Can you streamline the menus to gave icons to switch between games and stuff? That would be an improvement over bg2 that makes you drill down several menus.
@Etamin: see the "about languages" paragraph in the OP. The default installation will only copy english language lua files, other languages are in the mod's "language" subfolder, you must copy them manually for now.
@Pecca Ok, thanks for info. I have two more problems. First main menu is at the wrong side of screen:
I have 1600x900 resolution. Is it not compatible then?
Secondly i can't translate new labels. I have entered L_pl_PL.lua file, changed "Finshed quest" for "Wykonane zadania" and i have this error when i launch the game: [string "L _pl_PL.lua"]:1 unexpected symbol near char(239). I checked twice for some extra symbols, but i'm sure i have change only words in quotes.
@Etamin: I'll check the language file when i get back to my pc. But with the menu panel position- that is strange. Was it like this from the moment you installed the mod? Does it happen to anyone else? It can be toggled in the options like Mr2150 says but by default it should be on the right.
@Pecca: Nice looking update! However, I ran into two problems.
When Dualwielding, the THAC0 and Damage numbers on the inventory page are displayed rather oddly, almost falling out of their boxes. Since the box is so wide, it may look better to space them horizontally, rather than vertically.
When reaching the end of a map, and choosing to travel, I cannot escape to cancel traveling, as the world map keeps popping over and over again. The only way to bypass is to 'travel' to my current location.
Another small glitch. If you level up a Thief, and have one of the rogue skills selected, the Information button doesn't work. Regardless of clicking it, it'll keep showing the rogue skill information.
If you select one of the weapon skills, it works again.
This mod is just lovely. The autoroller functions are fantastic, the portrait picker is very welcome, and the GUI makes much better use of a widescreen's real estate. Not playing SoD anymore without it.
Another small bugfix - Escaping worldmap travel will not pop the worldmap over and over again.
There is currently a known bug with THAC0 and damage information boxes in the inventory for dualwielding characters, that's up to BD to fix.
Hey Pecca. Wondering if you could give me a little help if u got a sec. I have my custom version of your UI all set up, you can see it here:
However I have a problem with the WORLD_MESSAGES box, it keeps resetting higher than I want it to be at default, you can see that in this image:
Here is my code for WORLD_MESSAGES, Any Help would be great CODE:
menu { name 'WORLD_MESSAGES' align right bottom offset -10 0 ignoreEsc onOpen " -- Infinity_SetOffset('WORLD_MESSAGES', 0, -toolbarTop) local x,y,w,h = Infinity_GetArea('messagesRect') toolbarTop = toolbarTop + h setMessagesY(worldMessageBoxTop - y) " onClose " local x,y,w,h = Infinity_GetArea('messagesRect') toolbarTop = toolbarTop - h " label { name 'messagesRect' area 214 252 588 227 rectangle 4 } button { area 28 152 1 1 on pageup action " dragMessagesY(-20) " } button { area 28 152 1 1 on pagedown action " dragMessagesY(20) " } text { name "worldMessageBox" area 236 272 544 184 text lua "worldMessageBoxText" text style "gamelog" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" } handle { name 'messagesHandleY' area 214 238 588 34 -- pulse lua "worldMessageBoxClickedOnce == 0" actionDrag " dragMessagesY(motionY) " } }
Also just curious, If anyone was interested, would you be ok with me offering this setup as a mod... I would only offer the UI.Menu file, making the mod require your mod to be installed first. just curious, if not it's no biggy
If it is resetting after closing dialog, it may be a dialg box code. I think it was happening to me too due to some tweak I introduced, so I comment out certain lines in onOpen/onClose:
menu
{
name 'WORLD_DIALOG'
offset 0 -50
align center bottom
ignoreEsc
onOpen
"
-- local x,y,w,h = Infinity_GetArea('worldDialogBackground')
-- toolbarTop = toolbarTop + h
Infinity_PushMenu('WORLD_DIALOG_CONFIRM')
greySidebars()
"
onClose
"
-- local x,y,w,h = Infinity_GetArea('worldDialogBackground')
-- toolbarTop = toolbarTop - h
-- resizeDialogContent(h - 253)
Infinity_PopMenu('WORLD_DIALOG_CONFIRM')
ungreySidebars()
"
Not sure if it's it though. You can release this for sure.
New update released with a polish translation. Also the new UI text is now all stored in one L_xx_XX.lua file for each language and all of them are copied to the override during the installation. This means a convenient switch between languages in the in-game options is now possible and all the new text is there.
Comments
I have 1600x900 resolution. Is it not compatible then?
Secondly i can't translate new labels. I have entered L_pl_PL.lua file, changed "Finshed quest" for "Wykonane zadania" and i have this error when i launch the game: [string "L _pl_PL.lua"]:1 unexpected symbol near char(239). I checked twice for some extra symbols, but i'm sure i have change only words in quotes.
When Dualwielding, the THAC0 and Damage numbers on the inventory page are displayed rather oddly, almost falling out of their boxes. Since the box is so wide, it may look better to space them horizontally, rather than vertically.
When reaching the end of a map, and choosing to travel, I cannot escape to cancel traveling, as the world map keeps popping over and over again. The only way to bypass is to 'travel' to my current location.
If you select one of the weapon skills, it works again.
There is currently a known bug with THAC0 and damage information boxes in the inventory for dualwielding characters, that's up to BD to fix.
However I have a problem with the WORLD_MESSAGES box, it keeps resetting higher than I want it to be at default, you can see that in this image:
Here is my code for WORLD_MESSAGES, Any Help would be great
CODE:
menu
{
name 'WORLD_MESSAGES'
align right bottom
offset -10 0
ignoreEsc
onOpen
"
-- Infinity_SetOffset('WORLD_MESSAGES', 0, -toolbarTop)
local x,y,w,h = Infinity_GetArea('messagesRect')
toolbarTop = toolbarTop + h
setMessagesY(worldMessageBoxTop - y)
"
onClose
"
local x,y,w,h = Infinity_GetArea('messagesRect')
toolbarTop = toolbarTop - h
"
label
{
name 'messagesRect'
area 214 252 588 227
rectangle 4
}
button
{
area 28 152 1 1
on pageup
action
"
dragMessagesY(-20)
"
}
button
{
area 28 152 1 1
on pagedown
action
"
dragMessagesY(20)
"
}
text
{
name "worldMessageBox"
area 236 272 544 184
text lua "worldMessageBoxText"
text style "gamelog"
scrollbar 'GUISCRC'
scrollbar func "chatboxScroll"
}
handle
{
name 'messagesHandleY'
area 214 238 588 34
-- pulse lua "worldMessageBoxClickedOnce == 0"
actionDrag
"
dragMessagesY(motionY)
"
}
}
Also just curious, If anyone was interested, would you be ok with me offering this setup as a mod... I would only offer the UI.Menu file, making the mod require your mod to be installed first. just curious, if not it's no biggy
menu { name 'WORLD_DIALOG' offset 0 -50 align center bottom ignoreEsc onOpen " -- local x,y,w,h = Infinity_GetArea('worldDialogBackground') -- toolbarTop = toolbarTop + h Infinity_PushMenu('WORLD_DIALOG_CONFIRM') greySidebars() " onClose " -- local x,y,w,h = Infinity_GetArea('worldDialogBackground') -- toolbarTop = toolbarTop - h -- resizeDialogContent(h - 253) Infinity_PopMenu('WORLD_DIALOG_CONFIRM') ungreySidebars() "
Not sure if it's it though. You can release this for sure.