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

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

#136 Post 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.

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

#137 Post by Marson »

Bugfix: Fixed the %$#! mouseover bug I introduced while fixing the previous bug

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

#138 Post by Marson »

+ Updated for ToME v1.2.1

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

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

#139 Post 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...

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

#140 Post by Marson »

+ ToME v1.2.2 compatiblity.
+ NPC List defaults to 'on' for new characters.
+ Bugfix: Some popups overflowing the height of the screen.

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

#141 Post 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 1858 times

grayswandir
Uruivellas
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Joined: Wed Apr 30, 2008 5:55 pm

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

#142 Post by grayswandir »

Those are amazing.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

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

#143 Post by Zireael »

Marson, I love those :)
Someone took a leaf out of my recent tweaks for Veins?

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

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

#144 Post 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). ;)

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

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

#145 Post by Marson »

+ Bugfix: Can now click through the NPC List on world map.
+ Bugfix: Possible nil error when scrolling the NPC List.

deogo
Wayist
Posts: 17
Joined: Mon Jun 16, 2014 4:32 pm

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

#146 Post 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?

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

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

#147 Post by Marson »

Thanks!

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

Doctornull
Sher'Tul Godslayer
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Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc

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

deogo
Wayist
Posts: 17
Joined: Mon Jun 16, 2014 4:32 pm

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

#149 Post 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

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

#150 Post 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.

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