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[GUI Mod] Archaic GUI for BG:EE

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  • MetallomanMetalloman Member, Moderator, Translator (NDA) Posts: 3,975
    Ok, read the last 5 pages of thread right now, and I agree with you to use spoiler tags on long posts (like my last one XD).

    Regarding my last question, @Archaic: I remember that you had troubles to let very long text strings fit in the inventory bottom bar and my question was not a claim to you to fix that hic et nunc, I assure you, I just wanted to ask you why you decided to step back on your choice to enlarge the bottom bar, from two lines height to the default single line height?

    I remember that text was distributing correctly on the two lines... have you encountered other issues while mantaining the two lines-height setting? Am I missing something you've said about/Have I forgotten something you've said about it?
  • ArchaicArchaic Member Posts: 924
    edited May 2013
    @shadowplay - Just wanted to say THANK YOU for your kind donation. I'm so pleased to see that you enjoy Archaic GUI that much! I was planning to take some time off after BETA 6 release but to be honest these donations have given me the motivation to jump right back into development. Starbucks is going to love me, haha. Thanks again! ☻
  • ShadowplayShadowplay Member Posts: 18
    @Archaic - you are very welcome. It's not much since my gaming-related budget has been Kickstartered nearly to death recently, but I wanted to show some appreciation. Your mod really does make a significant difference to the overall enjoyment of BGEE for me. In particular changed layout on the inventory screen rocks.

    Cheers!
  • ArchaicArchaic Member Posts: 924
    @Metalloman - Having a larger status bar makes all the elements become much more crammed. I just felt that the large status bar was an eye sore. I'm still looking into an alternative option for the status bar that will work for all long strings and languages.
  • MetallomanMetalloman Member, Moderator, Translator (NDA) Posts: 3,975
    Ah! Ok, now that's clear! :)

    And... about a possible future solution: I'll look forward for that with pleasure! ;D
  • IecerintIecerint Member Posts: 431
    edited May 2013
    @Archaic @lunar - Hey, I think I solved the problem.

    I remembered that the ipad version is very sensitive to differences in the capitalization of files. So I deleted all the files that had CAPITALIZATIZED NAMES:

    BGEE.gui
    BGEE.sql
    DONATE.bam
    GOPGAMB.mos
    GUILUPB2.png
    GUISTDOB.mos
    READ ME.txt
    WORLD.chu

    And it starts with the pretty GUI! Yay! So I think the problem was as simple as that.

    Is it safe to rename these to alllowercase and play, or do you foresee issues? I'll wait to hear back from Archaic until I dive back into the game. :]

    I guess the ARCFONT files will also probably present a problem.
  • ArchaicArchaic Member Posts: 924
    edited May 2013
    @lecerint - Yeah try to rename them to lowercase and let me know how it goes. Thanks for figuring it out! Glad to see you are making progress. Wish I had and iPad to test on. It could also be the BGEE.gui & BGEE.sql file. Might want to try just delete them. Please do try to narrow it down to the exact file(s) that are causing the issue so I might correct the problem in a future release. Thanks again.
  • ArchaicArchaic Member Posts: 924
    @Eudaemonium - Simply amazed at the out reach of support! Thank you for your generous donation. Sure puts a smile on my face to see this kind of support. If I keep getting donations like this I might just have to figure out something special to do for you guys. Espresso shot here I come, haha. ☻ Thanks again!
  • ArchaicArchaic Member Posts: 924
    Woohoo - its official...I'm a beta tester, haha. ☻
  • IecerintIecerint Member Posts: 431
    @Archaic - Yep, you were right. It looks like bgee.gui being included is what keeps the game from loading. Everything else, including fonts with CAPITALS and bgee.sql, can be included in portraits without preventing the game from loading.

    Without bgee.gui, the main things that look bizarre are a) the menu screens and b) that the 6th member's portrait is partially occluded (cf., screenshot). I only mention the latter because I think I heard that the iPad version may have added one or both of the buttons down there. I assume the former is related to bgee.gui being absent.
  • ArchaicArchaic Member Posts: 924
    @Iecerint - what are those two buttons over the portrait? I know they are iPad specific but what do they do? Are they essential to iPad use? Here is a non-modded version of the BGEE.gui. Try using this file and see if it loads ok. http://www56.zippyshare.com/v/24924947/file.html
  • IecerintIecerint Member Posts: 431
    @Archaic -- The magnifying glass is pretty important -- it displays tooltip information about everything. This is important because the iPad has no right-click or "hover" function.

    I honestly can't remember what the other button does because I held off on playing the game at Shandalar about 2 weeks ago and am out of practice. :X

    EDIT: That file loads fine.
  • ArchaicArchaic Member Posts: 924
    edited May 2013
    @Iecerint - Alright now we are getting some where. I will dig through my modded file and see if I can pin point where the issue is. In the mean time could you give me screenshots of all screens that "look bizarre" or are not functioning properly. Please also try to figure out what the other ipad button function is. Thanks!
    Post edited by Archaic on
  • ArchaicArchaic Member Posts: 924
    @lunar - if you'd like to help us test and get the iPad work please feel free to jump in.
  • lunarlunar Member Posts: 3,460
    @Iecerint Glad you found a solution, and the sixth character slot being a little overlayed is a minor problem, IMHO. I am curious, do you get a performance hit, ie. slow down or noticable increase in load times?

    @Archaic Oh ofcourse! I am sorry I was too busy for the last few days, work was pretty hectic and all that..I'll definitely try when I get the chance to log into my pc with ifunbox and the back-up of my modded portraits folder.
  • ArchaicArchaic Member Posts: 924
    @lecerint - I found a few issues but I'm not sure if it will correct the problem or not. Try this file and see if it loads. If it doesn't load try deleting BGEE.sql. http://www39.zippyshare.com/v/48176520/file.html
  • IecerintIecerint Member Posts: 431
    @Archaic @lunar The load times are slightly increased, but not significantly. I haven't done much other than start the game up each time, though.

    That file DOES load, albeit with some glitches -- some, but not all, of the menu screens are sized too large such that they overlap with the left and right-hand columns (i.e., the menu buttons and portraits). Specifically, the journal and the load/quit/save/sound pages work fine, but the map/inventory/priest/mage screens are too big. Additionally, the mage paper dolls (i.e., Baeloth and Edwin), but none of the other paper dolls, are rendered in black and white.

    On the opening screen the CREDITS button does not display properly, but the MULTIPLAYER button on the 2nd screen DOES display properly (i.e., IIRC prior they both displayed improperly).
  • ArchaicArchaic Member Posts: 924
    edited May 2013
    @Iecerint - screenshots would be a huge help..
    Post edited by Archaic on
  • IecerintIecerint Member Posts: 431
    edited May 2013
    @Archaic -- Yeah, I didn't know if the description would make it obvious to you. Hang on....
  • IecerintIecerint Member Posts: 431
    @Archaic -- So here's an example of what I'm talking about. Baeloth is in greyscale (same behavior with Edwin, but not with Viccy/CHARNAME/etc), and the middle window "overlaps" with either side. The same overlap is present for all options except the Journal and the bottom load/save game menu button (which have no obvious defects).
  • ArchaicArchaic Member Posts: 924
    @Iecerint - I'm going to have to think about this for awhile and do some testing. But honestly its not looking good for iPad users. I've increased the size of the windows so I could have more work space for my designs. Is there a way to turn off scaling for iPad users? If you could turn off scaling for iPad then everything would work just fine.
  • IecerintIecerint Member Posts: 431
    edited May 2013
    @mlnevese implied that it was possible earlier, even on iPad...maybe he has insight...

    @Archaic - Meh, it basically all works as far as I'm concerned. Tweaking stuff like this is really fun for me.

    If you can teach me how your files are set-up, I can mess with em if you want. But it may be too esoteric; you know better than I do.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    @lecerint Are you talking about turning off scaling in the IPad?
  • ArchaicArchaic Member Posts: 924
    @mlnevese - Yes.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    Hmmm... I believe it uses the same ini syntax of the Mac/Windows version but I dont have access to the IPad version right now to check. I'll ask around and see what I can find out.
  • ArchaicArchaic Member Posts: 924
    @mlnevese - Another good question would be where the .ini file is located on the iPad. Thanks for the help.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    @Archaic Maybe @Cerevant can answer that for us...
  • IecerintIecerint Member Posts: 431
    edited May 2013
    @Archaic -- AFAICT, the baldur.ini file is located in the same directory as the portraits folder.

    I can open it and stuff. Ignorant as to whether editing it'll cause problems on a jailed iPad one way or the other. The format is also kinda goofy relative to what I'm used to seeing (e.g., upon opening in notepad); everything is tab-delimited instead of being separated by carriage return.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    edited May 2013
    @lecerint can you test if you can edit it and place it back in the gamef older?
  • IecerintIecerint Member Posts: 431
    mlnevese said:

    @lecerint can you test if you can edit it and place it back in the gamef older?

    Looks like the answer is no. I can open it and look at the settings, but if I make any edits and save them, the edits revert upon re-opening the baldur.ini file.

    I tested this on attempting to edit the HP Above Head 0 to 1.
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