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Pinco's UI

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Metalstorm

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Wowsers!

I've been away from UO for a little while so I am quite surprised (in a really good way) to see all these new features.

I second the idea of auto dismount when fishing. That would be hella cool :)


Thank you so very much Pinco and I hope you have a Very Merry Christmas.

I hope everyone here at stratics has a Merry Christmas.

My Xmas present to myself is that I get 3 uninterrupted hours of UO time this evening :)
I can't wait to check out all the new bells & whistles in the Pinco's UI.
 

Pinco

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Here is a breaking news:
I have solved the lag problem with the mobiles bar!
Here is the test:
- Removed the mobiles limit
- Location: acid slug hole in the underworld (where there are LOTS of acid slugs, more than 50 for sure)

I was able to run without lag spike or connection lost. I got only 1 lag spike when all the acids slug enter on the screen (still work to fix this).
 

MalagAste

Belaern d'Zhaunil
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UNLEASHED
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Here is a breaking news:
I have solved the lag problem with the mobiles bar!
Here is the test:
- Removed the mobiles limit
- Location: acid slug hole in the underworld (where there are LOTS of acid slugs, more than 50 for sure)

I was able to run without lag spike or connection lost. I got only 1 lag spike when all the acids slug enter on the screen (still work to fix this).

WHOOT!!!!!!!! Thank you Pinco!!!!!!! That is awesome!

Merry Christmas! And thank you very much for all your devotion and work!
 

Llewen

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Here is a breaking news:
I have solved the lag problem with the mobiles bar!
Here is the test:
- Removed the mobiles limit
- Location: acid slug hole in the underworld (where there are LOTS of acid slugs, more than 50 for sure)

I was able to run without lag spike or connection lost. I got only 1 lag spike when all the acids slug enter on the screen (still work to fix this).
Awesome!

However, I have a small bug for you. I'm having a problem with clicking on items in the legacy pack. I have to move my mouse pointer up maybe 5 to 10 pixels to the upper left of an item to target it in my pack (what this means that instead of being able to use the point of the cursor finger to target items in the pack I'm having to use the palm of the cursor hand). This just started happening this morning.

When I switched back to the default UI the problem was gone. I tried reinstalling without Dermott's skin and the problem was still there, so it's definitely a problem with the UI. I also tried switching back and forth between the legacy and enhanced container modes, and while there was no problem with the enhanced mode, when I returned to the legacy mode, the problem returned.
 

Pinco

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seems to be a problem of scale... I'll look at it after the mobile bar :D
 

Llewen

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The gold to loot bag option is also not being saved properly again.
 

Pinco

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some bugs won't be fixed, if you fix it soon or later it will return :D
 

Pinco

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Here is an update on the mobile bars work:

Code:
- Fixed and improved the mobile bar:
 * Now it will show the normal healthbars docked to the title (draggable obviously), instead of little ones.
 * You can enable the dockspots by the mobiles bar context menu to split the healthbars based on notoriety:
  + Yellow Dockspot: invulnerable
  + Grey Dockspot: attackables/criminals/no notoriety
  + Blue Dockspot: innocents
  + Red Dockspot: murders
  + Green Dockspot: friends/guild
  + Orange Dockspot: enemies
 * The dockspots are scalable and snappable.
 * Increased the mobile limit from 15 to 100.
 * Fixed the lag problem with high mobiles limit: now you can feel a bit of lag only with 80+ mobiles (based on connection and cpu).
I'm going to remove little healthbars from the petbar too. This should improve a bit the client performance :)
 

Llewen

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Looks good, looking forward to trying it. :D
 

Pinco

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Code:
3.5
- Now if you try to fish while riding you'll being dismounted automatically after 1 second.
- Fixed and improved the mobile bar:
 * Now it will show the normal healthbars docked to the title (draggable obviously), instead of little ones.
 * You can enable the dockspots by the mobiles bar context menu to split the healthbars based on notoriety:
  + Yellow Dockspot: invulnerable
  + Grey Dockspot: attackables/criminals/no notoriety
  + Blue Dockspot: innocents
  + Red Dockspot: murders
  + Green Dockspot: friends/guild
  + Orange Dockspot: enemies
 * The dockspots are scalable and snappable.
 * Increased the mobile limit from 15 to 50.
 * Fixed the lag problem with high mobiles limit (based on connection and cpu).
- Changed the Pet Window, now it will show normal healbars docked to the title (draggable obviously), instead of little ones.
- Changed Healthbars:
 * Now the close button is a bit larger and red instead of blue with a tooltip when you go with the mouse over.
 * The close button will be visible only outside of the pet/mobiles bar
 * Reduced the height
 * The healthbar border became red if is the current target.
 * Changed the red lifebar with a better version.
- The status bar portrait became a ghost when you are dead.
- The scale mode do not works anymore for legacy container.
- Fixed the loot gold toggle, now is saved properly.
I had to reduce the mobiles cap to 50 instead of 100, because the client will stuck with more than 50 due to the huge packet transfer for keep all the bars updated :(
 

Llewen

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Thank you for all the hard work. You rock.

edit: Small problem. Can't seem to get the mobiles bar to show anything... :)

edit again: It's a problem with the Third Dawn textures.
 

Pinco

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I don't know if the changes of the healthbars are compatible with custom textures pack... probably someone should do some fix work :p
 

Llewen

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I don't know if the changes of the healthbars are compatible with custom textures pack... probably someone should do some fix work :p
Ya, I posted in his thread with that. It's still compatible with Decors because Decors doesn't include any textures for the mobiles bar.

I do have one fairly serious (well not in a world hunger sense) issue with the new bars. They drag as soon as you click on them, which makes them almost useless because you can't do anything with them, not even target them, without them moving. This is true of the pet bar as well.

What would be ideal for me would be a drag button that you could click on to drag them. That would prevent accidentally moving them, which happened with me even with the previous version.
 

Llewen

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I've also had the EC lock up solid on me twice now since I installed the new version.

edit: I'm no longer sure about the second time. I'll post back if it happens again. Sometimes if some of the software I have running in the background (mail or if I have my browser open) has an update that will grab focus for the Logitech game panel software and I will be unable to move. I don't know if that was what happened this time (old brain, I can't remember if everything else kept moving will I stopped :) ).
 
S

Scotia

Guest
Pinco,

I just had an idea...now this may not be feasible, but I'm going to throw it out there and get your opinion.

Couple things with the containers including our backpacks that drive me crazy. One is the background, they are so dark and when we have dark colored items in there its so hard to see the item. Is it possible to lighten that up at all?

Also if I open for example a red bag/crate/chest etc. Can the border of the window when opened be red? Or if the bag/chest etc is titled or even our own backpack is there a way to make it say at the top of the opened window 'Needful Items' if that is how it is labeled?

Thanks again for everything! :)
-S
 

Llewen

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One is the background, they are so dark and when we have dark colored items in there its so hard to see the item. Is it possible to lighten that up at all?
I don't think anything can be done about the legacy view, if you use that, but if you use the enhanced view there are textures that have lighter backgrounds (I think that's something that all of the other texture packs have, but I think Decors is the lightest).
 

Pinco

UOEC Modder
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Stratics Legend
Pinco,

I just had an idea...now this may not be feasible, but I'm going to throw it out there and get your opinion.

Couple things with the containers including our backpacks that drive me crazy. One is the background, they are so dark and when we have dark colored items in there its so hard to see the item. Is it possible to lighten that up at all?

Also if I open for example a red bag/crate/chest etc. Can the border of the window when opened be red? Or if the bag/chest etc is titled or even our own backpack is there a way to make it say at the top of the opened window 'Needful Items' if that is how it is labeled?

Thanks again for everything! :)
-S
First of all I suggest to avoid legacy containers at all, they have a low quality items and some color bugs.

For the background try the grid legacy container. For the name of the container, just use the plain grid containers and they have the name :D

About the colored containers border... I'll take a look on it :)

I've also had the EC lock up solid on me twice now since I installed the new version.
Try to lower the mobiles number if the client freeze.

I do have one fairly serious (well not in a world hunger sense) issue with the new bars. They drag as soon as you click on them, which makes them almost useless because you can't do anything with them, not even target them, without them moving. This is true of the pet bar as well.

What would be ideal for me would be a drag button that you could click on to drag them. That would prevent accidentally moving them, which happened with me even with the previous version.
yes, this problem is annoying and I'm looking for a solution :)
 

Llewen

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Also if I open for example a red bag/crate/chest etc. Can the border of the window when opened be red?
First of all I suggest to avoid legacy containers at all, they have a low quality items and some color bugs.

About the colored containers border... I'll take a look on it :)
I think the legacy containers must be what is being talked about here, as it would be nice to know exactly what the area of containers is. I don't know if there would be an easy way to do that. The suggestion doesn't really make sense for enhanced container views, unless I'm misunderstanding something.

As for the legacy container view, I still use it because I can fit more into a smaller area than I can in enhanced views. I'm very visual and it helps me when everything is organized and in a logical (to me) place. You also need to be able to organize items on for instance, vendors, so people who use the classic client can view it.

That was one of my biggest beefs with both the Third Dawn and KR clients, that you couldn't arrange items in a container and have them translate to the classic client.
 

Pinco

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unfortunatly I can do nothing for legacy containers, the content is managed by the client and not by the UI.
The legacy containers are useful only for vendors so everyone can see the items in the same way, for the rest the grid legacy is much better to me :D

However, the patch for the mobile/pet window is ready :p
 

Pinco

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Code:
3.5b
- Fixed a problem with the target window details. Now will not blink anymore.

3.5a 
- Added the "Move" button to the healthbars for drag them out from mobiles/pet window.
 

Llewen

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Thanks again. Amazing as usual. I have another request though. Could the dock spots be made lockable?

edit: And do us all a favour as well and don't burn yourself out on this. Might be time to go catch a football game... :D
 

Pinco

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eheh at this hour of the night I'll go to sleep :D

However there is one important thing to do first, the client freeze bug!
I have to fix it asap... I have located the problem now I'm testing it :)
 

Llewen

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eheh at this hour of the night I'll go to sleep :D

However there is one important thing to do first, the client freeze bug!
I have to fix it asap... I have located the problem now I'm testing it :)
Ahh, so it wasn't my imagination. :)
 

Pinco

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due to the freeze problem I've decided to chop down the mobile bar entirely and re-make the code. The new version will be much more performant :)

In the meantime try to avoid the use of the mobile bar or limith the number of mobiles as much as you can.
 

Llewen

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Ya I noticed I was lagging a bit more than usual tonight. Sorry it turned out to be such a bear though.

I noticed also that the clear mobiles function wasn't working.
 

Dermott of LS

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...

I just got back in from out of town tonight (Sunday) so I will look at updating the Third Dawn Texture pack to make sure it works with the latest version of Pinco's UI.

I did take several liberties witht he health bars to make the worek as I wanted them to, I'll just have to update them.
 

Llewen

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I just got back in from out of town tonight (Sunday) so I will look at updating the Third Dawn Texture pack to make sure it works with the latest version of Pinco's UI.
You might want to wait until he is done with them, as he is reworking them again. So you would probably save yourself some effort if you waited until he is happy with them.
 

Pinco

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Ya I noticed I was lagging a bit more than usual tonight. Sorry it turned out to be such a bear though.

I noticed also that the clear mobiles function wasn't working.
it works, but instantly re-adds everything :D
 

Martyna Zmuir

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...

I just got back in from out of town tonight (Sunday) so I will look at updating the Third Dawn Texture pack to make sure it works with the latest version of Pinco's UI.

I did take several liberties witht he health bars to make the worek as I wanted them to, I'll just have to update them.
Will you be updating the Copper Enhanced texture pack as well?
 

Metalstorm

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I noticed a couple weird things with the pet bars.

If you use the "move" button on a pet's bar it sticks to the pointer and the only way to make it go away is to log out then back in.

Also when you stable the pet the pet bar window disappears but the pet's health bar remains and the only way to make it go away is to use the "move" button which converts it into a normal health bar that has the "close" button on it.

Fortunately, if the pet is stabled, using the "move" button will not make the health bar stick to the pointer. It only sticks when the pet is out and you try to 'move' the bar from the pet bar window.


Other than that I am amazed at all you have added to your UI.

Not only is it a continuous body of work, it is also a continuous work of art.

It's Outstanding :thumbsup:
 

Pinco

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yes, this bug is related to the mobile bar, will be fixed in the next version :p
 

Pinco

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Code:
3.5c
- Completely rewritten the mobile bar code, now the bugs from the previous version should be gone.
Please, test this change, this time should be much better even with 50 mobiles...
 

Llewen

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Please, test this change, this time should be much better even with 50 mobiles...
It is much much better. Thank you!

Small problem, the maximum mobiles setting isn't working. I also would like to make a suggestion for that. If we could set maximums for each list individually. For example you could set 16 for the main list, then 8 for each dock spot and the 16 for the main list wouldn't include the dock spots. That would be my ideal preference. And also if the dock spots could be lockable, that would be terrific as well (this is a repeat, wasn't sure if you missed that or not).

:cheerleader::cheerleader::cheerleader:
 

Pinco

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dockspot are lockable, use the "lock dockspots" into the mobile bar menu :p

The limit per bar is a work in progress for now. Before add it I was wandering if the system is stable :D

The global limit seems works for me, make you to release the scroll before press ok, sometimes it follow your cursor outside the window and still wait for the value :p

EDIT: got the problem of mobiles limit, it will block the creation of new bars but wont remove the existing ones.
 

Llewen

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dockspot are lockable, use the "lock dockspots" into the mobile bar menu :p

The limit per bar is a work in progress for now. Before add it I was wandering if the system is stable :D

The global limit seems works for me, make you to release the scroll before press ok, sometimes it follow your cursor outside the window and still wait for the value :p

EDIT: got the problem of mobiles limit, it will block the creation of new bars but wont remove the existing ones.
Ah sorry, I missed that setting. But yes, as far as I can see, the system is stable, and it doesn't appear to be causing any lag.
 

Metalstorm

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Good God you're fast Pinco :D

Pet bars are working beautifully now.

I forgot to mention in my last post how nice the new health% bar looks.
I'm probably starting to sound like a broken record but... Thank you Thank you Thank you :)
 

Pinco

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the pet bar is stable now, in the next version will works as it should be :D
I've just finished to rewrite the pet window with the mobile bar mechanism. This new algorithm use only 1 cycle for update the bars.
The old version made by lucis like the petwindow uses different cycle for update the list and a timer to force the refresh, without count the refresh of every healthbar.

So in few words better performance while the mobile/pet bar is open.

Unfortunately I had to remove the lucis credits from the mobile bar, because his code part is gone at 99% :D
 

Pinco

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Code:
3.5d
- Fixed the mobile limit on the mobiles bar, now the extra bars will be removed correctly.
- Fixed the capability to drag the healthbar with and without the mobile bar active.
- Rewritten the pet window code, now it will use the same system of the mobile bar.
- Now if you use the "All Names" macro, you can manually update the mobiles list.
- Added a new script command: MobilesOnScreen.Clear(): for clear the mobile bar and all the dockspot at once.
- Now you can set the maximum amount of healthbars on each dockspot (up to 50).
This version should complete the mobiles on screen and pet window once and for good :D
 

Pinco

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Will you be updating the Copper Enhanced texture pack as well?
I've uploaded the version 3.5e. This version will include the UI_DECLARE mod.
With this mod and by downloading the new version of copper/stone enhanced texture pack you'll be able to use them without flaws :)

Code:
3.5f
- Fixed a problem with the healthbars. Now if you drag one by clicking a mobile it will works correctly.
 
3.5e
- Added the UI_DECLARE mod for texture packs settings.
 

Martyna Zmuir

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Problem with the mobiles bar ;(

There is now a rather large space between the health bars... Enough space to fit another health bar in fact. This makes a short list take up a lot of screen space, even when scaled :(
 

Martyna Zmuir

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The Copper Enhanced texture pack..

I may need to switch to Dermott's new skin till Copper is updated...
 

Dermott of LS

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...

Llewen, try recopying all of the Third Dawn files over AFTER you install the newest Pinco's UI and let me know what that does.
 

Martyna Zmuir

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Just deleted Pincos and reinstalled with the Third Dawn texture pack... Same issue. Spaces between the mobiles healthbars :(

The options menu for the mobiles list is also missing all the sliders but one now as well..


NEXT: I installed JUST Pinco's without any texture packs, the spaces between the health bars remained. This may have something to do with the fact I scaled the healthbars to be smaller... I will toy with this and edit this post...

EDIT: Yes, this seems to be due to scaling. If I increase the size of the health bars, the space between them shrinks. Looks like the mobiles bar currently hates scaling :(
 

Llewen

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Just deleted Pincos and reinstalled with the Third Dawn texture pack... Same issue. Spaces between the mobiles healthbars :(

The options menu for the mobiles list is also missing all the sliders but one now as well..


NEXT: I installed JUST Pinco's without any texture packs, the spaces between the health bars remained. This may have something to do with the fact I scaled the healthbars to be smaller... I will toy with this and edit this post...

EDIT: Yes, this seems to be due to scaling. If I increase the size of the health bars, the space between them shrinks. Looks like the mobiles bar currently hates scaling :(
The Third Dawn texture pack is broken as well. Either go with vanilla Pinco's or use the Decors textures. Decors doesn't have any textures for the mobile or pet windows, so they aren't broken. :)
 
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