Jump to content


Photo

BG2 Improved GUI


  • Please log in to reply
366 replies to this topic

#301 MikeX

MikeX
  • Member
  • 16 posts

Posted 03 May 2022 - 01:33 PM

Hi Insomniator.

 

just a short note:

 

The panel height and buttons are fixed, fantastic, thank you very much!

 

Also the new centering of the loot slot bar looks very nice.

 

'lootpanel.tph' has still an issue using the right mos for patching (at least for my resolution and 'Restored x2 Scaled GUI'), see attached ingame screenshot in Baldr005.bmp.

Debug:

Spoiler

 

I fixed it locally, but have to run more tests on different resolutions.

Basically, I read which mos is used in the chu and patch the expanded mos with the same name that your mod provides.

Your mod provides expanded mos for the base game and 2 GUI mods (TutuGUI and GUI_720).

I attached my current version (and an ingame screenhot in Baldr004.bmp), if you want to have a look.

 

I will be back with more test results and probably more questions.

 



#302 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 04 May 2022 - 12:27 AM

Hi Salk

Great!


https://anonfiles.co...0c3ye/TobEx_zip

 

add new UI:Damage Info On Record Screen=1 to installed TobExTweak.ini

 

i have additional installer option to install only on record screen, but manualy editing TobExTweak.ini is enough



#303 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 04 May 2022 - 01:15 AM

Hi MikeX
 

'lootpanel.tph' has still an issue using the right mos for patching (at least for my resolution and 'Restored x2 Scaled GUI'), see attached ingame screenshot in Baldr005.bmp.
I fixed it locally, but have to run more tests on different resolutions.
Basically, I read which mos is used in the chu and patch the expanded mos with the same name that your mod provides.
Your mod provides expanded mos for the base game and 2 GUI mods (TutuGUI and GUI_720).
I attached my current version (and an ingame screenhot in Baldr004.bmp), if you want to have a look.
I will be back with more test results and probably more questions.

To solve this issue, my installer must track how .MOS was enlarged by widescreen (H*** parameter) or how cells/gold was shifted.
Main problem - i think widescreen try to "center" right cells on some resolution conditions, for 940x540 it take 640x480 base image and enlarge it to 960x90 with inserting free space in CENTER, so inventory cells shifted to right border, then it shifts cells's X and Gold's coordinates by patching .CHU


If i set 940x600 resolution, it stops shifting and use 800x600 base image. It has complicated logic to when shifts and when not for same X Resolution
 
Also Widescreen's enlarging 640x90 ->960x90  has artifacts:
w960x540.JPG

 

Widescreen's enlarging 800x90 ->960x90 without shifting:

960x600.jpg

 


Edited by Insomniator, 04 May 2022 - 01:30 AM.


#304 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 04 May 2022 - 02:41 AM

Hello, my friend!

 

Hi Salk
Great!


https://anonfiles.co...0c3ye/TobEx_zip

 

add new UI:Damage Info On Record Screen=1 to installed TobExTweak.ini

 

i have additional installer option to install only on record screen, but manualy editing TobExTweak.ini is enough

 

Very much appreciated!  :cheers:



#305 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 04 May 2022 - 05:39 AM

MikeX, fixed version:

  • .MOS renaming removed
  • tutugui enlarge position fixed

Attached Files


Edited by Insomniator, 04 May 2022 - 05:40 AM.


#306 MikeX

MikeX
  • Member
  • 16 posts

Posted 05 May 2022 - 08:50 AM

MikeX, fixed version:

  • .MOS renaming removed
  • tutugui enlarge position fixed


Hi Insomniator,

 

tested your 'lootpanel.tph' shortly only with my resolution and it seems to work now, thank's.

 

I still think the 'Hxxx' parameter could be fix (independent of the desired width), only dependent on which of the mod provided mos needs to be used and extended.

 

Do you have any insight about how 'Extend_Mos' works, especially the 'Hxxx' ('Vxxx') parameter?

The WeiDU readme says the command needs to be documented...

I know the number xxx is the position at which some area of the mos is duplicated.

The duplicated area is the one after the position, but to what widht/height?

Also the inserted duplicated area seems to be split in between.

 

With this:

COPY_EXISTING ~MAP.MOS~ ~override\MAP1.MOS~
    EXTEND_MOS "H100" 600
BUT_ONLY
COPY_EXISTING ~MAP.MOS~ ~override\MAP2.MOS~
    EXTEND_MOS "H100" 1200
BUT_ONLY

 

you get this (Source Map.mos, Map1.mos, Map2.mos):



#307 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 05 May 2022 - 10:41 AM

Hi MikeX,

I still think the 'Hxxx' parameter could be fix (independent of the desired width), only dependent on which of the mod provided mos needs to be used and extended.
 
Do you have any insight about how 'Extend_Mos' works, especially the 'Hxxx' ('Vxxx') parameter?
The WeiDU readme says the command needs to be documented...
I know the number xxx is the position at which some area of the mos is duplicated.
The duplicated area is the one after the position, but to what widht/height?
Also the inserted duplicated area seems to be split in between.

I can not tell how Hxxx works, i just tried different numbers to see on what horizontal pixel doublicating was started.
Fortunately for contaner background one xxx parameter give proper start X coord and widht to shift
 
Weidu sources available, but OCAML is difficult to understand

Spoiler


Edited by Insomniator, 05 May 2022 - 10:43 AM.


#308 MikeX

MikeX
  • Member
  • 16 posts

Posted 08 May 2022 - 03:14 PM

Hi Insomniator,

 

that's what I figured out:

Hxxx parameter duplicates a maximum of 100 pixel starting from pixel xxx to the right and adds them at pixel xxx.

If less are needed to reach the desired width, it duplicated only the needed amount.

If more are needed than it adds the duplicated pixels again (or a fraction of it) until the desired width is reached.

 

So as I thought, Hxxx should only be dependent of the used mos and whether TutuGUI is used or not:

Spoiler

 

Tested the attached lootpanel.tph w/ and w/o TutuGUI and GUI_720 on many different resolutions, looked up the result in NI.

If the label for the available gold fits the place for it at the mos, everything should be fine.



#309 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 17 June 2022 - 08:36 AM

Updated to v5.3

  • Block Door/Portals/Area Escape if enemy is in sight (difficulty tweak)
  • Allow enemy to bump invisible/invulnerable party members (difficulty tweak)


#310 Charriu

Charriu
  • Member
  • 9 posts

Posted 17 July 2022 - 09:39 PM

One of the best mods out there. But my problem right now is the following. I'm constantly thinking about switching from the classic games to the enhanced edition. There are some few mods of mine that don't work on enhanced edition and this mod is one of them. At the same time I know that some features like the loot bar can also be found in the enhanced edition. But what about the other components? Which can also be found in the enhanced edition?



#311 ALIEN

ALIEN
  • Modder
  • 983 posts

Posted 18 July 2022 - 07:09 AM

My layzy crafted list:

 

Mods:

Mods:
+ Show NPC's active effects on right mouse click - Bubb Spell Menu
+ Hide Static(by equipped items) Icons on Portrait - Tweaks Anthology
+ Disable Portrait Icons Added by Class Abilities/Equipped Items - Tweaks Anthology

EE:


EE:
+ Loot panel
+ Colorize icon of not memorized scrolls
+ Hide "Write magic" button for already known spells and for opposition schools
+ Show HitPoints on NPC/Party when pressed TAB key
+ THAC0 and Damage info on Inventory screen
+ Dark portraits on party when dragging not allowed items
+ Total Roll info on Character creation screen
+ Journal with fold/unfold quests
+ Greyscale background on Pause
+ Unlimited Hand off slot
+ Extended messages/sounds about item/quest/worldmap events
+ Extended roll/damage combat text
? Do not clear drained spells
+ Show Hit Points/Action on Portrait
+ Yellow Border on Portrait if Party Member too far for Item Transfer
+ Legacy of Bhaal difficulty mode
+ Highlight Active Zones/Points
+ Double Mouse Render Rate
? BG1 Style Greeting
+ Fast ProgressBar Screen
+ Scaled GUI
? Shift Subtitles Below Movie Frame
+ Spell Sequencer Panel
+ Hide 'Special Abilities' button if necessary
? Exchange "Turn Undead" and "Pick Pockets" buttons for Cleric/Thief multiclass
+ Improved Store&Bag Interface
? Custom hotkeys
+ Innate/Ability/Spell Description Screen on Right Click
+ Colored Selection Circles
+ New Spell Selection Overlay Menu
+ Borderless World Map
+ Show Float NPC Names ('Alt' key)
+ Auto Switch Spell Book between Priest and Mage
+ Additional Character Information on Record Screen (intoxication, fatigue, luck, casting speed)
+ Normalize Sound Volume
+ Add Pause To Save Game
+ Additional Icons on Portrait (improved invisibility, blur/mirror image)
? Block Door/Portals/Area Escape if enemy is in sight (difficulty tweak)
? Allow enemy to bump invisible/invulnerable party members (difficulty tweak)

Please correct me I'm wrong.


Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

Modder's Guide to GitHub - you cannot have progress without committing changes


#312 parysm

parysm
  • Member
  • 15 posts

Posted 19 July 2022 - 10:14 PM

EE:
(...)
+ Additional Icons on Portrait (improved invisibility, blur/mirror image)
(...)

Please correct me I'm wrong.

 

This is not true. These spells do not add any icons on portrait.

Anyway, do you know how to add this feature to enhanced edition?



#313 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 30 July 2022 - 07:47 AM

Icon of usual invisibility on portrait is also useful, but I did not find a suitable icon from standard STATES.BAM set



#314 MikeX

MikeX
  • Member
  • 16 posts

Posted 07 August 2022 - 01:26 PM

Hi Insomniator,

 

bg2improvedgui.tp2, line 405 and 416:

 

I've changed this:

LAUNCH_ACTION_FUNCTION ~BLOCKTRANSITION...

to:

LAUNCH_ACTION_FUNCTION ~ENEMYCANBUMP...

 

Otherwise that component did not install.



#315 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 07 August 2022 - 05:00 PM

Hi MikeX

I've changed this:

LAUNCH_ACTION_FUNCTION ~BLOCKTRANSITION...

to:

LAUNCH_ACTION_FUNCTION ~ENEMYCANBUMP...

 

Otherwise that component did not install.

Thanks for bugreport, i will update installer to remove this mistake
 



#316 MikeX

MikeX
  • Member
  • 16 posts

Posted 26 August 2022 - 08:30 AM

Hi Insomniator,
 
on my latest BGT install attempt (using Project Infinity), I noticed that component #2400 had been skipped.
If I see/tested it right, this component requires either #2310 or #2320 to be installed.
But by the way this is enforced it only works if the components (#2310 OR #2320) AND #2400 are installed in one go.
If, like PI does, every component is going to be installed separately, this method of detecting an installed component does not work.
 
I 'd suggest instead of:
 
REQUIRE_PREDICATE (VARIABLE_IS_SET SCALED_X2) ~Skipped~
 
using this:
 
REQUIRE_PREDICATE (MOD_IS_INSTALLED ~bg2improvedgui.tp2~ 2310 || MOD_IS_INSTALLED ~bg2improvedgui.tp2~ 2320) @2402

with new line in 'setup.tra':
@2402 = ~Skipped, component #2310 or #2320 not installed~
 

The whole section in setup-*.tp2:

Spoiler

 

I tested it to may best knowledge under different circumstances and it seems to work as expected.
 
Thanks for this great mod.



 



#317 ALIEN

ALIEN
  • Modder
  • 983 posts

Posted 26 August 2022 - 10:16 PM

Good catch MikeX, just for clarity, it's usual weidu behawior: you cannot set variable in one component and check it later in separate component because those components can be installed/uninstalled at different times.


Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

Modder's Guide to GitHub - you cannot have progress without committing changes


#318 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 27 August 2022 - 01:33 PM

MikeX, ALIEN

 

on my latest BGT install attempt (using Project Infinity), I noticed that component #2400 had been skippedIf I see/tested it right, this component requires either #2310 or #2320 to be installed. But by the way this is enforced it only works if the components (#2310 OR #2320) AND #2400 are installed in one go. If, like PI does, every component is going to be installed separately, this method of detecting an installed component does not work.

....

I tested it to may best knowledge under different circumstances and it seems to work as expected.

 

Good catch MikeX,

just for clarity, it's usual weidu behawior: you cannot set variable in one component and check it later in separate component because those components can be installed/uninstalled at different times

 

 

Thanks for report, now i see using temp markers between componets is wrong way


Edited by Insomniator, 27 August 2022 - 01:35 PM.


#319 ALIEN

ALIEN
  • Modder
  • 983 posts

Posted 27 August 2022 - 09:32 PM

@Insomniator

 

I know that it's lot of work to deal with disassembly in order to create this mod and you don't have time to spend on other weidu factors but can I suggest you to not do any 'markers'? Using MikeX code has better outcome since it can be easy detected by other mods and mod managers.


Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

Modder's Guide to GitHub - you cannot have progress without committing changes


#320 Insomniator

Insomniator
  • Modder
  • 358 posts

Posted 28 August 2022 - 05:31 AM

ALIEN,

Using MikeX code has better outcome since it can be easy detected by other mods and mod managers.


OK, i will fix installer to use MOD_IS_INSTALLED() marker