woodpecker Posted August 31, 2021 Report Share Posted August 31, 2021 Not sure if it is BoonGUI or Shiny mod that are causing trouble. It was working fine yesterday. I did notting inbetween so strangely today I got the same looking error beaviour as yesterday. I just see the background image and the white line in the start screen. And theese errors appear: https://pastebin.com/deuSGaAU Removing Shiny from folder and then disabling it removes errors. 1 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted August 31, 2021 Author Report Share Posted August 31, 2021 (edited) 1 hour ago, woodpecker said: Not sure if it is BoonGUI or Shiny mod that are causing trouble. It was working fine yesterday. I did notting inbetween so strangely today I got the same looking error beaviour as yesterday. I just see the background image and the white line in the start screen. And theese errors appear: https://pastebin.com/deuSGaAU Removing Shiny from folder and then disabling it removes errors. sorry can't reproduce your errors. It works fine for me with the following versions and installation order: It also works for me in combination with autociv: Do you use a different versions of boonGUI? Edited August 31, 2021 by maroder 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 1, 2021 Report Share Posted September 1, 2021 (edited) On 31/08/2021 at 9:56 AM, Stan` said: By default the installed mods are sorted by name. You can sort them by version, by folder, by dependencies, by website and by display name. For enabled mods, the top one is the first one that gets overriden by all the mods below it. How about this? Quote Enabled Mods (mods further below overwrite settings of mods further up) In SVN the result looks like this: This is the file I edited: /binaries/data/mods/mod/gui/modmod/modmod.xml I would like to create a diff, if the above change makes sense at all. I am currently on Debian 11. Edited September 1, 2021 by Ceres 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 1, 2021 Report Share Posted September 1, 2021 If the order of installation matters and not the name, then I would think it makes sense to show the mods in order of installation. 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted September 1, 2021 Author Report Share Posted September 1, 2021 (edited) 9 minutes ago, Gurken Khan said: If the order of installation matters I think the terms are a bit problematic here. For the game installed means you have downloaded them and but them in the mods directory. For that the order is not important. Only if you enable the installed mods the order gets important. The problem here is that in normal language use enable = install.... (Or at least I use it interchangeably, so my fault for causing confusion) Edited September 1, 2021 by maroder 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 1, 2021 Report Share Posted September 1, 2021 If I see it right, the user can change the sorting of the available mods but not of the enabled mods. A longer explanation might be necessary but the crisper, the better. Admittedly, I still have problems to fully understand what really matters in regard to the order of installed mods (either via mod.io or manually). Hence, currently I don't know how to proceed. I'm happy to further discuss it here. @maroder Please accept my apologies that the thread about your great mod got hijacked a bit. If I shall open an extra thread about the order of mods in general, I am happy to do so. 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted September 1, 2021 Report Share Posted September 1, 2021 8 minutes ago, Ceres said: Admittedly, I still have problems to fully understand what really matters in regard to the order of installed mods Only loading order matters. Mods are loaded from top to bottom in the enabled mod section. 1 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 1, 2021 Report Share Posted September 1, 2021 (edited) Thank you. I understand that the user needs to read the docs that go along with the mods to see whether they change a lot or less, and then decide on the order of the mods to be loaded, and that this cannot be automated. However, at the moment it seems that the user needs to first deactivate all/or affected mods and then acivate them again so they come loaded in the correct order. Wouldn't it make sense then to add a possibility to resort mods manually and add a button "Reload"? PS: Would this describe it correctly? Quote Enabled Mods (loaded from top to bottom, i.e. top ones might overwrite settings from bottom ones) Edited September 1, 2021 by Ceres 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 1, 2021 Report Share Posted September 1, 2021 9 minutes ago, Ceres said: PS: Would this describe it correctly? 9 minutes ago, Ceres said: Enabled Mods (loaded from top to bottom, i.e. top ones might overwrite settings from bottom ones) As I understand it, it's the other way round. Mods enabled later can overwrite mods that were enabled earlier. 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 2, 2021 Report Share Posted September 2, 2021 Oops 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 3, 2021 Report Share Posted September 3, 2021 (edited) So like this: Here is the diff: 114c114 < <translatableAttribute id="caption">Enabled Mods</translatableAttribute> --- > <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> Unified: --- modmod.xml_ORG 2021-08-31 15:28:30.858046000 +0200 +++ modmod.xml 2021-09-03 09:58:26.357587903 +0200 @@ -111,7 +111,7 @@ <object size="16 62% 100%-15 100%-84"> <object style="ModernLabelText" type="text" size="0 5 100% 25"> - <translatableAttribute id="caption">Enabled Mods</translatableAttribute> + <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> </object> <object name="modsEnabledList" @maroder@Stan` Is this content-wise ok and is also the diff ok to be used? How would I (if I were entitled doing so) proceed if you agree? Edited September 3, 2021 by Ceres 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted September 3, 2021 Author Report Share Posted September 3, 2021 11 hours ago, Ceres said: is this content-wise ok I guess so. 11 hours ago, Ceres said: is also the diff ok to be used Don't think so, the context is missing. You have to go to the 0 A.D root folder, open the command line there and type in svn diff -x -U5000 or optionally svn diff -x -U5000 > text-output.patch to save it as a text file. Then you have to make an account here: https://code.wildfiregames.com/ and upload the patch there. 1 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 (edited) Thank you so much! The result is now this (I did 'svn up' right before the diff) - PS: Now from the root folder: modmod.xml.patch I already have an account. Edited September 4, 2021 by Ceres 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 Done: https://code.wildfiregames.com/differential/diff/18563/ 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted September 4, 2021 Report Share Posted September 4, 2021 You need to actually create differential. 1 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 (edited) Yes, I just hit "Continue", entered some info, and added O7 (CatchAll) as Reviewers. Thanks to @maroder and @Angenfor helping me with my first diff. Edited September 9, 2021 by Ceres Added @Angen for the help :) 3 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 9, 2021 Report Share Posted September 9, 2021 (edited) Regarding the need for placing additional information about enabled mods, I decided to create a new thread for it, as it is not related to this "shiny - an alternative main menu UI" mod by @maroder For interested people, please look there. Now BTT, and please accept my apologies for my OT stuff here. Edited September 9, 2021 by Ceres 2 Quote Link to comment Share on other sites More sharing options...
maroder Posted November 24, 2021 Author Report Share Posted November 24, 2021 (edited) Version 2.0 is out - check the first post for more info and the download link Edited November 24, 2021 by maroder 2 3 Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted November 24, 2021 Report Share Posted November 24, 2021 Really awesome work!! 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Report Share Posted November 24, 2021 2 hours ago, maroder said: Version 2.0 is out - check the first post for more info and the download link try to improve the edges where the logo is contained. improve margin and enlarge that element. 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted November 24, 2021 Author Report Share Posted November 24, 2021 21 minutes ago, Lion.Kanzen said: try to improve the edges where the logo is contained. improve margin and enlarge that element. not 100% sure what you mean. the golden outline? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Report Share Posted November 24, 2021 Just now, maroder said: not 100% sure what you mean. the golden outline? I would have to show it graphically. Perceptual mind gives the feeling that the logo is coming off. (Design psychology). The mind tends to see objects as real things that can fall and are subject to physics. The size is always increased where they are contained. That would be aesthetics and perception. I can't imagine how it works at different resolutions. 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted November 24, 2021 Author Report Share Posted November 24, 2021 sorry, still don't quite get what you mean. So you would want the logo smaller in comparison to the surrounding background? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Report Share Posted November 24, 2021 (edited) 17 minutes ago, maroder said: sorry, still don't quite get what you mean. So you would want the logo smaller in comparison to the surrounding background? the minimum area of the logo should be this, the red square. why? in graphic design logos have margins, officially 0 A.D. does not. You can see that the margin at the top with the "0" is very low, at the bottom you have the same problem and more serious and the final dot (.) also has that problem. just increase the central element. Edited November 24, 2021 by Lion.Kanzen 2 1 Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted November 24, 2021 Report Share Posted November 24, 2021 mmmh I think is more those hard, straight angles of the notch in the top that host the logo that have a different "vibe" (or design language), compared than the rest. It's a detail I would agree with. Maybe a further improvement would be to have it round, so it can host the logo more softly, or maybe a square, without those angles. The logo could be a little bit smaller to fit more armoniously with the rest. These are really small details if you want to reach a 100%. The overall look is an amazing 98% nevertheless!! And I hope it will be implemented into the game, is very refreshing to see! 3 Quote Link to comment Share on other sites More sharing options...
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