Page 1 of 2 12 LastLast
Results 1 to 15 of 26

Thread: Gnamod UI

  1. #1
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1

    Gnamod UI

    GNAMOD UI

    Hello everyone, you may remember me from Gnamod (A15/16/17), from mods like Horde Mode, Nomad Mode, Necropolis and Gnamod Base. I have been working hard to bring all of those mods back to A17 but also gotten into UI modding while doing so. Some of them have been in a more managed (Discord only) release for a while for people wanting to help out test or just have early access.

    While creating a new UI for Gnamod I realized that most of it was backwards compatible with the vanilla game and I also was testing it in there for faster loading (no unity assets to load). So I decided to release the UI as a stand alone version as well. So here is the first publicly released version of GNAMOD UI. I hope you will enjoy using it as it cost a great deal of frustration to get every pixel right (or right enough since not all that I wanted could be done)

    This is still a beta version and will be updated along the other Gnamod's so there could still be overlooked things in there. There are a bunch of windows left untouched as well, so it is not complete. This and other Gnamod's will also be released pretty soon to sphereii's Mod Launcher.

    Here is a non-exhaustive list of things I done, but will also add screenshots to this thread to show how it looks.
    - Changed the backpack to have more slots (11x8) and incorporate the toolbar slots on the top (so shows 12x8 slots, the total amount a person could have on him). NOTE that the item bar on the right displayed on the HUD is only there for display, items cannot be dragged there. Instead the top row is where you can drag stuff to.
    - Changed the toolbar to display on the side in a new style, removed xp bar.
    - Changed HP/Stamina bars to a new style, stamina is green colored.
    - Changed the compass to incorporate the stealth bar, added some stats to the clock (altitude and actual biome temp). Added red marker for center of compass.
    - Changed the crafting list menu to incorporate the output slots on the right, have its list presented as 2 columns so more is visible at once.
    - Changed the recipe window to allow up to 10 ingredients displayed, in tw columns. Condensed the display.
    - Changed the workstations windows to have up to 10 tools, 10 fuel and 10 output items. Planned is to have specialized workstations with more or less slots but with the same style.
    - Changed the forge input window to allow 3 items to be smelted at once (more not possible without a dll change). Condensed the display of melted items.
    - Changed the creative menu to display a lot more items (15x10). Slots are smaller and stack information removed as it is not needed.
    - Changed the item information window and modify window to support 10 mod slots for items, improved the view and hide slots when description is displayed.
    - Changed the character window to display bigger and keep the character visible even if stats are displayed (they are projected around him).
    - Changed the buff display to tell the effects of a buff and displays 10 at once per page. Not all effects seem properly supported yet, in future will see if this can be localized to not use the incode names for effects. Might not be a thing for the vanilla version though.
    - Changed the loot and vehicle storage windows to support up to 15x10 slots. This does not alter the vanilla slot size, but people could alter those to be bigger if needed within these limits.
    - Changed the vehicle info display to be in line with the item info display. Vehicles also support 10 mods, once vehicle mods actually work though .
    - Note that the slot increases are not actual increases to gameplay limits for vanilla or any other mod you might add this too. They are just higher max possible, so you will need to include xpath or mods to make the slots, unlocked backpack slots, storage slots etc for things higher.

    DOWNLOAD HERE

    Want more Gnamod, find other players or know what is cooking: Join the Discord Channel!

    Notes:
    - The mod has only been tested with Gnamod development versions, some small modlets and the vanilla game. It could conflict with mods that change the UI such as overhauls including their own UI. If a modlet has to modify the UI to work, apply it last to see if it will work, since this significantly changes code.
    - The UI has been designed with 16:9 and 16:10 ratio in mind, a wider ratio should also work, but something more compact will lead to issues where windows will overlap badly.

    Installation:
    The download contains a zip file that makes installation as easy as possible. All you need to do is extract the contents to the main folder of the installation of 7 days to die you want the mod to apply to. After doing so it should have a Mods in the main directory. In this folder should be a folder Called Gnamod UI (or in future versions Gnamod Core UI). Any other Gnamod mod or modlet you want to add goes here.





    Last edited by Haidrgna; 1 Week Ago at 10:44 PM. Reason: Add link to A17 Gnamod Thread.

  2. #2
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1





    Last edited by Haidrgna; 3 Weeks Ago at 02:21 PM. Reason: Added Images

  3. #3
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1






  4. #4
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1
    Last edited by Haidrgna; 3 Weeks Ago at 02:55 PM.

  5. #5
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1
    Last edited by Haidrgna; 3 Weeks Ago at 02:56 PM.

  6. #6
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1

    Last edited by Haidrgna; 3 Weeks Ago at 02:58 PM. Reason: Trader screenshots.

  7. #7
    Ranger bigstep70's Avatar
    Join Date
    Feb 2017
    Location
    Building Worlds.
    Posts
    254
    Rep Power
    0
    This looks freaking awesome. I'm defiantly gonna try this.

    Quote Originally Posted by Haidrgna View Post
    Horde Mode, Nomad Mode, Necropolis and Gnamod Base. I have been working hard to bring all of those mods back to A17
    thefonz.jpgThe Fonz approves, and I can't wait for Necropolis... gigitty-gigitty

  8. #8
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1
    Quote Originally Posted by bigstep70 View Post
    This looks freaking awesome. I'm defiantly gonna try this.


    thefonz.jpgThe Fonz approves, and I can't wait for Necropolis... gigitty-gigitty
    Thanks

    Necropolis is in a very early prototype stage still, judging by how far A18 is along the dev track I forsee it sadly not making it to A17. Mostly because a lot of stuff I intend to overhaul that is being redone in A18 it is clearly a waste of time to do it now. But it will surely make a return. The one that might be hardest to bring back is Nomad Mode though, the maps currently supported are just to small and not interesting like A16 maps were for that concept.

  9. #9
    Colony Founder DUST2DEATH's Avatar
    Join Date
    Jun 2014
    Location
    AU - HDHQ Overhaul
    Posts
    1,801
    Rep Power
    1
    Nice job on the UI

  10. #10
    Inventor rucky's Avatar
    Join Date
    Oct 2014
    Location
    Germany
    Posts
    752
    Rep Power
    1
    Very nice! Love it!

  11. #11
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1
    Thanks for the support guys, very much appreciated

  12. #12
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1
    I have redone the logo's of my mod series to replace the placeholder logo that was mostly text based.

    This is the new logo for the UI, will show up in the game menu, ingame menu on top and in the top right corner.

  13. #13
    Scavenger DevEagle's Avatar
    Join Date
    Jun 2017
    Location
    Hungary
    Posts
    46
    Rep Power
    0
    Sorry my question, but NOT putting the toolbar any items? I put the drag and drop items my toolbar, and DROPP the florr, not the toolbar. This is bug?

  14. #14
    Scavenger DevEagle's Avatar
    Join Date
    Jun 2017
    Location
    Hungary
    Posts
    46
    Rep Power
    0
    OMG. The top of invedrtory ROW (1 row) is the hotbar... WHY? Why not separate other color, or other way?

  15. #15
    Inventor Haidrgna's Avatar
    Join Date
    May 2016
    Location
    The Netherlands
    Posts
    943
    Rep Power
    1
    Quote Originally Posted by DevEagle View Post
    OMG. The top of invedrtory ROW (1 row) is the hotbar... WHY? Why not separate other color, or other way?
    This is on purpose, the toolbar on the side of the screen is only there to display what you have equipped, The top row of the inventory are the slots of the toolbar. This might take a bit to adjust to, but it actually is faster since it is closer to your inventory, well unless you fill out the bottom rows only, but that would be deliberately making it harder on yourself.

    But I will see if an indicator for the toolbar will be good, I like the clean look of the hotbar slots being part of your inventory. I do not view the inventory as a backpack, but rather as a collection of all the pockets and packs your character has on his person, so including the belt and what not.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •