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September 18th, 2006, 10:18 PM
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National Security Advisor
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Re: SE V demo Interface
That might work, but they could still get in the way of clicks. And yeah, the buttons would just be floating in space. No border or anything like that.
EDIT: yep. The main buttons are in Dlg_Main_ButtonBar.bmp. If you replace the contents of that file with that nasty pinkish color, it turns transparent. Boom, instant buttons-only display.
EDIT2: here's a larger, easier to see version of the minimalist UI.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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September 18th, 2006, 10:37 PM
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National Security Advisor
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Re: SE V demo Interface
Here's a tiny, crappy picture of a ultra-minimalist UI. Not that I haven't MOVED any of the buttons yet, just got rid of their borders entirely.
You'll note that the quadrent map is transparent, too. You can click on sectors through it now; the only thing there that is clickable is systems and the command buttons above.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 19th, 2006, 02:38 AM
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Lieutenant Colonel
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Re: SE V demo Interface
That's a good start, and very encouraging. Can you do the same, but with a 2D view, so we can see how feasible it is to see all the planets names at a legible size?
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September 19th, 2006, 02:48 AM
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Corporal
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Re: SE V demo Interface
my UI gripes:
Having to use the filter button in the design screen is extremely annoying. It would be 900% better if you had a ships button, units button, and a Filter button that did obsolete designs/enemy designs.
The non-stackability of Units in most aspects of the UI makes handling them extremely clunky, particularly in the Log, which is continiously spammed with individual unit construction reports. Ideal would be a single construction complete notification for each type of unit under construction, listing the quantities and locations of completed units. Stacking units in cargo would be nice too but far less crucial.
I'm not sure if this is a UI issue or not...I don't understand how to get the AI to automatically upgrade facilities for me, nor automatically colonize.
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September 19th, 2006, 08:30 AM
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Shrapnel Fanatic
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Re: SE V demo Interface
Quote:
Phoenix-D said:
You'll note that the quadrent map is transparent, too. You can click on sectors through it now; the only thing there that is clickable is systems and the command buttons above.
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How about making the greyed out orders 50% transparent via the good old "every-other-pixel" trick?
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September 19th, 2006, 08:33 AM
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Lieutenant Colonel
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Re: SE V demo Interface
Has anyone out there played the demo using 1600*1200 resolution?
In about 10 months, I plan on buying a new monitor capable of that resolution, and I'm wondering if I can anticipate a big difference in playing SEV? Is everything much more legible etc at that res?
Tks,
AMF
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September 19th, 2006, 09:30 AM
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Re: SE V demo Interface
It should make a huge difference on the amount of the system you can display at once without any of the HUD overlapping the system. For example, a modded system of 20x15 hexes fits quite nicely at 1280x960 (top down or skewed) on my computer. So I'd imagine the default 26x20 hex system would fit very nicely at 1600x1200. 
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