I completely overlooked something in the add-on when I fixed it to work with all the new changes. I made it work with the alignment, so it could be positioned at the bottom. What I didn’t do was move the icons down as well… Someone kindly made me aware of that and I have now fixed it. :)
Seems a few bugs had snuck in in version 2.4.4, so here’s a new version to hopefully sort that out. :)
- Added the option to hide the GUI edit mode lock icon.
- Fixed positioning of some groups not being correct (ending up at the far left). You might have to reset the positions to fix this.
- Changed compass Y position check to allow for +/- 2 points in each direction. If you’ve moved it somewhere on the bar it might not be at exactly 0 on the Y axis.
- Changed how the compass’ Y position is checked to hopefully prevent cases where it bar slot mode would wrongfully switch to group mode from compass.
- Changed so that if you reset bar slot positions and the compass has been moved and you’re in group mode, it will populate the bar slots from the center of the bar.
I mentioned I’d write about why there was a huge delay in “anything happening” with my add-ons, so here goes!
A long time ago I said (on the TSW forum) that I would look into releasing the source code for my add-ons since I wasn’t going to work on them, as I wasn’t playing the game anymore (that’s another story, and the cause isn’t that we didn’t like the game anymore, because we did).
This, however, never really came to pass, and let me explain why…
There was talk between Didek (Tim Donks), Joel Bylos and myself about putting some of my add-ons into the game, meaning I’d hand over the code to Funcom and they’d take it from there, making them part of the base UI. It’s something that has always been the case; that if Funcom (or any other company who’s game I’ve made add-ons for) asked for the source code to put it into the game, I would give it to them. After all I make add-ons to give people a better experience in the game, using the UI or in combat by being more efficient through better data display and such, and if a developer sees that and want to put it into the game, then I’m all for it. It just means I won’t have to support the add-on anymore and I can focus on developing new things, which is far more fun. :)
The “payment” for them getting my add-ons would merely be an entry into the credits of the game, which is perfect. I get recognition for my work and that’s cool. I’m not looking to “cash in” on my add-ons, that has never been the drive behind doing this.
The talk started between Tim and Joel (I think it was originally Joel’s idea), but then Funcom ran into the trouble they did because of the low TSW sales, which meant that Tim decided to leave Funcom. Tim was the guy I had contact with and he was relaying to me that there was an interest in making this happen. So with Tim gone it kind of died down. There were some attempts at trying to get it back on track, but poor timing seemed to have foiled those.
After a while I decided to write Glaucon, the UI guy on TSW, to tell him what was up and offer my add-ons again. I sent him a PM on the forum, but months later I had not heard anything from him.
I then decided to write Joel himself – go directly to the source. But I did that the day before it was announced that he would be going elsewhere in Funcom and thus no longer working on TSW, so that was just poor timing.
So all of this (and a few other personal matters) meant that nothing really happened for a long time, which sucked for everyone still using or wanting to use my add-ons (but couldn’t because of issues that had crept up as the game got updated).
However as you’ve also seen I’ve decided to fix my add-ons and get them up and running again, so people can enjoy them. I know a lot of people rely on them and I quite honestly felt bad leaving people hanging, which is why I’m putting in the time to get them working.
Right now Tilty has taken it upon himself to figure out if putting my add-ons into the game is something that can be done. The reason I’m still pursuing this is that I think it’s the best option for everyone. Funcom gets the code to put something into the game that works better than their current options (especially thinking Topbar Information Overload and Deck Manager here) and they will keep being maintained, because they’re now part of the base game.
However if this can’t happen (there are apparently some legal issues that might prevent it) I will release the source code. That is a promise. I won’t leave you people hanging (again), so if this last thing here doesn’t pan out, I will look into releasing the source code for all my add-ons in some form.
It’s also quite likely that Funcom won’t be putting all my add-ons into the game either, so regardless the source code for any remaining add-ons will get released.
I do apologize for the time it’s taken to clarify what’s going on and the complete lack of reaction from my side, but sometimes things just get in the way. Never the less things are moving in the right direction and this will get a resolution hopefully it the not too distant future. :)
Took a little while longer than expected, due to lack of time, but here’s a new version fixing some things and adding/changing others.
Here’s the changelog:
- Added info text to the Add-on Manager window so people know to right-click an add-on in the list to open the slot picker.
- Added icons to the add-on list in the Add-on Manager to quickly show if an add-on has settings and can be slotted.
- Added item spacing option for adjusting the spacing between each item in the bar (excluding slots, they already have their own).
- Added option for how to show the menu button. It can now either be only the icon, only the text or both.
- Removed the ability to show/hide icons for currencies – they are now always shown.
- Changed the settings window to use newer code and it’s also easier to navigate (more clear separation).
- The “Clear Unused Slots” button now aligns to the right of the Add-on Manager window.
- Cleared up the “Close window when opening add-on” text in the Add-on Manager window.
- Fixed drop shadow effect “growing” in some cases.
- Fixed so that if the compass has been moved (mainly if its vertical position has changed) and the slots are set to follow the compass, it will set the slot position mode to group instead.
- Fixed Add-on Manager, Bar Slot Settings and VTIO Settings window sizing bug that could cause them to “grow” when opened/closed multiple times.
- Fixed default width of Add-on Manager window to prevent it being resized smaller than the space it needs for the buttons.
Imagine that, eh? :)
But here it is, a new and working version of Topbar Information Overload, also called version 2.4.3!
I want to apologize for the time it’s taken to get the issues with it sorted out. There’s a longer story behind it and I’ll probably write that tomorrow so you know why.
Never the less it had come to a point where something had to be done, so you all could still use this add-on again without missing out on other features, that’s been added since its last update (which is almost 1½ years ago). So yeah, here it is!
It was updated from the 2.3.3 source code (that’s another story), so there’s a few non-essential things missing right now, but I will get those back in. The missing things are:
- The icon animation feature for add-on developers.
- The better options menu.
- The menu label/icon show/hide function.
And here’s the changes (from 2.4.2):
- Added the edit GUI functionality.
- Added the pets menu item.
- Added all currencies as options (excluding coupons).
- Added so the currently selected add-on has its number in green in the slot picker.
- Fixed so it can properly be set to show at the bottom without issues (using the game’s option for that).
- Fixed alignment issue with the latency icon (it was positioned too low in relation to the text).
- Fixed hiding latency text also hiding the icon.
- Fixed an issue with the Escape stack that would cause extra amounts of presses of Esc to get to the Escape functionality.
Hi! Long time, eh?
I’m currently working on an update to Topbar Information Overload since it’s basically “broken” at this point.
I actually have it fixed and updated to work in the latest version of TSW (and working with the new UI settings in the base game).
I’ll also add the option to show all currencies (excluding coupons).
However I noticed something… The source code I’m working on is the 2.3.3 version. I actually sort of lost the original source code for my add-ons during some SSD drive changing, but did manage to find a backup of the source code (yay!). Apparently though that code is a bit older than the most recent released versions, so I basically have to re-create/fix some things to get it back to version 2.4.2 state. I’ll probably skip non-essential stuff and get a new version out as quickly as possible.
And of course it’s been ages since I’ve touched any of this code, so I need to get my head around all of it again. :P
I had time to finish the preliminary support for augments, so that’s in now! :)
Augments are now supported when saving, loading, updating and importing/exporting (including backup/restore) decks.
It is preliminary so there’s for instance no checks to see if you have augments unlocked and have the augments you’re trying to use in the deck, so just be aware of that.
I also fixed a bug when loading decks while abilities were on cooldown, so the system should work better now.
More stuff will come, but I wanted to get augments in quickly and not have them delayed by all the other stuff I need to do to Deck Manager.