[1.3.0] UI Mod - Bigger fonts, ambient sound toggle, etc.
Moderator: Moderator
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- 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
Hey Marson,
This new tooltip thing you just added is killing me. It's actually worse than the core game behavior, because yours doesn't distinguish between in-game vs. in-HUD behavior.
e.g. if I'm hovering over a HUD icon, I want the tooltip RIGHT THERE near my mouse; if I'm hovering over a game element, I want the tooltip FAR AWAY from my mouse so I can see the map.
The game is bad because it only follows the mouse -- and thus ignores the non-mouse focus (e.g. keyboard targeting) -- but I'd still prefer it to "fixed corner" or "always same/opposite mouse".
If you figure out how to get opposite FOCUS, rather than just opposite MOUSE, then I'll be really interested in seeing that. (Of course, you should still follow the game's behavior for HUD elements.)
Until then, could you add an option to use the default (normal game) behavior for tooltips?
Thanks!
This new tooltip thing you just added is killing me. It's actually worse than the core game behavior, because yours doesn't distinguish between in-game vs. in-HUD behavior.
e.g. if I'm hovering over a HUD icon, I want the tooltip RIGHT THERE near my mouse; if I'm hovering over a game element, I want the tooltip FAR AWAY from my mouse so I can see the map.
The game is bad because it only follows the mouse -- and thus ignores the non-mouse focus (e.g. keyboard targeting) -- but I'd still prefer it to "fixed corner" or "always same/opposite mouse".
If you figure out how to get opposite FOCUS, rather than just opposite MOUSE, then I'll be really interested in seeing that. (Of course, you should still follow the game's behavior for HUD elements.)
Until then, could you add an option to use the default (normal game) behavior for tooltips?
Thanks!
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
My intention was to have Lower-Right stay the original ToME behavior. That isn't the case? For me, I never had the TT follow the mouse, even unmodified. It always went to the lower right, unless I had the mouse cursor right where the TT was going to be, then it went to the lower left. The only place different was the inventory screen.
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- 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
The original game behavior is lower-right EXCEPT when mouse would be covered, then jump to lower-left. This is important when using the mouse to inspect or target critters in the lower-right part of the map, but not so great when using the keyboard to target critters in the lower-right part of the map.
The behavior I want is: lower-right except when FOCUS would be covered (including either keyboard or mouse focus), then jump to the lower-left.
The behavior I want is: lower-right except when FOCUS would be covered (including either keyboard or mouse focus), then jump to the lower-left.
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
I see what you mean, and I also found a bug that would make the TT not follow stock behavior if you don't go in and explicitly set the new option. It will say Lower-right, but should be Lower-Right. To get it back, select something different then go to Lower-Right.
I get a fix for that in and see about making it respond to the keyboard focus as well.
I get a fix for that in and see about making it respond to the keyboard focus as well.
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
For 1.2.0
No changes were needed for RC2, but there's a bugfix for the tooltip location option. No need to update if you've selected any of the options. It only negatively affected behavior before one was selected.
http://te4.org/games/addons/tome/marson-ui-test
I haven't played with the focus yet, but wanted to get the bugfix up.
Thanks for all your help, doctornull. The amount of feedback you've given me is greatly appreciated.
No changes were needed for RC2, but there's a bugfix for the tooltip location option. No need to update if you've selected any of the options. It only negatively affected behavior before one was selected.
http://te4.org/games/addons/tome/marson-ui-test
I haven't played with the focus yet, but wanted to get the bugfix up.
Thanks for all your help, doctornull. The amount of feedback you've given me is greatly appreciated.
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
For 1.2.0
Again, no changes were needed for RC3, but a couple of new features were added.
+ Compatible with v1.2.0 (RC 1 through 3)
+ Tooltip will respond to target location as well as mouse cursor.
+ Enabled and modified the unused NPC Display code that's in stock ToME. Lists NPCs in player's sight along with their level, distance, and remaining energy. The list reorders based on energy level. Toggle on/off with Ctrl-Tab.
You can't click on the map behind the NPC list the way you can with the log and chat display, so I still have some tweaking to do. It also has some of the strange interaction with darkness that autoexplore does.
Again, no changes were needed for RC3, but a couple of new features were added.
+ Compatible with v1.2.0 (RC 1 through 3)
+ Tooltip will respond to target location as well as mouse cursor.
+ Enabled and modified the unused NPC Display code that's in stock ToME. Lists NPCs in player's sight along with their level, distance, and remaining energy. The list reorders based on energy level. Toggle on/off with Ctrl-Tab.
You can't click on the map behind the NPC list the way you can with the log and chat display, so I still have some tweaking to do. It also has some of the strange interaction with darkness that autoexplore does.
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- 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
Wow, I love the enemy display thing.
I got this entering the Old Forest. Didn't seem to have any obvious adverse effect, though:
I got this entering the Old Forest. Didn't seem to have any obvious adverse effect, though:
Code: Select all
Loading entities file from file /data/zones/old-forest/traps.lua
Loading entities file from file /data/general/traps/natural_forest.lua
Initiated zone Old Forest with base_level 8
[ZONE] persisting to persist_last_zones old-forest
Lua Error: /mod/class/Game.lua:1482: attempt to index field 'level' (a nil value)
At [C]:-1 __index
At /mod/class/Game.lua:1482
At [C]:-1 forceRedraw
At /engine/ui/Waiter.lua:69 getWaitDisplay
At /engine/ui/Dialog.lua:53 simpleWaiter
At /engine/Zone.lua:768 getLevel
At /mod/class/Game.lua:848 changeLevelReal
At /mod/class/Game.lua:728 base_changeLevel
At /mod/addons/zomnibus/superload/mod/class/Game.lua:45 changeLevel
At /mod/class/Game.lua:1747
At /engine/KeyBind.lua:241
Make wait background texture 538 : 1255x843 (2048, 1024)
Wait finished, counted 0, 17 ticks
Lua Error: /mod/class/Game.lua:1482: attempt to index field 'level' (a nil value)
At [C]:-1 __index
At /mod/class/Game.lua:1482
At [C]:-1 forceRedraw
At /engine/ui/Waiter.lua:69 getWaitDisplay
At /engine/ui/Dialog.lua:53 simpleWaiter
At /engine/Zone.lua:813 getLevel
At /mod/class/Game.lua:848 changeLevelReal
At /mod/class/Game.lua:728 base_changeLevel
At /mod/addons/zomnibus/superload/mod/class/Game.lua:45 changeLevel
At /mod/class/Game.lua:1747
At /engine/KeyBind.lua:241
Make wait background texture 531 : 1255x843 (2048, 1024)
C Map size 19:12 :: 228
C Map seens texture: 573 (60x60)
Loading entities file from memory /data/general/objects/egos/lite.lua
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
For 1.2.0
+ Bugfix: Error on level change (added last version, forgot to post)
+ Can mouse click through NPC List
http://te4.org/games/addons/tome/marson-ui-test
+ Bugfix: Error on level change (added last version, forgot to post)
+ Can mouse click through NPC List
http://te4.org/games/addons/tome/marson-ui-test
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
v65 problems:
*hotkey font scale doesn't work in classic UI - seems to be always 1 regardless of what is set
*NPC list feature doesn't work in classic UI
*toggle list of seen creatures hotkey does nothing - this is the most lower left icon in classic ui. without addon it at least says displaying talents/displaying creatures
*hotkey font scale doesn't work in classic UI - seems to be always 1 regardless of what is set
*NPC list feature doesn't work in classic UI
*toggle list of seen creatures hotkey does nothing - this is the most lower left icon in classic ui. without addon it at least says displaying talents/displaying creatures
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
The addon is meant for Minimalist. Classic comparability is up in the air.
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
It's a big pity since minimalist ui sucks. I like when everything has its place, like in classic, not like in minimalist where everything is floating everywhere obstructing the main map.
The addon mostly works well in classic ui, except those few things mentioned.
The addon mostly works well in classic ui, except those few things mentioned.
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
I'm overloading the built-in NPC list. I'll rename it to something new so it won't interfere with Classic, but I didn't think it was enabled there to begin with, despite the log message.
Classic overlays the map as well, it just doesn't seem like it because of the box. It has blank space that could be showing part of the map. I'm not saying that Minimalist is better, just that it doesn't cover any more than Classic if you scale it to a similar degree. Personally I like Minimalist because I can scale elements up and move them around, but we all have our preferences.
I use Minimalist exclusively, which means Classic doesn't get any testing time.
Classic overlays the map as well, it just doesn't seem like it because of the box. It has blank space that could be showing part of the map. I'm not saying that Minimalist is better, just that it doesn't cover any more than Classic if you scale it to a similar degree. Personally I like Minimalist because I can scale elements up and move them around, but we all have our preferences.
I use Minimalist exclusively, which means Classic doesn't get any testing time.
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
Classic UI doesn't overlay the map. It has clear sections to the right, where minimap and stats are displayed, and the bottom, for action buttons. No map is displayed there - if the PC moves close, it's icon is always displayed, meaning no map really is under those areas.
BTW, the statistics like saving throws and attributes (strength etc) are always visible, unlike the minimalist. Particularly, your physical power is displayed only there in classic ui, it is not even on the character sheet.
Next thing which needs fixing I think is the missing setting for font type and size for the LOG. You can set dialogs, chat, hud (doesn't work for classic), flying texts and lore, but for some reason you can't set LOG messages - like "YourPC hits he giant white mouse for 5 damage (5 physical)" etc. The log messages are always in default font and size, no way to change. Which looks very weird if you changed all remaining fonts and sizes.
Also, I noticed bug on the inventory screen, the equipped items descriptions were changed to very small font size. Which is ok, since previously it was frequently overlapping, but now it is not always correctly displayed. For example, for equipped magical (green) iron armor with acid resistance, I see only ", acid res" instead of "iron, acid res".
BTW, the statistics like saving throws and attributes (strength etc) are always visible, unlike the minimalist. Particularly, your physical power is displayed only there in classic ui, it is not even on the character sheet.
Next thing which needs fixing I think is the missing setting for font type and size for the LOG. You can set dialogs, chat, hud (doesn't work for classic), flying texts and lore, but for some reason you can't set LOG messages - like "YourPC hits he giant white mouse for 5 damage (5 physical)" etc. The log messages are always in default font and size, no way to change. Which looks very weird if you changed all remaining fonts and sizes.
Also, I noticed bug on the inventory screen, the equipped items descriptions were changed to very small font size. Which is ok, since previously it was frequently overlapping, but now it is not always correctly displayed. For example, for equipped magical (green) iron armor with acid resistance, I see only ", acid res" instead of "iron, acid res".
Re: [1.2.0] UI Mod - Bigger fonts, ambient sound toggle, etc
+ 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.)
+ Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse.
+ Tooltip will get out of the way of target location via keyboard as well as mouse cursor.
+ Enabled and modified 'NPC Display' code that was in stock ToME but not used. Lists NPCs in player's sight along with their distances and remaining energy. Toggle with Ctrl-Tab. (It may list NPCs that are in the dark. These are creatures that the game engine thinks you can see, even if they aren't lit up on screen. It's an issue with autoexplore as well.)
+ Ability to ESC from character creation screen.
+ ToME Bugfix: 'Tactical Overlay' menu dropdown wouldn't update.
+ Polished NPC List: Added scrolling, creature icons, and tooltips.
Merged into ToME v1.2.0 base:
• Vieport 'No Hiding' (now default for this addon)
- Summoned creatures will display the number of turns they have remaining on their party portraits and in their tooltip text.
- Sustains with values will display them on their buff icons, such as Doomed's Deflection.
- Inventory and Store scrollbars will remember their positions.
- Screenshot hotkey enabled on the Inventory screen.
- Added 'Blood of Life' notation to the character sheet if you have it flowing in your veins.
- 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.
The naming issue is a stock ToME bug. I noticed that "iron mail armor" has a blank short_name, while "iron plate armor" has a short_name of "iron".
+ Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse.
+ Tooltip will get out of the way of target location via keyboard as well as mouse cursor.
+ Enabled and modified 'NPC Display' code that was in stock ToME but not used. Lists NPCs in player's sight along with their distances and remaining energy. Toggle with Ctrl-Tab. (It may list NPCs that are in the dark. These are creatures that the game engine thinks you can see, even if they aren't lit up on screen. It's an issue with autoexplore as well.)
+ Ability to ESC from character creation screen.
+ ToME Bugfix: 'Tactical Overlay' menu dropdown wouldn't update.
+ Polished NPC List: Added scrolling, creature icons, and tooltips.
Merged into ToME v1.2.0 base:
• Vieport 'No Hiding' (now default for this addon)
- Summoned creatures will display the number of turns they have remaining on their party portraits and in their tooltip text.
- Sustains with values will display them on their buff icons, such as Doomed's Deflection.
- Inventory and Store scrollbars will remember their positions.
- Screenshot hotkey enabled on the Inventory screen.
- Added 'Blood of Life' notation to the character sheet if you have it flowing in your veins.
- 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.
It's semantics, but my point was total screen real estate available for the map is similar.Row wrote:Classic UI doesn't overlay the map.
The log is specific to the interface, which is why it's not changing for Classic. I may work on Classic at some point, but I have no idea when that might happen.Next thing which needs fixing I think is the missing setting for font type and size for the LOG.
...
For example, for equipped magical (green) iron armor with acid resistance, I see only ", acid res" instead of "iron, acid res".
The naming issue is a stock ToME bug. I noticed that "iron mail armor" has a blank short_name, while "iron plate armor" has a short_name of "iron".
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- Low Yeek
- Posts: 8
- Joined: Thu May 09, 2013 3:04 pm
Re: [1.1.5] UI Mod - Bigger fonts, ambient sound toggle, etc
FINALLY!
A list of seen critters. Every RL has it, even stone age angband..until now
You are my hero!
However, I get this error, when I save on the worldmap, reload and enter a zone with critters in LOS
A list of seen critters. Every RL has it, even stone age angband..until now
You are my hero!
However, I get this error, when I save on the worldmap, reload and enter a zone with critters in LOS
Code: Select all
error = "Lua Error: /engine/ActorsSeenDisplayMin.lua:161: attempt to perform arithmetic on field 'max' (a nil value)\
At [C]:-1 __sub\
At /engine/ActorsSeenDisplayMin.lua:161 toScreen\
At /mod/class/uiset/Minimalist.lua:2103 displayNpcList\
At /mod/class/uiset/Minimalist.lua:2208 display\
At /mod/class/Game.lua:1470 \
At [C]:-1 forceRedraw\
At /engine/ui/Waiter.lua:69 getWaitDisplay\
At /engine/ui/Dialog.lua:53 simpleWaiter\
At /engine/Zone.lua:768 getLevel\
At /mod/class/Game.lua:848 changeLevelReal\
At /mod/class/Game.lua:728 base_changeLevel\
At /mod/addons/zomnibus/superload/mod/class/Game.lua:45 changeLevel\
At /mod/class/Game.lua:1747 \
At /engine/KeyBind.lua:229 "
seen = true
reported = true