Ciuine
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Сообщения, опубликованные Ciuine
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What kind of update are you looking for? At the moment, I'm busy with lab work and finishing PlayerHUD. The two versions are identical except for the LibDnD changes tailored for the RU 2.0 client.
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The normal damage visualizer is a LUA add-on as well. My add-on just tells the game to turn it off, so no errors should ever occur from turning off state managed add-ons.
My translation might be off, so you could instead be asking why the normal damage visualizer does not turn back on when my add-on is turned off. The reasons for this is because I have no way to detect when it is disabled by AddonManager and the like, and functionally no code from my add-on would work if turned off in this manner anyways.
Google Translate:
Нормальный визуализатор ущерб LUA дополнения, а также. Мои дополнения просто говорит игре, чтобы отключить его, так что ошибок нет когда-нибудь произойти от отключения государству удалось дополнений.
Мой перевод может быть выключен, так что вы можете вместо этого спрашивать, почему нормальные визуализатор повреждений не повернуть назад, когда мой дополнения выключен. Причины этого в том, что у меня нет способа определить, когда он отключен от AddonManager и как, и функционально не кода из моей дополнение будет работать, если телефон выключен таким образом, так или иначе.
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DND should be fixed in the current update, allowing you to move the icons again on the RU client. Awesome use of the word penultimate.
Google Translated:
DND должна быть решена в текущих обновлений, что позволяет перемещать иконки снова на клиента RU. Удивительный использование слова предпоследнего.
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The weirdest change I saw was the skull and bones on the Black Mark being changed to a smiley face.. I think that loses it's meaning.. Unless in China they find smiley faces as evil.
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I actually cheated on the Russian translations. Found an image on Google images of the Russian UI and someone targeting the Patron/Fairy imaging.
Example of what my panel looks like;
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Thanks for the super quick reply, I will run some tests on this error, and I will make the changes to the translation in my version. I am on vacation at the moment, so I probably will not upload my new version even though it is finished until I get back.
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Hmm, might occur if a target you're killing dies just as you target it, or a player leaves sight as you target them. (Basically, occurs when the target is passed through the function but then disappears just before the function is fully called.) I might have to put in a target is dead check. CT_Total has the same problem when the pet is killed or disappears in the midst of an action. I'm adding patron plating right now, need some translation verifications.
Code:[English]Rank
Level
Exp
Bonus
Stat
Time (h):
Code:[French]Rang
Niveau
Exp
Bonus
Stat
Temps (h):
Code:[German]Rang
Stufe
auf Stufe
Bonus
Stat
Zeit in Stunden:
Code:[Russian]Ступень
Уровень
до уровня
Бонус
характеристики
время в часах:
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Thanks alot for taking the time to help.
Glad to see you are in better health. Look forward to seeing the new version of the AoTextureViewer. I just recently discovered that fresh installs of the game have more .chn variants, and this confused me as they are not in game. Upon examining a series of these .chn variants I came to the conclusion that they are "China" variants, removal of blood/undead/etc..
Since I now have translations for each language capable of supporting PlayerHUD, I will try and upload the next version of the add-on to UI9 when I complete it.
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Thanks alot, neFAST, I'll make these changes to my development version.
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Yes, that's because I can't force the plates to reinitialize without passing the function back through and causing a burst of memory writing every time someone toggles a switch. It's not on a timer, more so it's attached to the EVENT_AVATAR_ZONE_CHANGED and re-targeting and all that.
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Thanks a lot, Carnifex. For the DND aspect, I just assumed DND was DND in every language, kind of like PvP. But maybe it has a more common internet meaning, like "do not disturb" or something. If it's different I'll write the DND string into the localizer.
Oh, also can I turned anzeigen into Anzeigen without any problems arising?
Yeh, I like the time feature, simple, but helps me know when people are up and about during my time.
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I am almost prepared to put the finishing touches on my PlayerHUD add-on, but I need to globalize it. Since I fail at translating, I need to ask for verification and assistance to make sure my translations are non-offending and such. This is what Google Translate and LEO German-English/French/Russian gave me.
If you do not know what add-on I am talking about; PlayerHUD v1.9/v1.9.1 described in English
Google Translation: PlayerHUD v1.9/v1.9.1 described in Russian
Code:[English]Hide
Enemy / Friend Bar
Health Plates
Target Health Plates
Class Plates
Name Plates
Wounds
PvP Plates
Code:[German]Verbergen
Feind / Freund Bar
Gesundheit Platten
Zielen Gesundheit Platten
Klasse Platten
Namensschilder
Wunden
PvP-Platten
Code:[French]Masquer
Ami / Ennemi Bar
Santé Plaques
Santé cible Plaques
Classe Plaques
Nom Plaques
Plaies
PvP Plaques
Code:[Russian]Скрыть
Враг / Друг Бар
Здоровье Плиты
Целевая здравоохранения Плиты
Класс Плиты
Название плиты
Раны
PvP Плиты
After I get these set-up properly, I am sure I will be satisfied enough with how the add-on has turned out to submit it to UI9.
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Sadly widgetsSystem seems to not respond like a widget, this is probably because it isn't a widget but rather the coded system in charge of the display of widgets. I've run a couple widgetsSystem:WidgetFunctions on it and the game passes interesting errors that I've never seen before. Other times it just passes nil functions.
So in short, to control the blown up (inverse sizing), clipped (uses showClippedSymbol/ellipsis as true), or unchanged text (has no text sizing), we'd have to get control of those specific text widgets.
As a side: It's interesting that the API documentation doesn't have UserMods, but it also doesn't have our obselete commands. (IE the ones that are supposed to do the functions that we need. Like finding out unknown text groups through common.GetStateRelatedTextGroup() that supposedly used to pass all the state related text groups' names..) Maybe when that version of Allods hits the API point where the commands are not obsolete someone can find out all the TextGroup() names?
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You lost me. Heh.
You're saying that the text sizes within panels that have sizeable texts like UserMods shrinks too much to be illegible. Like my HUD's texts. For this I'd recommend setting the shrink ratio to compliment your maximum resolution. .8 is good for 1920x1080, but it may not be for lower resolutions. Might need something like .9 or somethin'.
Then you're saying 1.7.1 of my HUD is overlapping your GUI? Or do you mean that resized AO 2.0 results in GUI elements overlapping? Confused.
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Works fine in 1.1.02. Did you resize your window repeatedly to ensure that all elements were properly resized?
Here's my add-on description page for this with a picture of the resize.
http://allods-forum.gpotato.com/viewtopic.php?f=55&t=33801&sid=d2be347e88fbfeab891e142d7dc0c84b
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The command widgetsSystem:SetShrinkRatio( # ) does this function (kind of), names get real big though.
Try this code.
Code:function Shrink( params )widgetsSystem:SetShrinkRatio( .8 )
end
function Init()
common.RegisterEventHandler( Shrink, "EVENT_UPDATE_SHRINK_RATIO" )
end
Init()
And then resize your window and it'll activate, do it twice to ensure that all widgets have responded. (This will effect UserMods widgets as well.)
Edit: If someone wants a functional version for just useage.
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Where's your indexing call? "for i = 0, # do"
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For simple health/mana bars, you can take a look at SLA's old TargetofTarget add-on. I used this code to help develop my current PlayerHUD add-on which is still in early NA forum only publication.
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Your code breaker is the first pass which results in;
Code:wtBars :Show(false)Seems like a database error attributed to changing a widget into a number by means of;
Code:wtBars = unitIdI might be horribly wrong, but that's what I can see just by glancing at the code.
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Ah, makes much more sense now. I'll think about writing a separate call attached to a switch when I get some free time.
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Yeh, I've opened up the .PAK's before and scanned the gibberish that was the compiled lua. But pretty cool to see it uncompiled. The TextScaleEffect would work as well, but would need to be written like widget:PlayTextScaleEffect( sizefrom, sizeto, over time, state ); so widget:PlayTextScaleEffect( 1, 0.8, 0, EA_MONOTONOUS_INCREASE ) rather than just widget:SetTextScale( 0.8 ).
Definitely really cool to see how similar and dissimilar the two add-ons are though.
As a side note: It makes me want to test calling on or attaching the LayoutManager using;
Code:-- register pluginsRegisterLayoutManagedAddon( { type = ADDON_TYPE_SUPER_HUD, side = SCREEN_SIDE_GENERAL, toggled = false, hiding = true } )
RegisterEscapeSequenceAttendee( { rank = ESCAPE_SEQUENCE_RANK_WINDOWS } )
To reattach the add-on to the Alt-Z function.
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Thanks as well.
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Thanks for catching that Hommit.
CT_Total
в Техподдержка
Опубликовано
Yes, it would be nice if AddonManager sent an event to the specific add-on to turn it off. This way I could run a StateLoad command right before the Unload command to turn the normal DV back on. Perhaps this feature could be added into AM and then I'll patch up the add-on to suit it.