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[MOD] Infinity UI++ v1.4

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  • PeccaPecca Member Posts: 2,321
    One must have a hobby :)
  • EtaminEtamin Member Posts: 886
    edited October 7
    Those new sprites are great. If only they could represent character colors and have more unique arms and armour sprites. Then it would looks like in the old Might and Magic games. I hope you will be able to add this in the future.
  • PeccaPecca Member Posts: 2,321
    I'm going to add more shields variations and helmets with eeex. Some unique weapons could have own picture, but i'm not planning that at the moment. Armors are worst, because of dozens of race/gender variations. I'm only planning to add few. Basic colors for mages, since that is most visible and few colors for existing armors - dark leather, green chain, red, green, black plate, but unlikely much more that this, unless some handy tool appears.
  • #gargamel#gargamel Member Posts: 15
    edited October 21
    Is there any chance I can install this on my chromebook with the iwd play store android version?
    Post edited by #gargamel on
  • #gargamel#gargamel Member Posts: 15
    edited October 17
    some observations:
    + under gameplay options it shows me 2 times story mode
    + it does not safe the option "pause when trap is found"
    + my biggest gripe with this MOD: I absolutely find it necessary to use hotkeys 123456 in inventory screen to swap around chars and deposit items in e.g. armor/weapons slots
    Post edited by #gargamel on
  • PeccaPecca Member Posts: 2,321
    #gargamel wrote: »
    some observations:
    + under gameplay options it shows me 2 times story mode
    + it does not safe the option "pause when trap is found"
    + my biggest gripe with this MOD: I absolutely find it necessary to use hotkeys 123456 in inventory screen to swap around chars and deposit items in e.g. armor/weapons slots

    Which game do you play?
    Using hotkeys in single inventory mode should be possible, I'll fix it. In all-party mode it is not possible, I use those internally to make it work.
  • #gargamel#gargamel Member Posts: 15
    edited October 21
    thank you for the response PECCA

    I am playing IWD EE

    What I do in unmodded game: pick item, it hovers in my hand over inventory, click 123456 to select different char, inventory screen updates underneath my hand with the item still held, also the stats update on each char in response to the item held in hand


    I think your mode does in fact change the inventory with 123456 haven an item held but the screen is not updating at all
  • PeccaPecca Member Posts: 2,321
    Like I said, in single inventory mode it should work and will be fixed in next version. In all-party inventory mode it cannot work because I use those hotkeys internally when hovering over individual inventories.
  • IskhengeIskhenge Member Posts: 5
    Hello @Pecca ,
    In github, I proposed a pull request with the french translation and some changes :
    1- minor changes in language menu
    2- switches 'Done' button and 'Cancel' button on differents screens + minor changes
    3 - show stored values on chargen abilities screen
    4 - reactivation of automatic creation of the biography
    5 - fix the level-up screen and HLA
    6 - fix the background list of creatures and bosses in the bestiary screen (glitches appears if IWDEE theme selected)
    7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if the total is more than ~448)
    8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
    9 - minor changes about the hotkeys 1-6 selection in inventory screen
    10 - deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
    11 - minor change how to switch from the multi to solo inventory
    12 - add a cancel button in the mini radar setting menu
    13 - allow activation and deactivation of the radar using the same keyboard button
    14 - french translation of the radar data
    15 - full translation of the bestiary
    16 - update of characteristics of monsters (bestiaray)
    17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)

    Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I just did the translation directly in the original file.
  • IskhengeIskhenge Member Posts: 5
    Hello @Pecca ,

    In github, I proposed a pull request with the french of the mode (bestiary and ui menu) + some fixes and minor changes :

    1- minor changes in language menu
    2- switches Done Button and Cancel Button on differents screens + minor changes
    3 - show stored values on chargen abilities screen
    4 - reactivation of automatic creation of the biography
    5 - fix the level-up screen and HLA
    6 - fix the background list of creatures and bosses in the bestiary screen
    7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if th total is more than ~448)
    8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
    9 - minor changes about the hotkeys 1-6 selection in inventory screen
    10 - Deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
    11 - Minor change how to switch from the multi to solo inventory
    12 - add a cancel button in the mini radar setting menu
    13 - allow activation and deactivation of the radar using the same keyboard button
    14 - french translation of the radar data
    15 - full translation of the bestiary
    16 - update of characteristics of monsters (bestiaray)
    17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)


    Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I did the translation directly in the original file.
  • IskhengeIskhenge Member Posts: 5
    edited October 22
    .
    Post edited by Iskhenge on
  • #gargamel#gargamel Member Posts: 15
    I will wait for the update and then test it
  • ken13ken13 Member Posts: 14
    edited October 27
    ken13 wrote: »
    Pecca, I have found a small glitch. Normally the spell description (by right clinking a spell) is on leftmost side, but if opening an item description then the subsequent spell description popup will leave a large area blank space.

    Normal
    wf9qvjma2nyw.png

    After opening item description
    ao857pv10hwa.png
    @Pecca I think I found the solution! The issue happens mainly because the popup detail position gets altered after opening the inventory or store screen. To save you some time, I have uploaded both the original and modified versions here. I only updated v1.28 since my current setup is still running on this version. :D

    Here is what I modified:
    1. Renamed rgItemDesc to rgPopupDetailsDesc in POPUP_DETAILS
    (so the spell/innate description popup on the main game screen not affected by the item description popup and always uses the center alignment and won't have a large blank space before the text).
    2. Reset the ITEM_DESCRIPTION offset to 0 when closing the store or inventory screen
    (so the item description popup on the main game screen always uses the original center alignment).
    3. Added the offsets for the classic store menu (rgStoreMode == 1) so that item descriptions display on the left side for group items and the right side for store items.
    (this was already implemented in the new store menu but was missing from the classic one.)
  • Wagner235Wagner235 Member Posts: 22
    edited October 27
    4d8byihz4dls.jpg
    I guess I'm in the minority, but I just HATE how ugly this mod looks compared to your old one. The only reason to use new one is because of some QoL features (like displaying buff timer).
    I wish you continue to update Dragonspear UI mod...
  • PeccaPecca Member Posts: 2,321
    Not going to happen. DUI is seriously outdated. I originally wanted to update DUI with IUI content as one mod, but I figured there would be some people who would still prefer the old version, so I kept it. Personally I find IUI superior in every conceivable way, but as they say, hundred people, hundred tastes... Sorry you hate it though, lol.

    Anyway, big EEex update is coming sooner than anticipated :)
  • PeccaPecca Member Posts: 2,321
    ken13 wrote: »
    ken13 wrote: »
    Pecca, I have found a small glitch. Normally the spell description (by right clinking a spell) is on leftmost side, but if opening an item description then the subsequent spell description popup will leave a large area blank space.

    Normal
    wf9qvjma2nyw.png

    After opening item description
    ao857pv10hwa.png
    @Pecca I think I found the solution! The issue happens mainly because the popup detail position gets altered after opening the inventory or store screen. To save you some time, I have uploaded both the original and modified versions here. I only updated v1.28 since my current setup is still running on this version. :D

    Here is what I modified:
    1. Renamed rgItemDesc to rgPopupDetailsDesc in POPUP_DETAILS
    (so the spell/innate description popup on the main game screen not affected by the item description popup and always uses the center alignment and won't have a large blank space before the text).
    2. Reset the ITEM_DESCRIPTION offset to 0 when closing the store or inventory screen
    (so the item description popup on the main game screen always uses the original center alignment).
    3. Added the offsets for the classic store menu (rgStoreMode == 1) so that item descriptions display on the left side for group items and the right side for store items.
    (this was already implemented in the new store menu but was missing from the classic one.)

    Thanks, I will look into it.
  • Wagner235Wagner235 Member Posts: 22
    Pecca wrote: »
    Not going to happen. DUI is seriously outdated. I originally wanted to update DUI with IUI content as one mod, but I figured there would be some people who would still prefer the old version, so I kept it. Personally I find IUI superior in every conceivable way, but as they say, hundred people, hundred tastes... Sorry you hate it though, lol.

    Anyway, big EEex update is coming sooner than anticipated :)

    I am not arguing. You can not satisfy everyone. This is true.
    Also, you do not need to delete old version in order to make improvements.
  • Wagner235Wagner235 Member Posts: 22
    edited October 27
    z
  • Wagner235Wagner235 Member Posts: 22
    edited October 27
    z
  • PeccaPecca Member Posts: 2,321
    Iskhenge wrote: »
    Hello @Pecca ,

    In github, I proposed a pull request with the french of the mode (bestiary and ui menu) + some fixes and minor changes :

    1- minor changes in language menu
    2- switches Done Button and Cancel Button on differents screens + minor changes
    3 - show stored values on chargen abilities screen
    4 - reactivation of automatic creation of the biography
    5 - fix the level-up screen and HLA
    6 - fix the background list of creatures and bosses in the bestiary screen
    7 - reduce the total portrait to 200 by genre (to avoid Infinity Engine limitation leading to black portrait if th total is more than ~448)
    8 - in the inventory screen, with the 'Original Sprite' option, the picture of the character will be displayed instead of nothing if the current id is different from the id displayed (mouse hover)
    9 - minor changes about the hotkeys 1-6 selection in inventory screen
    10 - Deactivation of the inventory, level up button and spells for a character not ordorable (confused, paralyzed, etc.)
    11 - Minor change how to switch from the multi to solo inventory
    12 - add a cancel button in the mini radar setting menu
    13 - allow activation and deactivation of the radar using the same keyboard button
    14 - french translation of the radar data
    15 - full translation of the bestiary
    16 - update of characteristics of monsters (bestiaray)
    17 - update of BG1 bosses and monster into bg2 bestiary (in case of EET)


    Note : All strings to translate should be manage in one file, which is not the case for information diplayed with NPC Radar. So for the moment, I did the translation directly in the original file.

    Wow that's pretty big, thanks. Unfortunately I'm finishing an update that adresses some of those issues (some of those I don't quite understand), you'll need to wait a bit to v1.4. That version will be feature-complete, I plan no more development after, just fixes.
  • IskhengeIskhenge Member Posts: 5
    Hi @Pecca ,

    Ok the update sounds interesting, I am looking forward to try this new version.
    Nevertheless here are the two files, my_RDR.lua to open and close the RADAR window with same key and the UI.menu with multiple minor changes, I let you check these if you want.

    The french translation still need proofreading, that's why I keep it on my side for the moment.

    Just one suggestion tough, some texts are managed directly in my__RDR.lua and my__CNST.lua, it should be better to be managed separatly in the dedicated language L_x.lua file

    Thanks again for sharing this mod, it's a great job !
  • EndarireEndarire Member Posts: 1,569
    @Pecca
    As you likely know, you have some pull requests for Infinity UI on GitHub.

    Will 1.4 or a future version include bestiary entries for mod-added creatures or/and the ability for mod authors to add them to the bestiary via their mods if their mods are installed after?

    Also, once Infinity UI is feature complete, does that mean the community may update it akin to what happened with Dragonspear UI?

    Thankee!
  • PeccaPecca Member Posts: 2,321
    I don't plan to extend the basic bestiary, but there is nothing stopping other mods to extend the list with their own creatures. There is one large bam file with all images, that would need to be updated as well. I guess I could add a parameter to the bestiary list that would define bam name so modded creatures can have their own image file. But it is possible even now.

    And no, I don't plan IUI to end up like DUI. That was abandoned in favor of its direct replacement. IUI will stay up-to-date as long as I keep modding.
  • EndarireEndarire Member Posts: 1,569
    Thankee.
  • PeccaPecca Member Posts: 2,321
    v1.4 is out. It is still mainly focused on new inventory sprites using EEex for more flexibility, another interesting feature is sorting memorized spells by time, as it was in vanilla games. Now I'm finished developing stuff. This version is opened for pull requests. I will not be working on another update for some time, that would make pull requests incompatible, which was mainly the reason I was not accepting them.
    There is one technological debt I plan to remedy in the future. Most of the background images are drawn at bigger resolution than current 1024. I was not able to save bigger images in older versions of Near Infinity, but it is possible now. I will not work on this for some time though.

    Core features
    -Item comparison proficiencies
    -Item description offset fixes
    -Bestiary entry reliability improvements
    -Hotkeys 1-6 work in single-inventory mode
    -Bestiary list extension for custom added creatures

    EEex features
    -new inventory sprite - helmets and shields
    -new inventory sprite - polymorphs
    -new inventory sprite - BG2 dark elves transformation
    -improved item comparison (optional)
    -more reliable bestiary entry
    -XP progressbar compatible with mods
    -Memorized spells sortable by time of memorization
  • PeccaPecca Member Posts: 2,321
    edited October 31
    Updated OP and added new screenshots.
    caw04mup8fyu.png
    s200987dj5iv.png
    o2bxx4llgj1k.png
    10lopp5ae7co.png
  • EndarireEndarire Member Posts: 1,569
    Impressive, Pecca! Thankee! Alleluia!
  • deadinsidedeadinside Member Posts: 160
    edited November 2
    Is it possible to add the Weapon Style bonuses to the stat sheets? I always missed that section form the vanilla and LeUI interfaces and consider it a bit of an omission for such an information rich interface as Infinity UI. Or maybe it does show it and I'm not seeing it.

    d5qm8b5o8lwc.png
    Post edited by deadinside on
  • VaelarVaelar Member Posts: 1
    I just found about this mod yesterday and I have a couple of comments to make. Before that, two things:
    • Awesome mod.
    • I'm not reading 35 pages of comments so sorry if these issues have already been posted
    The things I want to ask:
    • Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
    • In case modularity is not an option, is it possible to get those things with other mods overwriting this one?
    I also want to notify a bug: in the inventory screen the character model often disappears when passing the cursor over another characters portrait. The model reapears shortly after. It's very easy to replicate but not 100%. My description is the best I could come up with but it may be more complex than that.
  • deadinsidedeadinside Member Posts: 160
    Vaelar wrote: »
    I just found about this mod yesterday and I have a couple of comments to make. Before that, two things:
    • Awesome mod.
    • I'm not reading 35 pages of comments so sorry if these issues have already been posted
    The things I want to ask:
    • Would it be possible to make it modular? I love most things about it but I would rather have the original dream and chapter illustrations and the original main menu.
    • In case modularity is not an option, is it possible to get those things with other mods overwriting this one?
    I also want to notify a bug: in the inventory screen the character model often disappears when passing the cursor over another characters portrait. The model reapears shortly after. It's very easy to replicate but not 100%. My description is the best I could come up with but it may be more complex than that.

    The inventory thing also happens on my end. I think it's just how it's supposed to be. It happens in multi-caharacter inventory view, but in my case it happens when moving the cursor over the inventory slots )and with paperdoll mode).
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