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Port of the 4 rows per build page UI from Uprising
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jonwil
Rocket Cyborg


Joined: 24 Jul 2005

PostPosted: Fri Apr 17, 2009 7:07 am    Post subject:  Port of the 4 rows per build page UI from Uprising Reply with quote  Mark this post and the followings unread

On my downloads page at www.cncmods.net, there is some hacked UI files that port across the UI from Uprising giving you 4 rows of build items per structure (i.e. 3 across by 4 down instead of 3 by 3 as in vanilla RA3)

Hopefully these files will help out modders. Oh and boy did it take a while to get the math right for some things (especially the yellow border around the edge)

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Apr 17, 2009 5:48 pm    Post subject: Re: Port of the 4 rows per build page UI from Uprising Reply with quote  Mark this post and the followings unread

jonwil wrote:
On my downloads page at www.cncmods.net, there is some hacked UI files that port across the UI from Uprising giving you 4 rows of build items per structure (i.e. 3 across by 4 down instead of 3 by 3 as in vanilla RA3)

Hopefully these files will help out modders. Oh and boy did it take a while to get the math right for some things (especially the yellow border around the edge)

You never cease to amaze. Excellent job, I think a lot of modders will be very pleased to know this.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Apr 17, 2009 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

...and carno will be appauled as you've made remakes so much easier #Tongue

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Yes, work on MV continues. It is not forgotten.

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TX1138
Jumpjet Infantry


Joined: 18 May 2007
Location: Australia

PostPosted: Sun Apr 19, 2009 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Works like a charm #Tongue


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Over9000
Civilian


Joined: 02 Sep 2009

PostPosted: Wed Sep 02, 2009 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry to resurrect an old topic with my first post, but I've been having trouble with this.

I'm relatively knew to coding for RA3, and I wasn't sure what I was actually meant to do to get the new UI into RA3. I tried simply building the Mod with the new UI folders and files etc from the given download, but the game crashes whenever a map loads.

I've also tried (and failed, many many times ...) to follow jonwil's tutorial http://www.cncmods.net/forums/index.php?t=msg&th=169&start=0&S=1845216b7a2b6d5e8101078631d4a98f. I've never use command prompt's before, I've done a little research and asked a friend to help, but I just get stuck on step 8.

Can anyone give me an idiot-proof explanation of how to port the UI across? Just something more newb-friendly would be of great help.

Would I need the latest version (v3) of the Mod SDK? or is v2 compatible with it?

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slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Thu Sep 03, 2009 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

v3 of the SDK seems to mess up the UI (it's fine with v2).

In v3 you have to include the 3 xml files in your mod.xml file if you wan the 4 rows.
But in v3, the new art files arn't included.

I've yet to figure out how to get this working properly.


In v2, you just put the AptUI folder into your mod's data directory.

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PostPosted: Thu Sep 03, 2009 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

slye_fox, do you mean that you've made it work for the v2 of the mod sdk and not v3? or not at all?

I must have reinstalled the sdk a good few times by now. I copy the samplemod as a working basis, change the AptUI folder for the one that jonwil provides, but then the game just dies once a map loads up. I don't know what I'm doing wrong =\

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Over9000
Civilian


Joined: 02 Sep 2009

PostPosted: Thu Sep 03, 2009 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoops, that was me. Forgot to log in.

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Thu Sep 03, 2009 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

It still works fine with SDK v3. I don't know why you have problems to get it working.
Just for some checks: Could you attach your defaultscript.cs from your SDK folder here, please?

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Over9000
Civilian


Joined: 02 Sep 2009

PostPosted: Thu Sep 03, 2009 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

SUCCESS! I did it XD

Lord I feel like such an idiot now. It was such a simple fix that was staring me in the face the whole time. When I ported the new UI folders across, I hadn't changed the XML files to read the XML files in MY directories, as they were still in jonwil's directories.

/dance

Thanks anyway guys =]

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