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Thread: MiniUI 1.2.9

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  1. #401
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    Quote Originally Posted by SebZor View Post
    Shot Naiad!

    Fix for 1.65: http://www.mediafire.com/?qyi35yz0yq0
    awesome..xD

  2. #402
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    Quote Originally Posted by Delfofthebla View Post
    Are there any plans to change the unit frames? I like Bard's and all, but I can't move them around :<

    Hell, just having Bards frames included in this mod with movable windows would be awesome.
    its possible to move the unitframes i use them too with mini ui

    you have to change the x,y coordinates in the ui\bard_libs_unitframes.package file (you can get coordinates with miss button sliders in the bardUI options menu) . in 1024x768 i use
    Code:
        <!-- buf_unitframes_1610 -->
        <template name="buf_unitframes_1610">
            <panel float="bottom" width="17h" height="0.1h" x="23.8h" y="85h" noclick="1" visible="0" color="invisible"
                    onload="If(StringEquals(bard_uf_position_cbox,'bottom'), SetVisible(1), SetVisible(0));" 
                    watch="bOptions_changed" ontrigger="If(StringEquals(bard_uf_position_cbox,'bottom'), SetVisible(1), SetVisible(0));">
                <instance name="buf_playerframe" index="0" instance="1" />
                <instance name="buf_playerframe" index="1" instance="1" />
            </panel>
            <panel float="bottom" width="17h" height="0.1h" color="invisible" x="85h" y="85h" noclick="1" visible="0"
                    onload="If(StringEquals(bard_uf_position_cbox,'bottom'), SetVisible(1), SetVisible(0));" 
                    watch="bOptions_changed" ontrigger="If(StringEquals(bard_uf_position_cbox,'bottom'), SetVisible(1), SetVisible(0));" >
                <instance name="buf_playerframe" index="2" instance="1" />
                <instance name="buf_playerframe" index="3" instance="1" />
            </panel>
        </template>
    and its looks like this: (i added deathtimer too from barters ui)

    i hope that i could help
    Last edited by tromBi; 01-17-2010 at 01:40 PM.

  3. #403
    sorry to say that i wont be able to upload it today because something came up i need to attend to. hopefully i will be able to upload it this week. currently ALL of the bottom right is moveable and resizeable the top is moveable a resizeable and all known bugs in the previous version have been fixed. there are still some layout/styling issues i need to take care of and some new bugs.
    -----[mods]-----
    MiniUI a WIP
    -------------------


  4. #404
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    Quote Originally Posted by FearParanoia View Post
    sorry to say that i wont be able to upload it today because something came up i need to attend to. hopefully i will be able to upload it this week. currently ALL of the bottom right is moveable and resizeable the top is moveable a resizeable and all known bugs in the previous version have been fixed. there are still some layout/styling issues i need to take care of and some new bugs.
    sweet, don't rush, esp at teh expense of RL

    btw will this fix the ward issue?

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  5. #405
    yes it fixes all known issues and bugs
    -----[mods]-----
    MiniUI a WIP
    -------------------


  6. #406

    Works?

    Does this mod work with the current patch since i get a bug, that says that either it doesnt work with the current other mods i use. then i disable em but still get the problem or that the mod is outdated i use the Hod man manager to implement the mods.

  7. #407
    Quote Originally Posted by Plaguespray View Post
    Does this mod work with the current patch since i get a bug, that says that either it doesnt work with the current other mods i use. then i disable em but still get the problem or that the mod is outdated i use the Hod man manager to implement the mods.
    A fix has already been posted, please read the last few pages of this thread.

  8. #408
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    One issue which I could not find in this thread, but may have missed, is the inability to see how many charges of Flurry Pandemonium has. This also appears to be the case with Slither's Toxin Wards.

  9. #409
    thats just a bug that appears in this 1.65-fixed version. think this will be fixed in new version.

    please read the last few pages in this thread.


  10. #410
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    i haven't played in a while, and i come back see this beauty. holy amazing, gj.

    minor report: chat box and error message and a few other boxes don't do the thing where it auto aligns when it's near other boxes

  11. #411
    Quote Originally Posted by gwho View Post
    i haven't played in a while, and i come back see this beauty. holy amazing, gj.

    minor report: chat box and error message and a few other boxes don't do the thing where it auto aligns when it's near other boxes
    Intended. It wouldn't make sense for these objects to snap for other objects, since they have no distinct edges.

  12. #412
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    ^ you sir make lots of cents

    _________________
    btw, did 1.65 mess up BARTER or is it just me?
    _________________
    one request, is it possible that buff icons have the count down number above or outside of the icon, rather than on the icon itself? sometimes hard to read/distinguish the icon.

    bard's ui does this, but bard's doesnt wrap lines.

    btw, what happens if you get more buffs than the box will hold?
    __________________
    Last edited by gwho; 01-18-2010 at 12:05 AM.

  13. #413
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    gwho why don't you try it out? I don't even have any idea how you would get that many buffs on the same hero

  14. #414
    Quote Originally Posted by gwho View Post
    ^ you sir make lots of cents

    _________________
    btw, did 1.65 mess up BARTER or is it just me?
    _________________
    one request, is it possible that buff icons have the count down number above or outside of the icon, rather than on the icon itself? sometimes hard to read/distinguish the icon.

    bard's ui does this, but bard's doesnt wrap to two lines.

    btw, what happens if you get more buffs than the box will hold?
    __________________
    The game won't show more than 11 buffs. Ever. Not even with the default UI.

    With regards to the timer, how do you suggest making it more readable? As you mentioned, it can't be out of the box because it wraps to two lines.

  15. #415
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    hm what if u the buffs box was just taller so that u could have the countdown outside of the buff icons?

    each "element" would consist of the icon and the countdown area above it, so that even if it did wrap there would be space for the countdown on the 2nd 3rd (etc.) lines
    Last edited by gwho; 01-18-2010 at 12:07 AM.

  16. #416
    Quote Originally Posted by gwho View Post
    hm what if u the buffs box was just taller so that u could have the countdown outside of the buff icons?

    each "element" would consist of the icon and the countdown area above it, so that even if it did wrap there would be space for the countdown on the 2nd 3rd (etc.) lines
    I see what you are saying. It might still be confusing though with more than one line.
    What if the text were made light blue, like in the ability buttons? That might increase readability.

  17. #417
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    Quote Originally Posted by AsiaPingPong View Post
    I see what you are saying. It might still be confusing though with more than one line.
    you mean people might mistake a number below the icon as its counterpart rather than the one above it? hm. ic.

    Quote Originally Posted by AsiaPingPong View Post
    What if the text were made light blue, like in the ability buttons? That might increase readability.
    possibly, but for icons that is already that color, like electrician...

    but i can't give feedback without actually seeing it.

    another idea or two i had was
    1) outline the numbers with a border (black maybe). of course u could apply the ligh tblue color to the body of the numbers if u want.
    2) go with something similar to how he mana costs mod displayed its numers. a partial background on a corner of the icon with the number in it.

  18. #418
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    will the abilities/bot right "float" like the inventory/buffs/modifiers/stats in the next version?

  19. #419
    Quote Originally Posted by nyx_ View Post
    will the abilities/bot right "float" like the inventory/buffs/modifiers/stats in the next version?
    The bot right will, it's already done.

    The abilities, on the other hand, will not. This is because abilities can have more than one ability (think scout's eye), and would be larger than the other abilities. I can't think of a way to fit that in, with abilities not all being the same size.

  20. #420
    I want this new version so bad...

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