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STApps

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  1. @BadiBasso we can use this topic for any kind of internal discussion (PMs are fine too). I'm getting some reports and I'm sure that any kind of help will be needed (I didn't have a full time job when I worked on PoGo but now I do, so I don't have that much time). Keep an eye on opened issues on GitHub, I'll probably open some more based on the reports I'm getting from the Workshop.
  2. Oh yeah, notifications, I disabled them back when I worked on the Pokemon Go porting for Windows 10 and I never re-enabled them I've merged your PR, just doing some final tests and then I'll get everything ready for the beta release. Is there something you'd like to have in Workshop's mod description (maybe a link to some of your social profiles or something)?
  3. I'll try it later. Thanks If it's not our fault it's fine. Just try adding one road, chaing its type and then adding one more. Both will reset to the current selected one. By the way, do you plan to submit another PR?
  4. @reasonably1 Finished the merge after a day of bugfixing and other annoying stuff! Here are the UI issues that I found, please let me know if you can try to solve them: Drag & drop is not "responsive" as before, now the window is moved only when the mouse is released Main window is too narrow and the text inputs are too short Once the dropdown is open, it can't be closed The list with the dropdowns is being redrawn after every change, meaning that adding a new road will reset every other dropdown to the selected road As a bonus, do you think that we can add another button on every line? This button should sync the dropdown with the current selected road, making easier to change the selected road. Thank you again for your time and your help, we're getting closer to a first beta version!
  5. @jumonjii it's not possible, we don't have informations on roads that are not placed by the mod itself, sorry. @reasonably1 I created a new branch with some bugfixing and some new features (vertical distance + inverse direction), I'll move them into the master branche when you're done with the UI. You can add both text input and the invert road checkbox, I'll do the wiring Also, do you think that you can move the toggle checkbox outside mod's main panel? I was thinking about having it on the right of the freeform road button.
  6. Just merged to the new-ui branch in my repo, you can continue from there I've noticed a few issues tho, added them as TODO in ParalleRoadTool.cs. Please let me know when you're done with the UI so that I can start fixing some things and start adding the other feature I have in my list.
  7. Oh dear, I missed just one day of posts and you almost finished the UI lol Let me get back on track: By real-time do you mean like in MoveIt! ? It should be possible, I need to investigate it a little bit more (I work full time so I don't really have enough time during the week) Can you please share your idea on that? I feel that it needs to be done because it'd save a lot of work with MoveIt!, but I've no idea on where to start Let's say that the user draws a road with more than one segment, would you want to delete the entire road or the last segment only? My mod intercepts the CreateSegment method, so I know nothing about the rest of the road. Kind of planned, I should look into Precision Engineering I like the UI outline, however I'd keep the dropdowns and make them auto-select the current road once added. The reason behind this is to allow drawing networks that are not available using the road selector (e.g. Castle Walls). About the other things I mentioned, here's what I meant: An extra text-field for the vertical distance, so that we can allow the creation of stacked roads too (it shouldn't be too hard with the current code) A button for each row to reverse road's direction (as above, it shouldn't be too hard but I need to verify it) Finally, nice videos and nice catch on the update bug! It seems like that the update feature just redraws the segment, so my mod gets called even when updating. This is not good actually, because I've no way to understand if we're creating a new segment or if it's an upgrade. Also, casn you please elaborate more on the bugs when connecting to existing segments? Please note that it shouldn't even work actually Thanks again to all of you for your help!
  8. @Distanced I only need a generic icon with two random roads.
  9. Hi there, I've been told to post here in a comment to my reddit post, I hope that this is the correct section. I'm not a modder and I don't have enough experience with Unity3d/time to do this by myself, so I'm posting here to see if someone can help me. My mod allows to build parallel roads easily, and judging from the response on the linked reddit post, it's something that a lot of players were waiting for. However, for the reasons stated before, I can't seem to be able to create a good and working UI, meaning that I won't be able to release it in a short timeframe. Here's what I need: A draggable window with tabs support for future updates (just like in Network Skins) Two buttons on top right corner, one is a checkbox used to enable/disable the mod while the other one is a button to add more rows in the panel below A panel containing a variable number of rows (either using a scrollbar or increasing the panel's height), items are added using the second button above Each row is composed by 2x UITextInput, a UIDropDown, 2x UIButton (one should be hidden on the first row only) The second button must have a "x" icon and it's needed to remove rows An icon showing two parallel roads with all the visual states needed for a checkbox An icon with an arrow pointing down (not just the triangle, I need the entire arrow), with the same requirements as the other icon What I have now? Just the template for the rows, and I'm not even sure if it's fully working. I understand that I'm asking a lot, but I can't really work on this UI because, besides the lack of time and knowledge, my dev environment is in a virtual machine and I can't even debug, making the entire experience quite frustrating. If someone is willing to help, here's a link to my GitHub repository. Thank you for your time!
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