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DrakahKeymaster
Scalability held just fine, but logging out and logging back in, all scalability went back to 1.0, but that is by the game error not by UI. My gut feeling, this is going to become a disaster, quickly… it is too bad they don’t include my directly on this for input.
DrakahKeymasterWell, I was able to get some progress done on the “Global” version Inventory Window for all of the Interfaces I create using this layout It is not 100% accurate, but pretty darn close. This is just using the normal Default skin however, which is fine for the time being.
The 1st image is the Live version, 2nd image is on the Test server on the new UI code.
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DrakahKeymasterIt won’t be on live for quite a while. I have been on the test server past several weeks just working on the Inventory window. So you can imagine how terrible this is.
DrakahKeymasterI am hoping too 🙂
DrakahKeymasterAll interfaces have now been updated.
DrakahKeymasterInterfaces have now been updated and uploaded to Version 18.3.
Do not use them until after the patch goes out on Wednesday, April 20, 2022.DrakahKeymasterThinking about this more on the way to work, I remember my old code “Pieces” had a Buff Icon Piece, then a Buff Icon Name Piece, then a Buff Icon Piece again, etc etc. which could possible display them separately when resized. But now that DBG has all the icons in 1 template on their own, the Buff names had to do the same… so possibly that is what throws off the alignment going up/down I am thinking. At some point I can revisit this to see if I can also make it compatible for vertical but for now, I believe you could place in an addon that is vertical without breaking the UI.
DrakahKeymasterThat is odd because all of my UI’s uses the same buff windows primarily, but all the layouts were created going horizontally, not vertically.
Are you sure you didn’t have a different buff window in your UI that replaced mine?
The only way my buff window would work vertically is if you did what I mentioned to the other user above, by removing the Pieces for the spell icon names, then you wouldn’t have any issues, but you would obviously loose the spell names.
Now I never personally, resized my buff windows to go up and down… so maybe with the update the alignment acts differently when stretched in that direction, I am not sure.
DrakahKeymasterThat screenshot though is showing it Up/Down, it isn’t coded to be that direction, only Left/Right. You need to unlock the window and resize it to be the correct orientation with the name of the buff under the icon.
- This reply was modified 2 years, 9 months ago by Drakah.
DrakahKeymasterbeen 20 years so far, no plans just yet! 🙂
DrakahKeymasterAh ok cool deal. Ya, the TileLayoutBox is the grouping of all those labels, so if the grouping is deleted, then all those label elements will not load. Glad you figured it out!
DrakahKeymasterYa you must have something else going on. I removed the Pieces code, and loaded up, and I was still able to click off the icons and such regardless of orientation.
- This reply was modified 2 years, 9 months ago by Drakah.
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DrakahKeymasterThere should not be any issues to any of the icons at all. If the labels are overlapping the icon, then you couldn’t click it, since it would be layered. But without the labels, none of that would happen.
Are you sure you dont have something accidentally in front of the buff window that is hindering you from not being able to click it?DrakahKeymasterIf you want to remove the buff labels, just open the file and at the bottom, remove
<Pieces>TileLayoutBox:BW_ButtonLabels</Pieces>
and save, should work just fine that way too.
- This reply was modified 2 years, 9 months ago by Drakah.
DrakahKeymasterOk, I tested it and it works as it should.
Here is what mine looks like.Attachments:
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