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Messages - Nexus

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76
Hm, currently just doing 50ms schedules per loop and packaging GuiMouseEventCtrl::onWake so it replays the loop; the loop will end when the mouse control isn't awake. This only works for onMouseEnter and onMouseLeave.

Every single one of them is broken, not sure why.


Nevermind, got it working now. I tried this in general.

Code: [Select]
function GuiMouseEventCtrl::onMouseLeave(%this,%modifier,%mousePoint,%mouseClickCount)
{
echo("Working");
}

You should not use the general class GuiMouseEventCtrl, just create your mouse control with a name and use yourname::onMouseEtc().  Remember that creating a mouse control and then naming it after you have created it will not work due to a bug.

77
Gallery / Re: HELLISH WORKS OF ART FROM THE FARLANDS
« on: August 27, 2015, 05:40:29 PM »

78
Modification Help / Re: Using GuiMouseEventCtrl
« on: August 27, 2015, 05:14:32 PM »
Alright guys listen up, there are a lot of weird things you are going to encounter with guiMouseEventCtrl and I only discovered all of this by using them extensively for the last couple of years.

Bug 1: guiControl::setName() does not automatically associate a guiMouseEventCtrl with the various ::onMoulove() functions that you would expect to be called.  This means that if you create a guiMouseEventCtrl in the gui editor, and then name it "mymousecontrol" or whatever, it will not call mymousecontrol::onMoulove() for that mouse control.  You can fix this by doing a cut-paste of the mouse control in place.  That way it is created already with a name, and will work correctly.

Bug 2: guiMouseEventCtrl::onMouseMove() and the drag functions are only called on one axis at a time.  This means that if you move your mouse on a diagonal, you will get two calls for ::onMouseMove() in a row.  One of them will be for the change in x, one for the change in y.  This means that if you try to make a paint program or something, the user will see something that looks like steps when they try to draw a diagonal line.

There are also a lot of subtle ways the mouse controls handle entering and leaving that may or may not be considered bugs but are extremely complex.

79
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 27, 2015, 05:01:29 PM »
Hey guys, college just started up for the semester so I'm not sure when I will have time to work on stuff, but I plan on putting out an update for the escape overlay as well as the file manager sometime soon.  Updates to TMBI and ServerCommandGUI might be coming too, it depends how much time I get.


Found a TMBI bug. If you open your brick inventory, open the brick selecting window, open your item inventory, and then close the brick selecting window, then both your brick inventory and item inventory will be open at the same time.

Thanks, I'll look into it.


Escape overlay would look a lot better if instead of having a bold white outline on every icon, it was a simple flat icon, and for colors, just de-saturate them a bit and its perfect.


Edit : OK so I re-did the icons in a flat white style.
http://i61.tinypic.com/2crxf6o.png
Here is the download for the escape overlay with the new icons:

Please don't repackage and release like that.  You don't need to make a new add-on to change the icons.  All icons can be easily changed by default without messing with separate versions of the mod.  You can just give people a download for the images and have people set the icons in game by themselves.  If you really want to go all out and give just a standalone zip that replaces the icons, then you are going to need to have it edit the data.cs file in the config/client/NARG Escape Overlay folder.  Talk to me if you have any other questions.


pink and green? lol
nice stuff!

There is no such thing as too much customization.


Oh wow, the OP is finally updated...its still kind of a mess though.

lies and slander

80
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 23, 2015, 01:31:09 PM »
From looking at that escape overlay, it looks like it's designed for a tablet.

And tablet layouts are based on a regular pc desktop, the biggest difference being that you can't right click on a tablet

81
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 22, 2015, 08:51:02 AM »
Ok cool. It starts up quickly now.

I'd be cool if NEO came with some more icons for you to use.

Duplorcator.


I can't include a crazy amount because file sizes are a thing, but I'm probably going to replace some of the unused lower quality icons included with different ones.  I think an icon for each letter and number and some generic shapes would be a good starting point.

82
Help / Re: Preventing screen-tearing without using ingame V-sync?
« on: August 21, 2015, 09:58:05 PM »
There is something called g-sync which is hardware based v-sync for nvidia graphics cards and certain monitors.

83
Gallery / Re: HELLISH WORKS OF ART FROM THE FARLANDS
« on: August 21, 2015, 09:37:51 PM »
why does this happen

Float truncation in the rendering engine.  Basically you only have a limited number of digits you can represent in a computer number, and having like 8 digits before the decimal reduces the number of digits you can have after the decimal.  A number like 100000000.1258 gets turned into something like 100000000.1 and you can visually see the lost 0.0258 as a point out of place.  This effect got really pronounced with the update that removed maps and added shaders and apparently introduced less precision at some point in the rendering pipeline.

84
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 21, 2015, 12:00:50 PM »
Yes. I actually got a screenshot from another guy on how he has it set up. I actually figured out what the problem is. What happens is that it automatically puts it back to 0 ms every time I save. The console complains as follows:
I haven't modified the mod whatsoever as far as I remember.

Oh, that was a function provided by rtb.  I should probably update the mod.

85
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 21, 2015, 11:49:14 AM »
Oh right, I just remembered. There is some problem with the Server Command GUI mod regarding loops. Even having the exact same setup as someone else, it just activates once when pressed. I use a mac, so that may be related.

Edit: It detects holding down the key, because when setting an action for release, it works as expected.

Did you make sure the "loops" box is ticked?  I have a tutorial on how to use server command gui here: https://www.youtube.com/watch?v=0CYaTjqOiiY

If you could post the setup you are trying to use I'll help you out.

86
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 21, 2015, 11:14:05 AM »
As in, when you write a function with variables you use as input. There should be a way option to have it prompt you for custom input for those variables.

Then you would select the option to "Run some Code" and enter whatever you want, and when you press the button it will be evaluated as if you put it in the console.  If you need something more advanced than one line, I recommend using my nifty Server Command GUI mod to write a longer script.

Just a question,
would you be able to make the background of the overlay invisible?

I have it set so that you can adjust the color of the background but not the transparency, but that is a pretty simply change that I can do.  Right now, if you set the animation ticks preference to exactly 1, the background becomes invisible for reasons I am not sure of and will probably be fixed next patch.

87
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 21, 2015, 11:03:35 AM »
Cool! Looks awesome.

I'm thinking about deleting the file manager because I don't want to have to wait 30 seconds for it to open.

You probably turned on the "load brickcounts" option which will open all your save files and read them to determine a brickcount.  That is off by default for exactly that reason.  I should  probably add a warning.

I have 30k files in my blockland folder and it still loads in like two seconds.

That's absolutely amazing.

Edit: When executing custom scripts, there needs to be a way to have optional input fields.

What do you mean?  Executing a script just needs a file as input.

88
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 21, 2015, 01:01:52 AM »
those icons seriously need anti aliasing...

The icons do in fact have anti aliasing



The real problem is that blockland's engine does not have anti aliasing and sucks at downsampling.

89
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 20, 2015, 10:49:58 PM »
Love it. The icons are a bit pixelated, and don't seem to really fit, but I can do with some editing using my own icons.

The TMBI and NFM icons definitely are pixelated since they were drawn without anti-aliasing at a 96x96 resolution, but the default buttons are all vector based and 256x256 pixels.

90
Add-Ons / Re: Escape Overlay Released [NARG]
« on: August 20, 2015, 10:09:51 PM »
Hey everyone, I have a new mod to show off!
This is the Escape Overlay:


Credit goes to LeetZero for the cool icons


At the most basic level, it is a fancy replacement for the default Escape Menu, but it is also so much more than that.  It is super customizable and lets users create custom buttons to some pretty cool stuff.  Instead of needing to remember twelve million different keybinds to open various GUIs, manage your field of view, or play tetris, you can make buttons on your Escape Overlay.  You can also open the Escape Overlay in the main menu, so you don't need to join a server to use it.

Additionally, mod developers can have buttons automatically placed on the overlay with just a few lines of code, just like making a keybind.  Both TMBI and the File Manager create such buttons.  Just place something like the following in your code:
Code: [Select]
$neoName[$neoCount] = "Button Name";
$neoCmd[$neoCount] = "my_command();";
$neoIcon[$neoCount] = "add-ons/my_addon/icon.png"; //defaults to a question mark otherwise
$neoCount++;
And you are good to go!

Some more pictures I put together


Creating a Custom Command



More right click Context Menus!



An extensive Options Menu



There is no such thing as too much customization


Without further ado, I present:

Download Client_NEO v1.0 Beta

Also I updated the file manager to version 1.41 with some more minor bug fixes

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