Forged Alliance Forever Forged Alliance Forever Forums 2015-09-25T22:38:27+02:00 /feed.php?f=41&t=10296 2015-09-25T22:38:27+02:00 2015-09-25T22:38:27+02:00 /viewtopic.php?t=10296&p=111066#p111066 <![CDATA[Re: UI MOD REQUEST]]> I suggest making small changes and testing your mod before moving to other improvements (notepad++, FA log file, and FAF in window mode work for me :). I learned a lot by reviewing existing mods and following the best programming practices (e.g. keep mods in modular components for reusability)

Also, I recommend testing your own mod with other popular mods. This helps with generating a list of mods that conflict with new mod and one can put this list in the conflicts table in mod_info.lua We all should update FAF wiki with detailed information about how to mod (if there is something missing there)

Statistics: Posted by HUSSAR — 25 Sep 2015, 22:38


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2015-09-25T09:45:51+02:00 2015-09-25T09:45:51+02:00 /viewtopic.php?t=10296&p=111019#p111019 <![CDATA[Re: UI MOD REQUEST]]>
speed2 wrote:
Once you spend some time on faf you will learn one thing. If you want something done, do it yourself.


Yeah because there arent dozen of dicks lined up to tell you that you are doing it wrong at every turn around here. LOL

Statistics: Posted by KD7BCH — 25 Sep 2015, 09:45


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2015-09-25T07:02:11+02:00 2015-09-25T07:02:11+02:00 /viewtopic.php?t=10296&p=111015#p111015 <![CDATA[Re: UI MOD REQUEST]]> Statistics: Posted by speed2 — 25 Sep 2015, 07:02


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2015-09-25T05:59:00+02:00 2015-09-25T05:59:00+02:00 /viewtopic.php?t=10296&p=111013#p111013 <![CDATA[Re: UI MOD REQUEST]]>

Statistics: Posted by KD7BCH — 25 Sep 2015, 05:59


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2015-09-25T00:59:53+02:00 2015-09-25T00:59:53+02:00 /viewtopic.php?t=10296&p=110998#p110998 <![CDATA[Re: UI MOD REQUEST]]>

Statistics: Posted by HUSSAR — 25 Sep 2015, 00:59


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2015-09-24T17:14:03+02:00 2015-09-24T17:14:03+02:00 /viewtopic.php?t=10296&p=110962#p110962 <![CDATA[Re: UI MOD REQUEST]]>
HUSAR_PL wrote:
Myxir wrote: i doubt that you need t1 radar on that list because it's due to its size, there are many needed in almost all games anyway still, you could think about a 2*X structure, putting some units next to each other, like:
(t2 radar), (t2 sonar) (omni), (t3 sonar) (nuke), (nuke def) ...and so on


Yes, that is really good idea and I was thinking about making this mod with some logic that will de-prioritize/discard units with inferior tech level (t2) and highlight superior units (t3) for each type of building.

@KD7BCH, Yes, I know what you mean and I will try to keep UI size small and add an option for dragging this UI.


@ Husar... Im single and I'll bake you cookies. :)

Statistics: Posted by KD7BCH — 24 Sep 2015, 17:14


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2015-09-24T06:32:22+02:00 2015-09-24T06:32:22+02:00 /viewtopic.php?t=10296&p=110923#p110923 <![CDATA[Re: UI MOD REQUEST]]>
Myxir wrote:
i doubt that you need t1 radar on that list because it's due to its size, there are many needed in almost all games anyway still, you could think about a 2*X structure, putting some units next to each other, like:
(t2 radar), (t2 sonar) (omni), (t3 sonar) (nuke), (nuke def) ...and so on


Yes, that is really good idea and I was thinking about making this mod with some logic that will de-prioritize/discard units with inferior tech level (t2) and highlight superior units (t3) for each type of building.

@KD7BCH, Yes, I know what you mean and I will try to keep UI size small and add an option for dragging this UI.

Statistics: Posted by HUSSAR — 24 Sep 2015, 06:32


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2015-09-23T22:12:14+02:00 2015-09-23T22:12:14+02:00 /viewtopic.php?t=10296&p=110884#p110884 <![CDATA[Re: UI MOD REQUEST]]> Statistics: Posted by KD7BCH — 23 Sep 2015, 22:12


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2015-09-23T22:04:43+02:00 2015-09-23T22:04:43+02:00 /viewtopic.php?t=10296&p=110882#p110882 <![CDATA[Re: UI MOD REQUEST]]>
KD7BCH wrote:
I've seen Washys Notifications but they seem to be really big and in the way.

you can drag it around, and change the UI size viewtopic.php?f=41&t=9432&start=30#p99421
still i see that a permanently present UI panel fits your idea better

i doubt that you need t1 radar on that list because it's due to its size, there are many needed in almost all games anyway
still, you could think about a 2*X structure, putting some units next to each other, like:

(t2 radar), (t2 sonar)
(omni), (t3 sonar)
(nuke), (nuke def)
...and so on

Statistics: Posted by Myxir — 23 Sep 2015, 22:04


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2015-09-23T21:50:07+02:00 2015-09-23T21:50:07+02:00 /viewtopic.php?t=10296&p=110877#p110877 <![CDATA[Re: UI MOD REQUEST]]>
SMD is a critical overlook, less overlooked but also important is OMNI radar, I think having a Gateway already built even if not in use is another thing that should have an indicator.

Would be great if this whole indicator took up a really small space but could be dragable on the UI or if not dragable at least able to be located in more than one place.

I've seen Washys Notifications but they seem to be really big and in the way.

Statistics: Posted by KD7BCH — 23 Sep 2015, 21:50


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2015-09-23T21:44:25+02:00 2015-09-23T21:44:25+02:00 /viewtopic.php?t=10296&p=110876#p110876 <![CDATA[Re: UI MOD REQUEST]]>
briang wrote:
Interesting idea, the question is how does it interact with a large team with people who do and don't have the mod.

As far I know, it is not possible to get data about other players' units in UI mod even if that person is in your team. I think that was designed to prevent cheating with UI mods. So, this will be UI mod displaying info about the current player and not for a team. So other players do not need to have this mod installed. Although, later we could convert this UI mod to Sim mod and get access to data for a whole team.

Gorton wrote:
Maybe this sort of thing would be best made similar to ... or just IN washy's Notifications mod?
viewtopic.php?f=41&t=9432


Yes, this new UI mod will be a bit similar to the Notification mod except it will display overview/status about player's units and base structures. In addition, it will look more like the Supreme Economy mod when it comes of displaying info.

Statistics: Posted by HUSSAR — 23 Sep 2015, 21:44


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2015-09-23T01:39:15+02:00 2015-09-23T01:39:15+02:00 /viewtopic.php?t=10296&p=110809#p110809 <![CDATA[Re: UI MOD REQUEST]]> viewtopic.php?f=41&t=9432

Statistics: Posted by Gorton — 23 Sep 2015, 01:39


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2015-09-22T20:05:44+02:00 2015-09-22T20:05:44+02:00 /viewtopic.php?t=10296&p=110787#p110787 <![CDATA[Re: UI MOD REQUEST]]>

Statistics: Posted by KD7BCH — 22 Sep 2015, 20:05


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2015-09-19T20:49:19+02:00 2015-09-19T20:49:19+02:00 /viewtopic.php?t=10296&p=110604#p110604 <![CDATA[Re: UI MOD REQUEST]]> Statistics: Posted by HUSSAR — 19 Sep 2015, 20:49


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2015-07-14T21:41:08+02:00 2015-07-14T21:41:08+02:00 /viewtopic.php?t=10296&p=104330#p104330 <![CDATA[UI MOD REQUEST]]>
However for those that do I would like to see created a Christmas Tree like graphic that is customizable that lets the player know at a glance if they have a certain structure built... Similar in concept to the RAS notify however I don't want a single text notification but a constant displayed graphical light either RED YELLOW OR GREEN. This would be to indicate if the object was built, is building or is built and complete/loaded.

Example I think it should look something like this
A list of the type of structures you'd like to build

SMD
Gateway
Strat Nuke
T2 Radar
T3 Radar
TMD

This would represent that you have at least one of each of these structures which, of which the icons would be labeled, and that they are all fully built and functioning. If you nuke I still building it would be yellow. Red would be any item that has not been built. That way all of these would be red from the beginning and green or yellow as the game progresses. I think the whole size of this Christmas tree icon display could be about the same size as the mass/energy readout and fit neatly on the leftside of the screen or maybe make it adjustable.

This would make it easier to determine at a glance of this structure is built and ready.

Example Tree would like this
:mrgreen:
:mrgreen:
:oops:
:mrgreen:
:mrgreen:
:mrgreen:

Statistics: Posted by KD7BCH — 14 Jul 2015, 21:41


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