Boshaw's various client mods

Forum for alternative clients, mods & discussions on the same.

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Re: Boshaw's various client mods

Postby boshaw » Tue Nov 29, 2011 5:23 am

Renytenz wrote:
boshaw wrote:also the tooltip bug should be fixed now, all haven.jar's are updated along with git

Thank you, it works good.
Though I have a question. With the updated haven.jar when I click ctrl+e or ctrl+t the windows open for less then one second, then they close down. After that, keys dont work for couple second, then again - open for less then second then they close. When I bind another keys for those actions everything works like it is supposed to - opening right after key combination and windows don't close. Though I got quite used to the default combinations, so is there any way to fix that?
Update: same with open kin, open global chat (don't use it though), open land management.


redownload the haven.jar, should be fixed now.
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Re: Boshaw's various client mods

Postby Renytenz » Tue Nov 29, 2011 6:31 am

boshaw wrote:
Renytenz wrote:
boshaw wrote:also the tooltip bug should be fixed now, all haven.jar's are updated along with git

Thank you, it works good.
Though I have a question. With the updated haven.jar when I click ctrl+e or ctrl+t the windows open for less then one second, then they close down. After that, keys dont work for couple second, then again - open for less then second then they close. When I bind another keys for those actions everything works like it is supposed to - opening right after key combination and windows don't close. Though I got quite used to the default combinations, so is there any way to fix that?
Update: same with open kin, open global chat (don't use it though), open land management.


redownload the haven.jar, should be fixed now.

Thank you
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Re: Boshaw's various client mods

Postby boshaw » Tue Nov 29, 2011 10:19 pm

I updated the haven jars + git with a tiny bugfix found by ignatio when you right click party members.
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Re: Boshaw's various client mods

Postby newdty » Wed Nov 30, 2011 7:59 pm

A button like drop all but it stores/takes (Shift clicks) all.
That would help a lot.
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Re: Boshaw's various client mods

Postby cobaltjones » Wed Nov 30, 2011 8:14 pm

Taking all isn't that hard if you've got mouse wheel enabled. Just a quick flick.

The reason drop all is useful is because it would require individual clicks to drop every single item.
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Re: Boshaw's various client mods

Postby newdty » Wed Nov 30, 2011 9:34 pm

cobaltjones wrote:Taking all isn't that hard if you've got mouse wheel enabled. Just a quick flick.

The reason drop all is useful is because it would require individual clicks to drop every single item.

Lol Thanks didn't know about the mouse wheel thing.
Still would be faster with a button but knowing the wheel thing will help a lot.
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Re: Boshaw's various client mods

Postby boshaw » Thu Dec 01, 2011 11:04 pm

Squatthrust wrote:
Boshaw wrote:would you like a global lock to lock all UI or something that would only lock the widget you wanted to lock?


Global UI lock if you would (as long as it doesn't lock the minimap). Also, +1 to Potjeh's combat thing.

Thanks

There's now a checkbox in Option window for 'lock ui' which will lock all movement in ui


Potjeh wrote:
combat.PNG

Except prettier, of course.

I reckon the actual scales are redundant since there's numerical display in the circle. But if you want to preserve them I guess manoeuvre and move can fit under att/def bars or to the side of them.


finished
Image

Note that the 0 on the timer is at the right and goes counter-clockwise around till it makes a full 360.

From this point on you need to download yet another .rar to ensure success of the client
=> http://odditown.taggedup.com/boshaw/Full/misc.rar

I also finally took the time to stop being lazy and add in Object transparency which was surprising easier than Potjeh's request (damn your weird timer loftar)
You can control the alpha (transparency) of objects via CTRL+SCROLLWHEEL
The following won't have the transparency affect them: (these can be found in pa file, edit them out if you want them to be transparent [Note: if you add other resources into pa i can't guarantee you it'll be successful])
Code: Select all
ants (this goes on and off sometimes)
aurochs
bear
boar
cow
deer
dryad
eagle
fox
frog
hare
chickens
ladybug
moth
mufflon
pig
rat
troll
wolves
dragonflys


The following are also not affected by transparent by design
Code: Select all
Objects with hp < 100% (this means you'll see all walls that are damaged,etc)
Boats (while a player is in them)


Another note: unlike `hide' this won't give you some magical performance boost, based on what i noticed it didn't change fps at all for me atleast AND unlike `hide' you can still click on the object that's transparent, even if it's fully transparent. So if you want something behind a tree you need to go behind a tree and get that outline

Image
Image
Image

all .jar's should be updated along with git
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Re: Boshaw's various client mods

Postby Renytenz » Wed Dec 07, 2011 8:42 am

Can you upload the haven.jar with your mods with latest Ender update?
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Re: Boshaw's various client mods

Postby burgingham » Wed Dec 07, 2011 8:52 am

boshaw wrote: AND unlike `hide' you can still click on the object that's transparent, even if it's fully transparent. So if you want something behind a tree you need to go behind a tree and get that outline


Interesting. We have been using a transparency mod since w3 and in ours you cannot click the transparent objects at all (we added solid shadows to circumvent that problem), but you can click on what is behind them directly.
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Re: Boshaw's various client mods

Postby boshaw » Wed Dec 07, 2011 3:48 pm

burgingham wrote:
boshaw wrote: AND unlike `hide' you can still click on the object that's transparent, even if it's fully transparent. So if you want something behind a tree you need to go behind a tree and get that outline


Interesting. We have been using a transparency mod since w3 and in ours you cannot click the transparent objects at all (we added solid shadows to circumvent that problem), but you can click on what is behind them directly.


Code: Select all
public boolean checkhit(Coord c) {
c = c.add(ImageSprite.this.cc);
if((c.x < img.o.x) || (c.y < img.o.y) || (c.x >= img.o.x + img.sz.x) || (c.y >= img.o.y + img.sz.y))
return(false);
int cl = img.img.getRGB(c.x - img.o.x, c.y - img.o.y);
return(Utils.rgbm.getAlpha(cl) >= 128);
}


the above is the code that checks for if you hit a gob when you click with your mouse, it's pretty simple. It takes the Image [from the resource file] and first checks if it's within the bounds of it then it gets the alpha value @ the location of the hit (x,y) and if that (x,y) alpha >= 128 it'll return true thus you clicked that gob.

Since you guys manually edited your Resource files to have alpha which is most likely < 128 that's the reason why you can't click them without some solid colored box along with it.

The method i used to make objects transparent doesn't effect the original resource image at all, it just tells OpenGL to shift the alpha down for any draw calls it makes until i reset it back to normal thus making it transparent when rendered. I could also probably go ahead and apply these shifts for when it checks for hits so that it would operate similar to yours such that you can click through them but I don't think i will.
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