[1.3.0] UI Mod - Bigger fonts, ambient sound toggle, etc.

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#46 Post by Marson »

grayswandir wrote:I could have sworn I had the newest version. Everything's in working order now, sorry for the trouble.
No worries. It was a pretty recent update and not on Steam.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#47 Post by Marson »

+ Fixed spacing on golem's level-up screen.

And Steam is working again. Apparently all I needed to do was enable the Steam dev console in order to look over its shoulder, because I can't think of anything else that changed over the course of 10 minutes. Either that or it knew that DG was watching.

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#48 Post by Zireael »

DG, any chance of getting the UI tweaks in the game itself? Stopping the toon from hiding under the hotbar would be very useful...

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#49 Post by Marson »

Some recent additions:

• Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed my antimagic shield going down one too many times.) I've included a couple versions of the sound, including silence.
• Added "Blood of Life" notation to the character sheet if you have it flowing in your veins.
• When viewing the alchemist quest, shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This only applies to characters who start the quest after this update.
• Inventory and Store scrollbars will remember their positions.
• Summoned creatures will display the number of turns they have remaining on their party portraits and tooltip text.
• Sustains with values will display them on their buff icons, such as Doomed's Deflection.

StarWeaver
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 9:20 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#50 Post by StarWeaver »

New version seems pretty cool, but I'm having some strangeness with font sizes. I have my font set to the simpler one and the size set to 15, and the chat font (which i'm guessing is different from everything else) is overtaking everything else.
marson-fonts.png
marson-fonts.png (166.48 KiB) Viewed 5339 times
Seperate font size box for the chat window, option to make it use the same font face, or some math to regulate the size of these fonts together?

StarWeaver
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 9:20 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#51 Post by StarWeaver »

Hmm, and this is what happens at font size 15 with the fantasy type font. Now the chat is in yet another font and now it's smaller than the main font. I think the tooltip is a little smaller than main too too. O.o
marson-fonts-2.jpg
marson-fonts-2.jpg (200.39 KiB) Viewed 5337 times

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#52 Post by Marson »

Hmm... It scales ok on mine. Are you using the Classic HUD style? I haven't really done much with that one yet. A bunch of this may work with it, but there are specific bits that are only implemented on Minimalist.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#53 Post by Marson »

Scratch that. The game log and chat logs scale differently for some reason. I'll take a closer look.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#54 Post by Marson »

I ran around the code like a chicken with its head off, but I finally found the #@$!-er.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#55 Post by Marson »

+ In addition to No Hiding and Original, added a Centered option that forces your avatar to obey the Scroll Distance setting. If high enough, your avatar will always stay in the center of the viewport.
(Set on the Gameplay tab under Game Options.)

+ Added a Preview Talents button on the character creation screen. This will allow you to view the stats and talents of the current race/class combo without generating a new game.

dyze
Wayist
Posts: 22
Joined: Sun Mar 09, 2014 1:28 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#56 Post by dyze »

Marson wrote:+ In addition to No Hiding and Original, added a Centered option that forces your avatar to obey the Scroll Distance setting. If high enough, your avatar will always stay in the center of the viewport.
good job, this needs to be in the main release!

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#57 Post by cttw »

dyze wrote: good job, this needs to be in the main release!
Very much so. This one and the i500.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#58 Post by Doctornull »

Chat text entry field seems to be bold, but the cursor spacing looks like it's for non-bold text. Could you harmonize those?

Thanks!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#59 Post by Marson »

Doctornull wrote:Chat text entry field seems to be bold, but the cursor spacing looks like it's for non-bold text.
At first I didn't see what you meant, as the cursor follows the text fine on mine when just typing. When I moved it back and forth, then I saw it. On mine it looks like the cursor is offset to the right by several pixels from where it should be, sometimes hiding when it lines up with the stem of the next letter, like a "b" or "p". Looks like it does it on number inputs as well.

That ended up being the easiest feature-add yet. I just offset the cursor to the left by 1/2 the width of the cursor JPG. Thanks for pointing it out. I never even noticed.


+ Removed cursor offset from textbox/numberbox inputs that would sometimes hide the cursor when it aligned with a letter stem. The cursor now falls directly between characters.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] Bigger fonts, ambient sound toggle, etc.

#60 Post by Marson »

+ 'Using cached font' no longer prints to the log file.

Post Reply