Scaled resource panel [UI]
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@Uveso Thank you
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This one is correct
local armiesTable = GetArmiesTable().armiesTable local MyFactionIndex = GetFocusArmy() local MyFaction = armiesTable[MyFactionIndex].faction local FactionIndexToName = {[0] = 'uef', [1] = 'aeon', [2] = 'cybran', [3] = 'seraphim', [5] = 'nomads'} local currentFaction = FactionIndexToName[MyFaction]
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Version 2
Improvements:
- fixed problem with loading new textures for each faction (thanks Uveso)
Not finished:
- Switch the layout when player rotate skin by (alt+left arrow or alt+right arrow)
- No scaled texture for nomads
If someone have nomads mod, and know what to do, send me resources_panel_bmp.dds and i will update it
Search in vaults "Scaled resource panel"
or
Scaled resource panel (v2 OLD)
Original
Mod
dont look at bar, some other stuff
Also press to any TAG of this post and see another my works
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Fixed the internal bugged opacity for each texture. I will add it for next update
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This is a really good mod, thanks Eternal!
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Version 3
Improvements:- Fixed the background textures
Unfinished:
- Remove from the income value any increments associated with the reclaim (Blodir idea)
Due to the fact that this function takes values from the engine, I will need to rewrite it to exclude adding the increase from the reclaim to income value.
Unfortunately, I have not enough knowledge and very busy study schedule, so it will take some time before i`ll update it
Search in vaults "Scaled resource panel"
or
Scaled resource panel V3
I have received reports that in some cases the mod does not work
You need to find out the reason.
- Try making a backup of game. prefs and delete it.Start the game and check the mod for performance
or
- Disable all mods and run the mod separately
Current conflicts:
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[UI] Suicide confirmation - I have no idea, how this mod breaks my mod
FIX: disable this ui mod -
[SIM ?] Game.prefs incompatibility - I still haven't found the cause of the problem, but something is preventing game.prefs from loading textures / mod into the game.
Fix: backup the game.prefs, and delete the main game.prefs... Create new account =/
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Version 4
Improvements:
- Fixed the bug with bug black rectangle on background of each texture, now the whole textures have a little bigger opacity
Old
New
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Version 1 Remastered Edition
Changelog:
- fix: adaptive layout switching
Search in vaults [ScaledResourcePanel]
or
ScaledResourcePanel
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Ops, i broke the code with new mod name xDDD sry.
I will fix it fast as possible -
Version 2 Remastered Edition
Changelog:
- fix: broken code
- fix: hard code
Search in vaults [ScaledResourcePanel]
or
ScaledResourcePanel -
Minor suggestion, an option to change the color red to something else like pink would be useful to me and possibly others. I am using a mini-mod for that EMperor Penguin made for me:
https://forum.faforever.com/topic/2612/let-ui-scaling-affect-economic-overlay/5 -
@valki okay, i will try to do smt. But i cant guarantee i will finish it quickly. Because this mod will not compatible with others then.
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@valki you can use this mod for editing colors. Did some code cleanup
Economy UI Colors v2 (click to download)
@Emperor_Penguin update mod on vaults
Also, i think it is possible to do menu->options->interfaces options for colors, but it will take some time and i don`t know how to do it. Maybe late i will give a try
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What if we add the option to change the relevant colors for various color blindness to the game repo, as part as a game option? I don't know enough about color blindness to indicate which ones are relevant and what colors they should use - it isn't difficult to implement however.
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@jip i thought about list of colors and possibility to edit them with editing existed in menu options. But it will require overloading economy layouts
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@jip said in Scaled resource panel [UI]:
I don't know enough about color blindness to indicate which ones are relevant and what colors they should use
I would think you are right as I am not (significantly) colorblind, and my doctor said that with bad vision red normally is the first to go. Color accessibility options basically allow someone to tune various colors to generate a contrast that works for them.
On the other hand, Windows has 6 options instead of free control over colors.
- Inverted
- Grayscale
- Inverted grayscale
- Green weakened
- Red weakened
- Blue-Yellow
I used red weakened until I got my UI changed, first by myself, then with Emperor_Penguins help. I still use it on those red maps.
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I was more on about these versions of color blindness, see also the section 'Causes'. That way anything relevant (like eco, hp bars, etc) can be made friendly towards each and everyone's color blindness.