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The updates to the ui look great.

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6 years ago
Seriously nice job guys!
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6 years ago
Are there brand new updates I haven't seen yet, or do you mean over the course of the last year or so?

Also, do you play with Carbon (actual default, probably engine thing) or Darkhive (the apparently intended default for Zero-K)?
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6 years ago
quote:
probably engine thing

Your perception of engine UI is badly, very badly corrupted by ZK. :X
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How is not wanting black-on-black UI with no distinguishing features or easily read button states (though the blue mouseover change is welcome regardless of interface skin) "corruption"? Clear, readable design with a noticeable aesthetic is just good to have.

If anything it's influence from playing non-Spring games setting my standards for interface look. Also, the Darkhive as default thing came up in the thread on loading screens.
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6 years ago
just for laughs, type /Luaui disable ingame to see what the default spring interface looks like ^^
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ugh, it's like TA all over again. While TA's interface capabilities were great, the interface design was terrible. Paginated command menus*, no separation of state selection and order buttons, sized-to-fit and inconsistently applied text. Not to mention the wasted space of the resource bars. Absolutely no consideration for what is important or needs to be made prominent, with everything given the same importance.

Thankfully, whoever made the Chili UI widgets used in ZK knew much better what they are doing with design. I just wish the minimap was at the bottom of the screen (bottom-right would probably be least painful from current default) and chat at the side or bottom by default, as interface elements at the top of the screen can't be large, since perspective projection makes the top of the screen contain more information than the bottom.

*I realize tabs in the integral menu are similar, however tabs provide an organizational structure to the myriad buildings available, while pages are simply set up by how many icons can fit with no consideration to ease of use.
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http://imgur.com/y20Ccs6

my interface, exactly like starcrafts
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My interface, like StarCraft's but with resources at top-left (from Achron). I'm considering experimenting with swapping the integral menu and minimap positions, since hitting the state change buttons sometimes causes the map to scroll as it is now.

Also, in case anyone is wondering, setting BumpWaterReflections to 2 gets the terrain reflections (I only recently found this out).
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6 years ago
quote:
Also, in case anyone is wondering, setting BumpWaterReflections to 2 gets the terrain reflections (I only recently found this out).

You are my hero!
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6 years ago
DarkHive wasn't made explicitly to be default. I made it because I wasn't happy with Carbon (also mine), and because I wanted to make something that had the same style as the website.

Since there was a new chili release with lots of nice features, I hope to go back and improve on DarkHive or make something new. (I have the sources still but it might be good to start from scratch, and I'm not really happy with all darkhive elements, like the excessively shiny buttons)
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USrankluckywaldo7: I see, thank you for the history lesson. For the record, my only real issue with DarkHive is that the top-left corner piece of the integral menu seems to double up with the top-left corner piece of the top-left button within it.

I did find initially that I preferred Robocracy, so I will check out what I like about that compared to DarkHive and vice versa.
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6 years ago
Robocracy is currently "broken" (it lost all its teal), so someone will have to fix it first. We could (maybe) make it the default again then.
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6 years ago
what are people's thoughts on moving the minimap to the bottom by default? Perspective project point is good - my main problem with the minimap at the top and other big things in each corner is that you're left with a + shape for the main field. Having all (major) elements at the bottom means you are left with a rectangle.
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quote:
my main problem with the minimap at the top and other big things in each corner is that you're left with a + shape for the main field. Having all (major) elements at the bottom means you are left with a rectangle.


AUrankpsimyn: That's a great point too, I hadn't considered that. That would explain better why I felt so constrained in the default setup.
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6 years ago
I prefer the UI on the sides because otherwise my wide screen makes me feel like I am looking out of a pillbox.
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quote:
Robocracy is currently "broken" (it lost all its teal), so someone will have to fix it first. We could (maybe) make it the default again then.

I think it would be cool actually to leave robocracy white, and then color it through the widget. Then you could have the interface color open to customization.

(Actually, I think smoth had something like this in gundamrts)
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AUrankAdminGoogleFrog: So something like these: http://imgur.com/a/NlEsc ? Actually, I think I might try the second one with the resource bar and player list swapped.

USrankluckywaldo7: Although it is much more appropriate for interface skin than FoW, I do find the amount of colour options annoying. It took me 10 minutes to get the FoW colours to work out so that ground looked the same when in view as when FoW was off, and it is still slightly off (though that's partly due to the LoS being added as a mask onto FoW which is a mask on top of the main map colour, instead of just FoW masking the main map colour where there is no vision.)
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Should be easy enough, I might take a look at that tonight

Edit: in reference to fixing the color in Robocracy
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Hmm, I think I might actually like more than my previously posted UI. only real change is the left-right swap of the bottom, but somehow that feels more open. Probably because of where I put the replay playback box. Also makes unit state switching a lot easier.
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6 years ago
Shadowfury333: I quite like both those recent ones (sidebar layout and bottom layout). Minimap at bottom right makes more sense in the second one, since then you aren't moving menu from it's current location.

A few thoughts though:
-Replay widget and resource bars could be swapped. Resource bar is important info, but is all the way up the top left on it's own. If moved down, you could disable the three top items without game being affected, reducing the pillbox effect.
-Why the gap to the left of selected item tooltip?

Sidebar one I like quite a lot. The downside is having sidebars on both sides leaves a pretty narrow area, and still suffers a little of the + syndrome
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