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WIP COP-inspired inventory

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  12:36:08  14 May 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Okay, after talking with Loner1 over email, unless anyone has any better ideas, it's bye-bye eat icon. Using a ppe won't do the job because only one can play at a time, and there is simply no way the game is going to accept the scripting for the overlay without screwing up the other icons in the inventory (and this would apply to any mod that incorporated a sleeping bag). I think it's because the xml code includes the slow blinking alpha animation, and it must not like loading this texture on level load. However, the point is to have it 'flashing', so that's that then...no eat icon.
  22:14:14  14 May 2012
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
Messages: 1902
What are you trying to do ?

Custom static would show up but it will be bellow the inventory texture.

The eating icon needs to have a timer running on item use -> for the icon to show while the timer is on - in smp we used that for medhud anims and the script is a bit complicated.

If you haven't already add the CoP eating sound playing when food is used.
  12:34:50  15 May 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
05/15/2012 12:41:41
Messages: 1072
By eat icon, I mean the one that appears while the player is hungry (ui_hud_icon_eat in maingame.xml). The blood overlay I am using, however, seems to only want to work properly by taking the place of ui_hud_icon_drop in maingame.xml - but since the whole set of icons scrolls up/down when another appears, it looks really weird when the blood overlay is part off-screen with a long scroll bar on the side of the screen (and the eat icon was the only other icon in use for my HUD).

A custom static would be just fine, as we're talking about the HUD and nowhere else for the blood overlay. However, all the scripts do not want to accept it as a custom static or through a similar script to the inventory icons. The inventory icons are either completely disabled or when the sleeping bag/repair kit is open, jumping in front and behind the main inventory texture (disappearing then reappearing quite literally). I did attempt using bind_stalker update alone (there's a radiation warning in there, the text warning when it gets too high), but that's not a good idea - a delay is caused when the overlay is called.

EDIT: Oh, and indeed, both eat sounds and weapon holstering are in. Yes, weapon holstering - don't drink and shoot!
  16:26:07  2 June 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Okay, I'm planning to release my inventory mod sometime next week, certainly before I go on holiday. However, as far as the version for OGSE is concerned, there is a slight issue. When accessing the player's repair kit, the flashing bug happens again (it keeps jumping from being in front to behind the main inventory). I have no idea how to fix this, it's likely due to having the texture replacing ui_hud_drop_icon being animated so the bleeding overlay flashes (no eat icon I'm afraid, couldn't seem to get the game to accept any other method of showing a flashing bleeding overlay).

I also would like to ask if someone could adapt the UI to 16:9 (someone with a widescreen monitor).

I'll be releasing it as both an OGSE and vanilla compatible pack. It shouldn't be hard to merge it with other mods at all, at most a few .script files will need to be amended (instructions will be included).
  21:39:51  8 June 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Run into a little trouble merging the submod with vanilla xr_motivator. Not got time to fix it now, nor do I wish to do a rush job because I'll end up doing things wrong left, right, and centre, and get all frustrated, making even more mistakes. Two weeks won't hurt, anyway.
  01:59:23  9 June 2012
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918
Boy, this has really turned out well! Wish I could use it, but I think it will cause some trouble with Narodnaya Solyanka.
  21:21:42  9 July 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
07/09/2012 21:48:47
Messages: 1072
Okay, I'm packaging both the vanilla compatible and OGSE 0.6.9.2 versions of the mod. However, only the 4:3 version - I need some assistance off someone who has a 16:9 monitor for the widescreen version.

Both should be up tomorrow some time, I'll post then. I'll be using Moddb to host the files.

The only textures not touched are the timers that appear during the Blowout at the CNPP when you first visit (during the military assault), and the dialogue boxes that appear when you change level. I can quickly change those tomorrow morning. Apart from that, I think I'm good to go with releasing it.
  12:35:38  11 July 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Downloads are up in the download section, hosting via Moddb.

Quick question...how do I obtain page info so I can link properly from one part of this forum to another?
  12:38:52  11 July 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
Right mouse click on the link you want, then open in new tab/window, and copy link.
  12:59:19  11 July 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
07/11/2012 18:07:28
Messages: 1072
Thanks.

Link for the download thread: https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21618&sec_id=17
 
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