Page 10 of 15

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Fri Jun 06, 2014 2:48 am
by Marson
ZarahNeander wrote:However, I get this error, when I save on the worldmap, reload and enter a zone with critters in LOS
I wasn't able to reproduce the error, but I put in a sanity check so it should be fixed now regardless. Thanks for letting me know.

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Fri Jun 06, 2014 3:49 am
by Marson
Bugfix: Fixed the %$#! mouseover bug I introduced while fixing the previous bug

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Fri Jun 06, 2014 4:17 pm
by Marson
+ Updated for ToME v1.2.1

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Tue Jun 10, 2014 6:38 pm
by Zireael
After integrating some of this mod's functionality, I discovered it could not load the Insula and the SV something font. As the files and the loading code are unchanged, I suspect the bug is present in your mod, too.

Note I use 14 as the default size, not 16...

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Wed Jun 11, 2014 5:58 pm
by Marson
+ ToME v1.2.2 compatiblity.
+ NPC List defaults to 'on' for new characters.
+ Bugfix: Some popups overflowing the height of the screen.

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Thu Jun 12, 2014 10:37 pm
by Marson
+ Hotkey bar revamp:
* Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match.
* Frame colors do not change when on cooldown.
* Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text.
* Unequipped items get pale yellow color overlay similar to cooldown overlay.
hotkeybar.png
hotkeybar.png (39.87 KiB) Viewed 3723 times

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Thu Jun 12, 2014 11:52 pm
by grayswandir
Those are amazing.

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Fri Jun 13, 2014 7:33 am
by Zireael
Marson, I love those :)
Someone took a leaf out of my recent tweaks for Veins?

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Fri Jun 13, 2014 2:57 pm
by Marson
Zireael wrote:Marson, I love those :)
Someone took a leaf out of my recent tweaks for Veins?
Thank you both. I'm ashamed to say that I have not played Veins yet. Great minds think alike though (or you implanted the idea in my head while in IRC). ;)

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Sat Jun 14, 2014 2:12 am
by Marson
+ Bugfix: Can now click through the NPC List on world map.
+ Bugfix: Possible nil error when scrolling the NPC List.

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Wed Jun 18, 2014 4:53 am
by deogo
Hi, thank you for great must-have mod :)
can you fix tooltip misplace in character sheet when option to show it near mouse enabled?

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Wed Jun 18, 2014 2:47 pm
by Marson
Thanks!

+ Bugfix: Tooltip will follow mouse on Character Sheet for 'Mouse' tooltip option.

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Wed Jun 18, 2014 4:21 pm
by Doctornull
Marson wrote:+ Hotkey bar revamp:
* Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match.
hotkeybar.png
Love these in general.

Suggestions:
- Green "unusable" overlay seems to trump red "on cooldown" overlay. Make both overlays red to hide the issue?
- Blue "sustained" overlay seems similar to the "hover select" overlay, and unfortunately the "hover select" overlay persists even after the game focus leaves the hotbar area. This isn't your fault, but it is visually unfortunate. Suggestion: use the green overlay for sustained talents instead of the blue one.

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Thu Jun 19, 2014 4:08 am
by deogo
Hey, Marson, is it possible to add an option to not show tooltip of combat grid (and anything on it like actors) till special key pressed?
It should be useful when you have tooltip near mouse enabled, but most of the time it messes up with combat, makes it harder to aim, etc. Well, you just don't need to always see a tooltip for creature you attack

Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

Posted: Fri Jun 20, 2014 3:16 pm
by Marson
+ Tweaked Hotkey bar: active sustains are deeper blue, mouseover highlight color now based on talent type and state, all talents on cooldown show as red.

deogo wrote:Hey, Marson, is it possible to add an option to not show tooltip of combat grid (and anything on it like actors) till special key pressed?
I probably won't be doing anything more with the mouse-follow tooltip option deogo, sorry. I only added it since it wasn't any real additional work to what I was already doing to the tooltips. To do it right would take more work than I'm willing to invest into a feature I don't use myself.