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Found 23 results

  1. After spending many hours playing the open beta, my brother and I decided to do our first 1.0 run on Whoa! difficulty. It was a challenge at first, which was great because that's what we were looking for with this playthrough. However, as we've hit end-game in the upper yard with all our gear at 7+...
  2. Could you add a building list to the side of the screen so when i place a blueprint it shows me what i need PS. I love this game and the concept is amazing cant wait to see what you do with it
  3. So far i have enjoyed this game, as an avid survival player i feel there could be a few UI fixes. instead of pressing LB to open a radial menu for item use or "hot bar" at the bottom of the screen when playing, have the first four slots accessed by the dpad, makes switching weapons/items a lot smoot...
  4. After successfully modding Pillars of eternity to skip some graphics when loading and then installing 2 mods that moddify the UI, I took it upon myself to make a mod that will change the wooden texture and size of the box that pops up when the player engages anyone in conversation. I have spent hour...
  5. The game needs an option to have the cross-hair in the centre. And by need I mean please. I feel like I'm looking at everything with my nose raised up like some sort of snob who thinks he's better than everyone.
  6. In 1.06, callbacks can take 2 new 'variable' parameters in addition to global:# and local:#. The first new parameter type is listboxrow:listboxname This will insert the row # that is currently selected in the listbox indicated by listboxname For example, if I had a callback that loo...
  7. Written by Rich Taylor, Lead Programmer. Whew, sorry for not finishing off the UI Objects. There's not too many left to document here before all the basic UI types should be covered, I think... Anyway, on to UIListBox. UIListBox is a container similar to UIPane and anything listed under UI...
  8. By Rich Taylor A new callback in 1.06 is: UIObject_Misc_ExtractData( sourceobject, datatype, index, destinationvar ) This callback can be used to extract the data imbedded by the engine within UI Objects. First I'll go over the parameters, then I'll give some examples. sourceobject...
  9. This callback will be one of the most powerful new tools when it comes to creating custom actions in the game. UIObject_Input_ActionTargetScript(), new in 1.06, will let you make 'GUI actions' similar to the 'actions' that are created when you click on a spell or feat button to cast it, or on a...
  10. 1.06 will have a number of new script functions that will give improved control over custom GUIs. Two of the new script functions are: SetGUIProgressBarPosition(); This script function will let you set the position of a progress bar (Between 0.0 for empty and 1.0 for full). The o...
  11. By Rich Taylor In 1.06, it will be possible to set up multiple GUI callbacks on a single UI event in XML. The syntax will be to use the event name and append a number to it. The engine will read in the callbacks until it fails to find the next sequential number. For example, I could set up...
  12. UIObject_Tooltip_DisplayTooltipString takes up to 9 parameters, but only the first four parameters are required. Parameter list: Message = The literal string to display in the tooltip XLoc = The X origin for where the tooltip should appear. This can be a pixel location, or you can use...
  13. The only valid parameter to this callback is a local or global GUI variable index. localguivars are expressed as local:#, where # is the index for the variable. globalguivars are expressed as global:#, where # is the index for the variable. This callback takes the engine-level data in a...
  14. This callback takes a single parameter. It's only purpose is to enable or disable a button based on whether or not the user has selected a row in a List Box. The single parameter is: sListBoxName = The name of the list box we want to check for selection. If the user has a row selected in...
  15. UIButton is the generic, clickable object one expects to find on any PC game interface. It also acts as a 'restricted' container of sorts, as it can contain specific UI objects within it. A button is made up of several child objects contained in a single pane. These pieces can be defined explic...
  16. UIText is the GUI object used for containing and rendering text. It is one of the more complicated UI Objects to work with. UIText takes the following attributes: fontfamily This defines which font should be used via a string argument. The fonts are defined in fontfamily.xml. The 'name'...
  17. By: Rich Taylor UI Frame is used for borders and backgrounds for other UI Objects. UIFrames are imbedded in buttons and a few of the container style UI Objects that will be discussed later. The following attributes are handled by UIFrame: The following is a list of the texture pieces...
  18. By: Rich Taylor In 1.05 there is a new attribute that all UI Objects handle called hideoverride. If true, this attribute sets a UI Object hidden and keeps it that way until a script says otherwise via the SetGuiObjectHidden() script function. This can be used to keep an item hidden that th...
  19. By: Rich Taylor Taking a break from writing about the UI Elements for a moment, though there are still some of those that I will cover in future posts. Most XML files are loaded as default UI Scene, which implies no special behaviors. There are, however, several XML files that will get spe...
  20. UIObject is the 'base' GUI object. You can't actually define it in XML, but it contains attributes that are common to many different UI Objects, so I'm starting here. The following are the attributes that will be loaded for every UI Object in the XML file except for the attributes. Some at...
  21. UIPane is the generic 'container' for other UI Objects. Panes can't be rendered, but they can contain 'child' objects which can be renderable objects. Every scene has a 'rootpane', which is automatically defined by the engine when a new UIScene is loaded from a XML file. Child objects with...
  22. The UIScene tag at the top of the XML files defines certain global parameters about the entire GUI window being defined in the file. A scene doesn't have anything to render by default, but rather contains items that will get rendered. So a file that defines a UIScene and nothing else will not a...
  23. Q: Is there a way that you can filter the domains available when taking the first level of cleric, based on the deity the player chooses? Torm, for example, might only offer the Good, Sun, War and Healing domains. Is this possible? A: It is not currently possible to restrict domains based on de...
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