New Mod: UI Party

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Re: New Mod: UI Party

Postby Hascins » 10 May 2016, 17:38

Hey, id love to Combine EcoManager V7 and ui Party but often there are black stripes or areas showing up. Is there any way this could be fixed at some point?
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Re: New Mod: UI Party

Postby PhilipJFry » 10 May 2016, 18:04

black stripes (usually from the ui overlay of a mex to the top of the screen) that occur when using the ecomod can be removed by disableing and enableing the ui overlay
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Re: New Mod: UI Party

Postby yorick » 10 May 2016, 22:51

I did some investigation on this issue ages ago and iirc this call https://github.com/Crotalus/EcoManager/ ... s.lua#L164 sometimes returned bad values ( negative for example), so some automation to detect and refresh this might be possible
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Re: New Mod: UI Party

Postby keyser » 10 May 2016, 23:15

same for idle engie
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Re: New Mod: UI Party

Postby Hascins » 11 May 2016, 12:03

PhilipJFry wrote:black stripes (usually from the ui overlay of a mex to the top of the screen) that occur when using the ecomod can be removed by disableing and enableing the ui overlay


stupid question...where do i enable/disable the overlay?
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Re: New Mod: UI Party

Postby nine2 » 11 May 2016, 12:21

My ui has a spanner for options. Inside is option to enable overlay
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Re: New Mod: UI Party

Postby keyser » 11 May 2016, 12:23

stupid question...where do i enable/disable the overlay?


it's in the option, interface, and the bottom, show mex overlay
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Re: New Mod: UI Party

Postby nine2 » 13 May 2016, 00:37

Since mod vault is not working, instructions to install V11:
Download https://drive.google.com/open?id=0B4anM ... EJ1WnJKUzA
Unblock the zip by right clicking on it, properties -> Unblock
Copy to mydocuments\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods
Delete old copy of ui party
Unzip to current folder (there should not be a UI-Party folder inside a UI-Party folder - there should only be one)
Delete zip
Restart FAF
Enable ui party v11


-- v11
-- released v10 to public (which was only released to individuals since vault down)

-- v10
-- new: Econtrol ui
-- keys - added Select similar onscreen units
-- keys - added Undo last queue order - works for engies and factories.
-- beep/message - added for finished structure/acu upgrades.
-- adornments - added upgrading structures
-- adornments - added upgrading acu - this feature requires notify mod, doesnt work in replay
-- adornments - added submerged destroyers + surfaced subs
-- adornments - added loaded tac/nuke/defense missile
-- adornments - greater emphasis on idle master facs
-- adornments - fixed: double adornments when upgrading fac
-- alternative startup sequence - now for non split screen - thanks to tatsu!
-- alternative startup sequence - fixed: have to reselect acu to get build menu items - thanks to tatsu!
-- performance improvements
-- new settings
Last edited by nine2 on 20 Sep 2016, 15:52, edited 4 times in total.
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Re: New Mod: UI Party

Postby nine2 » 13 May 2016, 00:38

Explanation on ECONtrol UI:
Spoiler: show
The new “ECOntrol” ui displays a summary of your economy, and is designed to replace the very awesome mod Supreme Economy 2.1 (nolag). You can easily view a summary of your economy and toggle parts of it on and off with a single click. It can be moved by dragging the “uip” icon. It can be disabled in options.
The Mex UI
It shows the quantity you have of each mex type:
• T1 idle mex
• T1 upgrading paused
• T1 upgrading
• T2 idle mex
• T2 upgrading paused
• T2 upgrading
• T3 idle
It shows a count of each mex type
It shows a progress bar for each upgrading mex
Left clicking a mex type selects all of those mexes
Right clicking a mex type toggles (pause or unpauses) all of those mexes
Control-left clicking a mex type selects one mex in that type
Control-right clicking a mex type toggles one mex in that type
(if pausing it is the least upgraded mex. If unpausing it is the most upgraded mex)
The Resources UI
It shows you your current resource consumption for each category. There are many, eg:
• T1 Land Units
• T2 Land Units
• T3 Land Units
• T1 Air Units
• T2 Air Units
• T3 Air Units
• T1 Naval Units
• T2 Naval Units
• T3 Naval Units
• Shields
• Radar Stations
• Sonar
• Stealth
• Energy production (power plants)
• Mass extraction
• Mass fabrication
• Silos (TML and SML)
• Factories (building factories inc gateways)
• Military structures (point defense, static aa, artillery, torp, walls, air staging)
• Experimentals
• ACU (upgrades)
• SACU (building and upgrades)
• Engineers (building engies)
• Everything Else (eg: power storage)
It shows various bars representing how much % of your resource you are spending on that category
• Green bar – mass (eg: building a unit)
• Yellow bar – energy (eg: building shield)
• Orange bar – energy on maintenance (eg: running shield)
• Cyan bar – mass on maintenance (eg: silo building missile)
You can click on a category to select all of the units in that category.
The UI makes a distinction between resources spent on building a thing, like building a shield (production) and resources spent maintaining a thing, like running a shield (usage).
Next to each category are checkboxes for Building and Usage.
If the checkbox is checked then that means something is spending that type (Building/Usage) for that category (eg: T2 land).
Clicking the checkbox will select the units that are spending that type.
Right clicking the checkbox will toggle the units that are spending that type. (Right clicking a Building unit will pause its production – right clicking a Usage unit will toggle it’s ability). The checkbox will turn red indicating that some unit of that type were paused. The box will also be unticked now since they are no longer using that resource (you just paused them). However some other units might start spending that resource so it might become checked again, whilst still red – since it is both using those resources and has paused units that were using those resources. You can right click again to pause the new units.
Control-Left clicking the checkbox will select the paused units.
Control-Right clicking the checkbox will unpause those units.
The ui only keeps track of units that were paused/unpaused through the UI. So if you pause some units manually, there will not be a red marker for them, and they will not be unpaused when you Control-Right click the checkbox. Additionally, if you pause some units from the UI, then manually assign them a new task, the UI will still be tracking them against the old task, and will unpause them when you Control-Right click the old checkbox.
Tip: Check your eco by asking “what am I spending all of my mass on” and looking at your green bars
Tip: Fix a powerstall by asking “what am I spending my energy on” and looking at your yellow bars (then disable all of your mobile stealth fields).
Tip: Fix a mass stall by looking at how many mexes are upgrading and consider when the next one will be finished.
Tip: Fix a mass stall by pausing all of your upgrading mexes with one click, then reenable the most-complete one with another click.v
Caution: Right clicking the Usage of mexes will stop your mexes producing! That’s very bad.
Caution: Silos (TML and SML) are implemented differently in the game to everything else. Their usage figures are a bit unreliable.
Caution: Due to rounding bugs in the game, all numbers are reliable once they become fractional (eg: 0.1). To demonstrate this make a t3 factory making units and assist it with mantis. Then massively mass stall your eco (eg: build an experimental). All the places in the UI that show resource usage (there are 4) show a different inaccurate figure. I have a fix for this that I hope to integrate into FAF … one day. Today the problem is that you could have 1000 units spending 0.4 mass each and the ui will see that as zero. Obviously it should be 400 mass. So UI-Party (and everywhere else) will ignore that 400 mass and only report other stuff, even if it was much less than 400 mass. Sometimes everything is fractional, and ui reports no usage – even though you are spending hundreds. So we need to integrate that fix.
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Re: New Mod: UI Party

Postby Nojoke185 » 13 May 2016, 12:34

getting a 404 not found on that link! :)
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