#1
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Full Interface Mod, the "kbgui"
I tryied some small old mods for interface, as "interface mod", "camera mod", "bigfont" mod; and not enough all of these, buggy, and incompatible with localizations and some game versions.
Now i expanded the interface elements, added additional informations, wrote new hints, built-in new fonts, etc. I dont tolerate cheat-like mods, and i did not changes the game rules, only improve the interface. A few weeks ago, i created a beta version, now this is the release. Install: unzip anywhere, copy the "kbgui_xy" folder content (data, sessions) to game folder, where is forders with same name. Im not compressed the files, because: 1: Location of "kfs" files works differently, depends version of games. This uncompressed folders work correctly with all known versions (original, gog, etc). 2: Maybe if i will make changes and/or add more features as patch, then no need upload/download the whole again, only the new files. The mod files: For Legend: kbgui_legend.zip For Crossworlds/Armored Princess: kbgui_crossworlds.zip For Warriors of the North: kbgui_warriors.zip Sounds for all 3 part: kbgui_solidsounds.zip CHANGES: Global -Font size significantly increased -Font type changed (calibri to verdana) -Camera range and angle increased Start -Starting logo off -New game window adjusted to big fonts Mainpanel -Extended gold indicator -Add crystal indicator -Add clock -Adjusted for big fonts Towns -Items sorted -Buttons renewed and rearranged -Price indicators adjusted for big fonts Merchants -Buttons renewed and rearranged -Price indicators adjusted for big fonts Hero window -Extended reward-tips (show all level requirements) -Extended skill hints (show all level bonus and requirements) Unit info and dialog -Size double -Abilities sorted -Show resistances (only info, not work with reserved units) Spellbook -Extended spell-hints (show all level bonus and requirements) Companions -Levelup-panel size increased Quest log -Size increase for better appearance -Show tasks in full height Dialogs -Size increase for better appearance Arena -Combat log adjut to left and background not transparent -Show starting army (useful many situations) SOLIDSOUNDS -All spell volume decreased with 5 decibels -Soothsayer swish volume decreased with 10 decibels (in wotn) -Ice minion "zoo-sounds" replaced with icedragon sounds (in wotn) |
#3
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Looks like you got the resistance screen working!
Looks like you got the resistance screen working!
Great job! /C\/C\ |
#4
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Thx.
Yes, resist-indicator works finally, but not satisfying. I used the "gen_army_map" function, which run when mouse over unit on mainpanel (or hero), set global variables with correct values. But this not work with reserved units, not work in shops, not work in battlefields; so this way not practical for dlg_chesspiece, only info_chesspiece roughly. On battlefields, AU.resistance(unit, index) method "unit" parameter is attacker or receiver, not a concrete unit, no way to use a concrete unit. "on_round_start" function run when first damage in round, not when round starting, great logic . Most of label-generating functions run when c code want it, labels not work anytime. Events, buttons still inaccessible, so unfortunately, full lua code (and probably c too) is a big stinking bullshit, serious mods can not be made with available tools and possibilities, only some superficial cosmetics Maybe in the near future, i will refine this mod, write an installer (and perhaps a tweaker), But im waiting for an official wotn patch. So this game Story, texts, humor > 10* Graphics, models, animations > 10* Tactic, abilities, spells, items > 10* Sounds, effects > 10* Battle AI = 5 Buildings, map AI = missing Code and editor ~ zero Last edited by jukeey; 11-29-2012 at 11:49 AM. |
#5
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on_round_start runs at the beginning of a round...
Quote:
I'm not sure if the AU library is available here, but the Attack one is and so you can do everything with that library - see my "update_enemy_units_based_on_difficulty" and "apply_difficulty_bonuses" functions in my H3B mod to see how I manipulate the unit statistics (including resistances). The function "on_round_start" begins at the beginning of each round and if you look at how I modded that function you'll see that I run quite a few things before discerning which round it is. The function "apply_damage" is run whenever damage needs to be calculated (both for hints and actual damage) and so that one tends to use the AU library more extensively. Let me know if you have any more questions... /C\/C\ |
#6
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The field of view for this mod has too much fisheye on 1920x1080.
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#7
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I noticed that speed and initiative no longer display in battles and alot of text in battle is overlapped.
Last edited by Wisler; 06-06-2014 at 08:50 PM. |
#8
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Thank you for the mod, its made the game much more comfortable to play with the larger text.
However, the text doesn't parse correctly in 16:9 resolutions such as 1280x720, 1360x768, 1920x1080. The spacing between the letters is inconsistent and results in it being unreadable. I'm using the English version from Steam. The mod works correctly in 4:3 resolutions such as 1024x768, 1280x960, etc. I doubt I'll get a reply as this is a 2+ year old thread, but thought I'd give it a shot. |
#9
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Great work.
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#10
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This looks great, and may make it so I can actually play the games.
To bad the forums won't let me download it |
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