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Detrimental Effects Overlapping
As the title suggests, I'm currently having problems with detrimental icons overlapping when the icon size is increased, even by 1 or 2 increments (makes it interesting when you go back and do old content like Trakanon :(). Has anyone else had this problem, and if so, is there a way to fix it?
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Anyone? Would be nice to get a fix up....if nobodies updating Profit anymore it might just be time to move to another UI sadly.
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It seems to be a UI bug, and is only countered with resizing the window. Seems to be a problem with changing the iconbank size. I have the same problem with my effects/detrimental window mods.
It may be fixable by editing the code to dynamically changed the size of the window, and then set the size back (so it's not noticeable) but I haven't tested it yet. |
any news ? I have been with this problem for some weeks now, never found a solution.
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Outside resizing your window, not much you can do with modifying the code. Even after changing the size sometimes it still happens.
I'm actually noticing it happen with the default UI. I fixed it in my effect(s) window(s) by making it alter the size every few seconds (NorrathTime dynamic data). Minimal code so no diminishing effects to performance. |
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how that ? |
If you mean code wise:
It changes the CellSize to the current size minus 1, and then sets it back. On the plus side, you see no visual changes occuring, but you can see it often fixing itself. Icons showing up behind other icons soon snap to where they're supposed to be. I suggest /bug'ing this in game or leaving feedback at the Sony forums. -Drum |
how do you code that ? I'm interested ...
well anyway in 1/2 weeks, i think I'll have to change UI, as profit is, right now, dead ... will test Drum this week if I have time. |
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And there are people who are maintaining the UI to this day. |
dead?
I would like to jump on the bandwagon here and say that anyone who thinks this UI is dead just isn't' paying attention. The people who are keeping Profit alive have clearly been hard at work, for no pay, and for hours and hours just to make sure Profit stays viable. For that they get our complaints and pleas for this and that to be added or removed or changed and they address just about all of them.
I know its frustrating to ask a question and have to wait for a reply, but that's the nature of the beast. These time consuming projects are done in people's spare time. There is no guarantee that the person creating and maintaining your UI will still be around tomorrow. RL interferes, people get burned out. When we send bug reports to Sony they often reply with a "we're looking into it" and we are forced to wait forever. And for that we get to keep paying. I'm sure that the comment that the UI is dead and the suggestion that it has to be abandoned in favor of another wasn't meant to be rude or impatient. This is a great UI that makes the game better for all of us. Making do with an annoyance or two is a small price to pay for a custom UI. And, of course, one can always go back to the default UI. /defensive rant mode off Deirdre |
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I'm sorry, certainly did not pay attention, I thought no one was anymore working on it...
I apologize to those who still are doing it, I know it is a lot of work. P.S. and I still would like to know how to resize detrimental window every 30 sec ... but that's another point ! |
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OnTextChanged="Parent.Width = Parent.Width -1on a suitable dynamic data object. Hope you guys checked whether just increasing the size of the volume object does not fix your issue though. |
Honestly, every 30 seconds would be too slow. Especially if you're fighting and need to watch for specific ones.
Best you can do is use a text object with the dynamic data for in-game time, which updates like every 2 seconds I think. It could be 3 or so... DynamicData="/GameData.General.Time" (yes this is correct, local time is GameData.General.EarthTime) OnTextChanged would be the following: Code:
Parent.VolumeSizeCheck.size=Parent.Volume.cellsize- Get the width of the cellsize - Set a variable as that width minus 1 - Set our real cellsize to 1 smaller - Set our real cellsize back to normal Just tampering with the volume size didn't fix the issue when I tried. The above works great, and I do the same on both Effects and Detrimental Effects |
I am a little confused, but which file would I change in the UI?
Thx |
good question
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Had this problem too. It's a little bit weird that this only happens when you change icon sizes via the profit prefs when the game is running.
If you have a preferred default size simply edit the file _ProfitUI_Settings_EffectsIconSizes.txt This is my file with detrimental icons largened a little bit: Code:
<?xml version="1.0" encoding="utf-8"?>Hope it works for you too. |
This bug happens in default UI, including on Beta. Maybe not all the time, but I've seen it happens lots.
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of course I added that updater does not load that file ;) |
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