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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Advanced reclaim info with ui scaling?

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    • BlackYpsB Offline
      BlackYps
      last edited by

      The very nice mod Advanced Reclaim Info doesn't account for ui scaling, so all the labels are at the wrong place. Is there a similar mod that takes ui scaling into account?

      Eternal-E 1 Reply Last reply Reply Quote 0
      • Ctrl-KC Offline
        Ctrl-K
        last edited by

        My mod does, but it is not in vault

        “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
        — Steve Jobs.
        My UI Mods
        Support me

        BlackYpsB 1 Reply Last reply Reply Quote 0
        • Eternal-E Offline
          Eternal-
          last edited by

          how i am supposed to download it

          Profile | Eternal MOD pack | Check new client

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          • Eternal-E Offline
            Eternal- @BlackYps
            last edited by

            @blackyps You must try OnScreenReclaimCounter

            Profile | Eternal MOD pack | Check new client

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            • BlackYpsB Offline
              BlackYps
              last edited by

              I don't really need the reclaim counter from OnScreenReclaimCounter. I need the functionality that big wrecks get bigger and redder labels

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              • BlackYpsB Offline
                BlackYps @Ctrl-K
                last edited by

                @genos I managed to get it to work by looking at the code of your mod. The trick was to replace

                label.Update = function(self)
                    local view = self.parent.view
                    local proj = view:Project(self.position)
                    LayoutHelpers.AtLeftTopIn(self, self.parent, proj.x - self.Width() / 2, proj.y - self.Height() / 2 + 1)
                    self.proj = {x=proj.x, y=proj.y }
                
                end
                

                with

                label.PosX = LazyVar.Create()
                label.PosY = LazyVar.Create()
                label.Left:Set(function()
                    return view.Left() + label.PosX() - label.Width() / 2
                end)
                label.Top:Set(function()
                    return view.Top() + label.PosY() - label.Height() / 2 + 1
                end)
                
                label.Update = function(self)
                    local proj = self.parent.view:Project(self.position)
                	self.PosX:Set(proj.x)
                    self.PosY:Set(proj.y)
                end
                

                and to import LazyVar at the beginning. local LazyVar = import("/lua/lazyvar.lua")

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                • Rodimus_PrimeR Offline
                  Rodimus_Prime
                  last edited by

                  "Better Reclaim View", which is in the Vault (last time I checked). I play on a 4k with 150% scaling, works like a charm.

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                  • Ctrl-KC Offline
                    Ctrl-K
                    last edited by

                    Stealing my code bruh :harold:

                    “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                    — Steve Jobs.
                    My UI Mods
                    Support me

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