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Pinco's UI

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Llewen

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Pinco, is there a way to toggle the paperdolls with a command script? If there isn't, I'd love to have one. Thanks in advance either way. :)
 

Metalstorm

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Hmmm.. The Pinco UI default settings are exactly what I've had since before I even started using the Pinco UI. I guess this is why I have had zero problems :)


I forgot to thank you for the disable window snap toggle. That made things much better.
 

Pinco

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Code:
3.2
- Fixed the window snap problems. All windows will snap correctly
- Added the command macro for "toggle the block others paperdolls": script EnhancePack.ToggleBlockPaperdolls()
- Added the Object Handle customization:
 * Set Object Handle Size: normal or small (2/3 of normal size)
 * Set Object Handle Opacity: Dull, Half-Dull, Transparent
 

Llewen

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Thanks Pinco, that was exactly what I was looking for.
 

MalagAste

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Pinco... You deserve a reward .... If I had one to give you I would.

A+++ work.... Super Job... #1!!!.... :bowdown: :thumbup::ten::cheerleader::grouphug::hug::danceb: There.
 

Llewen

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Any chance you could make it so I could feed pets by dropping the food on their bar? And I'll second and third Malagaste's post...

:ten:
 

Pinco

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thanks :D

you can feed pet by the bar, just drag and click on the bar :p

Code:
3.2a
- Fixed a proble with wod button on healthbar, now it will disable correctly on hits change.
- Added "Always show Health, Mana, and Stamina" enabled into the Pinco's UI suggested settings.
 

Metalstorm

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Ah I have to do that to drop stuff in a pack animal via the bar.

If you drag it over the bar you can release the left button and it will stay there, then a left click drops in.

Edited because I originally said right instead of left which is wrong and confusing.
 

Crysta

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Is it possible to reduce the size of those object handles without reducing the text size quite so much? The smaller size is great, but the text gets somewhat hard to read.

Also, can we get a way to keep the journal text from ever fading? Something that's annoyed me about the KR client since day one is that the damn text fades after a minute or two of inactivity.
 

Llewen

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I just wanted you to know Pinco that I had a major malfunction with the UI today. I think it was because I forgot to disable the scale mode before I logged off. I had corruption in my hotbars, sizes were changed, my font size was increased to some astronomical size. I didn't take any screen shots because I was trying to help in pvp, but now that I think of it I could have anyway. If it happens again I'll take a screenshot.

Deleting a couple of the scale entries in my character file got rid of the hotbar corruption. I also had to redo all my UI settings, although that might have been because you changed the default settings.
 

Llewen

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Ah I have to do that to drop stuff in a pack animal via the bar.

If you drag it over the bar you can release the right button and it will stay there, then a left click drops in.
I don't understand. I have to drag with the right button, not the left, or do I click with the right button then the left? *so confused* :)
 

Llewen

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I just wanted you to know Pinco that I had a major malfunction with the UI today. I think it was because I forgot to disable the scale mode before I logged off. I had corruption in my hotbars, sizes were changed, my font size was increased to some astronomical size. I didn't take any screen shots because I was trying to help in pvp, but now that I think of it I could have anyway. If it happens again I'll take a screenshot.

Deleting a couple of the scale entries in my character file got rid of the hotbar corruption. I also had to redo all my UI settings, although that might have been because you changed the default settings.
Some more information. Now that I think of it, I had a similar problem with Lucis Interface when I was using scaled hotbars when I deleted some of them. He fixed the problem, but it took him some time to track it down and fix it. Now that I think of it, I had just deleted a couple of hotbars. So I'm thinking that was the problem, deleted scaled hotbars, and not the leaving the scaling enabled, or maybe it was a combination of the two. But I think the real problem was deleting the scaled hotbars.
 

Metalstorm

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I don't understand. I have to drag with the right button, not the left, or do I click with the right button then the left? *so confused* :)
Sorry Llewen, I'm directionally handicapped today :)

You drag with the left.
Once you have the item over the bar you can let go of the left button and the item will still be there attached to your pointer. Then while the item is still hovering over the pet's bar just click the left button and it will drop right in.
 

Pinco

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Is it possible to reduce the size of those object handles without reducing the text size quite so much? The smaller size is great, but the text gets somewhat hard to read.

Also, can we get a way to keep the journal text from ever fading? Something that's annoyed me about the KR client since day one is that the damn text fades after a minute or two of inactivity.
for the journal problem is very easy:

1) right click on the orange button near the chat line

2) remove the check from "Auto-Hide"

done :)

About the object handles: I'm looking to add a "Medium" size so it's much readable :p
 

Pinco

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Some more information. Now that I think of it, I had a similar problem with Lucis Interface when I was using scaled hotbars when I deleted some of them. He fixed the problem, but it took him some time to track it down and fix it. Now that I think of it, I had just deleted a couple of hotbars. So I'm thinking that was the problem, deleted scaled hotbars, and not the leaving the scaling enabled, or maybe it was a combination of the two. But I think the real problem was deleting the scaled hotbars.
I tried to delete, create, delete, create some hotbars and I think I've found a problem....



that's an hotbar after login :O
 

Pinco

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Code:
3.2b

- Fixed a bug with the default function ClearWindowPosition. Fixing this will also fix:
	* Destroying scaled hotbars, will not destroy the size of the remaining ones.
	* Random mismatched window sizes and positions.
- Added the medium size for object handles
- Added a shadow to object handles text for increase readability
- Disabled chat "auto-hide" into the Pinco's UI suggested settings.
- Added the "Reset To Default Settings" into the settings menu.
 

Meat Elemental

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Wow awesome gota check out the new handles!Great work! Off to see if i can find that soul seeker i dropped under my table! I know its gone...
 

Llewen

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that's an hotbar after login :O
That was it exactly. I wanted to take a screenshot, but my faction mates were in the middle of a battle and I wanted to join them and I wasn't thinking clearly. So I missed both the battle and the screenshot... :sad4:

But thanks for figuring it out. :)
 

Dermott of LS

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...

A little bit of fun with textures (yeah this is totally Pinco's fault).

I present... Legacy Container, grid view WITHOUT the grid:

 

Llewen

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Once you have the item over the bar you can let go of the left button and the item will still be there attached to your pointer. Then while the item is still hovering over the pet's bar just click the left button and it will drop right in.
Ah thanks a lot. That will make it a lot easier to feed my pets.

I present... Legacy Container, grid view WITHOUT the grid
Very nice Dermott! And I like your icons and textures in Pinco's UI as well. :)
 

Dermott of LS

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...

Looking at the different legacy containers and they REALLY look good in grid-sans-grid view.

Right now I think the only addition from the Exchange I see is needed for Pinco's is the Quick Details Window (our little drop down info window that is connected to the status window)... maybe a couple of fonts.

I might mess around some more with textures, we'll see. I'm still not happy yet with the advancement of the client, we'll have to see something more visibly substantial in future patches, but I like a lot of what Pinco has done.
 

Pinco

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Looking at the different legacy containers and they REALLY look good in grid-sans-grid view.
Frankly, I'd like the grid because I know where to put things :p

However a texture pack in this manner can be good for who like an ordered legacy backpack :)


Right now I think the only addition from the Exchange I see is needed for Pinco's is the Quick Details Window (our little drop down info window that is connected to the status window)
I think is useless this window, because hotbars can do the same work in a better way. Just scale it and put near the status ;)
 
O

Old Man of UO

Guest
... I'm still not happy yet with the advancement of the client, we'll have to see something more visibly substantial in future patches, but I like a lot of what Pinco has done.
We all agree with your sentiment. Still, I don't think us casual users can say thank you enough for all the work the Modders have put into the textures, icons and UI functionality. I am hoping that the Developers will see what can be done with Mods and get excited about making improvements in the Enhanced Client.

:sad4: Well, anyway... this is me turning blue from holding my breath.
 

ziggy29

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We all agree with your sentiment. Still, I don't think us casual users can say thank you enough for all the work the Modders have put into the textures, icons and UI functionality. I am hoping that the Developers will see what can be done with Mods and get excited about making improvements in the Enhanced Client.
+1

No, more like +101. I hope the devs look at some of these UIs and realize the raw potential that exists in the EC if the right resources were given to it. Then again, maybe this was their plan: hoping that 3rd parties would develop freeware/donationware UIs to let users decide which they like best and wish to support. (shrug) I dunno.
 

Pinco

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The more player will use EC, the more the devs will be motivated to develop it...
If players stills on CC there is no reason to develop EC...

That's why I made the Pinco's Suggested settings. These settings will made the client more easy to compare with 2d. Some people should give it a try without focus on the graphical glitches :(
 

Dermott of LS

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...

The lack of grid in grid view really takes a minimum amount of time to get used to in terms of where you place items. I've been using such a system for a while now in my (unfinished) new UI skin, and after a small bit, it becomes no less second nature than other UI ideas.

The Quick Details Window is really a preference thing. I tried to add in the package, but it doesn't quite work due to the differences in the Custom Settings scripts between the Exchange and your UI. It's not really a biggie, but it's a package I'm used to and really for me is more compact and readable than the hotbar slots for the info it gives.

As for the texture option, the way to create the non-grid look is to erase the two boxes that are side by side in 00000020_Hud.dds at coordinates 0,754 (the lower pair) and then save. No other coding changes needed (although for those who want to try this, you will need Photoshop or Gimp with the DDS plugin to save the file correctly, or you'll get all sorts of issues due to the transparency layer).
 

Pinco

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here is how to get the same info in a better way without waste space with the quick details window near the status:


It's perfectly readable and more compact than a quick window :p
 

Pinco

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Code:
3.2c
- Fixed a bug with the hotbar keybinding, now it shows the key only and not the ctrl/alt/shift.
 

Dermott of LS

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...

Playing around some more with the textures... of course it's involving playing with the XML as well, so we'll see what comes of it.



Here's the Target Window ported over form my unfinished UI package. Wasn't sure where you had the positioning for your HP%/Invuln tag for the Target Window and didn't see it in the XML, so did a little tweak to make the health bar fit in with the texture better.
 

Crysta

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That's not what I meant for the chat window.. unchecking that "auto hide" option only keeps the chat window itself from collapsing automatically. What I want changed is how even if that's been done it still insists on making the text fade after some period of inactivity until you mouseover it, because there's really no reason for it (as you've already said you want the window open all the time anyway). I've had my journal open all the time for years in the CC, and it always pisses me off to see the text keep vanishing and reappearing.
 

Llewen

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I have a new one! I don't know if this is a UI issue, or an EC bug, but suddenly today some of my damage numbers and spell text became persistent. This shot was after over 20 minutes of me doing nothing.

 

Dermott of LS

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...

A little more playing around, if people like I can try and flesh this out for a Pinco Texture pack:

 

Pinco

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nice work dermott :)

The health text is located in a mod and is in that position because certain NPC has the name in 2 text lines...

I have a new one! I don't know if this is a UI issue, or an EC bug, but suddenly today some of my damage numbers and spell text became persistent. This shot was after over 20 minutes of me doing nothing.
The default cycle of damage seems ok... so the only way to figure what's going on is this:
1) when you log out, open the debug window and press Log (on)
2) close the debug window
3) if the problem happen again go into the game folder\logs and copy the contents of "lua.log" or send me the file so I can see what happen.
 

Pinco

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That's not what I meant for the chat window.. unchecking that "auto hide" option only keeps the chat window itself from collapsing automatically. What I want changed is how even if that's been done it still insists on making the text fade after some period of inactivity until you mouseover it, because there's really no reason for it (as you've already said you want the window open all the time anyway). I've had my journal open all the time for years in the CC, and it always pisses me off to see the text keep vanishing and reappearing.
I'm taking a look on that, I should find a way ;)
 

Pinco

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Code:
3.2d (work in progress)
- Fixed a problem with the damage numbers: now if you use wide fonts the text will be complete.
- Now the chat auto-hide will enable/disable the text fading.
 

Meat Elemental

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Pinco love the loot-bag! Was wondering if it's possible to make a option to send gold to main pack instead of lootbag to keep it from making seperate stacks of gold?
 

Pinco

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I can exclude gold, however I found a way to make item to stack :)
 

Meat Elemental

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Excellent! If you can make em stack the gold problem would be solved for me since it's the only stackable i right click to loot. Keep up the good work!
 

Pinco

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I've solved the stack problem, but is better to keep the gold in the main backpack so it's much easier for everyone to use the bag of sending ;)

I'm going to upload the new version if there is nothing else to fix :p
 

Pinco

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Code:
3.2e
- Fixed a problem with the object handle text shadow.
- Fixed a problem with some center screen texts.
- Now the items moved into the loot bag will stack.
- The gold taken with the quick-loot method will goes into the backpack.
 

Merion

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...

Playing around some more with the textures... of course it's involving playing with the XML as well, so we'll see what comes of it.



Here's the Target Window ported over form my unfinished UI package. Wasn't sure where you had the positioning for your HP%/Invuln tag for the Target Window and didn't see it in the XML, so did a little tweak to make the health bar fit in with the texture better.

Looks sweet! Are you releasing a special tailored texture pack for pincos mod?

I frankly hope for a yes ;) Because I like the functionality of Pincos, but there are just to many bright colors. Am so used to the copper style now, don't want to miss it. I might be able to cope with stone too...
 

Dermott of LS

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...

Right now I'm trying out a few ideas... if all goes well, I might have one tailored for Pinco's UI that will fit well. I want to try a few more things first before I go completely through with it though. I think next I want to toy around with the mobile health bars. Never really liked the way the devs "redid" them a while back and did a LOT of retooling in my own mods to put them back the way they are meant to be.
 

Llewen

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Looks sweet! Are you releasing a special tailored texture pack for pincos mod?

I frankly hope for a yes ;) Because I like the functionality of Pincos, but there are just to many bright colors. Am so used to the copper style now, don't want to miss it. I might be able to cope with stone too...
You are aware that Pinco already has Copper and Stone texture packs, as well as the Copper Enhanced icons pack specifically for his UI available on his website?
 

Dermott of LS

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...

Some work on the Mobile Health Bar (also to fit the theme of the other two pieces as well)... still gotta tweak the health bar itself and I'll have to add in the necessary xml files if I finish this as a package deal.



And the finished versions (I think) of the Status Window, the Target Window, and the Mobile Health Bar

 

Martyna Zmuir

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Dermott,

Could you tweak the Copper texture pack to make health bars, party bars, etc. look more like they do in Copper Enhanced? A mixture of the Copper look with both C_E's and Pinco's functionality would rule!

I prefer the smaller health bars without pictures for maximum savings in screen real estate.
 
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