Lion.Kanzen Posted August 22, 2019 Report Share Posted August 22, 2019 @Basshunter Quote Link to comment Share on other sites More sharing options...
nifa Posted December 11, 2020 Report Share Posted December 11, 2020 hey, i think this is really important, is this still in consideration to make the unit stats visualization better? Tbh this was one of the things that bothered me when playing the game as a beginner, not really knowing which units to choose. I think changing the unit window to a more table like structure, using symbols instead of written text, and hiding irrelevant information like what they can build (or information you only read once like history) under drop down menus could do a lot. I think there are lot of good ideas in this thread already and a common agreement that there's room for improvement. Unfortunately i have no programming skills but i could maybe get into designing the icons and i have some ideas if wanted? 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted December 11, 2020 Report Share Posted December 11, 2020 somehow like this? "Builds" and "history" being dropdown menus 3 Quote Link to comment Share on other sites More sharing options...
GunChleoc Posted December 12, 2020 Report Share Posted December 12, 2020 How about putting similar properties into tables with headers? Costs, gather rates & loot could be a table with food, wood, ... as headers Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 12, 2020 Report Share Posted December 12, 2020 Builds should just show all of the building icons. Having a giant list there in paragraph form is goofy. lol 3 Quote Link to comment Share on other sites More sharing options...
nifa Posted December 12, 2020 Report Share Posted December 12, 2020 4 hours ago, wowgetoffyourcellphone said: Builds should just show all of the building icons. Having a giant list there in paragraph form is goofy. lol yes, I agree. That's how it is now. Actually knowing the classes is often enough to know what they can build Champion, Calvary (Slave in DE) -> nothing Infantry, Worker, Citizen -> all (military in DE) buildings Women/Citizen in DE -> civil buildings I think no one ever looked that up in these paragraphes Quote Link to comment Share on other sites More sharing options...
nifa Posted December 12, 2020 Report Share Posted December 12, 2020 9 hours ago, GunChleoc said: How about putting similar properties into tables with headers? Costs, gather rates & loot could be a table with food, wood, ... as headers what makes it difficult is that "costs" is relevant for all units, while "gather rates" and "loot" are only for workers Quote Link to comment Share on other sites More sharing options...
GunChleoc Posted December 13, 2020 Report Share Posted December 13, 2020 The you skip the rows and have a table with 1 row. Attack/armor could be a table too. Quote Link to comment Share on other sites More sharing options...
wraitii Posted December 13, 2020 Author Report Share Posted December 13, 2020 To be honest, just switching to a table-like structure would really help. Need someone to get around to actually doing it  Feel free to try and make a patch for it! 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 13, 2020 Report Share Posted December 13, 2020 On 12/12/2020 at 7:17 AM, nifa said: I think no one ever looked that up in these paragraphes Right. Chucking a huge list of buildings (specific names and generic names too!) into a block of text is tedious to read. Much better to just have a couple of rows of portraits and you can hover over the portraits for their tooltips. 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted December 17, 2020 Report Share Posted December 17, 2020 On 13/12/2020 at 2:38 PM, wraitii said: Feel free to try and make a patch for it! I would if I knew how :D Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 17, 2020 Report Share Posted December 17, 2020 1 hour ago, nifa said: I would if I knew how Do you know how to edit text files? If so the next step is asking questions Quote Link to comment Share on other sites More sharing options...
nifa Posted December 20, 2020 Report Share Posted December 20, 2020 On 17/12/2020 at 7:45 PM, Stan` said: Do you know how to edit text files? If so the next step is asking questions I think so Maybe you can give me some links to read and to get familiar with it? Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 20, 2020 Report Share Posted December 20, 2020 I do not know much about the GUI save from the very basics. I'm hoping @Nescio  @nani@badosu and @ffffffff can give you some pointers. Maybe help us improve the documentation so it's easier to find information. 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted December 20, 2020 Report Share Posted December 20, 2020 https://github.com/0ad/0ad/blob/2ff3584f5b8a03adbf7369133ad6dda83ea328c5/binaries/data/mods/public/gui/common/tooltips.js  https://github.com/0ad/0ad/blob/761b4692f947c8ae6fd7ddc74827a77d283ad2d3/binaries/data/mods/public/gui/session/PanelEntity.js 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted December 21, 2020 Report Share Posted December 21, 2020 (edited) @nifa, first of all, are you using the latest stable (A23) or the svn development version (A24)? The stable is fine if you just want to play the game or want to experiment with modifying it, but if you want your changes included into the default distribution, then you should work from the development version. See https://trac.wildfiregames.com/wiki/BuildInstructions for how to get it running, if you've not done so already. Most of the interface is written in JavaScript (*.js) and located under binaries/data/mods/public/gui/ Here are three small patches I wrote: https://code.wildfiregames.com/D2247 https://code.wildfiregames.com/D2984 https://code.wildfiregames.com/D2985 They're rather minor but can help you to familiarize yourself with the relevant files. Edited December 21, 2020 by Nescio question mark 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 5, 2021 Report Share Posted January 5, 2021 thanks for the information! I installed tortoise svn, visual studio 2019 and the compiler for 2017 and got the code. Took some time but it all worked. Do I need another workload in visual studio since the gui is in javascript? Now I'll try to get comfortable with visual studio Quote Link to comment Share on other sites More sharing options...
badosu Posted January 5, 2021 Report Share Posted January 5, 2021 You can do it as a mod at first. By just redefining functions and/or gui elements. But if you already have it compiled should be much easier working from source directly You can checkout spec mod on the forum for similar funnctionality Quote Link to comment Share on other sites More sharing options...
nifa Posted January 5, 2021 Report Share Posted January 5, 2021 okay thanks, i will take a look Quote Link to comment Share on other sites More sharing options...
badosu Posted January 5, 2021 Report Share Posted January 5, 2021 After your first build you don't need to recompile for iterating on changes to GUI. Just editing the public mod folder suffices 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted January 5, 2021 Report Share Posted January 5, 2021 On 11/12/2020 at 3:58 PM, nifa said:  Pls, we can have this for a24? Quote Link to comment Share on other sites More sharing options...
badosu Posted January 5, 2021 Report Share Posted January 5, 2021 Yes. It's pretty straightforward to do so. Â If someone can export the icons I could do it on one weekend. Â Just make sure you make a mock-up that covers all stats that can be visualized e.g. poison fire etc 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted January 5, 2021 Report Share Posted January 5, 2021 That's not the most relevant panel, the whole bottom chrome needs to be revamped. Which was something I would address on priority order Quote Link to comment Share on other sites More sharing options...
badosu Posted January 5, 2021 Report Share Posted January 5, 2021 Also. Would be nice to show how techs and auras are modifying stats. I notice most players can't check if enemy units are upgraded or not. Which is crucial information for taking engagements Quote Link to comment Share on other sites More sharing options...
nifa Posted January 5, 2021 Report Share Posted January 5, 2021 That would be great 4 hours ago, badosu said: Would be nice to show how techs and auras are modifying stats. I had the same idea that the possible upgrades of a unit should be shown with the icon somewhere on this window. Like having 1. "trained by" like civic center and barracks icons 2. "builds" with the icons of the buildings that the unit can build 3. "upgrades" with the icons of the possible upgrades hovering over it would show a tooltip with the effects and where to research it Quote Link to comment Share on other sites More sharing options...
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