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				September 19th, 2006, 11:08 AM
			
			
			
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 Corporal |  | 
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				 Re: SE V demo Interface 
 I'm playing at 1280x1024 and still find it cluttered. Don't really want to get a bigger LCD cos it'll kill the FPS in um FPS games if I have to run them at a higher default resolution. As is I play FEAR at 640x480 (3400XP + 7800GS). |  
	
		
	
	
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				September 19th, 2006, 11:16 AM
			
			
			
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				 Re: SE V demo Interface 
 You should be able to play FEAR higher than that. My system has a weaker graphics card and about the same CPU, I can run it 800x600 or if I push it 1024x786.
 Anyway, I'm still putzing about with the ultra-minimalist UI. Given that I can move the command buttons, suggestions on where to put them? The quadrent map has movement options, but I haven't been able to get them to work.
 
 So the status display at the top, the sector list, the quadrent list, and the small buttons at the top of each panel stay where they are.
 
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				September 19th, 2006, 12:31 PM
			
			
			
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				 Re: SE V demo Interface 
  /me disengages lurking device 
 I've been lurking heavily the past two days on this thread and others.  I figure I'll let the more savvy players poke at it first and see what wiggles.
 
 I am not optimistic ATT.
 
 /me engages lurking device
 
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				September 19th, 2006, 12:51 PM
			
			
			
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				 Re: SE V demo Interface 
 Move the command buttons to the right - 3 columns of 15 or so sounds about right. Group them by Ship-based, planet-based and misc. Scrap the submenus. Remove the sector(!) view from across the bottom because it's not the best place for it. |  
	
		
	
	
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				September 19th, 2006, 01:04 PM
			
			
			
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				 Re: SE V demo Interface 
 I can only move the buttons as is, I can't change their contents. Can't move the sector or quadrent view either (there are options to move the quadrent view, but they don't seem to work)
 Moving buttons to the right..
 
 EDIT: Ok, hudsettings.txt isn't fully implimented, this idea won't work. The order buttons can only be moved vertically about 50 pixels, and then they stop.
 
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				September 19th, 2006, 08:51 PM
			
			
			
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				 Re: SE V demo Interface 
 
	Quote: 
	
		| Black_Knyght said: I think it was a very bad idea to gear it towards higher-end systems graphically.
 
 
 
 |  *raises eyebrow* You think SE5 has high-end graphics requirements? Try playing Oblivion or F.E.A.R. I think any performance issues stem from less-than-efficient programming, rather than the actual graphics capabilities. Take ground combat: it doesn't have advanced particle effects, rag-doll physics, volumetric lighting, or even animations for the units, yet it still turns into a virtual slideshow. That just means Aaaron needs to clean up the code. 
 
I think your comment is akin to wishing a movie was released on VHS even though it is clear that the market has moved on to DVDs. VHS is only useful to people who still have VHS players and are unwilling/unable to get DVD players.
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				September 19th, 2006, 08:54 PM
			
			
			
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				 Re: SE V demo Interface 
 just wanted to point out that Civ4 has higher graphic requirements than SEV. |  
	
		
	
	
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				September 19th, 2006, 11:07 PM
			
			
			
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				 Re: SE V demo Interface 
 I generally like the game with more options than SEIV and the modding possibilities but the interface makes it hard to try and enjoy the game. The info, map and button windows occupy too much screen real estate. The mini flag patch is good but still trying to find my ships on the map   . The UI needs a lot of work. |  
	
		
	
	
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				September 19th, 2006, 11:13 PM
			
			
			
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				 Re: SE V demo Interface 
 Just look for the flags, not your ships. Definitely annoying that you can't see them but you don't actually need to. 
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				September 20th, 2006, 12:29 AM
			
			
			
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				 Re: SE V demo Interface 
 Yes actually I do at least.  It's not a geography game or capture the flag. It's Space Empires and I would like to see my ships not some miniature dot off in the distance that is impossible to find. To me that is just one point of many that makes playing SEIV more worthwhile than SEV; at this point in time.
 Just an observation not anything personal. You have given out a lot of good info on SEV which includes shortcuts, insights and workarounds. And keep the info coming, but there are too many workarounds for a demo this close to release. Workarounds usually sounds like justification to push a game that hasn't gotten a stellar reception by the community.
 
 Then again maybe I expected too much.
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