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

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frogbeard
Yeek
Posts: 14
Joined: Sun Feb 09, 2014 1:14 am

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

#91 Post by frogbeard »

Uploaded a save -new char, leveled to 10 without ever exiting, then exited to main menu, and hang upon trying to reload:
http://www.sendspace.com/file/y1r2d9

Doctornull
Sher'Tul Godslayer
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Location: Ambush!

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

#92 Post by Doctornull »

After latest update, still getting an error:

Full log here: http://pastebin.com/9VUB9Rrq
Save file here: http://www.mediafire.com/download/8svcn ... fintri.zip

Code: Select all

Using cached font	/data/font/DroidSansMono.ttf	51
[DISPLAY MODE] Tileset: shockbolt
[DISPLAY MODE] Size: 48x48
Loading tileset attachements from 	/data/gfx/shockbolt/attachements.lua
[GAME] Creating FBOs
[SHADER] using permcached shader main_fbo[]
[SHADER] using permcached shader full_fbo[]
Loading savefile 	/save//
Loading savefile 	/save/fintri/
error deserializing	d={}
setLoaded('engine.ui.Dialog-0x26ba8920', d)
d["ui"]="metal"
d["iw"]=406
d["particles"]={}

d["focus_ui_id"]=2
d["font"]=
d["iy"]=33
d["b1"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["ui_by_ui"]={[loadObject('engine.ui.Textzone-0x2661d9a0')]={["x"]=8,
["ui"]=loadObject('engine.ui.Textzone-0x2661d9a0'),
["top"]=3,
["y"]=36,
["left"]=3,
}
,
[loadObject('engine.ui.Button-0x2668daf8')]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x2668daf8'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}
,
}

d["b2"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["b3"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["overs"]={}

d["w"]=416
d["h"]=140
d["focus_ui"]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x2668daf8'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}

d["title_tex"]={[2]=128,
[3]=32,
[4]=1.3913043478261,
[5]=1.4545454545455,
[6]=92,
[7]=22,
["w"]=92,
["h"]=22,
}

d["color"]={["r"]=255,
["b"]=255,
["g"]=255,
}

d["b4"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["display_y"]=352
d["mouse"]=loadObject('engine.Mouse-0x264ae078')
d["__CLASSNAME"]="engine.ui.Dialog"
d["b7"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["ih"]=99
d["ix"]=5
d["display_x"]=432
d["__hidden"]=true
d["b9"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["b5"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["alpha"]=255
d["title"]="Running..."
d["first_display"]=true
d["b8"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["__stack_id"]=1
d["frame"]={["title_x"]=0,
["ox1"]=-42,
["b5"]="ui/dialogframe_5.png",
["b6"]="ui/dialogframe_6.png",
["b7"]="ui/title_dialogframe_7.png",
["b8"]="ui/title_dialogframe_8.png",
["b2"]="ui/dialogframe_2.png",
["b9"]="ui/title_dialogframe_9.png",
["b1"]="ui/dialogframe_1.png",
["b4"]="ui/dialogframe_4.png",
["title_y"]=-18,
["title_h"]=32,
["ox2"]=42,
["title_w"]=4,
["b3"]="ui/dialogframe_3.png",
["oy2"]=42,
["w"]=500,
["oy1"]=-42,
["h"]=224,
["a"]=0.75,
["shadow"]={["y"]=15,
["x"]=15,
["a"]=0.375,
}
,
}

d["uis"]={[1]={["x"]=8,
["ui"]=loadObject('engine.ui.Textzone-0x2661d9a0'),
["top"]=3,
["y"]=36,
["left"]=3,
}
,
[2]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x2668daf8'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}
,
}

d["setuped"]=true
d["key"]=loadObject('engine.KeyBind-0x26dff9a8')
d["b6"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}


return d	[string "d={}..."]:9: unexpected symbol near '='
Lua Error: /engine/class.lua:325: bad argument #1 to 'setfenv' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 setfenv
	At /engine/class.lua:325 deserialize
	At /engine/class.lua:343 load
	At /engine/Savefile.lua:395 loadObject
	At [string "d={}..."]:3252 deserialize
	At /engine/class.lua:343 load
	At /engine/Savefile.lua:395 loadObject
	At [string "d={}..."]:5 deserialize
	At /engine/class.lua:343 load
	At /engine/Savefile.lua:395 loadObject
	At [string "d={}..."]:162 deserialize
	At /engine/class.lua:343 load
	At /engine/Savefile.lua:395 loadReal
	At /engine/Savefile.lua:466 loadGame
	At /engine/Module.lua:816 instanciate
	At /engine/utils.lua:1902 showMainMenu
	At /engine/init.lua:153 
	At [C]:-1 dofile
	At /loader/init.lua:196 
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] UI Mod - Bigger fonts, ambient sound toggle, etc

#93 Post by Marson »

Blarg. Thanks for the save files, guys. I feel pretty confident I found what was causing the corrupted saves and fixed it, but then I spent most of the day trying to put together a boot mod that would load previously corrupted savefiles and fix them. I feel like I'm *this* close. But like they say, the last 10% of the work takes 90% of the time.

To clarify, the fix that's in now should prevent saves from being corrupted, but won't load previously corrupted saves.

frogbeard
Yeek
Posts: 14
Joined: Sun Feb 09, 2014 1:14 am

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

#94 Post by frogbeard »

I can confirm that I was able to play a character through, so far, around 15 levels with several saves/reloads, and no issues.

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

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

#95 Post by Marson »

frogbeard wrote:I can confirm that I was able to play a character through, so far, around 15 levels with several saves/reloads, and no issues.
Great news. Thanks for letting me know, frogbeard.

I'm still working on a save recovery for anyone that had a character corrupted.

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

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

#96 Post by Marson »

*headdesk*

I spent two days on it, but I don't think I'll be able to get a save recovery addon working for those characters that got corrupted. I didn't realize how protective the filesystem was. I can detect the corrupted files and have the UI and framework all working, but can't copy or rename the file. :|

frogbeard
Yeek
Posts: 14
Joined: Sun Feb 09, 2014 1:14 am

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

#97 Post by frogbeard »

I know the frustration of becoming determined to fix a problem and being stymied. No worries!
How about a feature where as your paradox gets higher, all game fonts get gradually replaced by wingdings? :P

Row
Higher
Posts: 54
Joined: Mon Aug 20, 2012 10:57 am

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

#98 Post by Row »

Thanks, the tooltip width of 400 is fine. Don't see why it was like 200 in the first 2.x versions. Only in the shops, it was fine to have the tooltip in the center if the width is 400. Now it is back to floating like original, but this is minor.

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

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

#99 Post by Marson »

frogbeard wrote:How about a feature where as your paradox gets higher, all game fonts get gradually replaced by wingdings? :P
I'm too worn out to be evil. :lol:
Row wrote:Thanks, the tooltip width of 400 is fine. Don't see why it was like 200 in the first 2.x versions. Only in the shops, it was fine to have the tooltip in the center if the width is 400. Now it is back to floating like original, but this is minor.
With v2, I started scaling it based on font type and size to try an make it more adaptable for lower resolutions, but being automatic doesn't account for preference. In the stores, it should be the same as it was, as I'm pretty sure I didn't use the dedicated tooltip space on that screen. If you have the tooltip set very wide while on a low resolution, the regular inventory screen may automatically use "Small Screen" now even if you have it set to "Big Screen", or move the tooltip over to the right.

Row
Higher
Posts: 54
Joined: Mon Aug 20, 2012 10:57 am

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

#100 Post by Row »

Marson wrote:In the stores, it should be the same as it was, as I'm pretty sure I didn't use the dedicated tooltip space on that screen. If you have the tooltip set very wide while on a low resolution, the regular inventory screen may automatically use "Small Screen" now even if you have it set to "Big Screen", or move the tooltip over to the right.
In the stores, in previous versions, the tooltip was in the dedicated area in the middle, like it is in the regular inventory screen. Now it is floating, like original. My setting is Big Screen.

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

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

#101 Post by Marson »

+ Targeting uses the updated UI padding so that it is more responsive to scrolling.

tokariew
Higher
Posts: 63
Joined: Sun Dec 08, 2013 9:16 pm

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

#102 Post by tokariew »

i have some problem, download this addon from steam workshop and it's downloading all the time when i on main menu of game.

Did tranparency of item influence somehow game speed? I get very laggy gameplay, when monster is summon, or i use some AoE spell.

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

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

#103 Post by Marson »

That's a ToME issue right now. For me, it's the Faerie addon that keeps downloading over and over.

In stock ToME, some HUD choices have transparency and some don't. You can set my addon to use the stock numbers, or go from fully transparent to fully opaque. It's possible something I did in the addon is slowing things down, but I haven't heard anything specifically. You can turn transparency off if you want to try that.

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

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

#104 Post by Doctornull »

Yeah I had the re-download issue with at least three different addons. Nothing the addon makers can do about it. Maybe 1.2 will fix it.


On the subject of 1.2, if anyone is beta-testing that, you may want to REMOVE this addon.

Some of the overload files conflict with 1.2 changes, and you'll experience some needless bugs.
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] UI Mod - Bigger fonts, ambient sound toggle, etc

#105 Post by Marson »

Yeah, thanks for posting that doctornull. Even if you don't get errors, you won't actually be testing 1.2 if UI Mod is installed on it.

I'm hoping to have a test-compatible version out in a few days.

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