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A20 - AGF HUDPlus

Are there any plans for a Target Health Bar module for this? It's the only thing keeping me on SMX over this.
Hmm. I haven't considered it. But if you click on Grinch843's post on Kaine's A19 Modlets. uYou will find on that says "HP Bars". Click on that and you will download a mod for that. If you cannot get it to work, I could look into making that an optional feature.

 
Hmm. I haven't considered it. But if you click on Grinch843's post on Kaine's A19 Modlets. uYou will find on that says "HP Bars". Click on that and you will download a mod for that. If you cannot get it to work, I could look into making that an optional feature.
It seems to work fine! Thanks to you and the others who pointed it out.

EDIT: I do have one more feature request. Would it be possible to turn the "Untouched" text on containers green, and the "Empty" text on empty, searched containers red? It helps a lot with quick visual identification.

 
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It seems to work fine! Thanks to you and the others who pointed it out.

EDIT: I do have one more feature request. Would it be possible to turn the "Untouched" text on containers green, and the "Empty" text on empty, searched containers red? It helps a lot with quick visual identification.
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It is already existing

 
Is this still available? I don't like the changes in 1.05, but I do like your changes here. Thanks!
Hello fabulux. That layout was not done by me. But I just tried the link on there, perhaps it is available. Otherwise you can ask Scomar! I have found getting used to my 1.05 hud to be an interesting task. I'm would like to hear your thoughts about the parts you don't like? May help when 1.06 comes around. 😉

 
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Hello fabulux. That layout was not done by me. But I just tried the link on there, perhaps it is available. Otherwise you can ask Scomar! I have found getting used to my 1.05 hud to be an interesting task. I'm would like to hear your thoughts about the parts you don't like? May help when 1.06 comes around. 😉
I think my main concern is that there is too much information and too much "weight" in the bottom left corner. There is nothing in the top left now and that adds to the off-balance feeling. I like the XP bar above or below the tool belt. Maybe above or below the compass.

Next, I don't really like the changes in size of the stamina and food/water bars. I am checking my stamina, food and water bars much more often than my health bar. That's why I like them to be the same size as the health bar.

I also prefer the previous compass direction indicator. It was simple, effective and felt more natural.

I do like the idea of moving information to the sides of the compass, but would prefer temperature and elevation to be where deaths, kills and pvp are currently. I think those bars (deaths, kills, pvp) work better in the top left corner.

Or maybe kills, deaths and pvp down by the ammo. Have temp and elevation in the top left; day on the left of the compass and time on the right of the compass. Kills, deaths and especially pvp aren't very important to me.

Anyway, that's just my thoughts. Thanks for the mod! I still use 1.04 in my personal game and we use it on our dedicated server.

 
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Every UI has its own style, somebody hate this, otherone don't like this...., You are the Creator of this UI, and u should like it. We can not make it perfect for everyone. In my UI most of the Infos are on bottem left, because i often look there, thats why i did my HUD.

But yours are also great, i like it. You did a good job. 😃

The XP Circle with an circle above so you see only one line walking around are pretty cool. 👍

 
I definitely agree with your statements. I understand that peeps out there will have a lot of opinions and things. I look for the ideas within the opinions and play with it all until I come to something I like. 🙂

Us HUD modders need to stick together!

 
sneakpeak said this in the fpsHUD Mod (by Oof) thread, maybe this information will be useful for you:

In windows.xml if you move the code below from "windowCompass" to "HUDLeftStatBars" and reposition the hud elements again, that will get rid of the 'Calling Animator.GotoState on Synchronize layer' error that pops up everytime someone opens a container and seems to create a lot of lag in multiplayer games.

just of example

<rect name="playerInfo" size="700,100" depth="99" pos="500,0" controller="CharacterFrameWindow"> <sprite depth="3" pos="-40,4" height="20" width="150" color="[darkGrey]" foregroundlayer="true" type="sliced"/> <sprite depth="4" pos="-40,4" height="20" width="150" color="{xpcolor}" sprite="menu_empty3px" type="filled" fill="{xp}" globalopacitymod="1.5" controller="ToolbeltWindow" standard_xp_color="85,125,180,200" updating_xp_color="[green]" deficit_xp_color="[red]" xp_fill_speed="3.5"/> <rect> <panel name="header" height="15" depth="1" pos="9999,9999" backgroundspritename="ui_game_panel_header"> <label depth="2" name="characterName" pos="42,-6" width="150" height="32" text="" font_size="32"/> <label depth="2" name="levelNumber" pos="240,-10" width="80" height="28" text="" color="[lightGrey]"/> </panel> <rect visible="{showcharacter}" pos="9999,9999" > <panel name="previewFrame" depth="0" pos="0,0" width="10" on_press="true" on_hover="true" disableautobackground="true" snap="false"> <rect> <texture depth="2" name="playerPreview" material="Materials/Transparent Colored" size="8,8" globalopacity="false"/> </rect> </panel> </rect> <label depth="5" name="TextContent" pos="-35,4" font_size="18" color="[white]" justify="left" pivot="topleft" text="Level: {playerlevel} - {playerxptonextlevel}" controller="PlayerStatsWindow"/> <label name="playerXP" font_size="18" pos="135,4" controller="PlayerStatsWindow" color="[white]" depth="5" effect="outline" text="KDZ - {playerpvpkills} | {playerdeaths} | {playerzombiekills}" justify="left"/> </rect> </rect>

 
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I think my main concern is that there is too much information and too much "weight" in the bottom left corner. There is nothing in the top left now and that adds to the off-balance feeling. I like the XP bar above or below the tool belt. Maybe above or below the compass.

Next, I don't really like the changes in size of the stamina and food/water bars. I am checking my stamina, food and water bars much more often than my health bar. That's why I like them to be the same size as the health bar.

I also prefer the previous compass direction indicator. It was simple, effective and felt more natural.

I do like the idea of moving information to the sides of the compass, but would prefer temperature and elevation to be where deaths, kills and pvp are currently. I think those bars (deaths, kills, pvp) work better in the top left corner.

Or maybe kills, deaths and pvp down by the ammo. Have temp and elevation in the top left; day on the left of the compass and time on the right of the compass. Kills, deaths and especially pvp aren't very important to me.

Anyway, that's just my thoughts. Thanks for the mod! I still use 1.04 in my personal game and we use it on our dedicated server.
moving information to the sides of the compass IS THE REASON LAGGING WHEN LOOTING

 
Try to remove from the compass everything that shouldn't be there and you'll see
Doesn't answer the question. I don't have any lag when looting so it would be hard for me to do that check.

But I am quite interested in knowing what it is as I make a HUD myself and when you make such a claim I am interested in knowing the details behind the claim so that I can investigate and make corrections if needed based upon your findings that lead you to conclude that is a reason for lag when looting.

 
Doesn't answer the question. I don't have any lag when looting so it would be hard for me to do that check.

But I am quite interested in knowing what it is as I make a HUD myself and when you make such a claim I am interested in knowing the details behind the claim so that I can investigate and make corrections if needed based upon your findings that lead you to conclude that is a reason for lag when looting.
I heard it in the last posts here




 
I heard it in the last posts here
Well, looking at that I can understand the concern he has but I think that is isolated to the use of the playerpreview texture in the code and the claim that putting information on the compass sides is not necessarily true.

You get that same error that he mentions by opening and closing the character window also which leads me to conclude that it is the use of that playerpreview texture. It can of course be any information from the character frame window controller but since the error has animator in its name and the preview is animated that's where I would put my money.

Any other information in that window should probably be ok.

 
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