full ui -- interested??

Temil2005

Active Member
wasnt sure where to post this, but just looking for feedback. basicly, I did multi tests with ingame ui, and whenever you use any UI with vg ingame xml's, it's droping my FPS down to 25-30fps. Even lower (7-15) when mobs attack, and it pops up the target menu. If you disable all the ingame UIs, acualy turning off there XML lookup in normal VG dir, not just disabling them ingame menu. The FPS would jump up to around 55-70, depending on the area you were in, or what you were doing. this is telling me alot of the memory, graphics, are being used for the UI.

Now for the question..
If i created a full UI within isxvg, does it rely on the same xml memory/graphic hogs that the normal ingame UIs use, or is it completly seperate form of geting the data?

Would this posably solve some of the memory/graphic hoging that is curring in ingameUis?

Anyone feel as though this would be something that is usefull at all.. or a good idea??
 

adakos

Active Member
haha ive been working on my "text only" vgui on and off for a while now. it does improve my fps.
who knows... it may be a good idea, might want to find someone good at xmling though , mine sucks
 

Cr4zyb4rd

Active Member
Would this posably solve some of the memory/graphic hoging that is curring in ingameUis?
Quite possibly. This is fairly common 3d games, where most of the effort is put into rendering the world, and the UI is the red-headed stepchild that gets very little attention from the developers. The innerspace UI stuff runs in its own thread, but there's a lot of "frame lock" that goes on behind the scenes, so it WILL start to drag down performance as you add in more and more pieces that do their own computations...also consider that there's quite a bit we just don't have access to in ISXVG (though in theory, anything available as a UI piece should be easy to grab).

Still, if you can reach a minimal HUD-like display that lets you play comfortably with the UI completely disabled, it would probably be well worth it.
 

Temil2005

Active Member
well, I'm no expert.. by no means, but now that the vgpetassist is working well, and if you turn if it (aka : the 'run vgpetassist" option) .. it will still let you fully control your pet, just as the normal UI would, so it's basicly a pet UI with bonus features, just by doing that, my fps went up by 2 fps by disabling in the game ones (could be due to other veriables.. but that's the only 1 thing I changed back and forth during multi tests) ..

I'm thinking of starting to make up multi UI plugins, with one main loader plugin, that would hide/show al lthe others as they are created.. with multi options.. so that others can make similar UI plugins for UI moding and whatnot..

I'm not overly knoladgeable on all the UI and XML settings posable, so I'm limited on some of the features that would match up with a normal UI.. but think that the other coders and all would be interested in making other plugins and whatnot for a generic loader to load them up.. or able to get help where needed for some of the features if i take on this project?
 

Temil2005

Active Member
I'm working on a few ideas of UI plugins, and they seem to be going pretty well so far. here is what i got so far, and some issues I have. .let me know if what I ask is doable with the correct code, or is it not currently implimented into isxvg?


Description :
a basic hotbar, which is fully resizable, with a max of 12 buttons across (able to remove/add buttons as will, up to 12 max). check boxes at 3 of the 4 cornersthat do the following..
left top check = Auto Cast In Battle
right top check = mantain this spell (In combat) (dots/debuffs)
left bottom check = Auto Cast spells on low hp
right bottom check = maintain this spell (outside combat) (Buffs)
middle bottom = cast this spell when low mana

You would not change the stance, or options from these checks (solve any posable mistake of clicking on them to turn them on/off .

buttons would fade in and out when ready or not ready. If you right click the button, it would popup with setting for that specified button, being spell name, what seting or state to put the buttton into (ex: which of the 4 check boxes) .. which would allow you to change it acording to this window. Item name, or 2nd spell name, as a 2nd spell to posable cast if you wish to cast 2 of them from 1 hotkey (max of 3 total to start.. posable add more later). Custom buttons (glass apearance ones, each being seperate, with a transparent background, so you only see the checkboxs, and buttons.

what you guys think so far?

Things I wanted to add, but didnt know if posable, or just didnt know how to do.

1.option to show the spell data (from in game info) in a small popup window when hovering over the button/hotkey or popup window that at least shows a small window that shows the spell name that is asigned to it.
 
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