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Showing results for tags 'ui'.
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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.
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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.
- 14 replies
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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)
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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.
- 4 replies
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- crafting
- disassembly
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(and 1 more)
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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.
- 6 replies
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- visual glitch
- gamebreaking
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(and 2 more)
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...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.
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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.
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Trying to migrate to Wayland. However, text from most of the UI controls is missing for some reason. Tried proton too - same issue.
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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.
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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.
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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
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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:
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...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.
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or that condition bar
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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.
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United inventory of all containers&corpses in range
hromamk posted a topic in Mod Ideas and Requests
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. -
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.
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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
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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.
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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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Error trying to use <RIGHT>; from console.txt: function: render -- file: RichTextLayout.lua line # 407 ... LOG : General, 1593545810494> Object tried to call nil in render in RichTextLayout.lua: 404: if orient == "centre" then 405: ui:drawTextCentre(string.trim(v), x + self.width / 2 , y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 406: elseif orient == "right" then 407: ui:drawTextLeft(string.trim(v), x + self.marginLeft + self.lineX[c], y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 408: else 409: ui:drawText(string.trim(v), x + self.marginLeft + self.lineX[c], y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 410: end but type(ui:drawTextLeft) == nil, likely need drawTextRight(). Probably analogous error will be in ISRichTextPanel.lua: 452: self:drawTextLeft( string.trim(v), self.lineX[c] + self.marginLeft, self.lineY[c] + self.marginTop, r, g, b,self.contentTransparency, self.font);
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Hi Folks, I looked through the bug tracker and haven't seen this one mentioned, so I hope it's not a dupe of something already reported. I've recently returned to Zomboid after a little hiatus and been playing with the latest build of 41.39 and was excited to hear that clothing can actually be repaired! However, when I attempt to repair clothing I see the progress dialog bar but nothing gets repaired and the resources are consumed. I also see little red error boxes in the lower right of UI after I inspect clothing and right-click Hole to get the Patch Hole context dialog. I followed the console.txt log and see the following errors regarding getScratchDefenseFromItem(Clothing.java:936) and getBiteDefenseFromItem(Clothing.java:922) methods: LOG : General, 1593988288187> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getScratchDefenseFromItem function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 ERROR: General, 1593988288194> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988288195> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.getScratchDefenseFromItem(Clothing.java:936) ... 22 more LOG : General, 1593988288196> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getBiteDefenseFromItem function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 ERROR: General, 1593988288196> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988288196> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.getBiteDefenseFromItem(Clothing.java:922) ... 22 more ERROR: General, 1593988288197> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: + and null at KahluaUtil.fail line:82. ERROR: General, 1593988288198> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __concat not defined for operands: + and null at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:800) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) LOG : General, 1593988288198> ----------------------------------------- STACK TRACE ----------------------------------------- function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 So, there are already issues of some sort even with the context menu. When I attempt to repair the clothing, via Patch Hole -> Ripped Sheets I see the repair progress bar do its thing and consume the resources and new red error box pops up. The repair doesn't seem to do anything no matter how many times I try it. If it's its merely a skill failure, there has to be a better way to approach it, but from the console.txt it sounds like its just a bug. When I perform that action, I see the following in console log regarding addPatch(Clothing.java:1038) method: LOG : General, 1593988295353> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: addPatch function: perform -- file: ISRepairClothing.lua line # 30 ERROR: General, 1593988295354> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988295354> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:102) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:8830) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8561) at zombie.characters.IsoPlayer.lambda$update$40(IsoPlayer.java:1938) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1930) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:131) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2764) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5559) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoCell.update(IsoCell.java:5502) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3125) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoWorld.update(IsoWorld.java:3053) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1561) at zombie.gameStates.IngameState.update(IngameState.java:1275) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:282) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.addPatch(Clothing.java:1038) ... 38 more I'm playing Zomboid on a Macbook Pro, OSX 10.14.4 (18E227), but I'd be surprised if this issue is platform specific. I love this game and thank you for your time! -Michael
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...more precisely, the function works, but not correctly, because of which it seems that it does not work - the confirmation button is blocked and immediately becomes available again. an error in the function `ISTextBox:updateButtons()`, which is called every (frame update?) in `ISTextBox:prerender()` function ISTextBox:updateButtons() self.yes:setEnable(true); self.yes.tooltip = nil; local text = self.entry:getText() if self.validateFunc and self.validateText ~= text then self.validateText = text -- after that the next iteration doesn't check and self.yes.enable remains true local isValid = self.validateFunc(self.validateTarget, text, self.validateArgs[1], self.validateArgs[2]) self.yes:setEnable(isValid) end -- ... end I suggested changing the function a bit like this: function ISTextBox:updateButtons() self.yes:setEnable(true); self.yes.tooltip = nil; local text = self.entry:getText() if self.validateFunc and not self.validateFunc(self.validateTarget, text, self.validateArgs[1], self.validateArgs[2]) then self.yes:setEnable(false) self.yes.tooltip = self.validateText; end -- ... end here the check happens all the time, and `validateText` is used as a tooltip when button disable.
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Hey, so I was wondering if it would be possible to add an interaction button to zeds, nothing fancy, more like a proof-of-concept. If you press your right mouse button on an zed an small interaction button should pop up (like on anything else interactable), if i click it some function or so should be triggered. Im pretty new to modding Project Zomboid, im not quite sure where to start but I found some example LUA scripts from the devs located in: \media\luaexamples\ui But I dont know if its the right to look at, any tips or help would be appreciated.