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jeremyosborne
12-15-2010, 04:57 PM
I'm enjoying using this mod, so I thought I'd post it up for anyone, as well as open it up to comments and suggestions.

The screens demonstrate things better than I can describe them.
https://github.com/downloads/jeremyosborne/dinscurse-mods/mellowUI_plus_hotkeys.jpg
https://github.com/downloads/jeremyosborne/dinscurse-mods/mellowUI_characterScreen.jpg
https://github.com/downloads/jeremyosborne/dinscurse-mods/mellowUI_skillsScreen.jpg

Working progress for this mod can be found at:

https://github.com/jeremyosborne/dinscurse-mods

Where to download: Either from this post or from the publicly available, i.e. no login required:
https://github.com/downloads/jeremyosborne/dinscurse-mods/mellowUI_20110103.zip
If you also want the hotkeys addition, download and "install" the following file:
https://github.com/downloads/jeremyosborne/dinscurse-mods/mellowUI_hotkeys_20101223.zip

To uninstall: If you happened to have used a previous mellowUI mod, make sure to delete it from your Assets directory before installing -- i.e. copying -- the new file into the Assets directory.

To install: drop the mellowUI_20110103.zip file in your assets directory of your game, which can be located in one of the following locations:
(Regular Install on Windows):
C:\Program Files\Din's Curse\Assets
(Regular Install on Windows Vista 64-bit):
C:\Program Files (x86)\Din's Curse\Assets
(Or something crazy like my computer, installed via Impulse):
C:\Program Files (x86)\Indie Games\Din's Curse\Assets

You can also install this into the new Expansion Assets folder, it doesn't make any difference.

From the readme:

mellowUI

Modifications for a mellower UI
for the hack-n-slash RPG
Din's Curse
by Soldak Entertainment, Inc.
http://www.soldak.com/Dins-Curse/

Play tested against:
* version 1.010 of Din's Curse
* Version 1.011 of Din's Curse
* Beta release of Din's Curse: Demon war Expansion + 1.011 patch
* Beta release of Din's Curse: Demon war Expansion + 1.012 patch

The purpose of this mod:
1) To teach myself how to mod Din's Curse.
2) To push the UI Heads Up Display pieces to the periphery.
3) To remove onscreen UI buttons that I regularly use short
cut keys for.
4) In general, tweaks and adjustments that let me view more of the
game environment on my wide screen monitor (1600x900).

Caveats of this mod:
1) This mod will probably conflict with your mod if you make any
changes to the following mnu files in the UI folders:
* character.mnu
* chat.mnu
* game.mnu
* partyMemberN.mnu (where N is 1 through 10)
* player.mnu
* selectedEntity.mnu
* skills.mnu
* skillsSubmenu*.mnu
I have yet to find a way to make sweeping changes to the UI
without blatently overwritng the settings in the original assets
folder. Consider yourself warned if you mix this mod with other
UI changing mods.
2) There is a known "stretch" of UI pieces that, when viewed on
a widescreen monitor, take advantage of the IgnoreWidescreenCenter
UI property. I have only seen UI images/textures and stat bars
stretch, I have not seen any problem with font stretching.
I personally prefer pushing the UI to the left and bottom edges
of my screen and will put up with the stretch that happens.
3) I'm selectively removing mouse over tooltips. If you are still
getting comfortable with the controls and layout of the game,
I do not suggest using this mod.

What this mod changes:
01/03/2011
* Redid the skills selection (hotkey "S") screen: All three skill
trees fit on one view. The skills were shrunk down to accomplish
this.

12/30/2010
* The string "XP Debt" is overlaid on top of the experience bar
when we have XP Debt. I never could get the XP StatWidget to work
the way I wanted it to.
* Redid the Character view (hotkey "C") screen: all stats are
displayed on a single screen.

12/23/2010
* Removed the money count from the in game screen. It's not volatile
enough (IMHO) to display.
* Moved the Experience and Experience debt counter right below the
player stamina. Removed the actual widgets from the Game menu
object and placed them in the Player menu object.
* Moved the town attack icon to the right of the won game icon.
* Remove most of the bottom bar UI backgrounds.
* Push the text event control buttons farther down the screen.
* Reposition the extra item/skill slots right above the main row
of item/skill slots.
* Slightly reposition the right-click skill slots.
* Separate main (1-9) and extra use slots into their own menu
objects/files. Allows for easier overriding of the use slots.

12/20/2010
* Prefixed all localization strings with "MellowUI".
* Used the "addsTo" operator instead of the "overrides" operator for
GameMenu properties added to the UISystem gdb object.
* Slightly increased the size of the minimap.
* Moved the Champion, Elite, etc. monster indicator to the left of
the monster name in the selected view.

12/18/2010
* Fit 16 PartyMember status menus into the left hand screen margin.
Helpful for conjurers.
* Minify the "selected object/creature" display at the top center of
the screen.

12/15/2010
* Removed many of the mouse over pop up windows.
* Removed blinking for:
- City saved
- Skill points yet to spend
- Attribute points yet to spend
- Won Game icon (the crown icon)
* On wide screen monitors, and somewhat on fullscreen monitors,
pushes player and party stat bars farther to the left side of
screen while shrinking their realestate.
* Push the chat input bar farther down the screen, right above the
bottom-of-the-screen UI.
* Changed the chat prompt.
* Moved the won game icon to the upper left, to the right of the
player's pet stance icon.
* Moved money and bag capacity counter out game_override.mnu and into
the player_override.mnu file.
* Turned right click slots into a horizontal layout, located
right above the bag slots where the equipment status used to be.
It's a bit ugly at the moment, but it opens up the lower right
corner of the screen.
The slot farthest to the left is the active slot, equivalent
to the bottom slot in the vertical layout.
* Removed the mini chat button, but kept the link to the hotkey
command: enter still brings up the chat window.
* Transposed the text event buttons into a horizontal layout located
to the left of the chat input box. Removed the mouseover help
on the buttons.
* Minimap: Removed the border of the minimap. In town, this can
make the minimap a little harder to see, but in the dungeon it
works better in my opinion.
* Player Stats: Removed outlines of start bars (health, power, stamina).
* Player Stats: Smaller amount of real estate used for stats.
* Player Stats: Stats do not display text popups when highlighted.
* Player Stats: Stats don't blink.
* Player Stats: Shifted stat bar items to account for the less
required real estate.
* Player Stats: Removed the player name border.
* Player Stats: Shows only player name, not title.
* Player Stats: Left aligned player name with stats.
* Player Stats: Removed click and mouseover commands from the stat bars.
* Player Stats: Removed wide screen centering, positioned in upper
left corner of wide screen monitor.
* Player Stats: Moved the money (M:) and bag capacity (E:) to the
same line as the character name.
* Player Stats: Location of player (town or dungeon level) is no
longer displayed above the minimap, it is displayed right below
the character name.
* Lacky Stats: Removed outlines of health bars.
* Lacky Stats: Pushed status boxes to the left side of screen.
* Lacky stats: do not display text popups when highlighted.
* Lacky stats: don't blink. For me, when death comes, it comes so
quickly in Din's Curse that I don't have time to react to a
blinking stat bar.
* Lacky stats: Shrunk and shifted lacky stat bar items to use less
real estate.


Known Issues when using this mod:
* The console command "reloadMenus" fails to resolve the
internally referenced PartyMemberN::Container reference. If making
changes, need to stop/restart the game to correctly reference.
* It seems that IgnoreWidescreenCenter is not inherited in any way
from ParentWidget relationships. Any widget that needs to be positioned
relative to actual screen size must explicitly contain the
IngoreWideScreenCenter property, and set the value of the prop
to 1.


How to package and deploy the mod (assuming you don't have the
zipped version already):
* Package up folders into a zip file, but no other files.
* Name the zip file whatever you want, but make sure that the
contained folders are at the root of the zip file.
* Place the folder in your Din's Curse/Assets directory.


Legalese:
I, Jeremy Osborne, assert that to the best of my knowledge, all
modifications made herein are within the ground rules stated at:

http://www.soldak.com/Dins-Curse/Mods.html

Further, to the extent that I have rights within the ground rules,
I wave all of my own rights over any modifications I make, and
make all of my modifications freely available to owners and users
of Soldak Entertainment products and anyone else legally allowed to use
Din's Curse modifications.

jeremyosborne
12-24-2010, 02:15 AM
The hotkeys addon is in the first post.

The hotkeys addon requires the mellowUI mod, mainly so things are positioned and referenced correctly. Don't try using the hotkeys addon by itself, as the menu references inside of the mods will probably not work.

Notes from the readme:

mellowUI Hotkeys

Hotkey additions to mellowUI
for the hack-n-slash RPG
Din's Curse
by Soldak Entertainment, Inc.
http://www.soldak.com/Dins-Curse/


Play tested against:
* version 1.010 of Din's Curse
* Version 1.011 of Din's Curse
* Beta release of Din's Curse: Demon war Expansion + 1.011 patch
* Beta release of Din's Curse: Demon war Expansion + 1.012 patch
and requires
* mellowUI_20101223.zip or later


The purpose of this mod:
1) To add some hardcoded hotkeys to the mellow UI interface,
specifically for:
* Toggling the extra set of use slots -> F11
* Activating the extra use slots -> F1 through F10
NOTE: The hot keys work ONLY WHEN the extra slots are
visible on the screen.


Caveats of this mod:
1) This mod requires the latest update of the mellowUI mod.
2) This mod hardcodes event listeners to the Function keys F1-F11.
If you want to use these keys for anything else, do not use
this mod.
3) Right now, I can only get the hotkeys for the extra item/skill
slots to work when the slots themselves are shown on the screen.


What this mod changes:
12/23/2010
* Overrides the UseSlotsExtra from the mellowUI mod.
* Adds text indicating the hardcoded hot keys to the item slots.
* Binds F1-F10 bound to the 10 extra item/skill slots.
* Binds F11 to toggle the showing/hiding of the use slots.


How to package and deploy the mod (assuming you don't have the
zipped version already):
* Package up folders into a zip file, but no other files.
* Name the zip file whatever you want, but make sure that the
contained folders are at the root of the zip file.
* Place the folder in your Din's Curse/Assets directory.


Legalese:
I, Jeremy Osborne, assert that to the best of my knowledge, all
modifications made herein are within the ground rules stated at:

http://www.soldak.com/Dins-Curse/Mods.html

Further, to the extent that I have rights within the ground rules,
I wave all of my own rights over any modifications I make, and
make all of my modifications freely available to owners and users
of Soldak Entertainment products and anyone else legally allowed to use
Din's Curse modifications.

jeremyosborne
01-04-2011, 02:23 AM
I just did an update to this minimalist UI mod. I realize that this might not be everyone's cup of tea, but if you are like me and you like to be able to see more in the available screen real estate, you might like this.

I had to shrink the skill tree icons down quite a bit to get them to all fit in a single menu view, but I prefer to see all three skill trees at once than have to flip between different views.

Puce Moose
01-12-2011, 08:09 PM
Thanks for the work on this Jeremy; stripping out some screen clutter is a good idea. Do you happen to know if this is compatible with the demo version? I dropped that zip file in the Assets folder (which also contains assets001.zip and assets002.zip) but so far the changes have not taken hold. Do I need to start a new game, or is it likely that it's just not compatible with the demo version?

jeremyosborne
01-12-2011, 11:04 PM
Do I need to start a new game, or is it likely that it's just not compatible with the demo version?

You know, I've never tried a mod with the demo game, and I'm not even sure mods are designed to work with the demo.

In terms of getting the mod to work with the regular distribution of the game, all I have ever needed to do is


drop the mod in the assets folder
if the game is currently running, stop the din's curse application
restart din's curse


and the mod takes effect.

If you have restarted Din's Curse, there is a good chance that the demo:


Doesn't allow for mods.
Is based on an older version of Din's Curse (pre 1.010) that my mod doesn't work with.

Shadow
01-13-2011, 09:15 AM
The demo doesn't allow mods.

Evander
03-21-2011, 05:41 PM
Hi Jeremy,

I am making my own version of UI mod, something similar to yours.

Three questions:
- is this 10:07 on screen a clock? how did you managed to move it? I can't seem to find a reference to clock in any file so far.
- can I incorporate your hotkeys? They look quite awesome.
- do you have any idea if just calling in a player level to show (numbers) on regular UI is possible?

jeremyosborne
03-22-2011, 01:27 AM
Hi Evander,

Feel free to use any/all of my code here:

https://github.com/jeremyosborne/dinscurse-mods

Now for your questions:


- is this 10:07 on screen a clock? how did you managed to move it? I can't seem to find a reference to clock in any file so far.


It is a clock. The code that I used to move the clock around is the following is in the following file:

https://github.com/jeremyosborne/dinscurse-mods/blob/master/mellowUI/UI/clock.mnu

Just an FYI: you'll need to do what's called an "addsTo" everytime you add new UI widgets that are supposed to be on as soon as the screen comes up. Check out:

https://github.com/jeremyosborne/dinscurse-mods/blob/master/mellowUI/Database/ClockMenuChanges.gdb


- can I incorporate your hotkeys? They look quite awesome.


Of course. The code for the hot keys is here:

https://github.com/jeremyosborne/dinscurse-mods/tree/master/mellowUI_hotkeys

Reminder: The hotkeys are hackish, hardcoded, but totally effective. I haven't been around for awhile (you know, that busy job stuff) so please check and see if Shadow hasn't updated the hotkeys. He might have added that in with some of the more current patches.


- do you have any idea if just calling in a player level to show (numbers) on regular UI is possible?

Yes, I did that. The following code that I used to just get the character level as a number can be found here:

https://github.com/jeremyosborne/dinscurse-mods/blob/master/mellowUI/UI/character_override.mnu

And I believe this is the block of code to make the experience level as a number appear:


Widget
{
position 175.0 255.0
size 50.0 15.0

textSource PlayerLevel
//entityType PlayerClient
//stat Normal PlayerLevel
font SmallDefault

highlightBackgroundAlpha 1.0
internalName MellowUIExperience
}

Hope this helps :)

Evander
03-22-2011, 03:00 PM
Hi Jeremy!

Thanks for all the answers :) They are very helpful!

Evander
03-23-2011, 06:03 PM
I'm posting in this topic, to avoid creating a new one, so these questions are to all who know the answers :)

My gui mod is taking shape, as you can see on these screenshots:
http://img861.imageshack.us/i/newui1.jpg/
http://img651.imageshack.us/i/newui2expanded.jpg/

However, there are some issues:
- empty UseSlots have black, non-transparent background. There seem to be no way to override that. Is this hardcoded?
- skill icons have golden borders around them. Is there a way to change that?

Also, to Jeremy:
I noticed that you use IgnoreWidescreenCenter 1 for some purposes.
I have checked this, and you can use negative numbers to move things far to the left, and coordinates bigger than 640 for moving things to the right side.

While it won't work with 4:3 displays, a 16:9 specific version of gui mod can be made :)

Shadow
03-25-2011, 03:30 PM
However, there are some issues:
- empty UseSlots have black, non-transparent background. There seem to be no way to override that. Is this hardcoded?
- skill icons have golden borders around them. Is there a way to change that?


Both of those are hard coded currently.

Evander
03-25-2011, 03:46 PM
Thanks for the info :)

jeremyosborne
03-29-2011, 01:04 PM
My gui mod is taking shape, as you can see on these screenshots:
http://img861.imageshack.us/i/newui1.jpg/
http://img651.imageshack.us/i/newui2expanded.jpg/


Evander, those are looking really nice.


Also, to Jeremy:
I noticed that you use IgnoreWidescreenCenter 1 for some purposes.
I have checked this, and you can use negative numbers to move things far to the left, and coordinates bigger than 640 for moving things to the right side.

While it won't work with 4:3 displays, a 16:9 specific version of gui mod can be made :)

This is what I missed when I was attempting to get into Din's Curse modding: the community interactivity on the mod front and learning from each other's work.

I'm currently in the midst of a pretty stupid work project fiasco right now, but I look forward to trying out your mod when I get back to playing Dins.

Evander
03-29-2011, 02:43 PM
Thanks Jeremy :)

Hopefully this will be around patch 1024 where (hopefully) max stash size will be increased, so I will incorporate that into mod :)

stubbie
04-10-2011, 07:18 AM
I have the demon war expansion.
I noticed after applying your mod that the ability to show items using the Alt key no longer functions.
Also with your mod I could not see my characters level anywhere.

jeremyosborne
04-12-2011, 06:46 PM
Hi Stubbie,

I haven't played in a couple of months due to work obligations, so I haven't tried this mod out with the newest patch.

A couple of things to help in the mean time:

I have the demon war expansion.

Me too. I have started putting my mods in the demon war expansion folder, although for the MellowUI it shouldn't matter.

I noticed after applying your mod that the ability to show items using the Alt key no longer functions.
That's an interesting one. I don't use the alt key in my key bindings, and I'm not sure what be in my mod to cause your alt key to not work. Not saying it's _not_ my mod, but that would be weird if it was.

Also with your mod I could not see my characters level anywhere.
I moved the level into the character stats and attribute screen. I didn't see a need to have the character level on screen since it changes so rarely relative to the other stats. It's a personal preference, and one others might not share with me.

Flexscan
06-09-2011, 02:52 PM
Hi, everyone. Cause I dont work hot-key MOD at v1.024, I modified it.
Also It work Demon War.

UseExtraSlot MOD (UseExtraSlot20110601.zip) (http://loda.jp/scj/?id=140)
Image (http://cdn-ak.f.st-hatena.com/images/fotolife/l/linlithgow49/20110601/20110601042251.jpg)

jcdenton2k
03-28-2012, 12:08 PM
The demo doesn't allow mods.

And that's why the default UI in all 3 of your games will drive away potential customers with widescreen resolutions (about half of PC gamers, based on steam hardware statistics), especially ones who play on laptops.

The default UI is so poorly-made that it reminds me of very badly-coded Korean F2P games. Not the best way to make an impression on people.

I'm very glad for UI mods similar to mellowUI, but I do wish the default one were better. As it stands, I have no reason to purchase any of these games if I have to struggle with the UI due to the negligence of the developer(s) to realize that a very profitable portion of their customers actually play in widescreen formats.

I've read a few comments in this forum where one person just asked for a simple 'reverse mouse buttons' feature and was told it wouldn't be implemented. A year ago. Still hasn't been implemented, though I'm sure it takes forever to code something like that, hmm? :P

Then again, Soldak Entertainment might do well to at least listen to the few customers they have, lest they find themselves without many left.