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[MOD] Infinity UI++ v1.03

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  • PeccaPecca Member Posts: 2,243
    moe23 wrote: »
    Pecca wrote: »
    Thanks for the interest, v1 is almost ready, some final refiniments still.
    I'm curious about the NPC bar, did anybody tried it or it doesn't work for everybody? Do you set the key in ui++ settings?

    I could not make it work despite setting the key. Tryed with EET an BG1 and a lot of diffrent settings from the NPC-Bar Options.

    So you do see the options window for NPC bar? And do you have EEex installed?
  • TrouveurTrouveur Member Posts: 982
    edited September 23
    Is there a way please to update a current install from 0.96 to 1 without reinstalling the mod ?
    Nice to see the skins completed. :-)
  • moe23moe23 Member Posts: 35
    edited September 23
    Pecca wrote: »
    moe23 wrote: »
    Pecca wrote: »
    Thanks for the interest, v1 is almost ready, some final refiniments still.
    I'm curious about the NPC bar, did anybody tried it or it doesn't work for everybody? Do you set the key in ui++ settings?

    I could not make it work despite setting the key. Tryed with EET an BG1 and a lot of diffrent settings from the NPC-Bar Options.

    So you do see the options window for NPC bar? And do you have EEex installed?

    Yes NPC options window is reachable and i can also activate the "Minimized Settings Bar". EEX 0.10.2.1-alpha.

    up8g832yyyqa.png
  • PeccaPecca Member Posts: 2,243
    Okay try to disable the "show selected creature only" to see if the bar appears.
  • PeccaPecca Member Posts: 2,243
    Trouveur wrote: »
    Is there a way please to update a current install from 0.96 to 1 without reinstalling the mod ?
    Nice to see the skins completed. :-)

    I think you could just copy "content" folder to the override. If you don't have any other mods that patch ui.menu file.
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 34
    edited September 23
    Great job!
    Post edited by MephistoSatanDevil on
  • PeccaPecca Member Posts: 2,243
    uh sorry @MephistoSatanDevil I keep forgetting about github. If you base your change on v1.0 ui.menu I will merge it immediatelly. There is also fork by veiller about chinese language also. Is this related to your change?
  • TrouveurTrouveur Member Posts: 982
    Pecca wrote: »
    Trouveur wrote: »
    Is there a way please to update a current install from 0.96 to 1 without reinstalling the mod ?
    Nice to see the skins completed. :-)

    I think you could just copy "content" folder to the override. If you don't have any other mods that patch ui.menu file.
    Thank you, I also have SCS installed, so I will finish my current run before doing a new install.
  • xiaoleiwenxiaoleiwen Member Posts: 246
    edited September 24
    Thanks for updating, excited to see v1.0 got released :D

    Tried the other skins, and I noticed the skin for map is still using the SOD skin. (world map as well)
  • PeccaPecca Member Posts: 2,243
    xiaoleiwen wrote: »
    Thanks for updating, excited to see v1.0 got released :D

    Tried the other skins, and I noticed the skin for map is still using the SOD skin. (world map as well)

    Okay I missed worldmap, I will add that, but area map should be skinned. What game do you play?

    ww4anmqo0aw6.png
  • xiaoleiwenxiaoleiwen Member Posts: 246
    edited September 24

    I tried it on BGEE.
  • Psyko_tikPsyko_tik Member Posts: 16
    j3g96om0f1qr.png
    Hi @Pecca
    Just installed the new 1.0 release, but I'm missing the frames on the left menu.
    Thanks!
  • EtaminEtamin Member Posts: 847
    I had the same. I guess you were updating from 0.98. Just uninstall the mod and install it again.
  • cddscdds Member Posts: 79
    edited September 24
    Etamin wrote: »
    I had the same. I guess you were updating from 0.98. Just uninstall the mod and install it again.
    I have the same missing frames in the main menu with a new install on fresh EET (not rollback and update)
  • Psyko_tikPsyko_tik Member Posts: 16
    Etamin wrote: »
    I had the same. I guess you were updating from 0.98. Just uninstall the mod and install it again.

    Was a new install.
  • xiaoleiwenxiaoleiwen Member Posts: 246
    I experienced the missing frame mid game after changing some ui settings (it was displayed correctly initially) Quit and restart the game with same problem. And then I changed the skin and settings several times, and the frames appeared again. Not sure what is the cause though.
  • EtaminEtamin Member Posts: 847
    Pecca wrote: »
    Okay I decided to push v1.0 without further delays. It is out and it features all skins finished.

    SCS compatibility is not part of v1.0, but IIRC I read sometime ago, that DavidW would make it compatible on SCS side once the UI is out of beta, so maybe he'll do it.

    Why it's not compatibile with SCS? You mean bestiary has wrong stats?
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 34
    edited September 26
    Pecca wrote: »
    Delimiter symbols and digits are there, I have no idea why would string splitting not work. Anyway I have added the splitting logic in condition for non-chinese languages. Now, in chinese, it will display everything except for class level/experience info at the bottom. This information will only be in class tab.

    I'm at the end of work for v0.8. I will release it shortly.


    https://github.com/Gibberlings3/EE_Fixpack/pull/199
    Through the EEFP Update Game Text, the issue with the experience progress bar display in the Chinese environment has been thoroughly fixed, thus special handling for zh_CN is no longer necessary.

    Hope to merge this PR: https://github.com/Renegade0/InfinityUI/pull/46

    now it looks perfect.
    izivg3r2yzmq.png
    cnlzfvlocdku.png
    o3rss5d8h4jg.png
    jamue3vfmvl7.png
    Pecca wrote: »
    There is also fork by veiller about chinese language also. Is this related to your change?
    Yes, we know each other. Veiller's previous PR modified the matching regex to handle Chinese commas, but I noticed his changes weren't based on version 1.0 and still had some issues. Later, I considered using EEFP to modify the corresponding entries to adapt to the mod's regex patterns. So I asked him to close his original PR and submit a new pull request based on version 1.0.
    Post edited by MephistoSatanDevil on
  • cddscdds Member Posts: 79
    edited September 25
    Etamin wrote: »
    Why it's not compatibile with SCS?
    SCS in general is compatible, only some optional components that affect the UI (resting provisions, revised inn rooms, assign thief skills in steps of 5) are not compatible. The difficulty selection is also technically incompatible but there is a workaround to do it via dialogue instead
  • LemminkainenLemminkainen Member Posts: 16
    cdds wrote: »
    Etamin wrote: »
    Why it's not compatibile with SCS?
    SCS in general is compatible, only some optional components that affect the UI (resting provisions, revised inn rooms, assign thief skills in steps of 5) are not compatible. The difficulty selection is also technically incompatible but there is a workaround to do it via dialogue instead

    Just wondering, does that difficult selection by dialogue give you the full fine-tuning options list with the stuff like mage prebuff, priest prebuff, etc.., or does it just give you the generalized list of overall difficulties (improved, tactical, hardcore, insane, etc.)?
  • TrouveurTrouveur Member Posts: 982
    cdds wrote: »
    Etamin wrote: »
    Why it's not compatibile with SCS?
    SCS in general is compatible, only some optional components that affect the UI (resting provisions, revised inn rooms, assign thief skills in steps of 5) are not compatible. The difficulty selection is also technically incompatible but there is a workaround to do it via dialogue instead
    Resting provisions are compatible, it's just the number of them is not displayed, but the component works fine otherwise.
    Difficulty slider works too, it's just the fine tuning setting which is available through an innate ability.
  • cddscdds Member Posts: 79
    edited September 25
    Trouveur wrote: »
    Resting provisions are compatible, it's just the number of them is not displayed
    I would call that incompatible :P However, i suppose all "incompatibilities" of UI-related SCS stuff comes down to things not being displayed because the custom UI does not support it (as opposed to the underlying mechanics breaking or not functioning). That resting provisions component in particular is a pity, i love the limited resting from PoE and think it's a good fit for the IE games, rest spamming is just too strong and not punished at all in BG
  • TrouveurTrouveur Member Posts: 982
    cdds wrote: »
    Trouveur wrote: »
    Resting provisions are compatible, it's just the number of them is not displayed
    I would call that incompatible :P However, i suppose all "incompatibilities" of UI-related SCS stuff comes down to things not being displayed because the custom UI does not support it (as opposed to the underlying mechanics breaking or not functioning). That resting provisions component in particular is a pity, i love the limited resting from PoE and think it's a good fit for the IE games, rest spamming is just too strong and not punished at all in BG
    I understand your PoV, to me incompatible would be not working at all.
    It's not really a problem in my runs because I also use Tweaks Anthology "limit rest to once by 24 hours" component, and rest only when at least 4 members are tired or they are all greatly wounded.
    I fully agree with you, unlimited resting is far too strong in BG.
  • PeccaPecca Member Posts: 2,243
    Released new version with fixed chinese problem by @MephistoSatanDevil and added missing skins for worldmap screen.
  • Psyko_tikPsyko_tik Member Posts: 16
    Pecca wrote: »
    Released new version with fixed chinese problem by @MephistoSatanDevil and added missing skins for worldmap screen.

    What about the missing the frames on the left menu?69kqe04ag1xp.png
  • xiaoleiwenxiaoleiwen Member Posts: 246
    The map skin is still the SOD version for both normal and world maps, when I use the other skins (bg1, bg2, iwd).
    wr1woekdlof7.png
  • xiaoleiwenxiaoleiwen Member Posts: 246
    edited September 26
    I would also like to confirm this- is this the intended color for BG2 skin? I thought the icons (journal, inventory etc) will be in gold color...
    7n2c89ri1kuy.png
  • PeccaPecca Member Posts: 2,243
    edited September 26
    okay I seem to have some issues with uploading all current assets on github. New version with missing frames for map/worlmap/main menu is released.
  • xiaoleiwenxiaoleiwen Member Posts: 246
    Thanks, the map skins look great now :)
  • theforgotten69theforgotten69 Member Posts: 5
    Thanks Pecca for this mod, truly marvelous and I can't imagine the time spent making all of this. Congrats on the v1.0 release as well!
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