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Messages - mor2

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1
Newbie Coding / Re: UI Adjustments.
« on: November 07, 2010, 11:54:45 am »
it depends on the case, for example the soldier bar, if its has a fixed size then there is no purpose in creating multiple nodes for dividers etc, you just make one background image for all, then you place those background less nodes to capture events, you may use the model's for that but they has different size consideration for best looks, so here you go.

or if the ammo will be shown as part of the weapon node and not separate nodes, so the only way for me to capture clicks and provide different tooltips for weapon and ammo is to place 2 buttons background less buttons above it.

or if you just think it pointless to make tooltip's for the soldier selection mini bars(not main) because they are too small, you can place one above the whole and give general description

etc, everything has its use, its all depends on what you need...

2
Offtopic / Re: UFOAI wepaon?
« on: November 06, 2010, 09:35:20 pm »
yeah but its nice to know about real life application, it gives the game imaginary setting more "credibility"

as for the ammo, i admit i dont know how caseless weapons work, but i am pretty sure that the big ass cartridge with only 30 bullets at the back means its not.
btw i followed that link, looks like the H&K has a new version development (although its an LMG)

3
i would like to point out that right now its possible to queue movements, by selecting the next actor and giving him an order and it will execute and it saves a lots of time during the deployment phase (first few turns) , so please lets avoid the technical solution of disabling this feature.

also, i would like to stress that mostly it shows the amount of TU's or at least i never noticed that i actually lost TU's, with the only exception, when one wide square path involved, soldier may take the scenic route around when fat clicking.

Quote from: duke
If a player selects a 2nd actor while the 1st is still moving, he probably does that to figure out where to send the 2nd to. Even with the suggested fix, the TUs displayed for the 2nd actor are wrong while the 1st is still moving.
no, usually in combat with RF reservation, positioning and shooting in mind, i dont have enough Time to select my next actor  for this to be a problem, on the other hand during the deployment phase, there is no thinking or planing, i already played this map and i know exactly where my soldiers are heading and i am trying to get there as fast as possible.

which why i mentioned the one square wide path's, i prefer not to but dont care if i had to fast click once more to exhaust my TU's, because at this stage i dont even look at them, i just fast clicking toward a general direction but i do care if my soldier runs on a detour or i have to start re selecting soldiers until pathfinder updates (or if one of them eneds his turn in that spot but this case is unrelated).


EDIT:
 so to sum it up, lets wait on cutting down features, if there is a possible solution great if not lets try to avoid the problem in the first place.

4
Artwork / Re: GUI Design
« on: November 06, 2010, 03:23:41 pm »
which one, the bottom or the other one where i was little cheating with colors?  i still dont know how much room do i have with them  :-\

the blue ammo icon its just something until the node showing ammo arrives, someone has to fall for the puppy face request ;)
and i added the buttons there for those who dont like to use R.click and it can go up.
btw which colors for the stats do you prefer?  i think maybe TU-blue/green, HP-red/green, Moral-yellow/purple

but graphics aside, what about the whole layout?  is there something needed to be added or removed? given additional attention/thought ?
different way to represent data ?  or  should i add the floor selection here as well, in the a.hud fashion?

5
Artwork / Re: GUI Design
« on: November 06, 2010, 01:29:13 am »
well here is that new bottom idea and a color cheat on my part (trying to sway people from the gray/black/green)


6
Offtopic / Re: UFOAI wepaon?
« on: November 06, 2010, 01:26:37 am »
really?! well i guess you are right it does look alike with the rails and the different barrel, i just cant shake the original version from my mind. if styer then i prefer a different weapon styer acr only a design thou.

btw guns today and 3 decades ago are not so different, mostly its improvement of the same ideas using better materials, in either case its dosent really matters we only speak about the hood not what beneath it...


7
Offtopic / Re: UFOAI wepaon?
« on: November 05, 2010, 06:52:03 pm »
ok i figured out which one it reminded me, but what do you think which of those real life variants looks the one we have:

1. Steyr AUG
2. SAR-21
3. TAR-21
4. Khaybar KH2002

8
Offtopic / UFOAI wepaon?
« on: November 05, 2010, 05:55:54 pm »
after that thread about weapon precision, i wanted to know what weapon are we using in UFOAI, so i took a quick look at a game screen shot, its bullpup alright and looks very familiar but i cant figure out exactly which weapon is it or based on, anyone knows?   

(and i dont think its russian, even thou i am a conspirator at heart and seen the red USSR armor and the 3stats coloring that coincidentally looks like their flag  ::) )

9
Discussion / Re: crouching down
« on: November 05, 2010, 11:13:40 am »
yes, still the problem is figuring out what makes you precise and how you factor it in the formula used for shooting.

the queston was how much crouching helps when throwing a single dart, considering that dart is flying at 900m/s and your release/compensation mechanism is a little more precise and even if you look at stance in terms of center mass, for 60gr dart at that spead it doesnt really matter.

10
Newbie Coding / Re: UI Adjustments.
« on: November 05, 2010, 10:19:51 am »
its available only in the new nighties.

EDIT: also i am not sure what is "res_none" but you are allow to make background less buttons.

for example you can use image and add buttons above only to capture events (onClick etc)
or add images above them and make effects like glow, thus you can make one hovered effect for all the buttons and move it to the correct button instead of making another hovered image with effect for all (just dont forget to set them as ghost)

11
Newbie Coding / Re: UI Adjustments.
« on: November 04, 2010, 10:18:23 pm »
pffft, how many big boys in this little newby thread  ;D

btw speaking of which any chance for that ammo container/node/whatever, so we can show which ammo the weapon is loaded with in the hud similar to the base container (i would have created an entry on source forge but it has declared a crusade against my laptop  :-\ )

so big please

12
Artwork / Re: GUI Design
« on: November 04, 2010, 10:09:19 pm »
this one is mostly luck, my hud is to high so i already dont have enough space for my "head" nodes, so it was either use the additional space for the name which came out ugly, so i tried to the model from a.hud, why not little something to break the strict lines.(reminds me the commandos backpack)

as for wide screen, if you use that scheme you'll have to run from side to side with the mouse, which is why i prefer this:
  --------------------------------
  |    y/x   |      x      |    x      |     x    |
  |    y/x   |      x      |    x      |     x    |
  |    y/x   |      x      |    x      |     x    |
  |    y/x   |      x      |    x      |     x    |
  |    y     |      y      |    y      |     y    |
  --------------------------------

either placing your hud on the side and bottom or place it on the bottom and make all the info panel open on the side(the y/x), in either case i try always to keep an area that will always be dedicated to the action.

13
Artwork / Re: GUI Design
« on: November 04, 2010, 09:06:27 pm »
or maybe like this the problem is that we are doing the opposite of what you wanted, widescreen support, so for that purpose your first idea was better. how about breaking down the weapon control? also before when i said hovered i meant this.


also here is my latest rework of the bottom panel, it still looks chromy, that because i cant use anything without cheating on the UFOIA gray/black/green theme but adding normal colored icons its will make it look much better, so any ideas?

@Origin, this as little "bling" as i can mange and as close to plain with big panels/buttons like your silent storm as i can do.

14
Artwork / Re: GUI Design
« on: November 04, 2010, 07:04:08 pm »
its might be a good idea to pursue this to add some verity to our options, especially since h-hour is working on bottom bar(or at least i think he is).

about your mockup i dont like that specific placement, i prefer if the layout is spread max on two walls, not like the red one
how about something like this, basically its the same as what you suggested, i can also reduce the team panel size and make it show additional details on hover like the new 2.4 hud does.

meanwhile, i'll try to shake my initial mockup and see if u can fit the portrait in a bottom bar as well ( and make it less blingy for origin  ;) )

15
Artwork / Re: GUI Design
« on: November 04, 2010, 12:02:59 pm »
ok i am done with playing with the code and now that i implemented it, i know that i can do it not only talk about it  ;D
now i am back for the design board.

looking at this older mockup i think the active soldier portrait should be moved to the lowe panel as well, the stats panel should be butchered and inc operated or add to it the status panel.

any other suggestions and everything goes, yes even changing to plainer simpler background (for the background some kind of illustration that fit the current color scheme will be greatly appreciated)


I dont know if any of you have ever played the Silent Storm series, so im gonna post a pic. I think there is some inspiration to draw from the
Not saying that its perfect (or doable :P), but i think that we should look into most of those things.
something like this perhaps  ;D


many people like me today use widescreens. thats why i like interfaces that also use the left and right side of the screen.
any suggestion that i can look into?

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