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PostPosted: 13 Aug 2007, 17:09 
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Yeah, it bothers me aswell.. There will be an option to change the amount of text lines but that probably won't be any time soon..

I'll also add the ability to make windows not eat mouse-clicks so you can just click through the chat window.. Combined with transperency and decaying messages that should be even better (these two are already possible)..


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PostPosted: 13 Aug 2007, 17:10 
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Thank you, then, in advance!


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PostPosted: 13 Aug 2007, 17:52 
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Now you can click through the console/chat/text window..


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PostPosted: 14 Aug 2007, 04:31 

Joined: 04 Sep 2005, 00:25
I noticed the coding on the old playerinfo was radically different, such that I couldn't even figure out where or if there was a simple tag (like the other one) that would let me see global kill and death scores. That and the inablity for me to resize the minimap are all I've got to complain about. You've done a great job.



I have a question though, when I use the "tweak" setting, what are the empty invisible boxes I find in the lower left corner? There's two of them and I have no idea what they are or why they're there. Can you elaborate?


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PostPosted: 14 Aug 2007, 12:08 
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In the lower left corner are the tooltip and a little buildpic of the currently hovered unit.. Everything else is not part of IceUI..

For example the FPS widget contains example code that shows how to use the Tweak-Mode.. That is a (blue I think) box in the lower left corner.. Maybe I should ask trepan to remove it because it was only an example for widget authors and I think there are enough examples out there now (*hint* *hint*)..


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PostPosted: 14 Aug 2007, 12:36 

Joined: 17 Nov 2005, 00:52
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Consider it gone for the next release.


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PostPosted: 14 Aug 2007, 12:40 
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Now that was way too easy.. :wink:


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PostPosted: 11 Sep 2007, 12:32 

Joined: 18 Dec 2005, 20:21
Location: kent, uk
Stuff like Dragon's Teeth counts as a loss in the kill section of playerinfo. I don't really know if it's possible to fix or easy but I thought I'd point it out.


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PostPosted: 11 Sep 2007, 13:06 
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Just don't count units with "isfeature" for the bodycount?


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PostPosted: 18 Sep 2007, 22:58 
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Oops, sorry, I didn't notice anyone posted here..

I don't count the units myself.. It's just another Lua callout..

I could of course write an own counter but it would restart if IceUI/LuaUI is reloaded during a game and I prefer to use the callout..

In other news:

I'm sorry that there hasn't been any progress on IceUI lately.. I will continue work, I promise. It's just that I've been busy with the ladder and my Lua lobby bot. Both of them are far less complex than the lobby and as soon as they are "feature-complete", I will return to IceUI work.


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PostPosted: 23 Sep 2007, 00:57 

Joined: 08 Jul 2006, 18:07
Why do I get like a 40 FPS increase if I alt-tab out of Spring and then back to it with IceUI enabled?


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PostPosted: 23 Sep 2007, 02:30 
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You can get the same effect with /luaui reload. It's not MelTraX's fault, but the engine is inefficent at rendering some things.


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PostPosted: 26 Nov 2007, 20:37 
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I found myself disabling IceUI when playing E&E because it doesn't display the fuel at all. Also would be useful to have the unit description show up for units too instead of only on buildpics. I think the description and fuel are a buit more important than that huge E/M display (would it be possible to hide values there that are 0 anyway? No point in showing the M production of a solar).


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PostPosted: 26 Nov 2007, 20:54 
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iceui eats fps ^^


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PostPosted: 26 Nov 2007, 20:56 
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Yep. That's why i don't use it. But I have an old computer...


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PostPosted: 27 Nov 2007, 00:14 
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I agree that the tooltip for units is far from optimal.. I just displayed what IceXuick included into his design but I guess he either didn't think about the different unit types or it was just for one unit type..

Anyway, you can switch to the "normal" tooltip in tweak-mode (after right-clicking the tooltip) and I will improve it when I'll have some time..

There's still so much to do and I barely have any free time since I'm studying and working atm..

Btw, my local copy displays the mod sidepics now if it doesn't have own icons.. Problem is that the colour isn't shown at all then.. Once that is resolved I will commit that little change (and optional support for jKs BlurApi to blur window backgrounds)..


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PostPosted: 27 Nov 2007, 03:42 
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MelTraX wrote:
There's still so much to do and I barely have any free time since I'm studying and working atm..

noes someone give MelTraX some more holidays :-)

I have a minor bug to report: in the tooltip if you mouse over the unit of another player it still shows your color in the icon.


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PostPosted: 27 Nov 2007, 10:10 
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Hmm.. I know that it happens if you hover a unit on the minimap because rays on it couldn't be traced in 0.75b2 (afaik) and I don't know if it's supported in the next version..

It should, however, work fine for units in the normal viewport.. Maybe it only works while specing (I should really play some more)..


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PostPosted: 28 Nov 2007, 17:58 

Joined: 08 Jul 2006, 18:07
DOT wrote:
iceui eats fps ^^

So does shadows, water, ground decals, high resolution, antialiasing, etc.

It's a small price to pay for the extended functionality and customizability really.


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PostPosted: 28 Nov 2007, 19:40 
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I don't think it's the fact it takes up a resource footprint, but rather that the amount it takes is disproportionate to what's expected.

By what this thread suggests, IceUI is a bigger performance hit than reflective water is over basic water.


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