AnotherHUD

Want to share your Mod with the world? Feel free! (no file uploads are hosted here. Please post links to your own hosting for mod files).

Moderators: Runic Games, Perfect World

AnotherHUD

Postby lpcore » Fri Oct 30, 2009 4:39 pm

Here's another modified HUD example. It is kinda useless, just compacts the HUD in the bottom left corner, but maybe it can serve as an illustration.

INSTALLATION:
Unzip to mods/ folder. No additional steps required.

(POTENTIAL) ISSUES:
  • The HUD overlap with the bottom of the character pane as well as the bottom of pet inventory. I haven't looked into resizing the left side panes (probably doable). Main problem is remaining stats are not visible.
  • The 4 buttons for pet window (and whatever) are currently disabled.
  • Only tested running Torchlight on Linux (using WINE).
  • AnotherHUD adds a new DDS imageset (ui3.dds). No idea if this can cause problems on some setups.
  • All the issues I haven't noticed (yet)
NO WARRANTY! For all I know, installing AnotherHUD may cause Armageddon.

DOWNLOAD: http://www.core.dk/~lp/torchlight/AnotherHUD-0.2.zip

SCREENSHOT:
Image
Last edited by lpcore on Fri Oct 30, 2009 7:15 pm, edited 1 time in total.
lpcore
 
Posts: 8
Joined: Fri Oct 30, 2009 3:41 pm
Location: Niflheim

Re: AnotherHUD

Postby jamesL » Fri Oct 30, 2009 4:43 pm

VERY nice
and its nice to know you got the game to run under wine
any workarounds you had to do or was it pretty straight forward ?
jamesL
 
Posts: 1841
Joined: Fri Jun 05, 2009 8:01 pm

Re: AnotherHUD

Postby lpcore » Fri Oct 30, 2009 4:52 pm

jamesL wrote:VERY nice
and its nice to know you got the game to run under wine
any workarounds you had to do or was it pretty straight forward ?


It was fairly straight forward, I just had to install the visual c++ runtime.

Here is a thread discussing running Torchlight using WINE:
http://forums.runicgames.com/viewtopic.php?f=5&t=1272&hilit=wine
lpcore
 
Posts: 8
Joined: Fri Oct 30, 2009 3:41 pm
Location: Niflheim

Re: AnotherHUD

Postby PuceMoose » Fri Oct 30, 2009 5:02 pm

bottomhud.layout!! Excellent, that's the file I needed to change for my own HUD mod I think; I never even saw that file.

Thanks for your work on this!
User avatar
PuceMoose
 
Posts: 81
Joined: Thu Oct 22, 2009 3:44 pm
Location: Tennessee

Re: AnotherHUD

Postby Vis » Fri Oct 30, 2009 5:20 pm

PuceMoose wrote:bottomhud.layout!! Excellent, that's the file I needed to change for my own HUD mod I think; I never even saw that file.

Thanks for your work on this!


I tried moving the player health and mana bubbles in bottomhud to the top of the screen, and to a small extent, you *can* move them, but only a little before they start to disappear under where I'm assuming the invisible bottom hud box ends, it starts to cut off. If anyone knows how to get around this, let me know.
Vis
 
Posts: 149
Joined: Sat Oct 24, 2009 10:11 am

Re: AnotherHUD

Postby lpcore » Fri Oct 30, 2009 5:27 pm

Vis wrote:I tried moving the player health and mana bubbles in bottomhud to the top of the screen, and to a small extent, you *can* move them, but only a little before they start to disappear under where I'm assuming the invisible bottom hud box ends, it starts to cut off. If anyone knows how to get around this, let me know.


It is doable. Look for the
Code: Select all
<Window Type="GuiLook/StaticImage" Name="PlayerHealth">
definition in the bottomhud.layout file. The health and mana bubble windows are embedded inside this window (which only covers the bottom 120 pixels of the screen). If you move them up one level into the toplevel window "PlayerHealthRoot" you can place them where ever you want.

Followup: You still may want to group them in a window and thereby position them relative to this window. Makes it easier to move the whole thing around on the screen if needed.
lpcore
 
Posts: 8
Joined: Fri Oct 30, 2009 3:41 pm
Location: Niflheim

Re: AnotherHUD

Postby Makikou » Sat Oct 31, 2009 2:31 am

Looks excellent :o
Alps wrote:Aw man, somebody spilled their Diablo and got it all over my Torchlight.


JBeck wrote:Hi, I'm Jason Beck...and I approve this message.


+1
http://www.torchlightinsider.com/
User avatar
Makikou
 
Posts: 29
Joined: Fri Oct 30, 2009 6:57 am
Location: Finland

Re: AnotherHUD

Postby volvox » Sat Oct 31, 2009 2:38 am

I'll not use this one (I just don't like it that much) but I DO LOVE all you people working on HUD mods!! Keep 'em coming...
User avatar
volvox
 
Posts: 15
Joined: Fri Oct 30, 2009 3:16 am
Location: Germany

Re: AnotherHUD

Postby cacysunlee » Sat Oct 31, 2009 5:34 am

great job ! :)
User avatar
cacysunlee
 
Posts: 53
Joined: Sun Aug 23, 2009 4:19 pm
Location: proxima centauri

Re: AnotherHUD

Postby Minifig » Sat Oct 31, 2009 10:28 pm

Awesome!
Minifig
 
Posts: 94
Joined: Thu Oct 29, 2009 9:49 am

Re: AnotherHUD

Postby Lunalotic » Sun Nov 01, 2009 4:00 am

Verry nice.
Thx
I Love Skeletons ! .............................................. I Love Skeletons !
Image
I Love Skeletons ! .............................................. I Love Skeletons !
User avatar
Lunalotic
 
Posts: 19
Joined: Sun Nov 01, 2009 3:13 am
Location: Belgium

Re: AnotherHUD

Postby simsim » Tue Nov 24, 2009 5:43 am

I love this new UI. But I'd like to place the HUD in other position. May I ask a favor?
Could you make a version that the HUD is placed in the bottom center of the screen, not bottom left?
So that the HUD does not obscure both right/left panel. Thanks, anyway.
simsim
 
Posts: 18
Joined: Sat Nov 07, 2009 5:24 pm

Re: AnotherHUD

Postby muffinlove » Sat Dec 05, 2009 9:37 am

nice man, iv done a download on the mod and will give it a go later. but i have a question, is there any tutorials on how to re-mod the interface. id like to re skin it as well.
Class: Alcamist/Name:Laif/Dog(tommas)/Game Mode: Hard
User avatar
muffinlove
 
Posts: 16
Joined: Thu Dec 03, 2009 12:59 pm
Location: Sweden

Re: AnotherHUD

Postby Aero » Sat Dec 05, 2009 11:34 am

First, very nice changes, I like them a lot.

Second, I have been playing the alchemist as a summoner using the nether imps ect. however I dont get to see how many minions I have active out of my available set. Is there any chance that you could develop another mod to display the available number of minions from a set of skills? i.e. a box showing that I have x/X (available through talent points) nether imps and their health bars also including the 1/1 melee robot (provided that there are points in the skill) and the 1/1 ranged robot (same stipulation).

I envision this type of mod to be similar to the pet health bars in the top of the screen.

It may be outside the scope of "minions" but an additional box for the learned summons like the zombies or skeletal archers would also be helpful.
User avatar
Aero
 
Posts: 2
Joined: Sat Dec 05, 2009 11:28 am

Re: AnotherHUD

Postby muffinlove » Sat Dec 05, 2009 5:24 pm

Aero wrote:Is there any chance that you could develop another mod to display the available number of minions from a set of skills? i.e. a box showing that I have x/X (available through talent points) nether imps and their health bars also including the 1/1 melee robot


there is a post about that on the forum viewtopic.php?f=20&t=8672&start=0&hilit=minion and the awser is no atm. i my self hade the same question in my head. im going to do some research, and se what i can find out. as i to play a mel/summoner alc.
Class: Alcamist/Name:Laif/Dog(tommas)/Game Mode: Hard
User avatar
muffinlove
 
Posts: 16
Joined: Thu Dec 03, 2009 12:59 pm
Location: Sweden

Re: AnotherHUD

Postby Aero » Sat Dec 05, 2009 7:37 pm

Thanks for the reply, are there any estimates about when the mod pack will be able to support that type of change?
User avatar
Aero
 
Posts: 2
Joined: Sat Dec 05, 2009 11:28 am


Return to Mod Showcase

Who is online

Users browsing this forum: No registered users and 18 guests