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  1. Found some Cars looking like this. Really annoying because when it happens it also breaks my UI. All buttons unload and appear white until you hover over them, you get permanently stuck in combat mode and are unable to escape it unless you equip and attack with a melee weapon multiple times. Also cannot properly load Health UI or car UI (which means I cannot drive a car that I was using). Restart is required. Happens in both single player and Multiplayer. Is believed to be Host side because I host the server that my friends and I play on, and it doesn't happen to them unless on my server. Also causes the server to be hosted indefinitely unless everyone quits and I kill the program running it. Top picture is single player, bottom is multiplayer.
  2. Version: [42.00] Mode: [None] Server settings: [None] Mods: [None] Save: [None] Reproduction steps: 1. Open the game through steam. 2. Wait forever. 3. Issue found. SO: Windows 10 Home Single Languaje 64 bits My actual PC: Laptop Inspiron 5559 model with i7 Video Card: AMD Radeon R5 M335 Issue: When I open the game, the sounds load (music and sound effects for the main menu buttons) but the graphical interface doesn't load, the screen goes completely black. Only the mouse changes to the game mouse. Steps to try fix it: 1. Delete all mods. 2. Delete the Zomboid folder. 3. Uninstall and install project zomboid. 4. Trying to use multiple screen resolutions by changing the launch parameters in steam using commands like -safe and -w #. 5. Drivers update. Probable cause of the bug: Video card AMD Radeon R5 M335 not compatible (i guess). Here are some things that may help: logs.zip
  3. Great job overall with the UI scaling for B42, it works much better on high DPI screens now. I'm attaching a screenshot of the liquid transfer dialog, it seems to have scaling issues.
  4. Instead of relying on right-click dropdown lists for repetitive and annoying tasks like drinking from a sink or washing clothes, a radial menu with clear icons and labels could appear when interacting with the objects. Submenus would also be great in the future. Why? Cleaner UI & Less Micromanagement Micromanagement is a known issue even by devs, I already know. Just reinforcing that this addition will immensely fix it Radial is sexy Icons for every button in this brainrotted generation is pretty much essential Faster, More Accessible Gameplay Zero people want to be using a menu that is same font, same color, and no order to them New people will see the possible choices at all times and know the requirements (like showing how you could hotwire a car even if requirements aren't met) Expanding radial menus to more objects—like containers, comforts, doors, or even cooking stations—makes it possible to do a lot more each day when compared to all the time spent before Working great on animals so far, but please expand it to more common interactions. Its kinda funny how its on vehicles, guns, and animals which to me would use the radial menu the least! Not only because they're a lot harder to come by than the common objects but the menus themselves are a lot less necessary and will only help a couple times whereas my suggested objects would help every single time they're used, on top of them being used 10x more than the 3 listed features in a normal game anyways. Don't we all know that 90% of PZ players dont even make it past a month? That alone takes out the necessity for radial menus on guns. Same with cars, no one before a month is going to be having a collection of cars, taking care of them and utilizing them to their fullest for them to need radials to make it faster on them. Lastly, they wont be surviving long enough to even be able to care for animals that long. Imagine how much 100% of the player base would benefit from the most common features having radials. a bit off topic but if all goes ignored, I'll say more hotkeys would be nice other than windows, doors, curtains, etc. If you think it'll be complicated then in the corner should show possible buttons and actions in the moment.
  5. SO: Windows 10 Home Single Languaje 64 bits Game version: 42.0.0 My actual PC: Laptop Inspiron 5559 model with i7 Video Card: AMD Radeon R5 M335 Issue: When I open the game, the sounds load (music and sound effects for the main menu buttons) but the graphical interface doesn't load, the screen goes completely black. Only the mouse changes to the game mouse. Steps to try fix it: 1. Delete all mods. 2. Delete the Zomboid folder. 3. Uninstall and install project zomboid. 4. Trying to use multiple screen resolutions by changing the launch parameters in steam using commands like -safe and -w #. 5. Drivers update. Probable cause of the bug: Video card AMD Radeon R5 M335 not compatible (i guess). Here is my console.txt: console.txt
  6. It's annoying to have random keys that you don't know what are they from. So instead of "Chevalier Dart Key" it should say "Chevalier Dart Key 884-PAP". The cars themselves should have readable number plates and it should say on right click* "Vehicle Mechanics 884-PAP". A similar thing could be done for houses as well: "House Key West Point 45" or something and the matching number/address on the mailbox and the house. * You shouldn't be forced to wait for your character going through a car's hood to see its number plate, same with a house number, I'm thinking more at a glance type of system, maybe even show the number on car/mailbox/house plate hover-over. It's good both for immersion and navigation/UI.
  7. Hello again, wanna say I am a big fan of this game and would love to figure out what my problem here is. Seems to be the textures involving water and cars The link to the old thread is here, and I have tried all the fixes that the Moderator on that post had recommended. I have then since upgraded my pc a little bit by going from 16gb of ram to 32 and upgrading my GPU from a Nvidia1650 super to a 2070 super. My render Latency on my Nvidia Gigabyte 2070 super also spikes to around 2,000,000MS whenever I am looking tat he game while the bug is occurring, which is frankly a little high. Any help would be appreciated because I just wanna be able to play the game for more than 30 mins without having to restart because that is the only fix.
  8. I created something along these lines. Y'all can incorporate something like my solution into the vanilla game if you like. I recommended several weeks ago on these forums that something like this needs to be added. Multiple people have suggested I send it to you, so here you go: Steam Workshop::Interface Reflexes (steamcommunity.com)
  9. It would be really helpful if the objects we select to disassemble would be highlighted (and correctly named also!!) because it just sucks that everytime I disassemble a fence in an upper level of my base I risk falling down because it could also be the floor I'm standing on that I'm taking apart. Even it actually is a fence I start tearing down I can't be sure it's the correct one until I finished breaking it, and that is really annoying.
  10. ...and this is my small suggestion, again. Edit: added "Show/Hide Skills" button. The main goal here is to merge all the character information under one single tab to more accessibility, and make it more easy to showcase on screenshots/videos/live streams.
  11. This is relatively easy to reproduce: Have a large stack of items in your inventory, try with 100 threads for good effect (or ripped sheets or practically anything else) Expand the stack in the inventory pane Click on the stack's "heading" to select the full stack Now, right click any of the contents: You'll see context menu options of other items coming after that item stack in your inventory (e.g. load bullets into magazine, wear clothes, whatever comes later in the list). The inventory considers those all selected due to key conflicts with how the lua tables (ISInventoryPane.items, ISInventoryPane.selected) are populated. If you drop the stack like that, it will also drop those others things it considers selected. There's probably more side effects.
  12. Trying to migrate to Wayland. However, text from most of the UI controls is missing for some reason. Tried proton too - same issue.
  13. I can't see most of the progress bar when filling a vehicle's gasoline tank if I have the key or is hotwired, because the icon that displays this (key icon) is displayed in the same spot as progress bars above the player's head.
  14. It would be nice to have a way of tagging/naming/marking containers so we can distinguish them in both the world view and in the inventory. Maybe like symbols painted on a crate that you would see in both views? At the moment I do this by laying a plank or metal sheet or weapon on it. The problem with that is that the plank is more like floating on it and if you stack crates it looks weird.
  15. In some situations it is really hard to hit the enter-vehicle-zone. Depending on the angle where you come from and related to the car type, size and how it was parked it's nearly impossible to enter without using the radial menu (too many clicks in a dangerous situation). I would prefer larger zones and automatic assignment to the driver seat. On MP this could work also just by entering from the side of the car (with larger enter-zones) and you get assigned to the first free seat of the car in order. That would make entering a car on the run way easier
  16. Summary: the 'Transfer All" button will disappear permanently if the inventory window is shrunk too small Environment: Build 41 Stable (Current Build) Mods: None Steps to reproduce: 1) Log in to a Solo Survivor game (existing or new) 2) Make sure player inventory window is visible 3) Note the 'Transfer All' text on the top right of the window 4) Resize the window (selector on the bottom right of the window) all the way to the left. 5) Notice the 'Transfer All' text has dissapeared 6) Resize the window back to where it was. 7) Notice the 'Transfer All' text is still not there. Expected Result: 'Transfer All' should reappear when window returns to a size that the text can again be shown. Actual Result: Option disappears. Preventing it's function until reconnecting to the world/server. How to Fix: Reload the world/ DC RC. A full game restart is not necessary. Occurs in multiplayer as well. Images:
  17. ...and merged that with a "drag and drop/interactive equipment menu?" (inspired by PZ-ClothingUI mod). The slots here are empty with a background icon to show its respective slot. Just a small suggestion.
  18. or that condition bar
  19. like car parts
  20. A unified always on you full map, that your character fills in automatically by finding regional maps - like a puzzle, also copies notes from 'annotated' regional maps, so it's all in one place. You should be able to, of course, add own notes/erase added notes.
  21. So if you've cleared and carried in one place 300 corpses you wouldn't have to scroll through all of them, but just click a button and show all inventories in range as if all the items are in one operable inventory.
  22. Basically it's stupid that it shows like 20 salts and peppers in the crafting cooking menu (maybe cooking needs its own UI to begin with..), it should just show 1 and use whichever item that has the smallest amount, also show the number of ingredient remaining in the crafting UI, maybe on hover-over.
  23. I've been pouring over the code and found the IsoDummyCameraCharacter class and the IsoCamera class, but I don't know if that's right or how to put it together. I'd like to make a mod that allows the player to "peek" around a corner if a mirror is equipped. I thought maybe make an IsoDummyCameraCharacter one IsoSquare away and then set IsoCamera to it, but is that right? How? I'm stuck. Thanks, Scruffy Fren
  24. I've noticed in my playing that as soon as a moodle appears, I want to "relieve it". I was trying to figure out why having them there bothered me so much, and I realized: it's the color! Currently, the moodles are using shades of red, which are largely indistinguishable, especially at the periphery of my vision. I wind up feeling like I have to take care of the moodle. Proposal: Just recalibrating the color. So, instead of starting with any shade of red, start with a pale yellow-green, then yellow, the the deepening reds as it becomes important to pay attention to. This way, the first appearance of, say, the "thirst" moodle is really just saying that you actually can drink if you want too-- your thirst is no longer slaked-- but it's not a big deal. The other half of this proposal is that for the moodles that have a face on them, draw a different face for each state, reflective of its severity/intensity. Right now, the moodle with both color and face for pain is nearly indistinguishable for me between minor pain and agony. (At least if I'm not seeing another moodle to color colors to). I imagine this is something you're aware of already, but I kind of hope it isn't, so my suggestion is useful.
  25. For the test, create a simple mod with a single lua-file, in which we write the following code (no matter what for - it's just a shortcut to confirm the bug): require "OptionScreens/ModSelector" require "ISUI/ISLabel" local def_create = ModSelector.create function ModSelector:create() def_create(self) self.test = ISLabel:new(0, 0, 17, "test", 1, 1, 1, 1, UIFont.Small, true) self.test:addToUIManager() --self.test:removeFromUIManager() end Such a mod turns on without errors, but if you want to enable something else or disable this mod, the following will happen: ERROR: General , 1610142050060> ExceptionLogger.logException> Exception thrown java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 at ArrayList.rangeCheck line:657. ERROR: General , 1610142050061> DebugLogStream.printException> Stack trace: java.lang.IndexOutOfBoundsException: Index: 0, Size: 0 at java.util.ArrayList.rangeCheck(ArrayList.java:657) at java.util.ArrayList.get(ArrayList.java:433) at zombie.ui.UIManager.update(UIManager.java:765) at zombie.GameWindow.logic(GameWindow.java:246) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:721) at zombie.GameWindow.run_ez(GameWindow.java:637) at zombie.GameWindow.mainThread(GameWindow.java:464) at java.lang.Thread.run(Thread.java:748) It is important that the error occurs after `Core.ResetLua` function is executed, that is, when our mod is already disabled. In addition, if you look at the function `UIManager.update` in which the error occurs, there are a couple more oddities. In the decompiler, this code looks like this (line numbering is preserved, missing numbers are probably occupied by curly braces): 760: if (Mouse.isLeftReleased()) { 762: n = 0; 763: for (int i1 = UI.size() - 1; i1 >= 0; i1--) { 765: UIElement uIElement = UI.get(i1); Log points to line 765, but we cannot get there at this moment (after restarting Lua). Firstly, because of the condition `Mouse.isLeftReleased()`, and secondly, `UI.size()` at this moment is 0, that is, there should not be a single iteration. Note 1: In test Lua-code has commented line. If you uncomment it (that is, delete the object immediately after creation), then the error does not occur. However, if you use this line directly before calling the `Core.ResetLua` function (for example, in the `ModSelector:onAccept` function), it does not help and the error continues to appear. Note 2: Instead of `ISLabel`, there can be any other UI-element. The problem arises precisely from adding it as a new layer, but not as a child element.
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