this thread. if only most people posting and making comments on all the web in everything unrelated put half as much thought into it then the internet would be much or consistent and reliable source of information.

 

that being said, could you give me suggestions on my pimp dream to help sell it?

 

https://7daystodie.com/forums/showthread.php?38579-Inventory-Management-problems-and-solutions

 

you know anyway to make it less long winded, more organized or anything really.

 

look forward to using your mod and i'm probly going to use it in my Let's Plays for new player on how to install mods

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some serious work and thought was put into the layout and presentation of this thread. if only most people posting and making comments on all the web in everything unrelated put half as much thought into it then the internet would be much or consistent and reliable source of information.

 

that being said, could you give me suggestions on my pimp dream to help sell it?

 

https://7daystodie.com/forums/showthread.php?38579-Inventory-Management-problems-and-solutions

 

you know anyway to make it less long winded, more organized or anything really.

 

look forward to using your mod and i'm probly going to use it in my Let's Plays for new player on how to install mods

 

Thank you!

 

I'm no graphical designer or professional writer etc. and this goes a bit OT but lets look that through the fingers for this time:

 

 

1) Images:

 

Having many image links makes reading the post awkward to some extent since you have to open the image to a tab/new window and then switch between them. So try using the
-tag to give your post some visual look BUT do it with thumbnails,
not
with full-size pictures. Sometimes you might want to have the full-sized image for viewing as well, but you can link that to the thumbnail, like:

(URL="http://domain.com/image-fullsized.jpg")(IMG)http://domain.com/image-thumb.jpg(/IMG)(/URL)

(I had to use ()-brackets there instead of []-brackets to disable the image&link from showing)

 

It's also a good idea to crop and resize the some of images a bit more. Like
probably works without the UI showing and half smaller resolution-wise, especially if you show it directly in the post with
.

 

7DTD forums allow only
six
images to be visible in a post so you can't sow the
-tag as you please. To prevent this you could try to combine some of the images into a single image and then use that combined picture with
. For this you'd probably need some graphics editor program like
(free) if you don't have one already. Oh, and remember to disable smilies from the post options as they are also counted in for the image limit.

 

 

2) Headings:

 

Try dividing your post into sections with some headings. The longer the post, the more tedious it may become to read without some clearly labeled sections. You already used one in your thread, but if you can squeeze in one or two more, it might help with the overall looks of the thread. But ONLY if you can find some reasonable places for the headings. Don't force them. If you use headings, some indenting helps readability further.

 

 

3) Text formatting and grammar:

 

By bolding, underlining and changing font size/color you can emphasize important parts of your text some more. But don't overdo them, ESPECIALLY use different colors very discreetly. Also, having your text properly in paragraphs, punctuated and capitalized does wonders. What I looked, your text is punctuated but you could capitalize your sentences a bit better. Other than that, your text was nicely written and paragraphed.

 

 

There, maybe those all helps a bit. I'm not saying you should follow my guidelines by the book, but I myself use them almost on daily basis. Good luck! :)

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I am trying out your mod now and was wondering if you could tell me what I have to change to move the temp and water and food bars to right of stamina and health....

 

I would like to put the water and food bars to the right of the health and the temp bar to the right of the stamina.

 

thank you

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I am trying out your mod now and was wondering if you could tell me what I have to change to move the temp and water and food bars to right of stamina and health....

 

I would like to put the water and food bars to the right of the health and the temp bar to the right of the stamina.

 

thank you

That change can actually be achieved rather easily as you only have to modify only few values from the styles.xml. So open it with some editor and look for this part in the beginning of the file:

<style name="tempwaterfood.window" type="window">
<style_entry name="pos" value="9,190"/>
<style_entry name="anchor" value="LeftBottom"/>
</style>

 

The window can be re-positioned the way you wanted simply by changing the pos-value from 9,190 to 186,98. Save the changes and go test the results. :)

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That change can actually be achieved rather easily as you only have to modify only few values from the styles.xml. So open it with some editor and look for this part in the beginning of the file:

<style name="tempwaterfood.window" type="window">
<style_entry name="pos" value="9,190"/>
<style_entry name="anchor" value="LeftBottom"/>
</style>

 

The window can be re-positioned the way you wanted simply by changing the pos-value from 9,190 to 186,98. Save the changes and go test the results. :)

 

Thank you. I was going to go in and try to find it myself and experiment but this way is a lot safer lol

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While I have your attention lol.....

 

Crayola Sunset says removing this code from windows.xml will disable the popups that happen for food and water.

Will they work or will they screw up your mod?

 

<rect name="hud" pos="93,212" side="left" controller="BuffPopoutList" pivot="BottomLeft" >

<panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" >

<sprite depth="3" pos="0,0" name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" />

<sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/>

<label depth="6" name="TextContent" pos="0,0" font_size="28" color="[white]" justify="center" height="30" pivot="center"/>

</panel>

</rect>

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When I quit the game after applying the 14.6 experimental branch and only this Mod's changes, I get the following:

 

2016-04-16T23:18:41 85.935 INF Disconnect

2016-04-16T23:18:41 86.389 INF [NET] DisconnectedFromServer: Connection closed

2016-04-16T23:18:41 86.391 INF SaveAndCleanupWorld

2016-04-16T23:18:41 86.395 INF [steamworks.NET] Stopping server

2016-04-16T23:18:41 86.411 INF World.Unload

2016-04-16T23:18:41 86.496 INF World.Cleanup

2016-04-16T23:18:41 86.497 INF Exited thread thread_Regenerating

2016-04-16T23:18:41 86.497 INF Exited thread XB

2016-04-16T23:18:41 86.497 INF Removing observed entity 1

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

at XUiC_ActiveBuffWindow.OnClose () [0x00000] in <filename unknown>:0

at XUiController.OnClose () [0x00000] in <filename unknown>:0

at XUiWindowGroup.OnClose () [0x00000] in <filename unknown>:0

at GUIWindowManager.Close (.GUIWindow _w) [0x00000] in <filename unknown>:0

at GUIWindowManager.Remove (System.String _windowName) [0x00000] in <filename unknown>:0

at XUi.Cleanup () [0x00000] in <filename unknown>:0

at XUi.Shutdown () [0x00000] in <filename unknown>:0

at XUi.ReloadLocal () [0x00000] in <filename unknown>:0

at GameManager.SaveAndCleanupWorld () [0x00000] in <filename unknown>:0

at ConnectionManager.Net_DisconnectedFromServer (System.String _reason) [0x00000] in <filename unknown>:0

at NetworkCommon.Disconnect () [0x00000] in <filename unknown>:0

at GameManager+OS.MoveNext () [0x00000] in <filename unknown>:0

 

and I have to go and End Process on the game client.

 

I have only applied the changes to the server. Should I do so to the client as well?

 

EDIT: I fixed the problem!

 

I removed the entire window entry for Buff Durations ( <window> tag and all it's contents, even though they were commented out ) and no more crash when exiting.

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Just wanted to say keep up the good work man! iAlways use this hud mod its 1 of the best imho :D

 

Thank you. :)

 

Also, the latest experimental build (b15) didn't affect the mod files so the current version in the first post works still.

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Yup, it's the buff durations which cause the problem and thus it's an optional (and disabled) feature as currently there is no way to prevent the error.

 

In stock downloaded form it caused the problem. I had to remove the parent root tags ("<window>") which were outside the comment tag to get it to stop crashing on exit.

 

I can only assume having an empty window definition causes the game to ignore it on creation, but on cleanup it attempts to destroy an object that was never created, hence the null reference error.

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In stock downloaded form it caused the problem. I had to remove the parent root tags ("<window>") which were outside the comment tag to get it to stop crashing on exit.

 

I can only assume having an empty window definition causes the game to ignore it on creation, but on cleanup it attempts to destroy an object that was never created, hence the null reference error.

Aww nuts. I left the window def uncommented on purpose to remove the warning that the window wasn't found. I guess I can either comment out the window from xui.xml as well or just cope with the warning. Nevertheless, thanks for letting me know!

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Game crashed after leave a server.. How to fix ?

 

If you read several posts up, youll see people have already discussed this. There is a <window> tag outside of the comments for the buff duration that seems to cause the problem. Me personally, I remove the coding for the buff duration entirely and I no longer have NRE's when I quit a server.

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After playing with this UI mod for a bit (with the aforementioned quick fix) I've grown to like it a lot. It works just fine in a dedicated server as well, just apply the changes there and they get pushed to the clients without problem.

 

I didn't enable buff timers, FWIW.

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After playing with this UI mod for a bit (with the aforementioned quick fix) I've grown to like it a lot. It works just fine in a dedicated server as well, just apply the changes there and they get pushed to the clients without problem.

 

I didn't enable buff timers, FWIW.

Glad you like it. :)

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