Post screenshots of your ui - Page 3

Post screenshots of your ui

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Post screenshots of your ui

Post by kiki »

he played sp on old spring version where he was the spec that was speccing a battle between 2 bots. Maybe you should get ice ui.

Btw my ui looks even better now. I took out the selected units text and put that in the tooltip area.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Post screenshots of your ui

Post by TradeMark »

no i wasnt, it was 16 players game with 4 specs, and when one spec quited, it said "player x quited" or something.

and what is sp?
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Post screenshots of your ui

Post by kiki »

sp stands for the Supreme Pwnage Mod, otherwise known as the So Pretty unit list.


Actually, that was not funny, and sp stands for single player. As in play against yourself and against computer programs that fake intelligence.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Post screenshots of your ui

Post by kiki »

Image

This is a better screen, showing my new nano menu that I remade from scratch, since i could not find the old one. Plus I think mine may be better. It has auto (patrol), autorepair, and autoreclaim. Possibly i will give the nanoturret an offensive option, which will be harder to make, but basically it will reclaim enemy units. This will be different from autoreclaim because it will automatically reclaim units that come into range.

Unfortunately, this screenie does not show the way i put the selected units into the tooltip. It does show how i tweaked the minimap lua so that the width or the height does not exceed the saved width and saved height, while keeping the proportions correct.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Post screenshots of your ui

Post by CarRepairer »

Edit: My new UI, using IceUI and Satirik's IceUI patches for tooltip and namelist.

Image
Last edited by CarRepairer on 20 Apr 2008, 00:09, edited 2 times in total.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Post screenshots of your ui

Post by SinbadEV »

CarRepairer wrote:Using IceUI's tooltip but with standard tooltip info because that part needs improvement.

Image
Good Work... I like it.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Post screenshots of your ui

Post by kiki »

lol car, yours is very different from mine. With your really long tooltip, i can see what you were talking about with more info. When I was thinking more info, i was thinking that the whole tooltip would be taller. However, i like this idea better. Thanks for posting your screenie. While im messing with my tooltip, what kinds of information would people like to see in a tooltip? I have always been satisfied with whats in the default iceui tooltip, except for what i have added, the team name and the number of units selected.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Post screenshots of your ui

Post by CarRepairer »

kiki wrote:lol car, yours is very different from mine. With your really long tooltip, i can see what you were talking about with more info. When I was thinking more info, i was thinking that the whole tooltip would be taller. However, i like this idea better. Thanks for posting your screenie. While im messing with my tooltip, what kinds of information would people like to see in a tooltip? I have always been satisfied with whats in the default iceui tooltip, except for what i have added, the team name and the number of units selected.
In WarCraft 3 you select on a unit and you get to see his entire life story in the tooltip. It tells you everything. Weapon type, damage, range, hover over his abilities and it tells you everything about that too, all his attributes from hp to speed to agility (or we can say turnrate for spring). It tells you if the unit is stunned or poisoned and what kind of damage that will do. We can show all those things if they can.

Okay maybe I don't need to know the turnrate but there are a huge number of things I'd like to know instantly the moment I hover over a unit, be it mine or an enemy's. CA interface has a button that tells me stuff which requires a bit of navigation. It's nice but it's still not enough. In a game (especially a CA game) there is hardly time to breathe much less click the "Unit Help" button and then click on the "more info" and "weapon info" tabs. I want to see it right then and there and it should take no more than the time my eyes flick down to the tooltip. This game is hard, it has 7,520 units (and counting) and I want to have their stats at my fingertips without delay.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Post screenshots of your ui

Post by MelTraX »

Yeah, I was planning to do so and now I'm pretty sure what it'll look like.. I'll make icons for each attribute to save space and display as much context-sensitive useful info as possible..

Some input would be cool though since there are probably a lot of people here who play more than I do :P..

It would be cool if someone could make icons for stuff like damage, range, health, experience, ... Since it's pretty hard to make a tooltip for icons on the tooltip they would have to be self-explanatory though..

And it would be cool if you guys agree to a list of properties to show for units/ground/buildpics/... For buildpics for example I would include infos like that one build cost widget does and so on..

Btw: do we want to waste space with a health bar and stuff like paralyse damage since jKs healthbars already do a great job with providing that info..

The ideal input ofc would be a mock-up of the tooltip window with your ( ;) ) new icons and all the stuff you agree to put in there..
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Post screenshots of your ui

Post by kiki »

Mel, are you doing this or am I doing this. I dont want to work against you. If you are doing this, then please use my custom tooltip as a starting point, because it is more feature complete.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Post screenshots of your ui

Post by MelTraX »

Well, if you want to do it, feel free.. My post contains pretty much all stuff I planned to do.. If you need help with IceUI, PM me in the lobby if I'm there or send a PM in the forum or something like that.. Note that I don't join #main these days (only #news), so either search #news for my name or $local..
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: Post screenshots of your ui

Post by Wisse »

Kiki would you care to tell me where to get settings and files that you are using for your UI?

I have a problem too, my minimap is a bit large when i start game, but it goes back to normal if i reload Minimap widget. How do i sort this out?
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Post screenshots of your ui

Post by kiki »

um, what settings? Ctrl+f11, f11, everything in luaui directory, ctrlpanel.txt, layout.lua are all that i have edited.

Okay, ill work on an extended tooltip with carrepairer.


ABout minimap: I have a bettar minimap script that makes sure that the map does not excede the saved height or width, while maintaining proportions. However, in order to prevent the saved sizes from shrinking in each game, i had to hard code the size values in minimap.lua.
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kalel90
Posts: 12
Joined: 23 Jul 2007, 06:29

Re: Post screenshots of your ui

Post by kalel90 »

Can i get your controlpanel.txt and your edited iceui kiki lol?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Post screenshots of your ui

Post by Forboding Angel »

Use PM... Don't thread necro.
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kalel90
Posts: 12
Joined: 23 Jul 2007, 06:29

Re: Post screenshots of your ui

Post by kalel90 »

For some reason i was thinking this thread was only on page 3 sorry about that.
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