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mr2150

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Everything posted by mr2150

  1. So a pre-launcher for the games? I think that's a good idea - especially the readme and auto-download of patches, plus shifting the UI, selecting campaign etc ... It lets people manage their EET installation post install because let's face it, the install process is huge and time consuming - anything to make that easier for people is good. RE:BOX1-8.PVRZ usage in UI.menu is via 'rectangle x' label subcommand, eg rectangle 4 represents the hardcoded dialogue border. As far as I can see only rectangles (boxes) 1, 3 and 4 are actually used in game with 2 and 8 as tooltips I think... By including both PVRZ files in the installation (eg calling them as unused BOX numbers - 0 and 9 - and changing the UI.menu accordingly might be a solution).
  2. UI change > Good News: It is possible to combine the UI.menu files to have multiple UIs in one UI.menu and then swap them based on user selection and/or overriden by the current campaigm. Bad News: It's quite tedious to make the necessary changes throughout the UI.menu files (you have to combine them, and then make ~ 3000+ edits to the code). So the question would be - how valuable is this? A simpler solution might be the current one but 'provide' the alternate UI.menu file in a different folder so that the user can drop in to their override as and when they want to make a UI change. It's not automated, no, but it does provide that choice. (Another alternative would be a standalone WEIDU component that swaps the UI.menu as needed).
  3. As an exercise more than requirement, I am trying to merge the UI.menu files from EET BG2-UI and EET SOD-UI into one file with an option in settings to hot-switch the UIs in-game, rather than having it as an install option... If it works then it might be possible to play each part of the game in the original UI and/or override to play in just one UI... As I say, it's an exercise rather than requirement but interesting if it works.
  4. K4thos - I've sent you the UI.menu directly: EDIT: I've also sent you instructions on how to fix the function for the BIO creation for multi-class characters.
  5. I'll have a crack at that HLA screen if no-one objects.
  6. I tend to agree... the only thing needed is a little time to grab everything. The only important figure that would work from a transition perspective (that you can be sure is not dead yet) would be Corwin - which takes the concept in a whole different (but interesting) direction...
  7. I for one won't bother with any kind of UI modding until they support a system that lets players install different UI Tweaks from different sources, for different parts of the UI, in a compatible way. k4thos could implement what you suggest, but then a player might easily overwrite the change by adding some other UI tweak. Or has to delve into a bunch of Lua code and be super careful not to break anything. I know this stuff seems simple to you guys who have taken classes in programming and easily understand different kinds of code, but for 99% of players it is very intimidating and intensely unpleasant. The opposite experience they want when sitting down to spend precious free time playing a computer game. Sorry for the mini-rant. I'm just saying, "just add the scroll bars yourselves" is a bad solution to this problem that is MUCH more easily patched by the devs. My entire history of programming is 1-week excel macro course around 10-years ago - lua and UI stuff is actually easier to understand than WEIDU in my opinion as a new modder coming in. Anyway, have you seen what AncientCowboy is doing here? He's using WEIDU to install a lot of UI mods directly (although it's only a partial solution, I believe as the user has to check for compatibility issues).
  8. Sorry - it's my bad explanation: In vanilla BG1 UI and vanilla BG2 UI there is space for 8 kits to be displayed before the need for a scrollbar (height of the list box is 382 with rowheight 44): 382/44 is 8.6. Both lists have a scrollbar applied to them in the released UI.menu In vanilla SOD UI there is space for 11 kits to be displayed before the need for a scrollbar (height of the list box is 490 with rowheight 44): 490/44 is 11.1 It doesn't have a scrollbar coded in. ​Reasoning is the maximum number of kits in a vanilla version of the game is 10. Therefore BG1 and BG2 UIs would need a scrollbar but SOD UI wouldn't because their new UI has the necessary space, so they took the scrollbar out, (my assumption) is they don't see it as a bug as it's not breaking anything hence why it's not been fixed. It is a simple fix, but for Beamdog maybe not a necessary change. As suggested, if they don't do it in the next release then I would add them directly manually as it suggests they don't see it as broken.
  9. To fix the scrollbar issue in vanilla/EET SOD GUI just add the following line to the CHARGEN_KIT menu, list item: Scrollbar 'GUISCRC' ​So it looks like this: rowheight 44 area 22 100 340 490 table "chargen.kit" var currentChargenKit scrollbar 'GUISCRC' Note - the scrollbar won't appear unless there are more items than the height (490px / 44px items - so 12 or more kits). EDIT: Had another quick look at it - I'm not sure they will fix it for vanilla SOD GUI - the maximum number of kits in a vanilla unmodded game is 10 (for Mage class) - since the vanilla SOD GUI has space for 11 there is no need for them to add a scrollbar there - so maybe they don't see it as a bug? Vanilla BG2 GUI only has space for 8 kits - hence the need for a scrollbar. As stated, the HLA button is missing in vanilla SOD GUI too - it should be in the chargen_proficiencies menu. Also, the whole HLA section is missing from SOD GUI (again, because it's probably not needed in the vanilla game). Here are the relevant buttons/menu/lua from BG2 GUI - they will need converting and repositioning for EET SOD GUI. button { enabled "chargen.levelingUp" area 650 718 238 44 bam GUIOSTUR text "ABILITIES_BUTTON" text style "button" toggle "levelUpInfoToggle" clickable lua "createCharScreen:IsHighLevelAbilitiesButtonClickable()" action " createCharScreen:OnHighLevelAbilitiesButtonClick() " } ` currentHLASelection = nil function chargenHLADescription() if currentHLASelection == nil then return 63817 else return chargen.HLAs[currentHLASelection].description end end function chargenHLAPlusMinusFrame(cell, rownumber) if cell == 3 then if chargen.HLAs[rownumber].canAdd then return currentCellCheck(cell) else return 3 end elseif cell == 4 then if chargen.HLAs[rownumber].canSubtract then return currentCellCheck(cell) else return 3 end end end ` menu { name 'CHARGEN_HIGH_LEVEL_ABILITIES' align center center ignoreesc modal onOpen " currentHLASelection = nil " label { area 0 0 864 710 mosaic GUIHSBS } label { area 74 10 716 52 text "ABILITIES_TITLE" text style "title" } label { area 36 114 448 52 text lua "chargen.numHLAs" text style "title" } text { area 522 118 302 494 text lua "Infinity_FetchString(chargenHLADescription())" text style "normal" scrollbar 'GUISCRC' } list { column { width 15 label { bam GUIBTBUT area 0 0 52 52 align center center icon lua "chargen.HLAs[rowNumber].icon" glow lua "chargen.HLAs[rowNumber].count > 0" count lua "chargen.HLAs[rowNumber].count" } } column { width 61 label { area 4 0 -1 -1 text lua "Infinity_FetchString(chargen.HLAs[rowNumber].name)" text style "normal" align left center } } column { width 12 label { area 0 4 45 42 bam GUIOSW frame lua "chargenHLAPlusMinusFrame(3, rowNumber)" sequence 0 } } column { width 12 label { area 0 4 45 42 bam GUIOSW frame lua "chargenHLAPlusMinusFrame(4, rowNumber)" sequence 1 } } scrollbar 'GUISCRC' rowheight 52 area 58 194 404 404 table "chargen.HLAs" var currentHLASelection action " print(chargen.HLAs[currentHLASelection].count) if cellNumber == 3 and chargenHLAPlusMinusFrame(3, currentHLASelection) ~= 3 then createCharScreen:OnHLAButtonClick(currentHLASelection, 1) elseif cellNumber == 4 and chargenHLAPlusMinusFrame(4, currentHLASelection) ~= 3 then createCharScreen:OnHLAButtonClick(currentHLASelection, -1) end cellNumber = nil " } button { area 210 652 238 44 bam GUIOSTUL text "DONE_BUTTON" text style "button" clickable lua "createCharScreen:IsDoneButtonClickable()" action " createCharScreen:OnDoneButtonClick() " } }
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