[WIPZ/BETA] DarNified UI NV

Post » Fri May 27, 2011 7:58 pm

Hello there,
first things first - thanks for all the hard work - this is the best mod available for UI.

one question though - out of sentiment i use revelation mod for NV atm, which turns all
windows/dialogs etc into old Fallout1/2 stylish look.

in F3 there was a compliance mod allowing to use your mod with Revelation.


Its probably to early to ask for one now, but would it be possible to extract somehoe a simple mod just for HUD ?
the default one is very big, and i would love to use your version of HUD - but if i'll use your mod it'll mess up the revelation one

Any chances for that ?
regards
Thanks

The HUD is too integrated with the other menus. The one responsible for the compliance mod should be able to help you, no?
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Mark Churchman
 
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Post » Sat May 28, 2011 6:06 am

Thanks for quick answer

theres only one for F3 compliance

there is no for NV atm.

i was thinking about installing your mod and then overwriting it with the other but it'll be mess me thinks.
i think ill stick to your mod for the moment in this case as the huge default HUD makes my eyes hurt ;)

Thanks
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kirsty williams
 
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Post » Sat May 28, 2011 1:55 am

theres only one for F3 compliance

there is no for NV atm.

i was thinking about installing your mod and then overwriting it with the other but it'll be mess me thinks.
i think ill stick to your mod for the moment in this case as the huge default HUD makes my eyes hurt ;)

Thanks

You should contact the author to see if he intends to make for NV then. I would not recommend using another hud with DUINV. The HUD has all kinds of settings used by other menus...
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phil walsh
 
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Post » Sat May 28, 2011 6:59 am

Here's the progress:

[*] hardcoe indicators now have proper colors (HUD)       - DONE?[*] Removed rogue debug string (VATS)                      - DONE[*] AmmoType text overlap fixed (HUD)                      - [*] Fixed weapon mod list overflow (Items, Container)      - DONE[*] Separated DAM and DPS values (Items, Container)        - DONE[*] Fixed notes clipping? (Data)                           -[*] Fixed sub menu issues (Start Menu)                     - [*] Fixed skills > 100 (LevelUp Menu)                      - [*] Fixed word wrap (Message Menu)                         - [*] Fixed missing button graphics in several menus (XB360) - DONE[*] Fixed faulty button shortcut (XB360 - Stats)           - DONE

Does anyone know what makes the HCMode text turn red?
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 11:51 pm

.. nothing you can really complain about as long as he writes it himself from scratch ..


There is still an element of concept/ideas, not only the actual "making" that goes into something, imo.

If the decent way to do something is pretty obvious. one just does it that way, as that's the way you'd want it to be. This being as obvious as it is, someone else is very likely to have done it the same way, no? It's now a matter of being the first.


Likely true, altho this argument that could be used for a lot of things - "someone would have done it eventually".

Don't get me wrong, i'm not trying to "patent" something here, or forbid inclusion of similar concepts or whatever.
I've just seen a few suggestions by users in the DUINV threads based on PipWare, and given my experiences with modding elsewhere i'm only trying to remind of a basic modding etiquette, that's all.

But maybe it's not needed and the Fallout3/NV Community already cares about such things, i admit i haven't followed it much since the early Fallout3 days.
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Leonie Connor
 
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Post » Fri May 27, 2011 10:40 pm

Likely true, altho this argument that could be used for a lot of things - "someone would have done it eventually".

I was just theorizing as to what is likely to make identical features. I just go full speed ahead by instinct mostly - no clear design plan really. This is what I mean with "obvious" - ie. it's logical.

Don't get me wrong, i'm not trying to "patent" something here, or forbid inclusion of similar concepts or whatever.
I've just seen a few suggestions by users in the DUINV threads based on PipWare, and given my experiences with modding elsewhere i'm only trying to remind of a basic modding etiquette, that's all.

But maybe it's not needed and the Fallout3/NV Community already cares about such things, i admit i haven't followed it much since the early Fallout3 days.

Anything implemented in DUINV will already be in DUIF3, unless it's fresh content. I've got a lot of requests coming in for these, and it's quite possible some of these exist in other mods, but I'm not about to go digging through code to see what to avoid. I see by the Pipware pics that the new HCMode meters are pretty similar to yours - is this what prompted this discussion?
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John N
 
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Post » Sat May 28, 2011 3:53 am

I'll be doing Crafting next. http://ui.darnified.net/wip/DUIFONV/v1/CraftingGoneWrong.jpg

I don't understand how this got into a released game... Do they even have a QA process? :flame:
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Lauren Dale
 
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Post » Sat May 28, 2011 4:53 am

I'll be doing Crafting next. http://ui.darnified.net/wip/DUIFONV/v1/CraftingGoneWrong.jpg

I don't understand how this get into a released game... Do they even have a QA process? :flame:


I think it does, IIRC. Another thing that really bothers me about it is that clicking on an item doesn't craft them, and I have to use a key to craft it. Also after you craft it, the menu closes, so if you want to craft something else you have to manually re-open it. Quite annoying all in all for a PC user.
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 10:29 pm

There is still an element of concept/ideas, not only the actual "making" that goes into something, imo.


I disagree here, you shouldn't lay claim to an idea in and of itself but the method to enact that idea, otherwise I'll claim the right to the idea of a flying space dog house. No one person should claim sole rights or credit to ideas like a single page status screen, where HuD elements go, nuke pistol, custom crosshairs, custom pipboy, body replacers, and etc. There are too many people playing this game and having similar ideas to get into arguments over who has the rights to those ideas or who was first. Lets just focus on who has the right to the actual work done to achieve those ideas. So like I said the best etiquette imho is not to use other peoples files/code without getting permission and crediting them, but if you simply copy the basic idea of their mod that's just competition which is a good thing. After all there are tons of mods that do the same things in different ways. Just my two cents.

But I'll stop debating this point as it's outside my element (as well as the topic), not being a modder and all. I respect modders such as yourself and DarN for the work you do and sharing it with the community. So I'll leave deciding on what is proper etiquette to those that are actual affected by it.

I think it does, IIRC. Another thing that really bothers me about it is that clicking on an item doesn't craft them, and I have to use a key to craft it. Also after you craft it, the menu closes, so if you want to craft something else you have to manually re-open it. Quite annoying all in all for a PC user.


That bothered me as well.
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Tania Bunic
 
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Post » Sat May 28, 2011 9:18 am

I've got a lot of requests coming in for these, and it's quite possible some of these exist in other mods, but I'm not about to go digging through code to see what to avoid.


Again, this isn't about forbidding implementation of something ( what you probably meant with avoiding ), more about recognizing "inspirational sources" ( for lack of a better word ) when it comes to certain features, like a short blurb at the end of a readme.
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jessica sonny
 
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Post » Sat May 28, 2011 9:13 am

I think it does, IIRC. Another thing that really bothers me about it is that clicking on an item doesn't craft them, and I have to use a key to craft it. Also after you craft it, the menu closes, so if you want to craft something else you have to manually re-open it. Quite annoying all in all for a PC user.

Well, I have some work to do here I see. I don't know if I can fix the premature closing, but I'll certainly do my best to make it at least appear finished...
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Samantha Jane Adams
 
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Post » Sat May 28, 2011 9:38 am

http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_CraftingWIP1.jpg It's built on the Barter Menu, so I had mostly copy/paste work. Polish commencing...
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lexy
 
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Post » Sat May 28, 2011 7:00 am

I'm afraid I don't see what's wrong with that Crafting UI. That appears to be how it's supposed to look.

http://img200.imageshack.us/img200/2163/screenshot30us.jpg is how it's supposed to look after you've selected an item to craft.
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Jacob Phillips
 
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Post » Sat May 28, 2011 5:11 am

not sure if it's something darnui can do, but ive seen other mods do it, which is to split things up, liek breakdown in its own list, and ammo types u can make out of or into with 5.56mm in its own etc.
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latrina
 
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Post » Fri May 27, 2011 7:31 pm

I'm afraid I don't see what's wrong with that Crafting UI. That appears to be how it's supposed to look.

http://img200.imageshack.us/img200/2163/screenshot30us.jpg is how it's supposed to look after you've selected an item to craft.

There are misaligned, missing and extra lines in there. The missing part is debatable I suppose.

There's more, but that's probably just a matter of taste. You'll see. :)
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Gavin boyce
 
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Post » Sat May 28, 2011 12:57 am

I'll be doing Crafting next. http://ui.darnified.net/wip/DUIFONV/v1/CraftingGoneWrong.jpg

I don't understand how this got into a released game... Do they even have a QA process? :flame:


The crafting menu in the vanilla game is likely one of the more obvious drastic failures of a QA department that I have seen in quite a while.

...I am including the horrific QA process (or lack of) at the poor excuse for a software company that I work for. *sigh*
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Chantelle Walker
 
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Post » Fri May 27, 2011 10:48 pm

The craft menu wasn't really optimised for mouse input at all. The items on the left list are chosen by highlighting it with your mouse, rather than clicking, so it's quite easy to accidentally highlight and select a different item. The item also doesn't stay highlighted when the mouse is moved away, so there's no indication on what you're crafting. The ingredient list on the right makes a buggy sound when hovered over, and using the right menu's scroll bar seems to freeze the left list.

Recoding the menu's probably a bit beyond your scope, so you have to make sure your layout works around the issues. Given the mouse highlight issues on the left list, I think having a smaller font might make it more difficult to use, since it'll be harder to avoid accidental selections. Can't be helped.
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IsAiah AkA figgy
 
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Post » Fri May 27, 2011 7:10 pm

this brings up the issue of the lucky 38 terminal where you can purchase optional parts to your room but you cant actually select anything
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lolli
 
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Post » Fri May 27, 2011 10:42 pm

In progress:

Fixed for v3:[*] hardcoe indicators now have proper colors (HUD)       - [*] Removed rogue debug string (VATS)                      - [*] AmmoType text overlap fixed (HUD)                      - [*] Fixed weapon mod list overflow (Items, Container)      - DONE[*] Separated DAM and DPS values (Items, Container)        - DONE[*] Fixed notes clipping? (Data)                           -[*] Fixed sub menu issues (Start Menu)                     - [*] Fixed skills > 100 (LevelUp Menu)                      - [*] Fixed word wrap (Message Menu)                         - [*] Fixed missing button graphics in several menus (XB360) - DONE[*] Fixed faulty button shortcut (XB360 - Stats)           - DONENew in v3:- Crafting Menu






I am so excited for these changes :D SO far what you have done is amazing!

I am also waiting patiently for when I can add my health karma and hardcoe mode things to my screen I am so excited :D
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Dalley hussain
 
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Post » Sat May 28, 2011 12:10 am

The crafting menu in the vanilla game is likely one of the more obvious drastic failures of a QA department that I have seen in quite a while....I am including the horrific QA process (or lack of) at the poor excuse for a software company that I work for. *sigh*

UI bugs are literally staring you in the face. Bugs like these are inexcusable, unless the QA dude's name was Stevie Wonder...?

The craft menu wasn't really optimised for mouse input at all. The items on the left list are chosen by highlighting it with your mouse, rather than clicking, so it's quite easy to accidentally highlight and select a different item. The item also doesn't stay highlighted when the mouse is moved away, so there's no indication on what you're crafting. The ingredient list on the right makes a buggy sound when hovered over, and using the right menu's scroll bar seems to freeze the left list. Recoding the menu's probably a bit beyond your scope, so you have to make sure your layout works around the issues. Given the mouse highlight issues on the left list, I think having a smaller font might make it more difficult to use, since it'll be harder to avoid accidental selections. Can't be helped.

I haven't really used it yet, I simply converted it blind. I'll see what bugs lurk beneath...

this brings up the issue of the lucky 38 terminal where you can purchase optional parts to your room but you cant actually select anything

Sounds like a bug for Obsidian to fix.
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oliver klosoff
 
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Post » Sat May 28, 2011 5:41 am

I'll be doing Crafting next. http://ui.darnified.net/wip/DUIFONV/v1/CraftingGoneWrong.jpg

I don't understand how this got into a released game... Do they even have a QA process? :flame:


yes its ugly.. it needs a Darn touch :D
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dav
 
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Post » Fri May 27, 2011 8:27 pm

this brings up the issue of the lucky 38 terminal where you can purchase optional parts to your room but you cant actually select anything

On mine I can select things, but the place that I have to click in order to do so is not aligned with the text - it is off to the side by a good bit.

...another of the, "Did someone test this? Really?" moments...
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ImmaTakeYour
 
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Post » Fri May 27, 2011 8:23 pm

yes its ugly.. it needs a Darn touch :D

I'm touching it as we speak. :P The xPanels will be on screen as soon as NVSE is out. :)
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Jinx Sykes
 
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Post » Sat May 28, 2011 3:39 am

this brings up the issue of the lucky 38 terminal where you can purchase optional parts to your room but you cant actually select anything

I just took a look at that. It looks like the code used for detecting your mouse position is misaligned with the on-screen menu. But the weird thing is that there's an additional detection layer that is properly aligned.
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Justin Hankins
 
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Post » Sat May 28, 2011 1:04 am

I'm touching it as we speak. :P The xPanels will be on screen as soon as NVSE is out. :)


woohoo :D
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Emilie Joseph
 
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