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1.5 Compatibility for Split Screen #61
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# Conflicts: # SDVModTest/IconHandler.cs # SDVModTest/Properties/AssemblyInfo.cs # SDVModTest/UI Info Suite.csproj # SDVModTest/UIElements/ShopHarvestPrices.cs # SDVModTest/UIElements/ShowItemHoverInformation.cs # SDVModTest/manifest.json
Fix issues introduced by 1.5's new UI Scale. Fix issues introduced by Split Screen. Limitation: Split Screen users cannot have different mod options. Timers weren't Split Screen safe, so they were replaced.
Missed a change.
Change the unofficial version.
Fix for Split Screen and UI Scale compatibility.
Scaling isn't fixed for the Billboard |
Fix a UI Scale issue preventing clicking on the calendar/billboard button.
@DarkIrata It should be fixed now. |
Checked, works |
Wubs. Nevermind. It always opens the quests tab. My mistake while testing it |
Fixed issue where clicking on the Calendar/Billboard button with UI Scaling would only open the quest Billboard.
@DarkIrata Good catch. Should be good now. |
I'm new in Github. So how can I use this? |
@DiscipleOfEris works. @Alex-LauChunHung Pull (or Download as ZIP) the Fork (DiscipleOfEris Master Branch) and compile it. |
Correctly use the gamepad target instead of the mouse target for determining hints, when using a gamepad.
Fix UI Scaling issues when using gamepad.
Fix Split Screen issue wherein players would get experience gain indicators upon joining.
A previous commit introduced a bug wherein the Queen Of Sauce icon would not be updated upon learning the recipe (by checking the TV).
@DiscipleOfEris I built this and tested it. While the hovering petting hands and Billboard/Calendar buttons work with unsynchronized Game / UI Zoom the Social tab "Track on map" functionality drifts and is offset. Concretely it is not possible to press the Social tab checkmarks next to the magnifying glasses directly when Game Zoom differs from UI Zoom. |
Fixed a bug wherein NPC locations would not be tracked on the map for SplitScreen players besides the main.
Fixed bug wherein UI Scaling could prevent interacting with the tracking checkboxes in the Social menu.
@velit Your stated issue should be fixed with the latest commit. At the moment, tracking options cannot be different between players in SplitScreen, and if one player clicks a checkbox it will update the option for all players, but if any other player happens to be looking at the Social menu, it'll appear to update the checkbox in the same visual position, rather than for the correct character. Other players must re-open the social tab to see the changes. |
Fixed a bug wherein the animal product icon would be in the incorrect position with UI Scaling.
Social tab "Track on map" functionality now tested to work with differing zoom levels. Thanks 👍 |
Okay I got a friend to play this evening together. I don't know what scope you're trying to implement this feature but the "Track on map" functionality fully doesn't work for multiplayer farmhands. Previously the farmhand would see NPCs in their homes but it would not update their real location. With current commit NPCs aren't on the map at all for multiplayer farmhands. |
@velit Can you describe your issue more? Tracking NPC locations on the map in SplitScreen works flawlessly for me with the latest commit. |
Very simply the same feature does not work with multiplayer. Ie. not split-screen but when playing with a friend online. (As I said I'm not sure what scope you're reaching with this feature in the sense that are you even trying to make it work in online multiplayer, but I'm reporting it here nonetheless so the info is shared). |
Fixed bug introduced in a previous commit that broke NPC tracking in remote multiplayer. Needs testing.
@velit Ah, remote multiplayer. I think this commit should fix your issue, but I didn't test it. |
My friend reports that it's now back to the baseline bugged version. Ie. now my remote multiplayer farmhand friend sees the NPCs in their homes in the map but they never move during the day. Only the host has moving NPCs in the map with correctly reported locations. This is now back to the same behaviour as the 1.9.1-unofficial.2-Strobe version from https://stardewcommunitywiki.com/Modding:Mod_compatibility |
@velit Well at least there's that. I don't have a testing environment set up to support remote multiplayer so I probably won't fix this anytime soon. EDIT: I looked into this some more and I'm guessing this never worked. Try the mod NPC Map Locations. I'm guessing this mod never worked in multiplayer because that mod is doing some network code stuff to work in multiplayer. EDIT2: Alright, I've got remote multiplayer working locally, so I can work on this. |
I wanna say you're awesome @DiscipleOfEris. Even if it this would ultimately end up being too much work to fix the fact that you'd go out of your way to set up remote multiplayer locally to try to fix an issue for others is just awesome. So no matter what happens I want you to know you're appreciated. |
@velit Well I have a version working in remote multiplayer, but I had to rewrite some stuff and the old mappings from tile/location to map pixel don't apply perfectly anymore. I haven't decided if it's worth my time to fix pixel things, not really the kinda coding I like to do, haha. EDIT: Here's the proof of concept: https://github.com/DiscipleOfEris/Ui-Info-Suite/tree/RemoteMultiplayerTest |
Ah my apologies. My friend and I finished our playthrough and can't really test it anymore. |
Fixed issues introduced by 1.5's new Split Screen functionality.
As part of this, fixed compatibility with 1.5's new UI Scale feature.
Split Screen users are constrained to using the same mod options.
Fixed #60