A plea for a simple-UI mod :(

rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
edited June 2012 in Modding
<div class="IPBDescription">I lack the knowledge to make one myself.. :/</div>A simple request for a mod, if anyone is bored enough. I'm not even sure that it can be done without the game being mad at client/server differences, but here goes:

Could anyone make a mod (or even point me in the right direction for the files I need to rename/delete) that gets rid of the following UI elements in the game:

-Marine waypoints of every kind
-Structure text (like when you aim at an extractor and it pops up with "EXTRACTORLOL" in your face but you were actually just trying to kill the skulk munching on it that you can no longer see because of the text >:|) preferably leaving the HP % text, it's the structure names I really hate.
-Banner messages for power outages/ups
-The minimap on the top left of the marine UI
-The blue lines on the marine UI

Again even if anyone can point me to the right file(s) to modify that would be hugely helpful. I was digging around in the cinematics files but they were pretty confusing. Worst comes to worst I will figure them out by trial and error- but I was wondering if anyone knew where to look off the top of their head.

Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I made a minimal UI mod some builds ago, it's probably not working anymore, but I'll have a look. Some things like the minimap are fairly easy to hide.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--quoteo(post=1946201:date=Jun 24 2012, 01:32 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 24 2012, 01:32 AM) <a href="index.php?act=findpost&pid=1946201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-The blue lines on the marine UI<!--QuoteEnd--></div><!--QuoteEEnd-->
    Edit ns2\ui\marine_HUD_frame.dds for this one.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited June 2012
    I'll have a look. I've done similar things before, so it shouldn't take me too long. I also never understood why the crosshair text has to be in size 32...
    Edit: Just realized Yuuki was already working on it.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Here it is, I missed the waypoints :

    <a href="http://www.sendspace.com/file/bgoue1" target="_blank">http://www.sendspace.com/file/bgoue1</a>

    Extract anywhere and launch startMod.exe. Or install like an usual mod.

    It's really a mess though, I mainly set gui element to being invisible (e.g. self.minimapBackground:SetIsVisible(false)) but everything is in different files and is sometimes hard to find. What would be very nice is to have a config file, where you can set each element being visible or not.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1946277:date=Jun 24 2012, 03:40 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 24 2012, 03:40 PM) <a href="index.php?act=findpost&pid=1946277"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What would be very nice is to have a config file, where you can set each element being visible or not.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Even better would be something like the <a href="http://visualhud.pk69.com/" target="_blank">Quake Live VHUD</a> system... I'd really like to do something like that to be able to design more quickly, but I'm just not experienced enough to do it in any reasonable amount of time.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Love you all long time, thanks a bunch!!

    It's beautiful Yuuki, thanks a ton. Any idea where/how to get rid of the waypoints, or if it's even possible? (they are cinematic files right?) I agree the customization of the UI is way too difficult :/ portions of the UI are everywhere in the game folders/lua files.. 'hence my plea for help, heh. I wish they would make is easier to mod/tweak as well.


    But again thanks for all the help.


    To merge with menumod:
    -extract the .lua files into the lua folder in menumod
    -extract the 'hud' folder into the lua folder in menumod
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited June 2012
    Well, I've found an extremely crude fix for waypoints, I'm not sure how to get rid of them but you can make them hilariously small by editing some of the size/scale values in the GUIwaypoints .lua file. :s


    edit: also the only thing that is slightly inconvenient about using this is that score no longer pops up when you've killed something, which admittedly I relied on a bit.. not a big deal though. Still an awesome mod for being thrown together, improves the game a lot for me.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited June 2012
    I hate this "+5" thing but it's true it's weird at first when you remove it.

    To put it back, replace the original function in GUINotifications.lua.

    I though a bit about making a cleaner version of this, that wouldn't require so much update on new builds, but it's not too easy. On my first version, I also moved some elements on the map key (display only when map key is pressed), like the health.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function GUINotifications:UpdateScoreDisplay(deltaTime)

        if self.scoreDisplayFadeoutTime > 0 then
            self.scoreDisplayFadeoutTime = math.max(0, self.scoreDisplayFadeoutTime - deltaTime)
            local fadeRate = 1 - (self.scoreDisplayFadeoutTime / GUINotifications.kScoreDisplayFadeoutTimer)
            local fadeColor = self.scoreDisplay:GetColor()
            fadeColor.a = 1
            fadeColor.a = fadeColor.a - (fadeColor.a * fadeRate)
            self.scoreDisplay:SetColor(fadeColor)
            if self.scoreDisplayFadeoutTime == 0 then
                self.scoreDisplay:SetIsVisible(false)
            end
        end
        
        if self.scoreDisplayPopdownTime > 0 then
            self.scoreDisplayPopdownTime = math.max(0, self.scoreDisplayPopdownTime - deltaTime)
            local popRate = self.scoreDisplayPopdownTime / GUINotifications.kScoreDisplayPopTimer
            local fontSize = GUINotifications.kScoreDisplayMinFontHeight + ((GUINotifications.kScoreDisplayFontHeight - GUINotifications.kScoreDisplayMinFontHeight) * popRate)
            self.scoreDisplay:SetFontSize(fontSize)
            if self.scoreDisplayPopdownTime == 0 then
                self.scoreDisplayFadeoutTime = GUINotifications.kScoreDisplayFadeoutTimer
            end
        end
        
        if self.scoreDisplayPopupTime > 0 then
            self.scoreDisplayPopupTime = math.max(0, self.scoreDisplayPopupTime - deltaTime)
            local popRate = 1 - (self.scoreDisplayPopupTime / GUINotifications.kScoreDisplayPopTimer)
            local fontSize = GUINotifications.kScoreDisplayMinFontHeight + ((GUINotifications.kScoreDisplayFontHeight - GUINotifications.kScoreDisplayMinFontHeight) * popRate)
            self.scoreDisplay:SetFontSize(fontSize)
            if self.scoreDisplayPopupTime == 0 then
                self.scoreDisplayPopdownTime = GUINotifications.kScoreDisplayPopTimer
            end
        end
        
        local newScore, resAwarded = ScoreDisplayUI_GetNewScore()
        if newScore > 0 then
            // Restart the animation sequence.
            self.scoreDisplayPopupTime = GUINotifications.kScoreDisplayPopTimer
            self.scoreDisplayPopdownTime = 0
            self.scoreDisplayFadeoutTime = 0
            
            local resAwardedString = ""
            if resAwarded > 0 then
                resAwardedString = string.format(" (+%d res)", resAwarded)
            end
            
            self.scoreDisplay:SetText(string.format("+%s%s", tostring(newScore), resAwardedString))
            self.scoreDisplay:SetFontSize(GUINotifications.kScoreDisplayMinFontHeight)
            self.scoreDisplay:SetColor(GUINotifications.kScoreDisplayTextColor)
            self.scoreDisplay:SetIsVisible(true)
        end

    end<!--c2--></div><!--ec2-->
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited June 2012
    I've removed the minimap in my Proving Grounds mod, you can grab the code from there :)

    It is basically just a case of removing al the code for the minimap, but just do a compare on the Marine GUI files in my mod with the one's in the actual game to see the difference.

    Here is a screenshot of the UI in my mod, as you can see, I have got rid of almost everything :)

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00005.jpg" border="0" class="linked-image" />
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    Anyway to get minimap back?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1946543:date=Jun 25 2012, 09:14 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jun 25 2012, 09:14 PM) <a href="index.php?act=findpost&pid=1946543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyway to get minimap back?<!--QuoteEnd--></div><!--QuoteEEnd-->
    In lua\Hud\Marine\GUIMarineHud.lua, delete line 331:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.minimapBackground:SetIsVisible(false)<!--c2--></div><!--ec2-->

    and change line 334
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.minimapScript:ShowMap(false)<!--c2--></div><!--ec2-->to this
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.minimapScript:ShowMap(true)<!--c2--></div><!--ec2-->
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    Thanks :> Still need to find where I can get the score back when I kill someone and then it will be purfect!
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=1946687:date=Jun 26 2012, 07:10 AM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jun 26 2012, 07:10 AM) <a href="index.php?act=findpost&pid=1946687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks :> Still need to find where I can get the score back when I kill someone and then it will be purfect!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yuuki posted that above, at the bottom of the GUINotifications.lua file you'll see the last section start with "function GUINotifications:UpdateScoreDisplay(deltaTime)", replace everything below that with what Yuuki posted above and the score pop-ups will be back.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    It spams me with console errors now when I try and use it :( I was afraid it would break... I suppose if it's too much work to keep it working from patch to patch I will wait to plea for something like this once the game is out :s
  • dreabdreab Join Date: 2012-07-27 Member: 154392Banned
    r_gui false isn't good enough?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It's almost perfect yes, I play with r_gui 0 sometimes, it's so much better. There is just some stuff lacking like the minimap and the buy menu.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited July 2012
    I'm thinking about doing a small script to make modifications easier. You will need to write down in a very simple xml file describing which part of which file to modify, and the script will apply all the modifications to the current lua files, telling you which one failed if any. Each modification will have an option group assigned, so you can easily generate different versions :

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><optionGroup>
    waypoints    
    </optionGroup>

    <infile>
    Marine_Client.lua
    </infile>

    <replace>
        // Don't draw waypoint if we have hints displaying (to avoid the screen telling the player
        // about too many things to do)
        local waypointVisible = true
    </replace>

    <by>
        // Don't draw waypoint if we have hints displaying (to avoid the screen telling the player
        // about too many things to do)
        local waypointVisible = false
    </by><!--c2--></div><!--ec2-->

    It would also help to have other people help me to remove elements of the GUI. If anybody is willing to help.
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