Interface Change (PC)

Post » Mon May 14, 2012 11:19 am

Don't get your hopes up yet. This file is the only one I've been able to modify without screwing things up. It's very early days still. :)
Hey, if progress is being made without any proper game editing tools released yet then my hopes are quite high :P
You came back when, 2 days ago? And already modifying stuff.

If there's someone I can count on that's you :D
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Trevor Bostwick
 
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Post » Mon May 14, 2012 7:11 pm

Hmm... how'd you all get the swf to recompile correctly?
All of my decompile / recompiles usually end up in a CTD...

Lot of __get__instance() reference errors in the associated .as files.
I edit the file in this: http://www.sothink.com/product/swfquicker/
No errors given, but with other files, I just get a blank menu. Might be font related...

Hey, if progress is being made without any proper game editing tools released yet then my hopes are quite high :P
You came back when, 2 days ago? And already modifying stuff.

If there's someone I can count on that's you :D
This UI drove me back. It felt like a slap in the face pretty much.
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[Bounty][Ben]
 
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Post » Mon May 14, 2012 9:14 am

I think this mod is one of the most anticipated, before anything else!
great to see motivated people here ;)
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Code Affinity
 
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Post » Mon May 14, 2012 2:43 pm

http://darnified.net/duis/DUIS_FontScale.png
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GLOW...
 
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Post » Mon May 14, 2012 6:55 am

I totally agree the UI in this game needs a complete overhaul. The UI in Oblivion could mostly be fixed by making the text a lot smaller, but in this game it feels like nobody considered a mouse when designing the UI. I particularly hate how when given a list the mouse wheel scrolls but also makes one entry bigger than the others, despite the fact the one you select is still the one you click on. I think the first thing to do would be to improve the container and vendor menus so that you and the container/vendor's lists are seperate with actually proper lists designed to be clicked on with a mouse and scrolled with a mouse wheel, and a click should move an item from one side to the other, not pressing some randomly chosen button. That's just all my opinion though, as I have no idea how to do any of this and salute anyone who has a go.
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Hot
 
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Post » Mon May 14, 2012 12:14 pm

Great start DarN. If anyone can sort the mess of a UI out, it's you buddy! Very much looking forward to seeing the final product. :foodndrink:
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Roberto Gaeta
 
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Post » Mon May 14, 2012 4:02 pm

The only problem I have with the UI at all is that to store items you press R. Otherwise I like it.

But if DarN gets a UI mod out I will 100% surely use it.
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R.I.p MOmmy
 
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Post » Mon May 14, 2012 6:09 am

For some odd reason I don't have bshowcompass=1... WHAT DO I DO? :( I want to disable it!
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Terry
 
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Post » Mon May 14, 2012 9:29 am

The only problem I have with the UI at all is that to store items you press R. Otherwise I like it.
And if you do some rebinding and editing of controlmap.txt to make things more logical, pressing your new "R" key will no longer store items.

And the fact that you can consume items while in "container" inventory mode.

And... oh heck, there's just too much to even mention :P

So awesome to see the work beginning DarN!
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Nicole Kraus
 
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Post » Mon May 14, 2012 9:37 am

http://darnified.net/duis/DUIS_FontScale.png

Do you feel like explaining how, or at least where? Is it in the actionscript somewhere? I've replaced the fonts in my game, but it ends up being a bit to big in some places and a bit to small in others, and I didnt see anything obvious.
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Kelly James
 
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Post » Mon May 14, 2012 7:06 am

And if you do some rebinding and editing of controlmap.txt to make things more logical, pressing your new "R" key will no longer store items.

And the fact that you can consume items while in "container" inventory mode.

And... oh heck, there's just too much to even mention :P

So awesome to see the work beginning DarN!
It's something so small that doesn't even mater.
It's just that I ate all my food by accident...
But no big deal.
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natalie mccormick
 
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Post » Mon May 14, 2012 7:56 pm

Do you feel like explaining how, or at least where? Is it in the actionscript somewhere? I've replaced the fonts in my game, but it ends up being a bit to big in some places and a bit to small in others, and I didnt see anything obvious.
Text is using inline HTML formatting:
Text	

lvl

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Jinx Sykes
 
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Post » Mon May 14, 2012 2:41 pm

Here's a test file for ya. This is simply the result of me mucking about, learning as I go. I've scaled the cursor down a bit, animated it, and recolored it. There's a DUI logo at the bottom as well. I'd like to know if the logo is where it should be as seen in the screenshot.

http://darnified.net/duis/cursortest2.jpg

Download: http://darnified.net/duis/swf/cursormenu.swf - Right Click and save to Data\Interface. Left click to open in browser.

---


I've made some headway today. Turns out there was a few program settings I hadn't configured. As far as the SWF files go, I'm starting to feel optimistic. I have no idea what to do with the GFX crap though.

edit: GFX crap, meaning HUD, journal, and chargen...
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Zach Hunter
 
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Post » Mon May 14, 2012 5:26 pm

The unfortunate thing is that with the .swf format, although it may be better overall, I think that less people will be able to edit it.

Test file works perfectly for me, cursor animates, I'm running 1680x1050, logo is positioned properly in bottom right corner.

But it may not be as you expect, usually logo only appears on title screen? Now it appears on ALL menus.

I know it's early, but I wanted to put in a request - show carrying weight on barter menus :P
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Nichola Haynes
 
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Post » Mon May 14, 2012 4:18 pm

The unfortunate thing is that with the .swf format, although it may be better overall, I think that less people will be able to edit it.
Funny, I would've thought the opposite. The number of people knowing flash greatly outnumbers the people knowing the old XML system, I guarantee you that. This is immensely quicker too.

Test file works perfectly for me, cursor animates, I'm running 1680x1050, logo is positioned properly in bottom right corner.

But it may not be as you expect, usually logo only appears on title screen? Now it appears on ALL menus.
As expected. The logo is stored with the cursor, so every time you see the cursor, you'll see the logo. As mentioned, this is simply a test to verify that all is as it should be.

I know it's early, but I wanted to put in a request - show carrying weight on barter menus :P
I'm barely crawling here, and you want me to run??? :laugh:
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Chase McAbee
 
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Post » Mon May 14, 2012 2:38 pm

What I am hoping for is a UI almost exactly like Oblivion's DarN UI, that was damn near perfect.
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Marcus Jordan
 
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Post » Mon May 14, 2012 6:32 pm

edit: GFX crap, meaning HUD, journal, and chargen...
Copy .gfx to .swf extension, open .swf in hex editor:

If first 3 bytes are 'CFX', change to 'CWS'.
If first 3 bytes are 'GFX', change to 'FWS'.

Note that GFX files have Scaleform specific data in them that Flash doesn't support on its own, so unlike the other interface .swfs it may not build correctly (I have not looked at the .swf extension files to see if they have Scaleform data in them, they might).
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Josh Sabatini
 
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Post » Mon May 14, 2012 2:03 pm

Thanks man. I'll have a go. :)
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Carlos Rojas
 
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Post » Mon May 14, 2012 7:14 am

http://darnified.net/duis/hud.jpg
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Melung Chan
 
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Post » Mon May 14, 2012 11:50 am

Nice one DarN - Looks like it's time for some fun ;]
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Lil'.KiiDD
 
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Post » Mon May 14, 2012 3:05 pm

http://darnified.net/duis/hud.jpg


Thanks, about the text. And yeah, the .gfx file used for the hud has about 200 scaleform somethings. Files, attributes, dunno. Read as "unknown 0" by my editor. When I took it apart and put it back together they were lost, but it didnt have a visible impact, but just editing the .swf like you are without converting it would keep them intact. If you can get enemy hp down by the crosshair, I'd give you a hug! Didnt work when I tried, but I didn't try hard.

As always, cheers and hurray for the DarN.
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X(S.a.R.a.H)X
 
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Post » Mon May 14, 2012 6:00 am

Thanks, about the text. And yeah, the .gfx file used for the hud has about 200 scaleform somethings. Files, attributes, dunno. Read as "unknown 0" by my editor. When I took it apart and put it back together they were lost, but it didnt have a visible impact, but just editing the .swf like you are without converting it would keep them intact. If you can get enemy hp down by the crosshair, I'd give you a hug! Didnt work when I tried, but I didn't try hard.

As always, cheers and hurray for the DarN.
If I simply open and export to the interface folder, I get the HUD with some quirks. Black text where it should be gray, text that should be hidden is visible, etc. Compass seems to be up and working though. If I move it to interface\exported and hex edit/rename it back, I get a blank HUD. Very bizarre. Editing it like I do still decompiles it, so I assume Scaleform stuff is lost. :(
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Sista Sila
 
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Post » Mon May 14, 2012 7:07 pm

Funny, I would've thought the opposite. The number of people knowing flash greatly outnumbers the people knowing the old XML system, I guarantee you that. This is immensely quicker too.
What I meant was, XML you can just open up with text editor and edit it. If you can understand it, you can edit it, or take what someone else did and tweak it a bit more to your own liking. SWF I'm presuming is going to require tools and programs that aren't free, so not everyone who has any inclination can play with it.
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Astargoth Rockin' Design
 
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Post » Mon May 14, 2012 5:06 am

I like the interface as it is lol. Its easy to navigate, looks good, provides the info players need. But everyone has different views! :D
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SUck MYdIck
 
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Post » Mon May 14, 2012 6:55 pm

I like the interface as it is lol. Its easy to navigate, looks good, provides the info players need. But everyone has different views! :D
In my opinion, the interface is perfect...

... *if* I was playing this on a console, which I am not. With a mouse and keyboard, it's far more annoying. I'm not one of those people that can say, "I'll get used to it." I shouldn't have to get used to something that was badly designed. This UI and control system was not optimized for PC users. As DarN said, it feels like a slap in the face.

Unfortunately, I don't have access to the software you guys are talking about, or the technical knowledge to help in that regard even if I could get my hands on it. However, if there's anything I can help out with *graphically*, let me know. I have Adobe Photoshop and Premiere; I'm no expert, but I'm getting better. I would gladly chip in anywhere I can. I don't know how much or even if you'll need that kind of help, but I figured I'd offer it nonetheless.
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Meghan Terry
 
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