Fixed with the inclusion of the GetMainSelectedUnit library.Does the health bar show 0/340 when not selecting own units?
Added.Maybe an optional feature: Gold and Lumber Symbols can be set per path (currently they are fixed in the UI) because most RPG maps use lumber as talent point or something else
Yeah sure. When i get home I'll upload them.This is amazing. I've been waiting for this ever since I saw this project while browsing the pastebin randomly.
On another note, can you release the UI textures as .PSD or uncompressed .TGA?
RegisterPlayerUnitEvent is not my library, it's Magtheridon96. I'l update it in my resources since he seems not to be keeping it.In your RegisterPlayerUnitEvent library, "local integer k = 15" still uses the old number of player slots (16). It should be updated to something like "local integer k = bj_MAX_PLAYER_SLOTS - 1". Don't know if the number 16 in the "local integer i = 16 *
Weird @MyPad , apart from the food resource, the other 2 issues you having shouldn't be happenning. Did yoo tested with 2 clients and alt+tabbing between them? If so that my be the reason, i remember in my Local Area Network tests with 2 players that if one of the clients started minimized the original bottom UI frame bugs out, which should not happen in real conditions because each player will have his own window focused.This looks fantastic so far. The placement of the UI elements really gives the user a greater scope of the battlefield in just how large the armies actually are. The option to toggle the Hero list display, as well as the main menu options is a nice touch. That said, I may have found some issues:
- Error messages (from the game) and chat messages do not display.
- The displayed amount of food used/produced is missing. This makes food resource management more difficult on the user's end.
- In the JASS version of the map, the UI elements are conflicting with the original game UI. This is how it looks on my end:
private static method onChat takes nothing returns nothing set handle = BlzGetOriginFrame(ORIGIN_FRAME_CHAT_MSG, 0) call BlzFrameSetAbsPoint(handle, FRAMEPOINT_TOPLEFT, 0.000212200, 0.302800) call BlzFrameSetAbsPoint(handle, FRAMEPOINT_BOTTOMRIGHT, 0.400212, 0.100300) set handle = BlzGetOriginFrame(ORIGIN_FRAME_UNIT_MSG, 0) call BlzFrameSetAbsPoint(handle, FRAMEPOINT_TOPLEFT, 0.000212200, 0.302800) call BlzFrameSetAbsPoint(handle, FRAMEPOINT_BOTTOMRIGHT, 0.400212, 0.100300) set handle = null endmethod
call BlzFrameSetAbsPoint(BlzGetFrameByName("ConsoleUI", 0), FRAMEPOINT_TOPLEFT, 0.0, 0.633)is responsible for removing most of the original UI elements and that includes the default bottom UI and the hero cards and as i said it uses the ConsoleUI frame, so it requires patch 1.32+.
Ok, when and if it happens tell me the steps you take.As it stands right now, I've only tested it in singleplayer. The Lua version is working properly, while the JASS version spazzes out. I've tested this on 1.32.
I'll test the map some more to see if these bugs still persist (aside from the food resource).
Hmmm, interesting...After some more tests, I was able to reproduce the visual conflict bug successfully. Here are the steps I took:
The steps above should reliably reproduce the bug.
- Load the map.
- Once the map starts loading, immediately switch to another process.
- Wait until the map is finished loading, and proceed normally.
I found out that it is independent of the number of active sessions of the game. I've also done a bit of investigating on the nature of this bug and it seems to be related to the amount of time spent rendering the UI, so to speak. When the game is out of focus while the map is loading, the UI is likely not rendered. At the point when the map finishes loading for everyone, if the UI isn't rendered at this point, the game will forcibly render it, likely auto-positioning it as well. At this point, the initializer used by this system is already done, so it is highly unlikely that the changes made will carry over to the newly rendered UI.
I think this "bug" might have the potential to become useful to a select few for determining whether the game was out of focus or not when the map was still loading. However, that potential is unlikely to be realized.
@Crusher shop handling added.
@MyPad included the Food and Upkeep display by checking the top right check box. Also when the UI don't bug like we discussed you should be able to see debug messages and chat messages. For now I have no idea how to solve or even if it is possible to solve the Original UI bug showing up when the game is started minimized, so for now I added a Know Bugs in the presentation.
I tried all those things without success.I'm glad you've liked my idea, happy to help! I'll check it out today.
Regarding the Ui bug, I can give you some ideas, but Im no expert on coding so here goes:
1) Perhaps loading the UI and then disabling / enabling it after a short period can help?
2) Add wait before loading the UI?
3) Is it possible to change something in the Ui after it is loaded (like an image) and then revert that image via triggers in hopes to fix the bug?
- Starting the game while it is minimized bug the original UI for the player with the game minimized.
Nope, seems to be an unavoidable problem from the code stand point. Tasyen has told me that this could be corrected by setting the textures of the original UI elements to a blank tranparent texture but i haven't had time to try it yet.Hey Chopinski, I was wondering about this particular piece of information, do you have any updates on it?