[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

#151 Post by Marson »

+ Bugfix: Error when changing dialog transparency (UIBase not declared).
+ Bugfix: Tooltips could cover the targetted map tile if the left or top tooltip border aligned with the tile.

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

#152 Post by Marson »

+ Mousing over an NPC in the Creature List will center the screen on that creature.
+ Removed NPC's level from Creature List.
+ Right-aligned energy and distance numbers for easier comparison.
+ Creature list no longer sees creatures hidden in the dark.

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

#153 Post by Marson »

+ Add the option to enable right-click dragging of the viewport. This will coexist with mouse gestures, but may not mix well visually if you use them.

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

#154 Post by Marson »

+ ToME v1.2.3 compatibility.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

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

#155 Post by Alisar »

For the use item inventory tab, it prevents lites, wands, torques, diggers and other stuff with on use things from showing up in the Miscellaneous tab. Could you re-add them there as well so I can compare my various lites?

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

#156 Post by Marson »

Alisar wrote:For the use item inventory tab, it prevents lites, wands, torques, diggers and other stuff with on use things from showing up in the Miscellaneous tab. Could you re-add them there as well so I can compare my various lites?
I forgot that certain tabs did a kind of subtractive filter. I'll fix it.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

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

#157 Post by Dracos »

Mmm, trying this out again (forget why I turned it off). I get a LUA error when I start "New Game" on arriving at character creation. Seems not to matter whether its the only addon or not.

at [C]: -1
At [C]: -1
At [C]: -1 pcall
at /engine/Playerprofile.lua 430 waitevent
At /engine/Playerprofile.lua 701 checkbatchhash
At /engine/module.lua 790 instanciate
At /engine/utils.lua showMainMenu

Dunno if its bad, but just sharing what I see.

Edit:
Disabling again, can't seem to create a character without Character Creation exiting back to main menu.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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

#158 Post by Marson »

I can't think of anything in the addon that would be causing this. It looks like an issue with profile validation. Is there anything more to the error?

Zireael
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Joined: Tue Jun 18, 2013 7:24 pm

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

#159 Post by Zireael »

Dracos, sounds like a core engine issue.

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

#160 Post by Dracos »

That's fair, but I don't get it without turning on the add-on. I haven't looked into how add-ons work, so I assume with the others turned off, they don't interact at all with the code (and haven't left junk behind that breaks things)?

I can repro it easily, but not sure how to gather more information. Anything I should look at?
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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

#161 Post by Marson »

Are you using ToME v1.2.3 or did you download from the Git repository?
Are you using an EXE that didn't come with v1.2.3?
Are you using the latest UI Mod v3.5.0?

If there's any more error before or after what you posted, that might be useful.

I'm looking for anything that might diverge from using addon version 3.5.0 with stock ToME version 1.2.3

And yeah, turning off the addon should prevent its code from being used in a new game, but old games will still use the addon if the teaa file still exists regardless of the setting.

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

#162 Post by Dracos »

ToME 1.2.3 from Steam. Add-on is also from Steam through their Subscription to Add-on setup. Not sure if that's the latest, but whatever is up there is what I'm getting. Seeing this on hitting New Game with no other errors seen from starting the program up.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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

#163 Post by Hellcommander »

Current version causes major flickering problem on character generation at least with my current modeset flicking and stalling happens when the game generates the start location with the mod enabled

Lua Error: ...s/wvr-opacity-b/superload/engine/HotkeysIconsDisplay.lua:38: bad argument #5 to 'drawQuadPart' (number expected, got nil)
At [C]:-1
At [C]:-1 drawQuadPart
At ...s/wvr-opacity-b/superload/engine/HotkeysIconsDisplay.lua:38 toScreen
At ...s/wvr-opacity-b/superload/mod/class/uiset/Minimalist.lua:123 displayHotkeys
At /mod/class/uiset/Minimalist.lua:2208 display
At /mod/class/Game.lua:1477

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

#164 Post by Marson »

It looks like you are using an addon (wvr-opacity-b) that modifies the hotkey bar, and that addon doesn't like the changes I've already done to it.

If that's the one that changes the hotkey bar transparency, mine will as well, but I think we may do them a little differently.

Wolls
Cornac
Posts: 43
Joined: Sun Aug 25, 2013 6:41 pm

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

#165 Post by Wolls »

It seems like if you set the font and font size just a tad too large, then the info doesn't fit into the original dialog box and is cut off. Like with most lore. ( It is still viewable via the options-->gamelore though if you need to or want to read all of it.)

Except when the original dialog box contained enough info that it was scrollable, then even with larger fonts and font size you can scroll down to read the rest.

Is there any way to force the dialog box to be scrollable even if it wasn't originally? Or did I miss some option somewhere.?. I haven't bothered to shrink my settings yet, so it's not a pressing concern.

Anyways it is a great mod, so my thanks to you.

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