SWGEmu CU & NGE GUI Mods Release *Update 04/07/11*

Jun 15, 2012
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#61
Kayliaah,

Thanks for the mods! I've played with both the pre-CU and the NGE mods, and it's very nice to have these options available!! Great job!

One question I have, however. I use a modeless keymap, so the chat, radar and menu buttons/text never fade (since I don't change modes). Is there a way to trigger this so that they can fade when I don't need them (i.e. simulate changing modes by hitting the [alt] key, even though mode doesn't change)?

I know it's probably a long shot! But I figured you, being the guru you are, would be able to answer off the top of your head. :)
 
Aug 30, 2010
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#62
Hey whitlinder,

I've never used modeless myself being used to the default SWG keymaps so I had to test it to understand what your "issue" was, now I see what you mean.
Right click to move the camera and walk is actually pretty cool.

Sadly I think I'm going to disappoint you.

The fading of the UI is triggered by the pointer mode, in modeless the pointer is stuck in arrow mode which forces the UI to stay fully visible, unfortunately I don't know of any conventional method to do what you want.

I looked into the keymap files (inside the "input" folder in the TRE files if you want to take a look) and noticed that SWG Modeless and MMORPG Modeless have no data for CMD_uiPointerToggle, and obviously no key attached to it.

Default SWG has two lines of data for CMD_uiPointerToggle, one for each ALT key (left ALT and right ALT), I tried adding those two lines to SWG Modeless, who knows by some miracle it could work, and even though I had the correct line in the Keymap window with both ALT keys correctly attached to "Toggle Mouse Mode", they unfortunately did nothing.

So I don't know, maybe I forgot something to make the toggle work? Or it's just that the mouse mode is stuck on pointer and the other mode, however it's called, is completely disabled.

This is the first time I fiddle with keymaps, I never found the need to change anything in them so my knowledge on the subject is pretty slim . :(



You could have the UI use a hardcoded fading, but then it would be stuck in faded mode forever, even when you need to use the chat for example, which is pretty bad if you ask me.
 
Jun 15, 2012
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#63
I figured that may be the case. Thanks very much for looking!!! You're my heroine (not the drug) anyway!

Just a thought...would there be any way to have the fade-in triggered by a "mouse over" event? I know the game has such an event, since it triggers sounds and changes icons when you mouse over certain items. I'm just not sure how the mouse over is implemented in the code. If this is possible, you could have an option to leave the element faded until "mouse over". Thoughts?
 
Aug 30, 2010
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#64
I was thinking about this the other day, I don't remember which part of the interface requires you to put your mouse pointer over UI objects so that they fade in, I know NGE uses (used) this system for the zoom in/zoom out radar buttons, they only faded in if you put your pointer over the radar.

I'm not entirely sure which UI effect is used I'll have to check it out, though I'm certain this would require the whole interface to be altered (every UI file for the permanent interface you see on screen) as with the modeless keymap, the whole UI uses the maximum opacity level allowed by the each file, it would require every file to be changed to forced faded mode and THEN edit the relevant data in each file to change the way the UI fades in, it's a very big hassle if you ask me.
 
Jun 15, 2012
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#65
Yeah...that sounds like a pain! Interesting line of thought from a mod-coding perspective though! :)

Thanks again for your awesome work!!!
 

Ohai

New Member
Jun 22, 2012
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#67
Issue -

The mod seems to mess with parentheses.

I selected the CU mod with Cursor and new Ham unchecked. Now, I can't see parentheses typed by myself or others. Brackets work fine [] , just not parentheses (open brackets) like () .
 
Aug 30, 2010
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#68
Yes it's known, if you need to use/see brackets you'll have to uncheck Target Status in the installer, until I find away fix the target status without breaking the parentheses.

After all these years I still haven't found what really controls the target status, so I don't know how modify it without using tricks at the moment.
 

Ohai

New Member
Jun 22, 2012
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#69
Kayliaah said:
Yes it's known, if you need to use/see brackets you'll have to uncheck Target Status in the installer, until I find away fix the target status without breaking the parentheses.

After all these years I still haven't found what really controls the target status, so I don't know how modify it without using tricks at the moment.
I'm at a loss at to how you break open brackets with a mod.

Please explain.....
 

Timbab

Administrator
Staff member
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Moderator
Oct 6, 2010
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Magna Germania
#70
Ohai said:
Kayliaah said:
Yes it's known, if you need to use/see brackets you'll have to uncheck Target Status in the installer, until I find away fix the target status without breaking the parentheses.

After all these years I still haven't found what really controls the target status, so I don't know how modify it without using tricks at the moment.
I'm at a loss at to how you break open brackets with a mod.

Please explain.....
http://www.modthegalaxy.com/forums/thread-tool-tre-explorer-small-update
Go figure it out.

Or actually read what she said for a workaround.
 

Ohai

New Member
Jun 22, 2012
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#71
Timbab said:
Ohai said:
Kayliaah said:
Yes it's known, if you need to use/see brackets you'll have to uncheck Target Status in the installer, until I find away fix the target status without breaking the parentheses.

After all these years I still haven't found what really controls the target status, so I don't know how modify it without using tricks at the moment.
I'm at a loss at to how you break open brackets with a mod.

Please explain.....
http://www.modthegalaxy.com/forums/thread-tool-tre-explorer-small-update
Go figure it out.

Or actually read what she said for a workaround.
No?

And the workaround won't be possible for me, thanks.
 

Timbab

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Oct 6, 2010
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#72
No? Then that's to bad.

NGE handles it differently, plain and simple, so far, there is no real fix for it, so either accept it or do it yourself.
 
Sep 12, 2012
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#73
On the NGE UI mod, there is 2 tabs/options missing in the PDA.

if you open your PDA and go to the data tab. there is meant to be 2 options on the bottom middle and bottom right right, cant remember what the blocks are called, but one is to activate waypoints for the missions in the data section of the data pad. that little box you suppose to tick shows the waypoint for the mission, but there is no box to tick.

just make a artisan, take a delivery quest, then open data pad and you will see the quest in there, but no option to make a waypoint, however the help window shows there is suppose to be an option to tick to activate the waypoint....

hope you understand all of that :)

in a nutshell, when you have a delivery quest, and you run the UI help assistant in datapad, it shows 2 boxes that is meant to be there but they arent.
 

Vlock

New Member
Dec 27, 2010
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#74
just tried the NGE UI mod again in swgemu, kaybear, you aware that there are 2 missing characters in the text files?

the ( ) brackets do not work on the mod. im assuming it isnt pointed correctly. Just now noticed it and thought id point it out to you :)

see you around!
 
Aug 30, 2010
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#75
You nublet Vlock, it has already been reported in the earlier posts. :D

I know it's still an issue, you can "remove" the problem by unselecting the Target Status from the installer, since it touches the fonts themselves to trick the game into making parts of the target overhead text white, it also removes the brackets for them, problem is that it removes the brackets entirely.

I was working on a way to make the chat brackets stick months ago when I was still working on SWG but I took a break and now I'm completely out of it, and it didn't seem to bother the hundreds of people who downloaded it, even though it bothers me because it's not perfect.

I never found a way to make it work like I wanted it to, so if people can be bothered to dig into it and find the proper way to do it, well, they're welcome.

I remember tricking the game into using a new symbol to replace the brackets and make this symbol an actual bracket, I can't even remember if it worked, it was a pain to be honest, if I can't find the actual Target Status ui files then maybe separating the chat brackets with the target status brackets could work, hell if I know, I've pretty much given up on this a while back.



Btw how are you Vlock, still on PSWG? I'm too lazy to send you a PM at the moment but if you have anything new then don't hesitate to share, I love gossip.
 

Vlock

New Member
Dec 27, 2010
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#76
still with pswg yes. putting my hands into actual programming rather than mods. although i cant seem to stop modding. still enjoy it :D

you need to get into ventrilo tbh.
 
Aug 30, 2010
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#77
I haven't checked SWGEmu and the other communities since pretty much June lol, I think it's my longest break from it and now it's kinda weird because I don't see the end of it.

Watch me get pissed and ragequit from everything lol, you never know.
 

riseofcpu

New Member
Aug 9, 2012
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#78
Kayliah not sure if you still post on here... but is it possible you could use a lighter blue for the mind bar? I am not sure about others, but when mind is lost, it isn't noticeable? do you see that also?

thanks
 
Aug 30, 2010
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#79
Yes, it's always been a problem with the CU/NGE color scheme for the H/A/M bars, some people, if not most, missed the PreCU white bars when depleted, the new color scheme wasn't clear enough, especially at some resolutions. Look at ModSource, they pretty much existed because of things like that.

You can change the color of any bar yourself though, you just need to know where to look.
Just look into your SWGEmu direcotry and find the "ui" folder, inside, open "ui_ground_hud", this is where all the H/AM bars are located, for yourself, your target and the target status overhead, it's all basic color codes such as FFFFFF for white, FF0000 for red, 0000FF for blue etc...

Open "ui_ground_hud" with notepad (Notepad++ recommended) and search for Name='AttribMod' (copy/paste it in the search), this is where your own H/A/M bars are located.

Name='Target', is where your target's H/A/M bars are located.
Name='AllTargets', is where the target status overhead H/A/M bars are located.

All three H/A/M trees will show you where the bars are actually located, you need to look for pagem='m', which shows you that "pagem" points to "m" which is where the mind bar is located "for each of the three windows (your own, your target, and the overhead status).

Basically as an example, search for AttribMod and scroll down until you see the tree with "pagem" and where the mind bar "m" is actually located, then once you find it, you can play around with color codes.





You know what, just search for Name='m' and you'll get three results, you have to change one color code in all three of them, I'm not entirely sure which one though as I haven't logged onto SWGEmu for months now, and the ui has always been a pain in the butt because of how the files were formatted.

And I'm pretty tired too right now, which makes me at least 10 times dumber.


Basically under the three Name='m' trees you'll find names such as "Current", "NormalMax", "CurrentMax", and "RecentCurrent", those are the only ones that matter, and in each of those sub trees is a color code, example, Color='#000000' or BackgroundColor='#FFFF00', the code is what you have to change, I recommend using http://www.colorpicker.com/ to pick your color code, it's pretty simple and easy and you don't have to install anything. Remember, #xxxxxx is what you have to change.

You just have to play around with each one of them, and yes, you have to restart your client after each change, it sucks I know but it's the only way. :/

Again, I'm very sorry if what I'm saying isn't clear, I haven't slept much in the past weeks and my brain feels like goo, added the fact that I haven't touched SWG since June pretty much, I feel really rusty.
 

Davickk

New Member
Dec 15, 2012
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#80
Noticed with the CU mod in SWGEmu, when I am grouped I cannot move around my groups HAM UI. Don't know if this was mentioned. Just letting you guys no :p