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 PostPosted: 15 Feb, 2007 
 
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#########################
##
--------SCA UI MOD---------##
##
-----------UPDATED 08/23-----------##
#########################




The SCA UI MOD team is proud to present:
SCA UI MOD. Version 3.2 final


Download:
Get the latest version from the mod vault on GPGNet! Make sure to delete any older scd version you have before downloading from the vault.

There will be a permanent download for v3.2... soon.


I. Presentation: So, what does it actually do?

SCA UI MOD makes your ui completely customisable and SAVABLE. You can move, resize, hide and even rotate all the windows using the awesome move and resize mode.

Image

What's new for v3?
  • Ingame statistics graphs, showing all players for observer/replay mode.
  • Hugely expanded endgame statistics showing every stat imaginable including ACU kills and best player in each category.
  • Complete skinning ability, it's now easier than ever to create your own perfect UI.
  • Save as many custom layouts as you need under your own names with the new layout manager.
new for v3.2?
  • Incorporated the SCU Manager mod.
  • Improvements to the stats system.
  • Even more keys added to the keymapping system!
  • Middle clicking idle engineer buttons now gets all idle engineers on screen.
Image


Other Features:
  • Drag and drop factory build queues (based on CrazyJimbo's drag'n'drop mod)
  • Upgrade multiple units at once with our new enhancement system (thanks to Mereth).
  • Tab or middlemouse button will zoom instantly to where your mouse is pointing (thanks to III_Demon).
  • In the General settings panel you can also add Strategic icons to your build icons (thanks to ()))() ).
  • Mousescrolling on the construction windows scrolls through the tech levels available.
  • Ctrl+Mousescrolling scrolls through the construction icons if there are too many for one page.
  • Changing Max zoom permits you to zoom out more.
  • You can add or remove borders using the small config button in the top right corner when in move and resize mode. You can also switch to mini ui economic layout in the general options panel.
  • Use the radial orders menu by pressing ctrl+middlemouse button and alt+middlemouse button. A beautiful order panel will pop up on your mouse location.

II. How do I use the mod?

First make sure the mod is activated in the extras menu. Once in game, you can press SHIFT-TAB or click on the image on the left side
of the screen and get the main control panel with access to all the options:

Move and Resize: Enters the move and resize mode, customize the UI! Click again on the move and resize button, or on the resume button that appears to exit move and resize mode.

General Options: Many options for the mod such as changing the icon size, having strategic icons on your unit icons, hiding windows or even changing the global transparency of your interface.

Camera Options: Set and save numerous camera settings (see the guide under).

Keymapping: Allows you to remap all your keys. Redo your key bindings and even bind keys to Build Hotkeys!
Click on the actions to assign a new key to them. Click ok once your done! If you want to restore the default keymapping click Restore then OK.
Quote:
Yes, you can remap your keyboard and use shortcuts to build units.
For example: Press T and it builds a tank, press G and you get a gunship!
Isn't that awesome?
You can even assign multiple buildings and units to the same hotkey. Assigning several units will do a build queue. Assigning several buildings will permit you to cycle through them by pressing the same hotkey several times. You can also assign construction SLOTS to a hotkey. the SLOT 2 command for example will always build the second unit/building visible in the construction list...


QuickSave/Load: QuickSave your custom interface, this will save the current skin and panel positions, and add your interface to the alt-up/down layout scrolling, and the layout manager.

Layout Manager: Opens a new window with previews of any premade layouts, and the option to choose user saved ones. There is a further 'advanced' option to allow complete configuration of skins/layouts, and custom saved names for as many saved layouts as you want.

Show Stats: Gives a graph of most game stats for the current player, or all players as an observer or in a replay (score can always be shown for any player). Can be configured with whatever graphs you want for whatever players.

III. Thats great but i don't know how to install it!

If you have an older version of the mod installed, delete it first.
To install, copy UIMOD_SCA-v3.scd to your gamedata folder.
The default path for gamedata is:
C:\Program Files\THQ\Supreme Commander\Supreme Commander\gamedata

And if i want to uninstall it?

Just remove UIMOD_SCA-v3.scd from gamedata


IV. What about the plug-ins?
If anybody creates a skin for the mod and wants it listed here, then contact any of the SCA team and we'll add a link.

GUIDES

KEYMAPS

SKINS
  • [url=http://alcatho.free.fr/ollo_skin_UIMOD-SCA.scd] The famous ()))() skin, adapted by Goom
    Image[/url]
    Author:Ollo ()())) - Adapted: Goom - Version: v.1.0
    Link:
  • [url=http://alcatho.free.fr/transparent_skin_UIMOD-SCA.scd]A skin example, makes all the window backgrounds transparent.
    Image[/url]
    Author:Cleopatre Version: v.1.1
  • [url=http://alcatho.free.fr/Stroumpf_skin_UIMOD-SCA.scd]A fun and small example on how to create a skin!
    Image [/url]
    Author:Cleopatre Version: v.1.0


Thanks for downloading the mod,
The SCA mod team

More info on the mod

DOWNLOAD
-------------

Preferably download from the vault on GPGNet.

The following 2 links are for an older version (3.0), there is no link for v3.2 yet.
[url=ftp://ftp.alliance-francophone.net/supremeCommander/mods/UImod/UIMOD_SCA-ver.3.scd]DOWNLOAD direct link in english
[/url]
on supreme commander alliance( in french):
[url=http://www.supremecommander-alliance.com/Mods.4821.0.html]Lien vers la page francophone
[/url]

CHANGELOG
-----------------
The mod is made of more than 2000ko of code and 5mo of textures.
It represents more than 25 000 lines of code.
changelog.txt

TEAM: Saya, Cleopatre and Associates
---------------------------------------------------
Cleopatre
Goom
Saya

a SCA mod!
http://www.supremecommander-alliance.com/


_________________________________________________________________________

IMAGE GALLERY
-------------------



version 3.0 final screenshots:

Image

Image

PS: if you find bugs or have ideas for the mod, feedback welcome!


Last edited by Saya on 23 Aug, 2007, edited 171 times in total.

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 PostPosted: 15 Feb, 2007 
 
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:D Awsome mate!

Haven't got Demo/Retail yet - but will check this out as soon as i do. Keep it up.


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 PostPosted: 15 Feb, 2007 
 
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You have done one of the first thing I wanted to do, movable panels.
Still I hope I can make resizable ;) ;) .

I'll try it and give you all the feedback I can.

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 PostPosted: 15 Feb, 2007 
 
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this is a great mod..
one suggeston (you may already have this as a idea)
make the build panel (top middle) to be able to change size.. like clicking on the RA2 icon turns on the UI mod Tool and it lights up? when u are modding and click it again to stop moddification(dull) just in case u are in a heated battle and you accedently move ur build panel over your attack panel for example.
also there is a small bug. with the mini map if u move it to the middle of the screen i seem to notice the backround image of the world come through my mini map.
also are you making the Energy/Mass bars rotateable.. and have them side by side similar to RA2 power bar.. because personally i love the RA2 UI config... im not saying make it like that.. but im sugesting that you can do things like that.. make your mod the only mod you need "the all in one UI config file"..
but i suppose you already plan that :lol:

good luck with this

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OMFG, totally went below my radar. I was planning to build something like this myself.

Great job!

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yes im going to make a modifier key or button to enable/disable the dragging
like you said.
And i'm going to make each panel rotatable. Each will have 2 layouts. Horizontal and Vertical. For the minimap its a known problem. A solution would be to put a black panel behind it but a dev said they were changing some code to get rid of the minimap and background overlay problems so i'll wait for the first patch and see what happens.

I also planed on making a panel for energy and mass like in ta spring and it will be rotatable.

something like that:
-------------------------------------
mass |X|X|X| | | | | | |
-----------------------------------
energy | | | | | | | | | |
--------------------------------------


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Saya wrote:
For the minimap its a known problem. A solution would be to put a black panel behind it but a dev said they were changing some code to get rid of the minimap and background overlay problems so i'll wait for the first patch and see what happens.

Hm, but it seems to work fine in the Screenshot?


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its because i put it on the right background if i put the minimap above water its a mess.
I put it at the right place for the screenshot.

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A couple more screenshots at SupCom Source and confirmed works with retail (hope you don't mind the plug Saya!).


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Saya wrote:
its because i put it on the right background if i put the minimap above water its a mess.
I put it at the right place for the screenshot.

Ah, ok.


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just made the construction and selection manager window movable independantly from the minimap :)
Now i'll make the 'economy' bar small and movable!

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this looks great... will try it with the demo


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i still have many problems but the new economy bar is coming along quite nicely:
Image

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Last edited by Saya on 15 Feb, 2007, edited 1 time in total.

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You're testing your UI mod against seven AIs? Talk about balls! :shock:

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i test it on the beta so i just put /map SCMP_009 at the end of the shortcut and double click on it and it launches the game on that map with ais in all empty slots. so for setons its 7 ais ^^

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just added a button to control draggers.
For the next version:
When you click on the Red Alert Button it will activate/desactivate the draggers.

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I dont have the game yet but i was wondering if you drag and setup your UI style can you save it or do you have to drag all the panels in every map?


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for now you have to drag it everytime but im going to add a way to save the layout.

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upgraded to version 1.2.
changelog:
1.2.
-Made the economy bars draggable
-Added a Dragger Enable/Disable feature
-Made The Construction panel draggable independantly from the minimap

1.1.
-Fixed critical bugs

1.0.
-First Version

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Saya wrote:
upgraded to version 1.2.
changelog:
1.2.
-Made the economy bars draggable
-Added a Dragger Enable/Disable feature
-Made The Construction panel draggable independantly from the minimap

1.1.
-Fixed critical bugs

1.0.
-First Version


This looks pretty neat. I'll check it out today sometime.

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Great stuff, and very fast work!

Would all participants have to be running the mod for it to be usable in a multiplayer game?


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in theory no, but i cant tell until i have the full game and test multiplayer.
In the supcom mod.lua file it is crearly said that UI mods work that way.

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UI mods are user side only, so you do not need to propagate the mod to other players when playing mp games. You'd only need to do things like that for gameplay mods like altered maps, units and game rules, which affect the simulation (and therefore need to be in sync with all other clients.)


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Those are the answers I was hoping for, nice one. It totally makes sense in those other situations of course that all players would need it.


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Nice mod Saya! What would be a good idea of adding in future versions some of the following;
*UI interface on the second monitor for dual screen users. *Transparances options would be really nice as well.
*New shortcuts for commands not there with icons (formations, selection of certain units, etc.)

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Last edited by nullzero on 15 Feb, 2007, edited 1 time in total.

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