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Posted

Now that's it's fixed, I've uploaded it for the public now: Link. Let me know if/when any of you upload files with menus for MCM so I can provide a link to it for other users.

 

I'll continue to give support for modders here, so don't let its release discourage any of you from requesting new features.:)

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Posted

Phew, after 2 days I feel like a menu-making-slave! But I'm done converting all PN menus, and with the current version I was able to do everything I wanted so far, so I guess there won't be any pestering after all! :)

 

And besides the squishy lists, I haven't encountered any issues.

 

A few screenshots:

http://www.imagebanana.com/view/b0tamx46/ScreenShot266.jpg

http://www.imagebanana.com/view/0c8wuizh/ScreenShot263.jpg

http://www.imagebanana.com/view/4nak9vo0/ScreenShot262.jpg

http://www.imagebanana.com/view/szeutqvk/ScreenShot265.jpg

http://www.imagebanana.com/view/tj1q236s/ScreenShot261.jpg

 

After having used all the features now, I have to emphasize again that it's a really cool system. Simple to use yet very powerful. Someone should write a script-generator GUI app :)

Posted

Oooooh. That's really good looking with the Project Nevada graphics there. It's great that you were able to finish all of those menus with success, too. That must be well over a thousand lines to code, so bravo! :thumbsup:

 

There wasn't any pestering, but I'll be adding two more option types for UI mods; one for X,Y coordinates and one for RGB values.

Posted

  • Added capability of multiple menus per mod

  • Added Multiple Menus section under Advanced Uses
  • Fixed example esp scripts to use ListAddForm instead of AddFormToFormList (how did this happen...?)

 

The new "multiple menus per mod" feature allows one mod to have multiple top-level menus, each with its own sub-menus. Gopher was having some trouble with the sub-menu limit, so I added this feature to help out. Details are given in the MCM Guide. As long as each successive menu has a higher value than the previous, it'll list them in the order of value with lowest at the top. (This should have the potential for an unlimited number of top-level menus per mod, although I only tested with three.)

Posted

Oh, I missed that when it started a new page. I'm almost finished with the X,Y coordinate option type, so I'll include that fix along with it. I just wanted to get beta 8 out with the multi-menus so Gopher could wouldn't have to wait to finish his menu right.

 

Something else I'll fix is the highlight alpha. (It should be 30 alpha.) I normally have the brightness turned down on my monitor to avoid too much eye strain, so I missed it being too bright.

Posted

  • Fixed list width padding
  • Reduced highlight alpha
  • Fixed freeze with scale when using higher script delays

If nobody finds anything wrong with this beta, it'll become the official version 1.1. I don't want to hold up anyone waiting on the next version any longer. I expected to already have the X,Y coordinate option type finished but every time it ends up either looking bad, working poorly, or not user-friendly enough. I'll have to figure out a better way to implement it... Any ideas?

Posted

  • Fixed freezing if start_menu.xml edit is removed after saving

That one was reported by a user. The current fix should have been the way I did it for beta 3. :blush:

Posted (edited)

How about something like this:

 

http://www.imagebanana.com/view/rva0ve22/Unbenannt.png

 

So you have a miniature screen, a grid, and a box (or alternatively a single point, but i cant think of anything that would require that).

 

If the mod author selects an appropriate grid width/height that is a respective greatest common denominator of all elements' width/height, its possible for the user to do proper positioning without having a "live" view of the elements.

 

Edit: Or well, maybe the whole grid size thing is overkill, you could just make it 12x9 or something like that.

Edited by schlangster
Posted (edited)

That's pretty close to my first attempt; I just didn't have a grid visible. The problem is it's very difficult to put the element exactly where you want it with smaller grid units. You'd have to use either a larger grid unit, which loses precision, or the grid area would have to cover most/all of the screen. Perhaps a "precision" selector beside the grid for the user to change the grid unit size and how easily the X,Y value changes. Or arrow buttons to move it 1, 5, or 10 of the smallest unit in each direction...

 

I'll have to think on it when it's not so loud around here. :confused:

Edited by Pelinor
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