Fri Nov 07, 2014 9:17 am by bob
It is good you have persevered with this.
After having a go myself (I don't need D3 to test the theory), I've found the same as you. in that it doesn't seem to want to adhere to the window setting changes unless some other action takes place, like a switch character. To this end you can use a Window Focus action for the initial display of the dxNothing window.
This does mean that the focus will now be on the DXNothing window, rather than the character you were playing, but this is just a click away.
However I've not been able to make it go to the background, even with putting in a Window Focus action to bring up a specific slot. I suspect this is because the order of actions is not guaranteed, so I'm fairly sure I'm getting things happening in a slightly different order to what I want, and it is likely that because I've got windows focussing other windows (which can be complicated because Windows itself generally discourages this kind of action), and as such, I may also be loosing track of which window has the current focus, and the mapped key may be at a different state in the current window.
I could add some mapped key step actions and have another step to control focus in the mapped key to deal with this.
MiRai did allude to issues with the focussing/always on top stuff not always working right, it requiring him to muck around when it decided not to work.
I'm thinking that it is all starting to get a bit complicated, and it would be far easier in the long run to forgo the DXNothing window, and rather just display and hide the videoFX viewers themselves over the client window.
This works nicely for this process; I get a Press and Hold to display, Release to hide action going. Lets me view all the mini maps. All mini maps behave as per the dxNothing setup but without the pain of Always On Top stuff not working.
What I don't get out of it; is a potentially black surround for the collated mini maps, the minimaps always being in the exact same place. These don't matter though do they?.
I could get something similar by using the borders of the videoFX viewers, except you can't specify the width of these (feature request!) and the fact that the borders are off by 1 pixel on the top/left. So instead to get a border, I could use a menu button, or a click bar that pops up behind the viewers. The minimap for the current character will always be top right, and the viewers for the others will effectively rotate depending on the current character - I'd use a normal rotation so that doesn't matter, but you can also use menus or click bars to solve that by labelling or watermarking the minimaps.
This all does take a little more perseverance to get right though, and would truly benefit from creating the videofx source/viewer setup via Mapped Keys.