MXL Sigma: Screenshot Thread

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whist
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Tinting implemented and icon size slightly reduced (28x28). Also when it reaches more than 8 icons, it splits in rows (buff and debuffs are counted separately)
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Arhowk wrote:Whist I have a question for you- the UI in that picture isn't hand made right? I was digging through the diablo 3 CASC files and I didn't find anything that looked like what you have there (though I only limited my search to the D2UI .tex files, couldn't possibly look through everything)


You want to ask Zartok for this, he was the one to make the GUI work. Although he seems to be gone. (and that does slow me down on the GUI development...)
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Stealthmaster
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Freezed and poisoned mode look awesome :D whist, are you planning to add an icon for slow debuff? hourglass?
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whist
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Stealthmaster wrote:Freezed and poisoned mode look awesome :D whist, are you planning to add an icon for slow debuff? hourglass?


As already mentioned earlier, that's all up to Marco. Those are for concept testing only (as a matter of fact, my icons for poison/frozen are not the best, I hope Inertia or someone else could make some more interesting icons for them), Marco will be the one to set everything up later. A new txt file defines which states should be tracked down and how it should be tracked. so anything that uses a state can be tracked via the active state display. (slow is a state. not sure what hourglass is, did you mean chronofield? if so that's also a state)
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Stealthmaster
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I mean you get slowed when you get hit by Ulfheddins or Jungle Frogs etc. and slow state is displayed in the right bottom (debuff) corner. Something like Countdown skill icon from old Median patches?

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Arhowk
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Thanks! I PM'ed him, hopefully he'll be able to respond.

If you're curious, this was my previous attempt at making a UI in the tone of Diablo 3 but forcing everything towards the middle looks rather awkward.
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RollsRoyce
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this is so great :)
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archon256
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Holy hell, that's amazing. I'm really impressed with how... modern you can make the mod with all these changes.
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Sir Legar
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Arhowk wrote:Thanks! I PM'ed him, hopefully he'll be able to respond.

If you're curious, this was my previous attempt at making a UI in the tone of Diablo 3 but forcing everything towards the middle looks rather awkward.


@Arhowk i had the same GUI, if i can find it from my old archieves, ill share here.

@whist Amazing job! Tinting looks cool. This system will be so usefull for marco since you made it softcoded
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whist
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First progress on the World Event 2.0 code. Chat messages are quite outdated. This looks better to announce the event has been activated (displays for 10 seconds in every games the event activates into)
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suchbalance
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Great stuff, Sigma will make will make ladder resets even more fun with this new event system.

About the event itself, will it be possible to print a chat message/another textbox when the first kill happens? Just to let other competitors know that the prize is already claimed, and so they can compare how behind they were to the first kill. Also it would be great if this "spawn item in inventory" feature can be applied to other server first challenges that we already run like first destruction baal kill for example. or first char to reach lvl X. In these cases it would be just a blank charm that says "winner of X contest" and maybe gives some visual only state. If this is possible, then being able to separate first HC & SC kills detection would be cool too.

Some UI stuff needs slight changes in my opinion. The current / max hp display should just show current life as to not take up more space and also matches what we are used to in the game already. Also the diablo picture in that event is a placeholder I guess, since he doesn't have to be related to the event any more.