Login  Register
 



Post new topicReply to topic Go to page Previous  1, 2, 3, 4, 5 ... 47  Next
 
Author Message
 PostPosted: 08 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Exavier Macbeth wrote:
Resin_Smoker wrote:
vilebackup wrote:
I assume DMS would conflict with BOGIS, so hunker mod and future 4DC would not work with BO or FAP. Or is there some workaround?


No DMS turns OFF BOGIS as it performs the same functions and more..... hence DMS works for Blackop's too, they just dont realize it yet.

Resin

I've known about it for half this mods development process. In fact if I remember right domino initially started off with trying to get a version of BOGIS to work with general textures (rather than just the specific icons).

We are just stubborn... Since there isn't a compatability issue & we don't use the extra features we don't see a reason to change what we currently use :P


Hi,

Yeah, in very early stage of DMS i did request that you add all ui texture support (good memory pal) to bogis, we did talk breifly about it.. in the end i added it to dms
which is when i switched the mods name.. it used to be called domino texture support, but as time went on i added more and more things to it.. the mod initially was just to add new enhancement slots.. which is why i requested that all ui textures be supported by bogis i needed to be able to add the slot icons (the lil ones showing the part of the body the enhancement is on) this is what set me on the path with the textures.. god i was such a nub back then lol.. fresh outa the box and eager to learn lol.. ive sent you a few versions of DMS.. over time.. for feedback no idea why.. but i never get any ;/ this makes me sad.. but anyway..

by the way if there are any icons you missed with bogis check out dms to see where they are located and how i got them to appear.. bogis can use any of my code or findings im cool with that.

as you have said dms doesnt just deal with unit icons.. its global for 99.9% of all textures.. this includes replacing default ui textures/icons and also adding textures to the ui with no specail coding required.. just call the texture by path through uifile.

ok as resin said DMS is 100% compatable with mods that use the bogis texture system.. however dms is not compatable with bogis itself, this is basicly because dms and bogis mod the same files for the textures.. so its either one or the other... im sad about this.. but there is really nothing either of us modders can do to fix this.

ok the reason dms isnt compatable with gaz_ui is because i had to mod the default layout templates a little to allow custom enhancement slots and the new row of orders icons.. notice that there is now 8 available free orders slots as opposed to the default of 2, i said a few times that ui modders essentually did there ui mods incorrect.. by modding the default layouts.. what they should have done is make a new layout (which is easy) and edit those layout files.. forcing the player to switch to the layout that they desire/preferre.. this is the fundermental reason why so many ui mods are incompatable.. :/ because of this.. i also modded the default layouts.. just because in my experiance not many players know how to change the ui layout lol.. its with alt key and either up/down arrow.

i also added a new layout if you press and hold alt and press the down arrow the ui will switch to my new layout.. i did this layout for bulletmagenet but again i dont think he liked it as he never commented on it after i did it for him :/ anyway this is the layout i always use.. it rocks give it a try :)


@vilebackup
Thank for testing those mods and givng some feedback pal :)

hopefully other modders will start seeing how powerfull this mod is in regard to unit modding (later on ui modding) it just simplifies modding units so much it unreal.

:)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 08 Apr, 2011 
 
User avatar

Joined: 11 Apr, 2007
Posts: 1915
Offline
just one question : how is that this mod is so big ? (16 MB approx)

_________________
Console Plus - Solo A.C.U. - Experimental Wars Image


Top
 Profile  
 PostPosted: 08 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Manimal wrote:
just one question : how is that this mod is so big ? (16 MB approx)


Hi,

Its the default MFD videos pal, i shipped them in DMS ...

with dms each unit can trigger the mfd video window.. essentually giving each unit there own perosnality... IF WANTED ... using there own video and sound.. if no video is given as a param then the default is used.. because of this i had to ship the videos with the mod.

The default video is the one used in the hunker mod. every unit can use this video..
i use it a global ai type thing.. however you can give each unit its very own video and voice.. triggering a video is easy.. in a precreated table.. with the params for the mfd you just call DOMFD(self, 'tableparamname'), this will queue the video for playing in the mdf, you can trigger the mfd from any where in the sim, you can also call a mfd using a unit id DOMFD(0, 'videotableparam')..

thats why the mod is so big.. its just the videos pal.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 08 Apr, 2011 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Domino is there any code issues if BOGIS and DMS are enabled at the same time? I know last to load will effectivly take control of alot of the scripts through overwrite, but is there a direct incompatability besides that?

I am toying with the idea of putting a mod locator script into the BOGIS core functions next version to effectivly disable it if it detects DMS running. That way BOGIS can stick around for being the simple unit icon mod it was designed to be but will shut down if a mod that requires DMS's bells & whistles would cause issues.


Top
 Profile  
 PostPosted: 08 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi,

its cool that you would do that :)

in an earlier version there was a incompatability although i have now forgot what it was... because since then i started to disable bogis as i didnt need it.. it could well have been just because i had dms loading before bogis..

about 2 months ago i did a total rewrite of 99.9% of the functions at mithy's request and hooked as many applicable functions as i could.. some are still destructively hooked.. but they are few.

tbh with DMS loading after bogis there doesnt seem to be any incompatabilities..
but for 100% safety i disable bogis just to be sure.. as like you say load order determines which mod has presidance.. dms loading after bogis always wins..

i havent had them both on at the same in a long time, i know for certain that if dms loads before bogis there is errors.. as there are icons in functions i send to uifile.. which you havent added to bogis yet cant remember which they are offhand.

i actually really needed some feedback with the progression of this mod, when i sent you the new versions.. if we would have talked about it sooner maybe we could have come to a better solution to what we have today.. working together.. i just took it that you guys were not bothered.. i did try to keep them compatable.. and keep you guys updated.

with our main function uifile maybe this is where you should through in your mod check to see if dms is in activemods if it is.. return uifile in dms else process it in your mod.. it would be a quick fix :) but would work well, that is if you fire every icon call through uifile like i do.

better still would be to add a lil function in globalinit to populate a var true/false
if dms is in active mods. there is no looping through active mods every time uifile is called then.. just import the globalinit var for either true of false.. if its true call the dms uifile else again process the request in your uifle. which it will already be in.. :) this will work fast and flawless :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 08 Apr, 2011 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
lol I wasn't ignoring you on purpose.

Mostly due to RL i was ignoring modding in general at the time. You wouldn't believe how many PMs I get for help even though I don't really participate in the Mod Dev Support forum anymore. :lol:


Top
 Profile  
 PostPosted: 09 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Exavier Macbeth wrote:
lol I wasn't ignoring you on purpose.

Mostly due to RL i was ignoring modding in general at the time. You wouldn't believe how many PMs I get for help even though I don't really participate in the Mod Dev Support forum anymore. :lol:


Hi,

cool beans,

it certainly felt like you was ignoring me, seeing as i sent it both you and LT :) its ok, its not a problem :) atleast we can move on now and make progress together hopefully :)

have you tried/looked at the mod? if so, what are you thoughts about it?

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 09 Apr, 2011 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Haven't really had much game time recently so I haven't sat down and run it yet no. Maybe this weekend if i get a chance. I somehow got conned into helping someone move this weekend.


Top
 Profile  
 PostPosted: 09 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Exavier Macbeth wrote:
Haven't really had much game time recently so I haven't sat down and run it yet no. Maybe this weekend if i get a chance. I somehow got conned into helping someone move this weekend.


ouch :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 09 Apr, 2011 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5076
Location: California, United States
Offline
anyway, i have taken a look through DMS and i must say im very impressed with everything it allows me to do. as of now BlackOps has no need for any of the features DMS offers, so as stated we see no need to move over from BOGiS. i do have some projects in the works that will use DMS :D

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 10 Apr, 2011 
 

Joined: 22 Jan, 2011
Posts: 178
Offline
@domino
Just found the alt interface. Great feature. Been having a problems with too many t3 buildings (due to BO + 4DC + FAP) and the extra space has solved that.


Top
 Profile  
 PostPosted: 10 Apr, 2011 
 
User avatar

Joined: 01 May, 2007
Posts: 4219
Offline
vilebackup wrote:
@domino
Just found the alt interface. Great feature. Been having a problems with too many t3 buildings (due to BO + 4DC + FAP) and the extra space has solved that.



What is FAP?

Resin

_________________
Image
Blackhole http://www.youtube.com/watch?v=B3aDT0Ft_Yg
WOFhttp://www.youtube.com/watch?v=FVqMqz8PgEc
FOD http://www.youtube.com/watch?v=be9cu9UHv-U
TML http://www.youtube.com/watch?v=1Apk08LAtxc


Top
 Profile  
 PostPosted: 10 Apr, 2011 
 

Joined: 05 Oct, 2007
Posts: 16426
Location: camping near the biggest power-up
Offline
Resin_Smoker wrote:
What is FAP?

This statement, on it's own, it's hilarious.

_________________
Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


Top
 Profile  
 PostPosted: 10 Apr, 2011 
 

Joined: 22 Jan, 2011
Posts: 178
Offline
Resin_Smoker wrote:
What is FAP?

Resin

You can google it for hilarious results.

Its the FA prototypes mod. I was in a rush when i wrote those, hence the shortform.


Top
 Profile  
 PostPosted: 10 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Lt_hawkeye wrote:
anyway, i have taken a look through DMS and i must say im very impressed with everything it allows me to do. as of now BlackOps has no need for any of the features DMS offers, so as stated we see no need to move over from BOGiS. i do have some projects in the works that will use DMS :D


good stuff :)

vilebackup wrote:
@domino
Just found the alt interface. Great feature. Been having a problems with too many t3 buildings (due to BO + 4DC + FAP) and the extra space has solved that.


cool :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 10 Apr, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
F.A.P, or Forged Alliance prototypes, Is my mod =p


Top
 Profile  
 PostPosted: 13 Apr, 2011 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

have (or have tryed) testet the hunkers mod - no go.
Have found the problem is this mod (DMS).
Looks it is not kompatible to maybe any other GUI mod i have running.
Have GAZ_UI,W_Groups,5iver_Nukem,ConsWindow and UIMassFabManager running
as mods that change/modify or add GUI elements ...
(all latest versions ...)
The error :
The game loads normal - if the startscreen apears - no zooming to my ACU and
no data in the score window.No key doing anything amd the same with mouse.
BTW it is no mouse coursor visible ....
It looks the game self running O.K. ... (my ACU materialize .. and doing then nothing :P )

Hope this can be sortet as i like your work and think the DMS mod become more important in the future ;)

Regards
R-TEAM


Top
 Profile  
 PostPosted: 14 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi,

ill try and fix this up as best i can, i thought id already done this.. but maybe there is room for improvement and/or another system..

the reason that some "Maybe" all other ui mods are not compatable with dms is because of the enhancement slots system i implimented, i HAD to destructively hook a few functions in construction.lua and orders.lua.. to allow the extra row of order icons... this also leads to the said lua files layout files to be edited also..
i dont know if you know this BUT layout files are very hard to none destructively hook, this maywell be where to incompatablity is occuring.. in the layout files.

i think because of what i have enabled and to keep compatability with other mods that do things to the ui, i will most prolly have to remove the enhancement slots support and the extra row of toggles from the default layouts.. and create 3 completely new layouts using this support.. this will obviously lead to the fact that players/users will have to manually switch to one of the new layouts to use a mod that adds either extra slots or toggles.. this would ensure its 99% compatable with other ui mods..

now again ive said this many many times now.. the problem with ui mods that add/change the default layouts is that 99% if not 100% of them change the 3 default layouts.. what they should have done is create a new layout for there mod
to keep it as compatable as possible to other ui mods..

wih dms, were kinda stuck in a rut at the moment because i do conform to the proper system whereas maybe other modders did not.. i only edited the default layouts because as said not many players know how to change the layout.. (alt + up/down arrow)

ill look into the problem further, but maybe to keep the support i offer in this mod.. will break other mods.. im all for compatablity im just saying sometimes its not possible.

while im here i might as well tell you's that there is also that there is another problem, resin found last night... which i will fix today.. its in regard to the multi source energy/mass usage (incomplete) when a building gets a adja buff, the total energy/mass usage drops down to 1, pretty nasty bug.. which i will fix today.. :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 14 Apr, 2011 
 
User avatar

Joined: 19 Jul, 2009
Posts: 2972
Offline
If you're getting a messed up worldview, there should be log errors. Pastebin a log - that should make finding the conflict significantly easier for Domino.


Top
 Profile  
 PostPosted: 14 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Mithy wrote:
If you're getting a messed up worldview, there should be log errors. Pastebin a log - that should make finding the conflict significantly easier for Domino.


That would be good to, thx mithy.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 14 Apr, 2011 
 

Joined: 03 Jun, 2007
Posts: 793
Offline
Looks like the download link is dead.


Top
 Profile  
 PostPosted: 15 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi,

yeah sorry, i removed the file, as im updating it, i shouldnt have really released that version, it was rushed to get the hunker mod out.. turns out it was a mistake :/

got a few lil bugs to fix, which i have mostly done.. however i need to play test the new version before i release it.. so i dont have this unholy mess again..

stuff goes wrong when rushed :/ it wont be long before the new version is ready.

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 16 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
UPDATED

Ok,

ive done a major update to quite a few ui related functions..
the reason why DMS was not compatable with "some" other ui mods is because
of my new enhancement slot changes.. hopefully i have now rectified this problem..

DMS should now work fine with other ui mods..
however if it doesnt.. PLEASE let me know which mods you are using and what was happening at the time of the error, please give as much info as possible when posting errors or incompatabilities.. thank you..

download link in the op
also thank you for your patiance :)

_________________
Domino.
______________


Top
 Profile  
 PostPosted: 16 Apr, 2011 
 

Joined: 02 Jun, 2010
Posts: 188
Offline
Hi,

THANKS - its run now basicaly ;)

Things that dont work flawless ATM :
The additional slots placed confusing ...
The standard is left arm , back part , right arm.
Now it is : left arm , custom (hunker) , right arm , back part.
The additional custom enhancement should added after right arm ...

The button to manage build lists (dont know the correct name ) does not show the correct arrangement of the gui layout (shiftet down)

The icons from added mods maybe dont show anymore ....
(a know problem with BO:GIS <> DMS icon path handling ...)

Things i dont like :
The control panel from units show now ALWAYS 3 rows ...
To much space waste and an slowdone in GUI display ...
I prefere more an aditional botton to switch between 2 2rows control buttons panel.
And only if the unit have (VERY rare) more than the max number of buttons for 2 rows (think the max is 10 from memory ..).
If this not possible the 3 rows should only show for units who need it ...

Thanks for this work :)
Have ATM no time to test the hunker mod more ... ATM the DMS mod is running but have to many flaws to use it regulary for me :)

Regards
R-TEAM


Top
 Profile  
 PostPosted: 17 Apr, 2011 
 

Joined: 26 Feb, 2009
Posts: 2996
Offline
Hi,

RxTEAM wrote:
Hi,

THANKS - its run now basicaly ;)

Things that dont work flawless ATM :
The additional slots placed confusing ...
The standard is left arm , back part , right arm.
Now it is : left arm , custom (hunker) , right arm , back part.
The additional custom enhancement should added after right arm ...

The button to manage build lists (dont know the correct name ) does not show the correct arrangement of the gui layout (shiftet down)

The icons from added mods maybe dont show anymore ....
(a know problem with BO:GIS <> DMS icon path handling ...)

Things i dont like :
The control panel from units show now ALWAYS 3 rows ...
To much space waste and an slowdone in GUI display ...
I prefere more an aditional botton to switch between 2 2rows control buttons panel.
And only if the unit have (VERY rare) more than the max number of buttons for 2 rows (think the max is 10 from memory ..).
If this not possible the 3 rows should only show for units who need it ...

Thanks for this work :)
Have ATM no time to test the hunker mod more ... ATM the DMS mod is running but have to many flaws to use it regulary for me :)

Regards
R-TEAM


Hi,

Thanks for your post, glad its now working for you.. however..

the slots sequence, i have looked at this.. and tbh everything i do, they never come out how there supposed to.. i shall look into this further seeing as you mentioned it.

The button to manage build lists: no idea what your talking about.

The icons from added mods maybe dont show anymore ....
this is most prolly because i adhere to where the game expects the icons to be
ie /textures/ui/common/icons/units/ .. dms does not allow for floating icons any where within a mods textures folder. i explained along post in the hunker mods thread about textures.. about why i did it this way, and where they must be. have a look at that.

The control panel from units show now ALWAYS 3 rows ...
To much space waste and an slowdone in GUI display ...

i guess i could look at this to, to display the 2 row set if 3 is not needed.
it wouldnt be easy to do the orders panel like that, but ill give it a go.

with dms enabled there is the possibility for any number of buttons..
you can define your own and are not limited now to the defaults..

dms doesnt have flaws, it has things your not used to, thats the differance..
the speed of the contruction panel showing is NOT a flaw with dms, its most likely that your using more than 1 ui mod.. which are all doing different things to this panel.. with dms on, on its own the panels show instantly, with other ui mods loaded on there own the panel shows instantly ... with said mods running together, there is a very small pause in showing the panel... this is NOT atributed to dms but rather.. all the mods together..

now i have tried my hardest to make this mod compatable with outher mods.. ( i didnt have to) however some of the things i have implemented have never been done before and WILL NOT play nice with every mod out there.. there is bound to be some incompatablilties between mods.. its fine that you will not use it.. however the mod is NOT flawed in any way..

This mod WILL get better in the future as all other mods do,

_________________
Domino.
______________


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic Go to page Previous  1, 2, 3, 4, 5 ... 47  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy