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Posted: Tue Feb 08, 2011 8:29 pm
by Cortex
girlyboy wrote:QUOTE (girlyboy @ Feb 5 2011, 06:29 PM) Only a couple minor things I've noticed (I don't know if these are known issues or not): One, when you are docked at base, and are viewing the sector in F3 and target something, the ETA shown in the target window on the upper right makes not very much sense. O_o The ETA is obviously meaningless, and will just show some garbled numbers. If possible, maybe just disable the ETA in this view?
Yeah, ticket #46.
girlyboy wrote:QUOTE (girlyboy @ Feb 5 2011, 06:29 PM) Edit again: The target window when you're docked and in F3 will also show a range, and the way this works also doesn't entirely make sense. If you view this right after a game launches, without actually launching from base first, it seems the range shown will be the target's distance from the centre of the sector [...]
Partly covered by ticket #45, but please add your observations. I hadn't noticed that the range is also occasionally nonsensical.
girlyboy wrote:QUOTE (girlyboy @ Feb 5 2011, 06:29 PM) One other minor problem: For long target names target types, sometimes the "type" in the target window will overlap with the ETA/Speed numbers. For example, if you've targeted a "Enh Sm Constructor", the target's name type will take up two lines of text on the upper-right, and the second line will take up the same space as the ETA/Speed readout, making both hard to read.
Good point, missed that as well. Please add to ticket #45.
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 5 2011, 08:53 PM) The only feedback I have is that your eye-icon shouldn't blend into space. Make it red and/or yellow.
Ticket #56.
LANS wrote:QUOTE (LANS @ Feb 6 2011, 11:05 PM) And feel free to flame me with "if you have a problem, code it yourself" - I don't have time to, and I am very appreciative of all the work that has gone into CortUI and its associated HUDs.
I flame you with "if you have a problem, file a ticket". :P
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 7 2011, 09:52 PM) I've noticed it, but simply changing the brightness isn't enough to immediately indicate to me if I've been eyed. Especially if I just want a quick reference to see if I need to hide like a little girl or not. It's clever idea in general, but you need something stronger than just a toggle in brightness. There are lots of things you can do (ie: changing the color of the entire gauge, or putting a thin red circle around the periphery of the entire gauge when eyed). A better/easier solution, however, it to just change the icon so its color isn't determined by the team. It's cool thematically, but completely unusable.
The main problem with changing the brightness is probably the lack of a reference point. The human eye can't properly tell if something's bright or dark, just compare to other colors. We just need a fixed point (some of the bars maybe) and it will probably get a lot more visible.
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 7 2011, 11:46 PM) BTW, What's up with gauge labeling? I see labels in the artwork files, but they don't show on screen. Were they just there for testing?
Fixed as ticket #55, although I liked your idea of a single-character labels.
TurkeyXIII wrote:QUOTE (TurkeyXIII @ Feb 8 2011, 02:23 PM) And the centre of the screen has too much crap in the way.
I agree with that one in particular, see ticket #50 and ticket #54 for example.


Please add more tickets for stuff you feel strongly about, to take the burden off of Bunny as I'm making him create one for each change anyway. :) Worst thing that can happen is that we'll close it.

Keep testing. Has anyone tried if the uninstallation is working fine yet?

Posted: Tue Feb 08, 2011 8:47 pm
by Makida
Cort wrote:QUOTE (Cort @ Feb 8 2011, 03:29 PM) Yeah, ticket #46.
Ha! I remembered about the tickets shortly after making that post, and this ticket was a few minutes behind my post! :P But yes, I suppose I should use trac more for things like this. >_>

Posted: Tue Feb 08, 2011 8:55 pm
by Cortex
girlyboy wrote:QUOTE (girlyboy @ Feb 8 2011, 09:47 PM) Ha! I remembered about the tickets shortly after making that post, and this ticket was a few minutes behind my post! :P But yes, I suppose I should use trac more for things like this. >_>
Yeah, I only found this thread an hour ago from the link on ticket #56.

Posted: Tue Feb 08, 2011 10:32 pm
by fuzzylunkin1
There is no problem with the way you show the difference between eyed and uneyed. I would think the problem would be people's monitors if anything.

Posted: Tue Feb 08, 2011 11:53 pm
by decapitator
likes:
improved target info/gfx
full round damage info
all info showed up well (eyed, etc), figuring out what each gauge did was easy enough

dislikes:
for me it takes up too much of the screen- but im a software hud anyway ;)

Posted: Wed Feb 09, 2011 4:47 am
by fuzzylunkin1
Hey guys, took some screenshots just for the hell of it. I'm enjoying the look of this HUD.

http://fuzzulunkinz.imgur.com/allegiance_glasshud

Posted: Wed Feb 09, 2011 6:43 pm
by Clay_Pigeon
Cort wrote:QUOTE (Cort @ Feb 8 2011, 03:29 PM) The main problem with changing the brightness is probably the lack of a reference point. The human eye can't properly tell if something's bright or dark, just compare to other colors. We just need a fixed point (some of the bars maybe) and it will probably get a lot more visible.
What I ended up doing is adding some color to the eye.png and changing dialog.mdl to ImportImageFromFile instead of ImportImage3D. Now, I get the same white/read/yellow eye every time, and it is much easier to tell at a glance when I'm eyed.

BTW, some of the pixels in eye.png aren't black. They are only black-ish :)

Once I figure out where the positions are set, however, I'm going to take a stab at putting a thing red circle around the entire gauge to indicate eye. I'll put up some snapshots.

Posted: Wed Feb 09, 2011 7:51 pm
by dusanc
I missed if anyone reported it, but I can't see any text (shield, hull,ammo energy).
Installed with CortUI

Posted: Wed Feb 09, 2011 9:38 pm
by Bunnywabbit
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Feb 9 2011, 07:43 PM) Once I figure out where the positions are set, however, I'm going to take a stab at putting a thing red circle around the entire gauge to indicate eye. I'll put up some snapshots.
Ill post a link to the artwork psd files tomorrow. That should help.

If you make an oval in a 640*480 file you can just jab it in there without further positioning. It will be placed at the default starting point at 0,0 which is at -320,-240 from center, so its center will be right in the center of the screen.

Posted: Thu Feb 10, 2011 2:44 pm
by Clay_Pigeon
I didn't take a screen shot, but it positioned it roughly where the old icon was (putting the oval well off-center). There was also the additional issue of the mini-map reusing the same file. I really didn't have time to dig through the mdls last night, but I'll keep plugging at it.