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Old 06-16-2012, 12:58 PM   #301
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Re: Merge(Carbon) Table Mods

New layout file out there. Issue with small tables should be handled now. If you always keep your tables one size and want a layout specific for that, let me know and I'll see what I can do. This file is a bit of a compromise to handle scaling issues.

Layout and tables files
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Old 06-17-2012, 06:59 PM   #302
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Re: Merge(Carbon) Table Mods

COKE, I'm fairly confused on how to do get the table installed. I have merge keys and I downloaded mergemods and it supposedly downloaded where merge keys is located. However I can't find that or the mods folder that you specified. I'm just confused.
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Old 06-17-2012, 08:32 PM   #303
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Re: Merge(Carbon) Table Mods

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Originally Posted by blobbloblob View Post
COKE, I'm fairly confused on how to do get the table installed. I have merge keys and I downloaded mergemods and it supposedly downloaded where merge keys is located. However I can't find that or the mods folder that you specified. I'm just confused.
Go to Computer -> C:\ -> Program Files -> RunBetterPoker.com

The Mods folder should be in there.
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Old 06-17-2012, 08:56 PM   #304
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Re: Merge(Carbon) Table Mods

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Originally Posted by JimAfternoon View Post
Go to Computer -> C:\ -> Program Files -> RunBetterPoker.com

The Mods folder should be in there.

I figured out why it was't coming up. Merge mods was being deleted by my antispyware program as soon as merge mods was installed.


I'm assuming everything you need to do is use the tables file and replace stuff. I downloaded COKE_MAN's file and I'm using tedd_e_KGB's Poker Stars table. There are 2 things that bother me. One is that Auto Muck and Sit out next hand buttons are hard to read, esspecially when the tables are small and tiled. Also the player boxes are kind of awkward as shown in this screenshot.

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Old 06-17-2012, 09:03 PM   #305
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Re: Merge(Carbon) Table Mods

Yeah, not sure what you can do about the Auto Muck text color.

I use a different table, the Nova2 from KGB, and player boxes looks pretty much the same I think.

You can adjust the x and y values in CokeMan's layout if you want to change the positions of the player boxes, but I'm not sure exactly what else needs to be changed. I played around with it for a bit and ended up getting everything too far right and decided to just use the default positions from Merge since I'm used to that anyway. (I was also doing this in the view.poker.core.dat file I think, before CokeMan released his layout. He could probably tell you exactly how to do it.)

Last edited by JimAfternoon; 06-17-2012 at 09:12 PM.
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Old 06-17-2012, 10:13 PM   #306
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Re: Merge(Carbon) Table Mods

Can't do anything about the Text colors at this point.
The automuck and sit out buttons are tied to the chat box. So you have to move all of that to move any of it. Same thing with the timebank, it's tied to those buttons below it.

What is awkward about the boxes?

Jim, yes there are a couple of other considerations when moving the boxes around as I discovered. 5.0 was straight-forward. 6.0 takes a little more digging to understand what these developers are doing and then a little more time to recover from banging my head on the desk when they didn't implement it across all objects.
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Old 06-17-2012, 10:41 PM   #307
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Re: Merge(Carbon) Table Mods

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Originally Posted by COKE_MAN View Post

What is awkward about the boxes?
There is awkward transparent space in between the edge of the player box to the stack size.
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Old 06-17-2012, 11:18 PM   #308
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Re: Merge(Carbon) Table Mods

Yeah, not a whole lot I can do about that if you want outlined boxes instead of solid when you are coloring players. However, I put a new tables.zip out there that will darken that ring. But note: Although less noticeable, the effect you see will be reversed. If you look closely at your current box, you will notice that the center of the box is transparent too, just not as much. That will still be there and the ring around the box will be darker.

The boxes are built with layered images and the transparency is done by the client not the alpha information in the image. So this is about the best I can do and still achieve the desired effect. I have one more trick up my sleeve, but I may not mess with it.
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Old 06-17-2012, 11:34 PM   #309
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Re: Merge(Carbon) Table Mods

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Originally Posted by blobbloblob View Post
Auto Muck and Sit out next hand buttons are hard to read


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Old 06-18-2012, 12:43 AM   #310
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Re: Merge(Carbon) Table Mods

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That seems better Thanks!
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Old 06-18-2012, 01:40 AM   #311
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Re: Merge(Carbon) Table Mods

I like those blue cardbacks, how do I get them?
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Old 06-18-2012, 07:17 PM   #312
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Re: Merge(Carbon) Table Mods

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I like those blue cardbacks, how do I get them?
+1.

Or any type of different cardback.
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Old 06-21-2012, 04:32 PM   #313
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Re: Merge(Carbon) Table Mods

Thank you jl12345 and Coke_man for your fine work.

Does anyone know the mapping of player tag numbers to player tag icons that was used in v5 ?

I am trying to complete the following table:

v5 tag # / v5 tag icon

08 / red solid circle

14 / yellow solid circle

11 / light/medium blue circle

15 / light/medium green circle

12 / red and white circle

?? / purple solid circle

?? / orange solid circle

Any input appreciated.
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Old 06-21-2012, 10:12 PM   #314
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Re: Merge(Carbon) Table Mods

I thought there was some kind of mapping, joe, but I gave up. I started to map it out when I saw players I knew exactly how I had marked in 5.0 and thought "great I can fix these." Then as I started observing and verifying the mapping, I started seeing, for example, multiple players that I KNOW I had marked with a green chip in 5.0 each get a different tag in 6.0. So it seems they just really screwed that up. I opted to go with the player box coloring and I am just re-tagging as I go.
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Old 06-22-2012, 12:31 AM   #315
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Re: Merge(Carbon) Table Mods

Oh well...

Thanks for your input.

At least I know not to waste any more time on the player tags.

BTW, your golden dealer button is great.
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