badosu 417 Posted October 8, 2020 Author Report Share Posted October 8, 2020 I like the irony too. In case not, I'm talking about something unrelated, apologies. Quote Link to post Share on other sites
nani 548 Posted October 8, 2020 Report Share Posted October 8, 2020 5 hours ago, badosu said: Where would you feel is a good position, original looks good? Idea is to remove noise from middle. 0ad official min resolution is 1024x720 Quote Link to post Share on other sites
badosu 417 Posted October 10, 2020 Author Report Share Posted October 10, 2020 (edited) Some small aesthetic adjustments: - Show civ emblem, team number when > 2 players - Phase progress below phase indicator - Pop count in front - Click on phase or emblem to move to player cc location Props to @mysticjim for great feedback! monitor.pyromod Edited October 10, 2020 by badosu 2 1 Quote Link to post Share on other sites
mysticjim 145 Posted October 10, 2020 Report Share Posted October 10, 2020 That is looking spectacular, dude, great work. I used the older version for my commentary for the game I'm releasing this Sunday, shame I couldn't have used this shiny, revised version, but I had to get it done while I had time last night Will have this new one up and running for later...:) Quote Link to post Share on other sites
hyperion 27 Posted October 12, 2020 Report Share Posted October 12, 2020 Making the top bar more functional is a good idea and for sure welcome. A few remarks: Make background opaque, the current alpha value doesn't really help to see what is going on behind it and it isn't click through in the first place anyway. Use the same skin including the golden rim, so it looks just as if part of the original UI. The coloured background for the emblem and font of player name is already sufficient, no need for a coloured bar as well. Ideally use the same height for the panel as the menu on the right hand side, so it perfectly blends with the rest of the UI. The original functionality (the three bars prod/tech/unit) seems pretty broken. Anyway thanks for your continued work on this. 1 Quote Link to post Share on other sites
badosu 417 Posted October 12, 2020 Author Report Share Posted October 12, 2020 (edited) 2 hours ago, hyperion said: The original functionality (the three bars prod/tech/unit) seems pretty broken. Can you expand on that? I neglected it a bit yes, it will be reworked when we approach release quality, but I've been using it and have not experienced any major issues. The only major issue I could see happening is the default positioning overlap (if it happens), this will be fixed soon. Edited October 12, 2020 by badosu Quote Link to post Share on other sites
Grapjas 60 Posted October 14, 2020 Report Share Posted October 14, 2020 (edited) Nice job on the mod, works really well. Is it possible for you to add extra camera height? Comes handy for better overall view when testing maps or if you simply just want more view. I Also like the quickjump to player when clicking civ emblem. Edited October 14, 2020 by Grapjas 1 Quote Link to post Share on other sites
bb_ 175 Posted October 14, 2020 Report Share Posted October 14, 2020 @GrapjasYou can even do that yourself: add `view.zoom.max = 10000` in your local.cfg. (All possible such options are in the default.cfg, you can change any value by adding a new value to the local.cfg) 1 Quote Link to post Share on other sites
badosu 417 Posted October 14, 2020 Author Report Share Posted October 14, 2020 By the way, some of the feedback will be addressed, I like Aceros proposal, need some graphic work for a better rate indicator though. Quote Link to post Share on other sites
maroder 11 Posted November 13, 2020 Report Share Posted November 13, 2020 really awesome mod I think the especially the overlay for the units that are currently produced can be a big help if you are not a pro player, so you don't forget to keep producing more. Therefore my only feedback is that you might want to change the title of this thread, because i briefly looked over it here in the forum and also saw one of @mysticjim videos and just thought that this mod is only a nice addition if your watching a replay or if you're spectating. (And not that you can also use it while playing) Quote Link to post Share on other sites
Stan` 7.034 Posted November 14, 2020 Report Share Posted November 14, 2020 @badosu I could help if you need some icons? Quote Link to post Share on other sites
wowgetoffyourcellphone 6.408 Posted November 14, 2020 Report Share Posted November 14, 2020 This mod should be folded into the main game. Quote Link to post Share on other sites
nani 548 Posted November 15, 2020 Report Share Posted November 15, 2020 Temple had something in phab already irrc, idk how it fares now Quote Link to post Share on other sites
wowgetoffyourcellphone 6.408 Posted November 15, 2020 Report Share Posted November 15, 2020 3 hours ago, nani said: Temple had something in phab already irrc, idk how it fares now Might need rebased? Quote Link to post Share on other sites
badosu 417 Posted December 14, 2020 Author Report Share Posted December 14, 2020 As a note for those seeing errors when playing with spec mod, as opposed to specing. This is caused by fgod redefining a function used by monitor mod, not loading fgod fixes it. You can also try loading fgod after monitor mod, but havent tested that. The issue happens as soon as when you get vision on a team game. Quote Link to post Share on other sites
Langbart 23 Posted February 2 Report Share Posted February 2 (edited) #1 Unlisted catapults/ bolt shooters Hi, I noticed that all my siege catapults disappear from the UNIT section when they are all unpacked. If for example 1 is packed and 3 are unpacked all 4 catapults can be seen in the unit section, but they all disappear when all of them are unpacked. Image below for more clarity. This also applies to bolt shooters, not battering rams as there are not able to unpack. #2 Women trained in houses I also noticed that when I train women in my house and not in the CC, an additional field appears in the UNIT section. Image below for more clarity. #3 fgod On 14/12/2020 at 8:43 PM, badosu said: You can also try loading fgod after monitor mod, but havent tested that. I have tested it but I still have the errors, unfortunately I had to disable the fgod mod. The errors were too annoying during gameplay. #4 Military siege weapons counting Also, my rams, bolt gunners and catapults are not counted as military units as you can see in the image, is that supposed to be the case? #5 Thanks for the mod, I never play A23b without it. EDIT1: added women bug Edited February 2 by Langbart Quote Link to post Share on other sites
badosu 417 Posted February 3 Author Report Share Posted February 3 Hi @Langbart, thanks for testing! #1, #2 units are grouped by their template name, I've noticed this as well. For certain templates I have code to transform the different template names into a single one here. Might not be working as intended/require adjustments. #3 yeah fgod overwrites a vanillar function that is used to display the player stats, might be an easy fix but didn't try to fix it yet #4 We count only class soldier here. The fix is straighforward as long you can count unique military units with same pop density. I avoided siege units/hero pops due to some occupying more than 1 population slot (and laziness). #5 I appreciate! Quote Link to post Share on other sites
Stan` 7.034 Posted February 3 Report Share Posted February 3 For #1 you could use selection group name Quote Link to post Share on other sites
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