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Ayyyyyyy, gotta install this soon!

 

and fix my sa installation cause it crashes lol

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I like it!

However may I suggest you make the top-level menu usable with the mouse as well?

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damn the menu looks great but I got a weird issue after installing this:

Whenever I use my gamepad (dinput, converted to xinput through x360ce) the framerate drops heavily (to like 10 fps) when I shoot someone, pick up items or a lot of vehicles spawn into view.

Now the weird part comes: when I don't use the gamepad but play using my keyboard and mouse no framerate drops occur whatsoever.

 

EDIT: Seems to be another things issue now, since removing this mod still causes it however all was fine before I installed this ._.

 

EDIT2: Fixed now, for whatever reason force feedback caused this issue after I installed this (and wouldn't go away even after removing it even if using a clean install), I can live without it.

Edited by LaDiDa
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However may I suggest you make the top-level menu usable with the mouse as well?

Wait isn't the mouse usable.

 

0iTjML4.png

 

 

Press ESC and you'll see what he means. That's gonna come in the next version by the way.

 

leak'd

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Igor Bogdanoff

Just uh, like in vanilla

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Igor Bogdanoff

Probably, i checked it on my copy and it works there fine there. You could list mods you are using.

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1. You can't load the plugin from modloader

 

2. Text has some weird outline shadow, making it very bold, even using Mobile version fonts. Also, the text intro is broken when using the in-built widescreen fix, it seems. I don't know if is related to custom SCM or I was using TAG's WS fix at the same time. I need to confirm the latter.

 

3. Text title from Display and Graphics doesn't change, is "Display" in both (happens in-game too), also you didn't change the order (and I don't know if you will do it) from Display > Graphics to Graphics > Display, fits and looks better since you don't added the Gallery option.

 

 

rZnULoI.png

zhUoZ4f.png

 

 

 

4. Loading, health and armor bars are too wide and looks weird when using "fit to screen" or 16:9 option from this plugin. They aren't this wide in a clean game.

 

 

KBFHIuA.png

 

 

 

5. Same as above, but with the in-built widescreen fix enabled but the bars aren't too wide and radar ring is untextured for unknown reason using the in-built widescreen fix.

 

 

1pxP33g.png

 

 

 

6. Any CLEO that draws a menu is wrong positioned using the in-built widescreen fix, in this case should be at center. Including missing text color (draw text) at top, or is that weird outline again?...

 

 

mRYyuQJ.png

 

 

 

7. I don't know if the font looks a little weird, also you should remove the GInput text box since is useless thanks to the clear instruction of the trip skip icon:

 

 

D5t5s9l.jpg

 

 

 

8. And this is using TAG's Widescreen Fix with your in-build widescreen fix disabled. Loading, health and armor bars are too wide again, looks like TAG's WS fix isn't doing his job completely when this plugin is in use but CLEO menus, draw texts and stuff seems to work fine (I didn't fully tested):

 

 

Ti267RN.jpg

 

 

 

That's all... for now.

Edited by Inadequate
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1. You can't load the plugin from modloader

 

2. Text has some weird outline shadow, making it very bold, even using Mobile version fonts. Also, the text intro is broken when using the in-built widescreen fix, it seems. I don't know if is related to custom SCM or I was using TAG's WS fix at the same time. I need to confirm the latter.

 

3. Text title from Display and Graphics doesn't change, is "Display" in both (happens in-game too), also you didn't change the order (and I don't know if you will do it) from Display > Graphics to Graphics > Display, fits and looks better since you don't added the Gallery option.

 

 

rZnULoI.png

zhUoZ4f.png

 

 

 

4. Loading, health and armor bars are too wide and looks weird when using "fit to screen" or 16:9 option from this plugin. They aren't this wide in a clean game.

 

 

KBFHIuA.png

 

 

 

5. Same as above, but with the in-built widescreen fix enabled but the bars aren't too wide and radar ring is untextured for unknown reason using the in-built widescreen fix.

 

 

1pxP33g.png

 

 

 

6. Any CLEO that draws a menu is wrong positioned using the in-built widescreen fix, in this case should be at center. Including missing text color (draw text) at top, or is that weird outline again?...

 

 

mRYyuQJ.png

 

 

 

7. I don't know if the font looks a little weird, also you should remove the GInput text box since is useless thanks to the clear instruction of the trip skip icon:

 

 

D5t5s9l.jpg

 

 

 

8. And this is using TAG's Widescreen Fix with your in-build widescreen fix disabled. Loading, health and armor bars are too wide again, looks like TAG's WS fix isn't doing his job completely when this plugin is in use but CLEO menus, draw texts and stuff seems to work fine (I didn't fully tested):

 

 

Ti267RN.jpg

 

 

 

That's all... for now.

Using the built-in widescreen fix and another widescreen fix at the same time it's wrong.

The big bars bug will be fixed in next release.

You may deleted somehow the radardisc texture from hud.txd?!?

Menusystem it's meant to be at the left side of the screen and at the same size of the text box, isn't a bug.

I cannot change GInput text strings for trip skip.

 

Thanks for reporting.

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One bug I noticed, no matter how deep in the submenus I got (say, Controller -> Redefine controls -> Foot controls), pressing Esc doesn't bring me exactly one level higher, instead it will bring me all the way up to the top (or bottom, depends on how you look at it) menu. And yeah, navigating it with mouse would be cool. You could also do a switch in the INI to make these "tabs" change either on mouseover or on click.

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I forgot to add... when you are in the pause menu using a pad (I'm using a DS4 by the way), if you press the start button to exit the menu doesn't work, instead I need to press Y/Triangle to exit. I don't know if using Keyboard and ESC works though.

Edited by Inadequate
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My question was ignored (or just lost) so I will ask again. Is bottom options name text taken from GXT or not? I ask this because I use non-native GXT table and fonts, so bottom menus looks terrible. Is it possible to make it use GXT entries?

Edited by Marsi4eg
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My question was ignored (or just lost) so I will ask again. Is bottom options name text taken from GXT or not? I ask this because I use non-native GXT table and fonts, so bottom menus looks terrible. Is it possible to make it use GXT entries?

I opened the ASI in Notepad++ and found these text entries inside written in several language so it appears that SkyUI has them coded in it.
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My question was ignored (or just lost) so I will ask again. Is bottom options name text taken from GXT or not? I ask this because I use non-native GXT table and fonts, so bottom menus looks terrible. Is it possible to make it use GXT entries?

They're coded sadly, as i didn't found them all into the gxt.

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That leads to an idea of loading GXT entries from an external file. Maybe additional section in the INI so it would clutter the game folder. Or SkyUI.gxt, maybe?

 

Maybe SkyUI.fxt? But this will make plugin Cleo-dependent

 

Adding a editable text file for SkyUI can be done i think. No cleo fxt btw.

Edited by _AG
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LHfZnMxl.png

:inlove::inlove::inlove:

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