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Origin UI MOD


Tritox

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Ups, I've been hibernating in terms of 7DTD so 15.1 slipped pass my radar, but I've updated the mod to the first post!

 

 

is it possible to show how much xp we gain from an action?

 

I haven't seen this been displayed anywhere in the UI, so my best bet is that "no". However, if someone knows it actually is possible to do, please shout.

 

 

Any chance of getting the wind indicator added to this excellent mod?

 

Yes (and no ;)! I've added the wind indicator to the latest version, but it's disabled by default due to personal preference.

 

To enable it, open the window.xml file and search for <!-- Wind --> (row 44). Remove the comment from the next two rows i.e. <!-- from the row 45 and --> from row 46 and then save the file.

 

Alternatively, if you are using the older version, open up the same file and look for a row containing <!-- Coordinates. Add the following lines before that row and save the file:

<!-- Wind -->
<sprite depth="2" style="icon22px" pos="440,-2" sprite="ui_game_symbol_wind" />
<label depth="2" width="68" pos="472,-3" font_size="22" text="{mapwind} MPH" effect="outline" justify="center" controller="MapStats" />

 

A slight note though: the wind indicator is positioned exactly to the same spot than the (disabled) coordinates are located. So if you are using them both (let it be the new version or old), you might want to increase the first position values in the lines above, 440 and 472 values respectively.

 

I'll probably re-position the elements in the future, hopefully when the map window bug (coordinates) are fixed at latest.

 

 

Thank you for your hard work.

Thank you! :)

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ETA kept (for once), so here's the version for the brand new Alpha 16, enjoy!

 

Sad news for coordinate users though; it seems enabling coordinates causes several errors, effectively shi-- pooping on the UI. So you might not want to enable them for the time being. I might remove them altogether if there's no way to get them working again...

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ETA kept (for once), so here's the version for the brand new Alpha 16, enjoy!

 

Sad news for coordinate users though; it seems enabling coordinates causes several errors, effectively shi-- pooping on the UI. So you might not want to enable them for the time being. I might remove them altogether if there's no way to get them working again...

 

So far I have not found a way to re-enable player pos on hud. its been Nuked.

 

TFP giveth, TFP taketh.

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Hello,

 

I like your UI mod but wanted the info panel centered. In the styles.xml you commented:

50 for vertical position to hide the waypoints from the screen as they seem to be hardcoded into the CompassWindow-controller

 

I'm not sure what this means. I centered and lowered it so it's not behind the compass and it looked okay at a glance but I thought I would ask.

 

Edit: I found out what you meant. I moved the compass up a bit and got it so those extra waypoint icons were off the screen again. I ended up reducing the whole ui scaling a bit for something else but it was fine before that.

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I seem to have lost my cross hairs upon installing this in the new alpha 16. (im using your new one too)

 

I can't see where I am aiming my cursor, and there also is no durability bars when attacking or repairing blocks.

 

I lose cross hairs without his UI installed. With just vanilla when I zoom in with gun or bow cross hairs disappear.

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Hello,

 

I like your UI mod but wanted the info panel centered. In the styles.xml you commented:

 

I'm not sure what this means. I centered and lowered it so it's not behind the compass and it looked okay at a glance but I thought I would ask.

 

Edit: I found out what you meant. I moved the compass up a bit and got it so those extra waypoint icons were off the screen again. I ended up reducing the whole ui scaling a bit for something else but it was fine before that.

 

Ok, good! I was about reply, but then I noticed your edit. :)

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hey man, i just updated my server to the small patch they released few hours ago and my UI disappeared. can you make a new one that fits the update or should i just use the old one again

 

At work now, so no update until I get back home which is in 6-7 hours.

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There were changes to windows.xml and controls.xml as far as I could tell.

 

In controls.xml there were only a small change to a position of a window if I remember correctly. and in windows.xml there were a few changes to the skills window where they added a cost indication to skills on the skill info window.

 

So there should be no issue with you just using the old version until he comes home and is able to update his UI.

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There were changes to windows.xml and controls.xml as far as I could tell.

 

In controls.xml there were only a small change to a position of a window if I remember correctly. and in windows.xml there were a few changes to the skills window where they added a cost indication to skills on the skill info window.

 

So there should be no issue with you just using the old version until he comes home and is able to update his UI.

Cheers, by the looks of the patch notes I assumed there wasn't much happening in the UI side. But sadly, as we know, even the smallest change overwrites the modded xml. Thanks though for the recap; doing the update will be trivial now (and same to YseGuy). :)

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