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    Posts

    Recent Best Controversial
    • RE: Adding new Strategic Icon

      This is sim mod with new units.

      I resolved my issue with adding new stat icons by following a guide made by Garanas:
      https://github.com/Garanas/strategic-icon-mod-examples

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Adding new Strategic Icon

      Creating a .scd file with icon texture in and putting it in gamedata folder does not work for me.

      However, what works for me is adding my strategic icons to "Advanced strategic icons.nxt" file. Also, I tried adding my own .nxt file with icon textures but it did not work. I think FAF is whitelisting "Advanced strategic icons.nxt" file and other .nxt files are ignored 😞

      98269ed5-a5a2-43ca-abbe-4c47aacae098-image.png

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Adding new Strategic Icon

      @bluescreenof4z0t I tried using above path but it did not work 😞

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • Adding new Strategic Icon

      Does anyone know what is required to add a new strategic icon to an unit blueprint?

      For example, I want to change StrategicIconName in unit buleprint:

      bp.StrategicIconName = "icon_experimental_generic",
      

      to

      bp.StrategicIconName = "icon_structure4_intel",
      

      I created the following icon files in
      \modName\textures\ui\common\game\strategicicons\

      • icon_structure4_intel.dds
      • icon_structure4_intel_rest.dds
      • icon_structure4_intel_over.dds
      • icon_structure4_intel_selected.dds
      • icon_structure4_intel_selectedover.dds

      However, my unit does not have any strategicic icon in the construction menu nor in the game main window. Is there some other location where files for a new strategic icon should be placed in a mod?

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Fixed income values [UI]

      @eternal I'm open for any suggestions to improve UI of my mod. As matter of fact, I started to redesign it completely. Im not sure how would combined category icons simplify the design. Can you provide more information or draw a simple design of your idea?

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Fixed income values [UI]

      good job with fixing the compatibility issue between your mod and my SSB mod 🙂 I will make a note to remove economy.lua from the next version of SBB mod.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @Sir-Prize
      You are welcome. From I recall, the energy is converted to mass by divisor of 150 (based on stats of fabs converter) in the calculations of those ratios. This way, cost of built/lost units with high energy is not discarded when comparing with cost of built/lost units with low energy.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @Sir-Prize SSB calculates both of these ratios in:

      • kills-to-loses ratio
      • kills-to-built ratio

      The kills-to-loses ratio is not displayed in the UI because I did not want to display to many of stats. However, you should be able to show it by modifying just this line of code:
      FROM:

      Columns.Score.Keys = { 'score', 'ratio.killsToLoses'} --, 'ratio.killsToBuilt'}
      

      TO:

      Columns.Score.Keys = { 'score', 'ratio.killsToLoses', 'ratio.killsToBuilt'}
      
      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      thanks @speed2, I will add this change to next version of SSB

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @Jip
      thanks for reporting this UI issue.

      While playing campaign, I suggest turning off SSB mod or collapsing its UI. By end of this year, I will finish implementing new UI framework where all my UI mods will be in moveable/dockable windows so players can configure UI as they want while playing the game instead of hardcoding positions of UI elements as it is done currently in FA/FAF codebase.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @Tagada said in Updated Supreme Score Board (UI) Mod:

      Nice rating you have there HUSSAR 😄

      haha, my rating is almost impossible to reach 😂
      But seriously, I added code to rename names of AIs (based on their type and cheating options) with names of high-rated FAF players.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @Zokora
      I will consider adding stored resources:

      • either as a cycle (every 1-3 seconds) between stats for income and stored resources
      • or next to income resources:

      35c2b8f7-ed43-4619-bea9-cf061ab9c40a-image.png

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Supreme Score Board, EcoManager Mods Broken?

      Hi @arma473

      I looked into why the income numbers constantly fluctuate wildly and now FAF does not exclude reclaim rate from income rate like it did before. Also, now storing reclaim values is happening on separate thread at 1 second interval while rest of eco stats are recorded at different interval. As result, it will be tricky to fix it in SSB mod. Therefore, I will try fix this issue in FAF code base but it might take a while before I have a fix and it is pushed to development and finally to production as a patch. I added this issue in FAF repo so you can track progrees on it.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Supreme Score Board, EcoManager Mods Broken?

      @CheeseBerry said in Supreme Score Board, EcoManager Mods Broken?:

      .... Does this mean that the vault is not the correct place to download the latest version of (your) mods?

      No, the vault mod is always the correct place to download my mods.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      Yes, I will fix it in SSB

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @Sheikah said in Updated Supreme Score Board (UI) Mod:

      There were two small issues I noticed.

      I will fix these 2 issues.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @callcifer said in Updated Supreme Score Board (UI) Mod:

      Turns out this doesn't work well with UI scaling, the name is displayed far away from the ping.

      Thanks for reporting this issue and It should be easy to it.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      @arma473 said in Updated Supreme Score Board (UI) Mod:

      ... Is it possible to update the mod so that, when we are watching a replay, the mass per second numbers aren't affected by reclaim?

      I will see if I can fix it in my mod.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: Updated Supreme Score Board (UI) Mod

      Yes, version 6.0 fixes most of issues with UI scaling and there are 2 minor issues that I will fix in the next version.

      posted in Modding & Tools
      HUSSARH
      HUSSAR
    • RE: In-game scoreboard should list map author

      @archsimkat said in In-game scoreboard should list map author:

      As title says: the in-game scoreboard should just list the map author.

      I will try to add this info in the next version of Supreme Score Board mod. By the way there is a new version (6.0) of this mod which add a new features and fixes. Please rate this mod because previous rating were removed when I uploaded new version.

      posted in Suggestions
      HUSSARH
      HUSSAR