Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
mods\HUDRESTORATION\lua\HUDManagerNew.lua
and replace it with the following
http://pastebin.com/uWwE7tv8
That code is going to break revive waypoints unless I'm mistaken.
override
Is there a way to get the changes in font without using that function
First, thanks a bunch for HudList. Love it.
Second, my apologies for this, but I'm unclear where I should paste the code. I tried setting the priorities but it didn't have an effect, although I may have done it wrong. Where should I paste the "managers.hudlist" code line?
No. I used HudList WITH uHud and HudList's info boxes showed up fine. Now I'm using HudList WITH Restoration Mod, but HudList's info boxes aren't showing up.
Thanks for the help.
Hopefully I can figure out Seven's solution so I don't have to risk breaking revive waypoints, but this might end up being the only fix.
function HUDManager:_setup_player_info_hud_pd2()
managers.hudlist = HUDListManager:new()
rest of code
end
Ok, I feel like a real idiot, but where can I find that function? I must be missing it in the mod files.
The pause_timer attribute of waypoints is using a malformed condition. I'm not 100% that it's used, but I think revive waypoints uses the pause_timer parameter, and if that is set then you end up with a false value and the game will crash when it attempts to use it for an arithmetic operation. But like I said, I could be mistaken.
What font are you talking about?
I'm not directly involved in JackHud development, but I would imagine that if the HUDList script in JackHud is not working, then the problem is the same as this one and solved the same way.
Like I said, the easiest solution would be to change the priority value in the mod.txt file of the HUDList script. Restoration mod replaces a critical function, HUDList doesn't. As long as Restoration loads first, the HUDList script will hook into the replaced function instead and all should be well. It will also (probably) keep working if you update Restoration since no code is altered if you do it this way.
But, if you have to edit the code yourself for some reason, then you need to find in which file the function is defined (according to test1, the file is "mods\HUDRESTORATION\lua\HUDManagerNew.lua") and edit it directly. It should look like this:
<bunch of code lines that are already here>
managers.hudlist = HUDListManager:new()
end
And the rest of the function is not relevant. It should be using a function pointer to hook into that function rather than replace it entirely. The code you posted does, but last time I looked (which was admittedly a long time ago and for exactly this reason), Restoration mod doesn't. If there's a reason for why I didn't see it, but it results in it potentially breaking mods that use the same function unless you get lucky with the load order.
Do I not have the right version of Restoration Mod? I don't have that section of code in that file. This is what I have. I re-downloaded and extracted the mod files again, but I only have the code I pasted below.
http://pastebin.com/920EmzNv
That previous paste is the entire code for HUDManagerNew.lua. Here's the mod.txt code.
http://pastebin.com/pLNgqEpY
Thanks a ton for the help.
Edit: In case you need them, here's the Core.lua and then CoreLevel.lua code.
http://pastebin.com/c22t9E8J
http://pastebin.com/GR7AhRV0