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  #21  
Old 08-28-2007, 05:46 PM
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Nadger Nadger is offline
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Quote:
Originally Posted by Kyel
Thats beautiful! cant wait to use it.
Thanks, I try to make them look somewhat decent looking figuring you will be spending many hours staring at it ;p

Quote:
Originally Posted by techywarrior
It's hard to really tell without using it but as a pet class I am concerned about how easy it will be to really see the pet HP.

Any thought of how you are going to do the Pet window as well as the Minion window?

It seems that most UIs gloss over or ignore the pets and minions.

I would like to proopse at minimum that the pet dismiss button is seperated from the rest of the buttons and that it is at the end not the middle like the default UI. Perhaps even a better grouping of the buttons or some diferentiation between defend me and defend self.

It's probably not worthwhile but it would be really nice if the caster classes, which use energy but not endurance really, had the option to, or have it automaticaly, switch the energy and endurance bars in the HUD. I know that it would require extra graphics be loaded for everyone as well as extra options. I also realize that I am a big proponent of less overhead and clutter

My hope is that you will take my suggestions about individual XML files to heart and we can easily comment out the sections we don't need.

Looking good. Dusk may get officialy retired when this comes out.

Techywarrior
(Lithreal)
I designed it so i can move the pet HP up or down as well and still have it fit perfectly, I wasnt sure how good it would be inside the hp either so ill get it in game like that and try it out on my little lvl 4 necro i made just for pet purposeses. If i dont like it i can mvoe it upwards so it hugs the outside edge of the player hp.

I dont play a pet class so its hard for me to know what needs to be changed over default. But i think the default icons are fugly and will likely redo them and likely reorganize the order the icons are in. I thought about making each button in its own window so you can stack them in whatever order or seperate tehm hwoever you want, but im not sure ill do that. It could be a pain in the ass trying to line them up manually in layout mode.

As far as energy/endurance swapping...i feel they're both in eyes focus and its easy to keep track of them. But then again i have not really played a caster with teh HUD yet. If i do offer something like this, it would be in a later version as its a low priority novelty.

Atm theres seveal windows clumped into each xml file. I will seperate them out sometime but for now im more worried about getting more of the UI done.

It still needs some polish to make it a bit more user friendly for things like that but that comes last.

Dusk just looks sexy and is clean with its memory. Other then that its not really that well designed. Hense why I decided to abandon it and not resume work on it.

Quote:
Originally Posted by Pixi
Oh man I can't wait. I just love the hud thingy. I never could get used to having the player window in the top left corner and the target in the top right corner. Just felt totally unintuitive to me regardless of game. I want it all nicely collected to get a better overview. It also brings my eyes closer to the chatwindows which also gives me vital info.

Aye, hense the name Core =) Thanks though, designing things that look cool yet fit together nicely and are balanced on both sides and close together without being too cluttery and small without being too small, while accounting for all classes is a lot to balance when designing a UI. I have pages and pages and pages of hand drawn concepts that got tossed because they didnt balance out right or didnt leave room for x and y etc.

My only worry now is perhaps ive packed too much information in such a small area that it will end up being too much for the brain to process at once and make sense of.

Anyway the 2nd under the character HUD that will get added eventually is the sucessor to Winged. Where as the one now is the successor to Kinked HUD from Core 2.0

Here is a sneak peek at the new Winged HUD:




The one on the left shows everything turned on, and the one on the right shows just the basics.

Again the yellow is pets hp, and the cyan is jin/virtue/phenom
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  #22  
Old 08-28-2007, 07:30 PM
techywarrior techywarrior is offline
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Quote:
Originally Posted by Nadger
As far as energy/endurance swapping...i feel they're both in eyes focus and its easy to keep track of them. But then again i have not really played a caster with teh HUD yet. If i do offer something like this, it would be in a later version as its a low priority novelty.
The thing I find as a caster is that I conentrate on the left side for my/pet info and on the right for the target. I know that since the target has less info then the player this would lead to an unbalanced look but I feel that it is much easier for the brain to process. In order to keep the balance I move the endurance to the other side since I never really have use for it.

Techywarrior
(Lithreal)
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  #23  
Old 08-29-2007, 09:26 AM
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Pixi Pixi is offline
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Looking good. Winged is the hud I'm using now - it's nice and tight and provides pretty much all the info I need. The only things I can think of that I'm missing is having a numerical representation of my mana and the name of my defensive target when I don't have anything offensive targetted. But I might just have missed to tick some box somewhere hehe.
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  #24  
Old 08-29-2007, 04:10 PM
labrat labrat is offline
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very cool stuff indeed. love the core ui now and cant wait to get this new ui loaded up.

when do you suspect you will start to beta this or even go live?
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  #25  
Old 08-29-2007, 11:58 PM
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Nadger Nadger is offline
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Quote:
Originally Posted by techywarrior
The thing I find as a caster is that I conentrate on the left side for my/pet info and on the right for the target. I know that since the target has less info then the player this would lead to an unbalanced look but I feel that it is much easier for the brain to process. In order to keep the balance I move the endurance to the other side since I never really have use for it.

Techywarrior
(Lithreal)
It will def be something i add when i have the windows based options program running.

Quote:
Originally Posted by Pixi
Looking good. Winged is the hud I'm using now - it's nice and tight and provides pretty much all the info I need. The only things I can think of that I'm missing is having a numerical representation of my mana and the name of my defensive target when I don't have anything offensive targetted. But I might just have missed to tick some box somewhere hehe.
Yeah the HUDs in the hudpack are just addons for when you have a target..not really made to replace anything. I never did understand why people want to see exactly how much mana and exactly how much hp they have in a HUD though...maybe you can explain?

Quote:
Originally Posted by labrat
very cool stuff indeed. love the core ui now and cant wait to get this new ui loaded up.

when do you suspect you will start to beta this or even go live?

Beta 1 will be Old Timers Guild only and is about to start either tonight or tomorrow. Not sure how long after that it will go live. Depends on how smooth everything goes.

anyway here is a progress shot: actual in game.



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  #26  
Old 08-30-2007, 05:32 AM
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Pixi Pixi is offline
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Quote:
Originally Posted by Nadger

Yeah the HUDs in the hudpack are just addons for when you have a target..not really made to replace anything. I never did understand why people want to see exactly how much mana and exactly how much hp they have in a HUD though...maybe you can explain?
Well, I know the hud is only supposed to pop up during conflict so I understand your reasoning. But after all these years I'm just so used to having that info at the ready. Mind you, I have the player window open as well so the info is there - but if it was available down in my little information center I could close the player window and conserve screen space.

It's not a huge deal (or even a small deal hehe) I just mentioned it because it's pretty much the only small annoyance I've ever had with your huds. Totally subjective, I know, but there you go. The same rationale can be applied to the defensice target window, by the by. As opposed to being used to info I was never able to get used to targetting rings lol. I think it might come from the fact that I played an enchanter back in EQ before they added the rings. I just totally forget to look for the rings and end up targetting a mailbox or something just to see who my defensive target is.


I did find a checkbox to open an second defensive target window, though, and it works a treat but it's not as aesthetically pleasing to the eye.

Gawd I sound whiny, don't I?
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  #27  
Old 08-30-2007, 07:19 AM
techywarrior techywarrior is offline
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In the screenshot you have 2 hotbars and a lot of what could be individual boxes in the middle. Are they linked together as a hotbar or are they each individual? I am wondering about the number of hotbars you plan to have as well as if you will be adding a g15 box a la Drox?

I have a lot of hotbars and I like them to mostly be mapped to keys. I use 4 full hotbars plus the g15 block. Only one set of them aren't mapped to keys.

Techywarrior
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  #28  
Old 08-30-2007, 11:29 AM
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Nadger Nadger is offline
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Quote:
Originally Posted by Pixi
Well, I know the hud is only supposed to pop up during conflict so I understand your reasoning. But after all these years I'm just so used to having that info at the ready. Mind you, I have the player window open as well so the info is there - but if it was available down in my little information center I could close the player window and conserve screen space.

It's not a huge deal (or even a small deal hehe) I just mentioned it because it's pretty much the only small annoyance I've ever had with your huds. Totally subjective, I know, but there you go. The same rationale can be applied to the defensice target window, by the by. As opposed to being used to info I was never able to get used to targetting rings lol. I think it might come from the fact that I played an enchanter back in EQ before they added the rings. I just totally forget to look for the rings and end up targetting a mailbox or something just to see who my defensive target is.


I did find a checkbox to open an second defensive target window, though, and it works a treat but it's not as aesthetically pleasing to the eye.

Gawd I sound whiny, don't I?
My defensive target window for when you dont have the HUD Up is small enough to toss into the info core. It uses the same health bar as the group window so its quite small it should fit whereever you want it.

Quote:
Originally Posted by techywarrior
In the screenshot you have 2 hotbars and a lot of what could be individual boxes in the middle. Are they linked together as a hotbar or are they each individual? I am wondering about the number of hotbars you plan to have as well as if you will be adding a g15 box a la Drox?

I have a lot of hotbars and I like them to mostly be mapped to keys. I use 4 full hotbars plus the g15 block. Only one set of them aren't mapped to keys.

Techywarrior
In that screenshot I have three full horizontal hotbars open, two 2x4 hotbars and 3 individual hotkeys.

I have a crapload of hotkey options because i wanted the user to be able to group their hotkeys together in an organized way and stacking them to form asthetically pleasing shapes.

There are far to many hotkeys to map to the keyboard but i believe i can map them but just bind them to anything so the user can go into the control options and manually bind them how they like.
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  #29  
Old 08-30-2007, 11:57 AM
labrat labrat is offline
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thanks for the tip on the release date. cant wait to get my hands on this new ui.
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  #30  
Old 08-31-2007, 04:13 AM
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Nadger Nadger is offline
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Beta 1 is currently running within The Old Timers Guild. So far the response has been extremely positive. Many people switched from DroxUI to CoreUI3 and are sticking with Core. Im also getting reports of huge FPS gains when using Core. People seem to especially love some of the new features that we have not seen in any UI before =)

This is due to my texture optimization and I always consider processor and memory usage every time I think about adding an option. If i feel the option would not warrant extra memory usage and processing power I do not include it.

There has been a few minor bugs found but overall it seems pretty solid.

I'll continue to work on the UI adding in whats left and making changes and tweaks based on my guild's feedback. Once I feel the beta is solid and represents what I want Core3 to be, ill toss a little polish on it and release it to the public.
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