This... is... awesome! I was sad when I realized I couldn't update because of Vazkii's decision to discontinue the mod, but the fact that it's back and that Vazkii is actually here as well is awesome!
I have a suggestion though; you know how when someone says something in chat and it makes a ding? Maybe there could be an option where it only "dings" when keywords are said! This would be great for when i'm doing something else and someone needs me!
EDIT: Also, it would be cool if the armor tweak would work together with mods like IC² instead of having the armor going up to damage level 27.
It's awesome that this mod is being updated, this is one of my favorites. What are your plans for tukmc and what's the energy level? Here's some of my suggestions/ideas: Patch for smart movement and/or DivineRPG Able to see how much a potion heals if it's a health potion (Like food with Hunger) A character map (Or a patch with Mudbill's Emoticons Mod) Selecting color on bukkit servers. A small number on the top left of a weapon to see how many hearts of damage it can do. Being able to set words you type in the chat to make it so whenever the word is shown in the chat window, you'll hear a sound. Ex: You type in "Minecraft" in the chat, press a button, and whenever "Minecraft" is shown in the chat, you'll hear a sound
Selecting color is in the works, somewhere down the line. Adding stamina and charge bars for smartmovement and divinerpg shouldn't be hard... Weapon damage seems somewhat complicated, as many things effect the damage of a weapon. Notifications based on keywords shouldn't be hard but ya never know...
OH YEAH! Max, in those files I sent you, check out the GuiChat class, I was working on that feature before I decided to stop working on the mod.
-snip-
Yea, I saw those and was wondering how much it would take to re-add that back in haha, I may have went a bit overboard when I was throwing out functions I thought I wouldn't need xD
Put a damn "HOT" tag on this mod thread already! This mod is by far the most amazing HUD mod I've encountered thus far. However I've only seen a mod review for Vazkii's version of this mod, and not maxpowa's verison, but I would like to assume that every aspect of Vazkii's mod is implemented in this updated-continuation version. Hopefully, I mean.
Nevertheless thank you to Vazkii for creating this mod and maxpowa for keeping it updated.
Hm, there appears to be an issue with how IC2 percentages are being presented. When my diamond drill is fully charged; the HUD reads it as 97% full. And when the drill is dead, it's reading it as 3% full. When my BatPack is fully charged, it reads 96% full, and when empty, 1% full.
Yes, I've been working on this - it seems to be a bug in the way the ic2 api provides charge levels...
I second, or third the Smart Moving compatibility, also the ars magicka spell hud for the upper left will not display either... probably something very similar to the smart moving gui missing.
one quick question as to how hard it would be to do, is it possible to make the different elements moveable the way Damage Indicator is? that is an awesome feature and would fit in well here to allow minor adjustments.
All around nice work and glad to see this mod continuing on
I second, or third the Smart Moving compatibility, also the ars magicka spell hud for the upper left will not display either... probably something very similar to the smart moving gui missing.
one quick question as to how hard it would be to do, is it possible to make the different elements moveable the way Damage Indicator is? that is an awesome feature and would fit in well here to allow minor adjustments.
In the works, thanks for letting me know about the Ars Magica spell hud. Movable elements will likely require quite a re-write, I'll see if I can get some simple code running for that so maybe some time in the future we will see movable elements.
V1.4 is now up! Fixed IC2 api not correctly loading, due to a derp on my part... Anything that implements the IC2 chargeable item api should now be supported!
Items which have custom renders are having difficulty when the slots are rendered, I'm not really sure on how to fix it, other than allowing the super method for drawing slots to run, I'll have a go and see what I can do about it...
Here's a bug - monster spawners don't pop up on the item bar.
Also, how about an option to disable the custom health, exp, etc bar?
Monster spawners suffer the same glitch as buildcraft pipes and cc turtles.
I'll take a look at enabling/disabling those things, might be as simple as using some vanilla code to draw those bars when its configured off.
I have a suggestion though; you know how when someone says something in chat and it makes a ding? Maybe there could be an option where it only "dings" when keywords are said! This would be great for when i'm doing something else and someone needs me!
EDIT: Also, it would be cool if the armor tweak would work together with mods like IC² instead of having the armor going up to damage level 27.
Selecting color is in the works, somewhere down the line. Adding stamina and charge bars for smartmovement and divinerpg shouldn't be hard... Weapon damage seems somewhat complicated, as many things effect the damage of a weapon. Notifications based on keywords shouldn't be hard but ya never know...
Yea, I saw those and was wondering how much it would take to re-add that back in haha, I may have went a bit overboard when I was throwing out functions I thought I wouldn't need xD
Since I picked up the mod, it has had this functionality.
Nevertheless thank you to Vazkii for creating this mod and maxpowa for keeping it updated.
Yes, I've been working on this - it seems to be a bug in the way the ic2 api provides charge levels...
one quick question as to how hard it would be to do, is it possible to make the different elements moveable the way Damage Indicator is? that is an awesome feature and would fit in well here to allow minor adjustments.
All around nice work and glad to see this mod continuing on
In the works, thanks for letting me know about the Ars Magica spell hud. Movable elements will likely require quite a re-write, I'll see if I can get some simple code running for that so maybe some time in the future we will see movable elements.
Finally a HUD mod!
Minecraft Gaming!
I'm not sure if this is sarcasm or not...
Thanks! ill give you the link to it when its done uploading!
Probably just some kid. Who cares?
Also, how about an option to disable the custom health, exp, etc bar?
Monster spawners suffer the same glitch as buildcraft pipes and cc turtles.
I'll take a look at enabling/disabling those things, might be as simple as using some vanilla code to draw those bars when its configured off.