Forums » Suggestions
Just tried playing with the new HUD, and these are my first minute impressions:
Directional damage display is amazing and seems to work very well.
Counter of items in inventory is unusable as the font is tinchy and it looks bad when overlayed with the back-image, please revert that to old style.
Level-up display is a great idea, but the font seems a bit too small compared to the rest of the UI.
Then new target display is also very good, but again the font seems smaller than the rest of the UI. I much prefer the larger fonts as they are easier to read.
The colours of the new bars are not different enough. Set speed and turbo speed colours are not distinguishable enough from the background. Also the fangs are not symmetrical, there is more spacing on the left one. I prefer the left fang.
Nothing seems to be scrolling in the newsscroller.
Could you possibly also add a cargo indicator to the box on the right showing credits/damage/mass (ie 24/48 cu)
[EDIT: and the selectors for what skill to watch... they are not at all obvious. a1k0n told me twice, and then I aksed again before I even noticed the things, and even after that it is not obvious what they do. Could you make the active skill highlighted instead, and select the skill by clicking on it?]
Directional damage display is amazing and seems to work very well.
Counter of items in inventory is unusable as the font is tinchy and it looks bad when overlayed with the back-image, please revert that to old style.
Level-up display is a great idea, but the font seems a bit too small compared to the rest of the UI.
Then new target display is also very good, but again the font seems smaller than the rest of the UI. I much prefer the larger fonts as they are easier to read.
The colours of the new bars are not different enough. Set speed and turbo speed colours are not distinguishable enough from the background. Also the fangs are not symmetrical, there is more spacing on the left one. I prefer the left fang.
Nothing seems to be scrolling in the newsscroller.
Could you possibly also add a cargo indicator to the box on the right showing credits/damage/mass (ie 24/48 cu)
[EDIT: and the selectors for what skill to watch... they are not at all obvious. a1k0n told me twice, and then I aksed again before I even noticed the things, and even after that it is not obvious what they do. Could you make the active skill highlighted instead, and select the skill by clicking on it?]
You can now give the left and right radars individual images, as well as for the left/right powerbars for the HUD. Woot.
The news ticker hasn't been implemented yet. The colors, and a bunch of other stuff, should be fixed in the next release.
If you have font/graphic alignment problems, things overlapping or being unreadable, please post what resolution and font scale you're using. The HUD is currently set up for the default font at 800x600, and we haven't tested much beyond that yet.
If you have font/graphic alignment problems, things overlapping or being unreadable, please post what resolution and font scale you're using. The HUD is currently set up for the default font at 800x600, and we haven't tested much beyond that yet.
Screen resolution 1920x1600 on a 17" monitor.HUD is running at 800x600, and old font size is perfect. The new font size (just for the changed parts of the UI) is noticably smaller and harder to read.
Would it be possible to make a "zoom out" animation to go with the "zoom in" animation?
I guess this doesn't really have to do with the new hud but I didn't feel my question deserved a new thread =)
I guess this doesn't really have to do with the new hud but I didn't feel my question deserved a new thread =)
Antz: running at actual 800x600, the new font size looks pretty good to me. We haven't tested 1920x1600 and other ultra-high-resolution choices. Those use different fonts, so they may require some tweaking. I'll see what I can do, although I don't have any monitors to do better than 1600x1200.
Ghost: Sure.. but why? The point of creating the zoom-in was because people were disoriented by the sudden change of FOV. When you zoom out, you often want view back immediately, if attacked or something. There's no disorientation that's likely to occur on the zoom-out as on the zoom-in.
Ghost: Sure.. but why? The point of creating the zoom-in was because people were disoriented by the sudden change of FOV. When you zoom out, you often want view back immediately, if attacked or something. There's no disorientation that's likely to occur on the zoom-out as on the zoom-in.
incarnate, I think Ghost asks because it just feels a little odd to have in and out operate differently; note - I like the immediate return and actually liked the immediate zoom-in.
The new HUD looks as I believe it is supposed to on my 1280x1024 monitor.
Could you possibly also add a cargo indicator to the box on the right showing credits/damage/mass (ie 24/48 cu)
Ooo, that sounds like a good idea! :)
As for the filling bars... it feels a little odd that the fill color colors in the in-between areas, but I like it better than being less accurate. Also, the green on top of the left bar is quite hard to see unless you are looking for it and expect it to be there.
Also, the fact that the chat slider does not actually go all the way to the bottom is a bit odd.
Is the entire HUD supposed to disappear during jumps now? I rather liked being able to type short messages during the loading.
The new HUD looks as I believe it is supposed to on my 1280x1024 monitor.
Could you possibly also add a cargo indicator to the box on the right showing credits/damage/mass (ie 24/48 cu)
Ooo, that sounds like a good idea! :)
As for the filling bars... it feels a little odd that the fill color colors in the in-between areas, but I like it better than being less accurate. Also, the green on top of the left bar is quite hard to see unless you are looking for it and expect it to be there.
Also, the fact that the chat slider does not actually go all the way to the bottom is a bit odd.
Is the entire HUD supposed to disappear during jumps now? I rather liked being able to type short messages during the loading.
Good job.
I too think the new HUD is very nice, and agree about the colours not contrasting enough in the new bars denoting speed, charge and distance, but I am not having any trouble with the fonts being unreadable @ 1024x768.
I also think that the hud disappearing during a jump is nice graphically, but I would much preffer to keep the HUD (maybe make it an interface option). It will get very boring just sitting there watching the jump over and over, when I normally chat, and also tell how close any other players or bots are getting when I jump, which is far more important to me. The first time I jumped with the new hud, I pressed t to send a message to 100, and nothing happened, so waited until returned and then found my inputs weren't directing the ship away from the roid I nearly jumped into because I had the chat box open :)
And just to add my vote, the idea of a cargo state/mass/credit indicator is a good one, basically just a summary of the information found in the jettison menu.
Keep up the good work.
I too think the new HUD is very nice, and agree about the colours not contrasting enough in the new bars denoting speed, charge and distance, but I am not having any trouble with the fonts being unreadable @ 1024x768.
I also think that the hud disappearing during a jump is nice graphically, but I would much preffer to keep the HUD (maybe make it an interface option). It will get very boring just sitting there watching the jump over and over, when I normally chat, and also tell how close any other players or bots are getting when I jump, which is far more important to me. The first time I jumped with the new hud, I pressed t to send a message to 100, and nothing happened, so waited until returned and then found my inputs weren't directing the ship away from the roid I nearly jumped into because I had the chat box open :)
And just to add my vote, the idea of a cargo state/mass/credit indicator is a good one, basically just a summary of the information found in the jettison menu.
Keep up the good work.
Ninny! Use the scrollwheel zoom bind! :D
P.S. - I want to make a new skin eventually but everything is in upheavel and don't feel like modifying it much after I'm done. Any guesses when the new UI will be done? Like, Octoberish, or Novemeberish, etc.
P.S. - I want to make a new skin eventually but everything is in upheavel and don't feel like modifying it much after I'm done. Any guesses when the new UI will be done? Like, Octoberish, or Novemeberish, etc.
When editing skins, is there any way to make the distance to 3000m not show up? What I'm going for is where the bottom distance bar is non-existant and all I have are the numbers telling me distance from nearest object. I tried erasing the corresponding images, but it still showed up for some reason.
anyone knows how to make alpha transparencies work with this images?
all I´ve got so far are white rectangles around the hud images
I´m using photoshop 7
all I´ve got so far are white rectangles around the hud images
I´m using photoshop 7
Ghost you may want to try simply replacing the required images with an all black square.
Reno, I'm having that problem too. As soon as I altered the files they lost their transparency in game and replace it with white.
Miharu said something about alpha channels, but the originals are pngs and therefore do not have alpha channels.
Is it perhaps because Photoshop saves pngs as Adobe Photoshop Png Files instead of just pngs?
Miharu said something about alpha channels, but the originals are pngs and therefore do not have alpha channels.
Is it perhaps because Photoshop saves pngs as Adobe Photoshop Png Files instead of just pngs?
that´s my theory too, snax_28
I tried everything, even tested my images in flash and they seemed to be fine
I tried everything, even tested my images in flash and they seemed to be fine
Illustrator exports as pngs, not Adobe blah blah blah. And it still doesn't work.
Interestingly enough. This time I made the bars fully opaque with a transparent background, resulting in a fully opaque white background.
For some reason it seems to be taking the transarency levels for the whole image from the most opaque pixel in the image?!
This is making less and less sense as I go along!
Interestingly enough. This time I made the bars fully opaque with a transparent background, resulting in a fully opaque white background.
For some reason it seems to be taking the transarency levels for the whole image from the most opaque pixel in the image?!
This is making less and less sense as I go along!
I tried ImageReady with no success too
Here, I put a thread in General so it gets noticed by a dev quicker:
http://www.vendetta-online.com/x/msgboard/1/14658
http://www.vendetta-online.com/x/msgboard/1/14658
Works with pngs saved by the gimp.
I had another problem with the way the alpha channel is computed though. My images are mostly colored as 0xFF0000 with just different transparencys, which the hud now has trouble with.
I had to add a black layer with about 20% opacity on top of the colored areas to make it happy.
I had another problem with the way the alpha channel is computed though. My images are mostly colored as 0xFF0000 with just different transparencys, which the hud now has trouble with.
I had to add a black layer with about 20% opacity on top of the colored areas to make it happy.
Gav, i replaced the required images with a black square and all I got was a black square on my hud. There's got to be a way to get rid of the distance progress bar and have just the numbers left.
got any samples, spuck? look here for GIMP b0rkage:
http://www.vendetta-online.com/x/msgboard/1/14658#184182
http://www.vendetta-online.com/x/msgboard/1/14658#184182