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 PostPosted: 05 Jan, 2010 
 
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It makes part of your mod (something that modifies the unitview) execute if TV is not active, so now, it never executes.

GreetZ ThaPear

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 PostPosted: 08 Jan, 2010 
 

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yep, been mine, thanks for fixing that ThaPear, been nightly build fun almost a year past, heh.

Though I'm still wondering how this was disabling if my stock code in GAZ UI v6 made it always run...
Since afair, only if the check for Total Veterancy is explicitly false, the extra ui stats get displayed.
That'd be nice to know.

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 PostPosted: 26 Jan, 2010 
 
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Postin' this here because it seems to be GAZ_UI's fault?

Code:
WARNING: Error running OnFrame script in CScriptObject at 47749c00: ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(25): stack overflow
         stack traceback:
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(25): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...forged alliance\mods\gaz_ui\modules\selectedinfo.lua(45): in function `GetUnitRolloverInfo'
            ...d alliance\gamedata\lua.scd\lua\ui\game\unitview.lua(729): in function <...d alliance\gamedata\lua.scd\lua\ui\game\unitview.lua:723>



This happens once per frame whenever you select one of two units who are mutually repairing each other, slowing the UI framerate (and thus sim speed) to a crawl. This is the only situation I've seen it so far. Only other UI-related mods running at the time were Movable UI (not involved) and AZUI (also not involved as far as I can tell?).

I have no idea if anyone still cares or works on GAZ_UI anymore, but whatev.


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 PostPosted: 26 Jan, 2010 
 

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afair selectedinfo.lua was Admiral Zeech's code.
If it is related to the option to keep a units info shown even when not hovering over it, something which really is essential.
would've gone insane without it.

I am under the impression that it is impossible for two engineers to repair each other. Whenever I tried it, one of them just remained inactive, i presume assist orders take precedence.
ie a engineer which tries to repair a engineer repairing itself will in turn try to "assist" him repairing itself.
My guess is that maybe AZUI allows this order to be given and subsequently erroring out stuff. this stems from the assumption that movable ui tampers not with the order logic as AZUI does. afair AZUI removed and reordered a whole lot of code in order to make things smooth, dropping facilities, too.

Anyhow, as far as compatibility is concerned, i'd really try to replicate this with only one UI-mod active and narrow it down. That in itself takes time and most people who might offer assistance usually don't want to spend it debugging.
Though considering your latest efforts, you could just as well fix it yourself Mithy.

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 PostPosted: 27 Jan, 2010 
 
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Well, I'm still paying attention at least. But I'm not really actively doing stuff on the mod anymore.

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 PostPosted: 28 Jan, 2010 
 
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But UI mods scare me!

I have actually dug through AZUI and MUI and neither do anything with GetUnitRolloverInfo, and both do nothing with unitview other than modifying position and such. I also have no idea what kind of error this is, as I've never worked with UI mods before. I will try disabling them next, I just got lazy and it was late when I came across this.

As for two engineers repairing each other, you have to use the repair command rather than the assist command. Mantises can repair each other too (this is where I first noticed the problem). This works for all land-based engineers, but for reasons I don't understand it doesn't always work for the hover engineers, and they often refuse to repair each other.


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 PostPosted: 29 Jan, 2010 
 

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Thanks for the tip Mithy, finally be able to do this is quite nice.
Am currently debugging the next TVg build, GAZ UI is enabled and no issues pop up when I make two support commanders repair each other.
I really think it is AZUI.
I haven't looked into movable ui lately, want to say it wasn't enabled.
And yeah, dependencies in UI modding can be a bitch, debugging a pain and endurance a virtue.

I do know that Gooms great SCU Manager has a few quirks which require fixing, especially when a Auto-upgrade marker is set.

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 PostPosted: 04 Mar, 2010 
 

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Has anyone had a problem with the GAZ_UI mod where the mod is active (the templates cross between factions and I get the strategic icons), but I cannot see the list of options in the Options Menu?

Any ideas?

I have renamed the folder and then re-downloaded it again and its still the same.

I did copy the My Games directory from a Win Vista x64 to a win7 x64.

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 PostPosted: 04 Mar, 2010 
 
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have you tried backing up your game.prefs, deleting it, and then starting everything from scratch? Just as a test.

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 PostPosted: 11 Mar, 2010 
 

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I renamed game.prefs to OLDgame.prefs, and restarted the game, with the same results.

Very strange.

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 PostPosted: 14 Jun, 2010 
 

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Hi,

have maybe found an bug ...
If i activate reclaim window , the additional unit infos (buildrate as example) is
gone, if i deactivate reclaim window - all is fine.
(have all time additional infos ON )
Its dont harm much - have only for testing reclaim info activated ...
But is this a bug i like ti know you this ;)

Regards
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 PostPosted: 14 Jun, 2010 
 
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I'm no longer actively working on this, but thanks for letting me know :)

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 PostPosted: 23 Jun, 2010 
 

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interesting, although the additional unit info (buildrate etc) does not conflict with the reclaim window, least it ought not.
there is a fix for the issue of the additional info stats not displaying, hasn't been released though.

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 PostPosted: 24 Jun, 2010 
 

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Hi,

yes - musst confirm this and musst say i am wrong ...
Last battle - the additional infos dont show and no reclaim window was on ..
So - its look this happen from time to time ...
Would be nice to have this fixed ... ;)

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 PostPosted: 24 Jun, 2010 
 
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Sorry, unless someone takes the mod and makes it his own (like i did to gooms mod), its unlikely that anything will be done anymore. SCFA is dead to me :/

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 PostPosted: 25 Jun, 2010 
 

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AdmiralZeech, you may not play FA (neither do I), but you're still around, I appreciate that.
If it weren't for what you and especially Goom released, I might never have had started coding as much as I did, kudos!

RxTEAM, If you want an immediate fix you can try ThaPears code bits to be found some posts back, also some info on why a definitive fix isn't released so far.

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 PostPosted: 25 Jun, 2010 
 
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Thanks ghaleon!

What a shame SCom2 has no modding support. Autogroups has great possibilities, but is so severely underdeveloped right now.

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 PostPosted: 28 Jun, 2010 
 

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Hi,

Thanks Ghaleon for the hint with the code from ThePear.
Have changed as suggestet but this dont help.
Still no additional unit info displayed ...
Mmmmhh .. musst check the mods i have last added .. maybe one make
an incompatibility with the addiditonal unit display ...?

Regards
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 PostPosted: 30 Jun, 2010 
 

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ah well:
Code:
function Init()
   if not __blueprints.uel0001.Economy.xpValue then return false end
   if __blueprints.uel0001.Economy.xpValue then return true end
end


replace modules/tvcheck.lua with above code and it should work reliably, unless someone intentionally cheats, which I am not certain is even possible, haven't tested it.

Agreed on supcom2 it really is a shame, so many possibilities, but with squeenix being the way they are, that won't happen.

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 PostPosted: 04 Jul, 2010 
 

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Hi,

ahh ... VERY THANKS Ghaleon !!!
This work now ... would be good to relase an fixed GAZ_UI (maybe an V6.xa ..) to
get all user the fixed version - not all user show this thread ..... ;)

Have tried with this code :
Code:
if GetUnitById(0) and GetUnitById(0):GetBlueprint().Economy then
   if not GetUnitById(0):GetBlueprint().Economy.xpValue then
      return false
   elseif GetUnitById(0):GetBlueprint().Economy.xpValue then
      return true
   end
end

and this have not worked after testing.
Now after 4 games ,all with working additional Unit infos, i can confirm that the
fix "FIX" it :P

Again thanks Ghaleon ....
And thanks AdmiralZeech too - hanging around after active play the game is MANY
more than the most other modders doing by different games.

Regards
R-TEAM


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 PostPosted: 09 Jul, 2010 
 

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you're welcome RxTEAM, glad I could help.

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 PostPosted: 07 Aug, 2010 
 

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Perhaps I'm daft, but this is the mod which enables you to press F1 and rebind all of your keys correct?


Well funny thing I did, I was reinstalling all of my mods and I use zulan's hotbuild. However I forgot to go into a skirmish with only this first and make sure you can hit F1 and all that. I started the game with hotbuild and gazui at the same time, and now my in game F1 button does nothing, and I can't activate hotbuild.

I looked at the gamepref file but it is all gibberish to me and I don't want to change anything.

And I didn't back up my pref file before this.


Am I basically sol?

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 PostPosted: 11 Aug, 2010 
 
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Small bug with the UI that BrockSamson discovered with the HP display. It will only show the regen added by the most recent ACU enhancement + base regen. For instance you get the second Sera back regen upgrade and it shows 160 regen a second, however if you then get the engineering upgrade it resets the amount to 30 regen a second.

I am guessing their is an issue with the evil new code for regen in the unitview.lua script. Just thought I would report it even thought a new version of GAZ_UI is not going to come out.

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 PostPosted: 12 Aug, 2010 
 
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Actually, I think that might be a bug caused by either the enhancements themselves or the buff code. I don't have any of it with me, but I remember during my coding of the Buff System Fix mod I saw and worked on a lot of issues like that....

Basically, one regen buff is overwriting the other, so the UI is reporting the actual figure....

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 PostPosted: 12 Aug, 2010 
 
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The UI mod is grabbing the regen rates from BP values which should not be buggy. Lines 2 - 11 of the code I posted is a pretty simple look parsing the enhancement list for ones with a regen boost. That should work perfectly, however if that is the case something else is messing up the display value.

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