DarNified UI 1.4/DarkUI'd DarN

Post » Thu Nov 04, 2010 9:06 am

Alpha isn't likely to change AFAIK. The textures and colors will be using an indexing system. I'll need to identify the colors used, and put them in order somehow. If I stick to light themes only, as was the original plan, the text colors won't change at all. This is pretty cool though, as you can just edit a color entry in the config, and that will be used throughout the UI. Either way, a color config will need to be created to get light and dark working properly. Right now, colors are collected from all over, and some are specified only in the main file for the menu in question. A lot of work to do here you see. :)

I see. Am looking forward to see it all ingame. I think it will be amazing to have support (maybe not the correct word but I think you know what I mean) for darker themes. :)

Anyway, windowed Oblivion happens to be a pain in the neck on Vista - Somehow, the application loses it focus and ends up minimizing itself at odd times.

It is? I never noticed any problems with it (although I'm using Vista 32-bit and not 64-bit. Apart from the occasional crash when I tried to Alt+Tab very rapidly while things like Photoshop were also opened (great program but eats up esources).

Secret ... ? That sounds ominous :P
Spoiler
You already know about that project.... :ph34r:


-kyoma
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Manuela Ribeiro Pereira
 
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Post » Thu Nov 04, 2010 8:02 am

Spoiler
You already know about that project.... :ph34r:


-kyoma

So do I now, so not much of a secret I think. :D
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Kaley X
 
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Post » Thu Nov 04, 2010 8:16 am

It is? I never noticed any problems with it (although I'm using Vista 32-bit and not 64-bit. Apart from the occasional crash when I tried to Alt+Tab very rapidly while things like Photoshop were also opened (great program but eats up esources).

I use 32-bit meself ! I've never tried switching with something as monstrous as PS *shrudder* Aero seems to do the job just fine. The only things I have running when I play-test are : CS, WMP, Notepad ++ . The most irritation itch is the auto-haphazarded-CS-windows-rearrangement - Sometimes I have to look for teh script window.

Spoiler
You already know about that project.... :ph34r:

Not as much as I would like :shifty:
Spoiler
You haven't responded to my last (2?) messages ;)


So do I now, so not much of a secret I think. :D

Har Har !

I remember some ( 3/4 ) of the fonts supplied with DarN UI don't have all characters, like ? and ' . Not that it's a problem ( I myself noticed this only while I used the character during debugging ), but you reckon that can be fixed ? Yet another question - The buttons in teh main menu are aligned vertically, can their layout be reset to be horizontal ?
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Jesus Sanchez
 
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Post » Thu Nov 04, 2010 5:01 am

Not as much as I would like :shifty:
Spoiler
You haven't responded to my last (2?) messages ;)

He's ignoring you too eh? :)

Har Har !

I remember some ( 3/4 ) of the fonts supplied with DarN UI don't have all characters, like ? and ‘ . Not that it's a problem ( I myself noticed this only while I used the character during debugging ), but you reckon that can be fixed ? Yet another question - The buttons in teh main menu are aligned vertically, can their layout be reset to be horizontal ?

The ttf font itself needs to have these chars in it, and that's not for me to decide - that'll be up to the author.

I've been meaning to make the vertical arrangement optional - never got there though. On the TODO list now. :)
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matt
 
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Post » Thu Nov 04, 2010 1:59 am

He's ignoring you too eh? :)

Annoyingly :nothanks: ! But thankfully, I got a wind of what he was working on sometime ago, and managed to
Spoiler
fraternize and pump him :evil:


The ttf font itself needs to have these chars in it, and that's not for me to decide - that'll be up to the author.

oh ... I though you made the fonts included ! I suppose you just converted them to fnt versions eh ...

I've been meaning to make the vertical arrangement optional - never got there though. On the TODO list now. :)

Great - Some more beans ...
* More fonts :bolt: ?
* Can the wz_ version of the inventory be modified to look like the one in this http://www.youtube.com/watch?v=1A6ciWnCmMk especially the bottom menu-buttons ?
* How teh hell did you manage to pull off such a http://www.tesnexus.com/downloads/images/10763-1-1205949211.jpg ? The lighting looks almost real - I didn't even know Oblivion could do that !
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Mr.Broom30
 
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Post » Thu Nov 04, 2010 11:11 am

Not as much as I would like :shifty:
Spoiler
You haven't responded to my last (2?) messages ;)

He's ignoring you too eh? :)

Not intentionally. I just read my PMs as soon as I can and when I don't reply right away, I forget to do it later on. :banghead:
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Chloé
 
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Post » Thu Nov 04, 2010 2:54 am

Annoyingly :nothanks: ! But thankfully, I got a wind of what he was working on sometime ago, and managed to
Spoiler
fraternize and pump him :evil:

Heh. I just got it from a code snippet with some telling names. :)

oh ... I though you made the fonts included ! I suppose you just converted them to fnt versions eh ...

God no that would take forever! I use the Font Generator to convert ttf files, adding some fx and such along the way.

Great - Some more beans ...
* More fonts :bolt: ?
* Can the wz_ version of the inventory be modified to look like the one in this http://www.youtube.com/watch?v=1A6ciWnCmMk especially the bottom menu-buttons ?
* How teh hell did you manage to pull off such a http://www.tesnexus.com/downloads/images/10763-1-1205949211.jpg ? The lighting looks almost real - I didn't even know Oblivion could do that !

1. More fonts are planned.... The theme version has the votes though, so after that some time.
2. Of course it can! I wouldn't butcher it of it's features. ;) inventory_menu.xml, lines 227-229:
<!-- change theme here --><include src=http://forums.bethsoft.com/index.php?/topic/871967-darnified-ui-14darkuid-darn/"darn\inventory\theme_journal.xml" /><!-- <include src="darn\inventory\theme_container.xml" /> -->

Just make it use the container theme. I really should make that inventory tutorial soon...

3. It's Natural (well DarNified actually ;)) Environments - I don't remember the exact weather type though. Gorgeous eh? :)

Not intentionally. I just read my PMs as soon as I can and when I don't reply right away, I forget to do it later on. :banghead:

Me too. I'm the same way with SMS. :)
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GLOW...
 
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Post » Thu Nov 04, 2010 5:46 am

Heh. I just got it from a code snippet with some telling names. :)

:whisper: That's a sacrilegious offense !

1. More fonts are planned.... The theme version has the votes though, so after that some time.
2. Of course it can! I wouldn't butcher it of it's features. ;) inventory_menu.xml, lines 227-229:
<!-- change theme here --> <include src=http://forums.bethsoft.com/index.php?/topic/871967-darnified-ui-14darkuid-darn/"darn\inventory\theme_journal.xml" /> <!-- <include src="darn\inventory\theme_container.xml" /> -->

Just make it use the container theme. I really should make that inventory tutorial soon...

3. It's Natural (well DarNified actually ;) ) Environments - I don't remember the exact weather type though. Gorgeous eh? :)

. Good to hear.
. WoW ! I haven't used wz_'s UI ... never knew it was ( is ) all in there. Just in case, are there any other themes i could use for the inventory ?

And you should definitely, make a DarN UI hacks book(let) :)
. Natural Env. :shocking: ? Gorgeous is understating it - It had me mesmerised for around 31 seconds.

Me too. I'm the same way with SMS. :)

I don't even bother, consider I only get spam on how much I have pay to access my free gMail account on my Blackberry.
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Cool Man Sam
 
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Post » Thu Nov 04, 2010 6:47 am

Heh. I just got it from a code snippet with some telling names. :)

:whisper: That's a sacrilegious offense !

Hey, you two. Stop talking about my secret project. :P
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Sheila Reyes
 
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Post » Thu Nov 04, 2010 1:15 am

Hey, you two. Stop talking about my secret project. :P


Ah ... one forgets :lol:
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Tina Tupou
 
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Post » Thu Nov 04, 2010 9:29 am

. WoW ! I haven't used wz_'s UI ... never knew it was ( is ) all in there. Just in case, are there any other themes i could use for the inventory ?

Sorry, he only made the one extra. Making more wouldn't be hard though, as he modularized the entire thing more or less.

And you should definitely, make a DarN UI hacks book(let) :)

Well, I started to do so http://darnified.net/forums/index.php/board,10.0.html, but got caught up in other things as per usual. I was planning to go through all the menus.

. Natural Env. :shocking: ? Gorgeous is understating it - It had me mesmerised for around 31 seconds.

I came upon it by accident. You need a specific weather type and time of day. Took a while to get it right with as many UI elements as possible visible.
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Josee Leach
 
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Post » Thu Nov 04, 2010 10:09 am

A question from the dawn of DarN - Any idea how wz_ created the grid like inventory ? Was the code already lying there or did he just add some of his ? The same for for most for your new OoB features - How is it done ? You don't have to give up any secrets though :)
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Stacy Hope
 
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Post » Thu Nov 04, 2010 6:53 am

The list view is more or less a grid with one column to begin with. What wz_ did is expand that to be a customizable number of columns in addition to making collapsible categories, etc. There was no code there to facilitate this - he made a lot of changes and enhancements himself from the ground up. All I did with it was DarNify it and fix the bugs.

As for my features, that depends on what you mean. Making a menu is akin to making a web page. You have you elements; image, text, rect, etc, which is like img, p, div for example. For other stuff like settings, the explanation is a lot longer. :)
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Umpyre Records
 
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Post » Thu Nov 04, 2010 11:38 am

The list view is more or less a grid with one column to begin with. What wz_ did is expand that to be a customizable number of columns in addition to making collapsible categories, etc. There was no code there to facilitate this - he made a lot of changes and enhancements himself from the ground up. All I did with it was DarNify it and fix the bugs.

... and adding half-a-gerund as you please :)

As for my features, that depends on what you mean. Making a menu is akin to making a web page. You have you elements; image, text, rect, etc, which is like img, p, div for example. For other stuff like settings, the explanation is a lot longer. :)

Only you don't have a WYSIWYG editor :) What abt the settings ? Just give a short overlay.
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Dalton Greynolds
 
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Post » Thu Nov 04, 2010 11:25 am

Only you don't have a WYSIWYG editor :) What abt the settings ? Just give a short overlay.

You can make a web page just fine with a text editor - you just need HTML skillz. ;) Same for this - you just need knowledge of the xml set Obliivon uses and the attributes valid for the elements you make. I've been at it for a while, so things move pretty fast these days, but in the beginning it was a lot of trial and error let me tell you...

Consider this:

<text name="doris">	<x> 230 </x>	<y> <copy src=http://forums.bethsoft.com/index.php?/topic/871967-darnified-ui-14darkuid-darn/"HUDMainMenu" trait="_dvertpos" /> </y>	<string> Derived vertical </string>	<font> 1 </font>	...</text>

A basic text element with one of its attributes collected from the HUD, the rest is static. For an in game setting, the cycle is this:

- Read from config file to control
- Read from control to HUD var: <_dvertpos>
- Read from HUD var to element: (see element above)

Stuff like the controls in the settings page are custom versions of other controls like scrollbars, made to fit their purpose. I currently have spin control, toggle control and position control made. You'll find these in the prefabs folder. The HUD is used as repository for the settings because it'll always be open and available from all menus.
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Arrogant SId
 
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Post » Thu Nov 04, 2010 1:31 am

You can make a web page just fine with a text editor - you just need HTML skillz. ;)

Agreed :D But I rather use Dreamweaver than Notepad .

Same for this - you just need knowledge of the xml set Obliivon uses and the attributes valid for the elements you make. I've been at it for a while, so things move pretty fast these days, but in the beginning it was a lot of trial and error let me tell you...
*snip*

Darn, that's heavy ! Atleast you've got help with the FO3 UI. I heard you say that FO3's UI was pretty much hard coded - Does that mean some features from DarN UI Oblivion can't be ported to FO3's UI ( like themes ) ?

PS : When do you plan to add a sub-forum for FO3 at your board ?
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Brittany Abner
 
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Post » Thu Nov 04, 2010 2:17 am

Agreed :D But I rather use Dreamweaver than Notepad .

Oh I agree completely. There's no designer made for this stuff though; Bethesda use VS, I use Notepad++/Programmers Notepad (can't decide atm). I can actually work faster in PN than VS with xml.

Darn, that's heavy ! Atleast you've got help with the FO3 UI. I heard you say that FO3's UI was pretty much hard coded - Does that mean some features from DarN UI Oblivion can't be ported to FO3's UI ( like themes ) ?

The hardcoded parts are mostly found in the HUD. You'll find hardcoded parts all over Oblivion too - the local and parts of the world map for instance can't be manipulated from xml. Thank god for that help though, or I'd still be toiling away at workarounds for the F3 HUD no doubt.

Themes are indeed possible for F3 - http://www.fallout3nexus.com/downloads/file.php?id=47. You just add/remove images, and move stuff around. In game settings should be doable too.

PS : When do you plan to add a sub-forum for FO3 at your board ?

I have a new site built that has one. I haven't decided on how I'm going to do the upgrade yet though.
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Caroline flitcroft
 
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Post » Thu Nov 04, 2010 8:59 am

Oh I agree completely. There's no designer made for this stuff though; Bethesda use VS, I use Notepad++/Programmers Notepad (can't decide atm). I can actually work faster in PN than VS with xml.

Programmer's Notepad ? Never heard of it - I'll check if that suits my needs :)

The hardcoded parts are mostly found in the HUD. You'll find hardcoded parts all over Oblivion too - the local and parts of the world map for instance can't be manipulated from xml. Thank god for that help though, or I'd still be toiling away at workarounds for the F3 HUD no doubt.

Themes are indeed possible for F3 - http://www.fallout3nexus.com/downloads/file.php?id=47. You just add/remove images, and move stuff around. In game settings should be doable too.

Wow ! The screenshots look amazing ! Expect a far-better suite of features in FO3 DUI :thumbsup:

I have a new site built that has one. I haven't decided on how I'm going to do the upgrade yet though.

Well, don't take too long . And when you say new site, does that mean you'll be migrating the darnified.net forums to it ?
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Deon Knight
 
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Post » Thu Nov 04, 2010 8:39 am

Well, don't take too long . And when you say new site, does that mean you'll be migrating the darnified.net forums to it ?

Yup. It'll be SMF 1.1.8 -> 2.0 RC1, so a few db upgrades are needed. I built a site alongside it to try it out. A lot better than 1.x, but still a bit buggy, so I might hold off till RC2 or final. :shrug:
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Peter lopez
 
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Post » Thu Nov 04, 2010 1:12 pm

Yup. It'll be SMF 1.1.8 -> 2.0 RC1, so a few db upgrades are needed. I built a site alongside it to try it out. A lot better than 1.x, but still a bit buggy, so I might hold off till RC2 or final. :shrug:

Good to hear :cake: I only wish Beth migrated to SMF too - InvisionB is driving me nuts with its idiosyncrasies :ahhh:

Hold on .. :ninja: do you think you can give us an ETA on 1.4 :bolt: ?
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jessica sonny
 
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Post » Thu Nov 04, 2010 9:42 am

Lol, no. :) I haven't even started yet. I know it'll be a while once I do start though.
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Dale Johnson
 
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Post » Thu Nov 04, 2010 10:04 am

Lol, no. :) I haven't even started yet. I know it'll be a while once I do start though.

DarN ! :lol:
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NAtIVe GOddess
 
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Post » Thu Nov 04, 2010 1:24 am

Hi there :) I recently DLed your UI (was using Phinix immersive DarkUI before) and it looks very good. I have a small problem though. In short, here's what I did:

1. Unpack the vanilla menu stuff into a temp directory from the BSAs
2. Install DarNified UI 1.3.2.omod
3. Copy the new UI stuff on top of vanilla files, overwriting
4. Repack the BSA

The game crashes in the main menu as soon as I click on something which would normally bring up a confirmation popup. It seems prefabs/darn/msg_menu_vertical_scroll.xml is the culprit. As long as I have it in the data folder, no crash. If I delete the file from data folder and the game tries to load it from the BSA - crash. I tried repacking the BSA with both OBMM and BSAcommander, no change. Do you know why this is happening? If the answer is yes, is it a bug and is there any other files I need to worry about? I haven't had much time to test the UI yet.

Thanks :)
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Timara White
 
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Post » Thu Nov 04, 2010 12:15 pm

Hi there :) I recently DLed your UI (was using Phinix immersive DarkUI before) and it looks very good. I have a small problem though. In short, here's what I did:

1. Unpack the vanilla menu stuff into a temp directory from the BSAs
2. Install DarNified UI 1.3.2.omod
3. Copy the new UI stuff on top of vanilla files, overwriting
4. Repack the BSA

The game crashes in the main menu as soon as I click on something which would normally bring up a confirmation popup. It seems prefabs/darn/msg_menu_vertical_scroll.xml is the culprit. As long as I have it in the data folder, no crash. If I delete the file from data folder and the game tries to load it from the BSA - crash. I tried repacking the BSA with both OBMM and BSAcommander, no change. Do you know why this is happening? If the answer is yes, is it a bug and is there any other files I need to worry about? I haven't had much time to test the UI yet.

Thanks :)

You are sure that file is correctly in the repacked BSA? Cause that's strange, it should load file just like any other of DarNifiedUI's addition xml files. :shrug:
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Lauren Graves
 
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Post » Thu Nov 04, 2010 12:57 pm

I took a look at the OMOD again and double checked the http://www.elisanet.fi/sire/bsa.png. I can't see anything wrong with it. Every other part of the UI I have seen this far seem to work just fine. But that single file does not want to cooperate when inside BSA :unsure:
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Kitana Lucas
 
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