Darkwind
Engine v.99 Media v.78, New in-game GUIs etc.

*sam*


Posted Aug 28, 2008, 12:11 pm
* Handgrenade fix. After messing around with them for some time I decided to make them like fused car grenades (exploding after a certain time rather than on the first collision)
* GUIs! ? big update here, of course. Many thanks to Desolatordan for his great efforts, and also to Alocalypse, Valiance and Jim who have offered useful advice and feedback. We still have a lot of work to do here ? initially, on the usability of the GUI (e.g. clicking a character then a gun icon to assign it, rather than having to right-click the gun) ? and we?ll soon be moving on to the lobby and website GUIs. Any other comments/tweaks/bugs/missing things you see, please post them here
* One thing here I specifically can take your advice on is any nudges needed to the positioning of the car image in the management GUI. It?s slightly different for each chassis so some will be slightly off-centre. Let me know when you see a chassis that you think needs nudging.
* Handgunner specialisms: ?shoot from the hip? (helps you shoot first in the turn, handweapons only), ?long throw? (throw grenades and later other stuff further), ?Car Killer? (doing more damage against cars, possibility of bypassing car armour and hitting the internals, if the armour is low but not yet breached), ?Runner? ? the character runs faster. The handgunner skills can now also select various existing specialisms (e.g. Sniper)
* There is now a ?find my pedestrian!? option in the top menu, the same as ?find my car!?
* Peds can now have waypoints set up (rather than simply having one target location to run to) and can also do pathfinding (limited by the available data). You?ll see 2 new options when you rightclick the terrain with a pedestrian selected
* Made some efficiency improvements to the pathfinding AI (added binning rather than global searches) so the server CPU load and therefore move times should reduce
Alocalypse


Posted Aug 28, 2008, 12:23 pm
http://i257.photobucket.com/albums/hh210/alocalypse/th_Screenshot-8_28_200815_02_42.jpg

Once the management tab is opened, it's impossible to close without deselecting the car at 1024x800 windowed.

In my opinion the management tab is too big.

There should be an option to turn off window opening/closing animations entirely, the animations should be much faster overall.

This will be a bit more effort but the players/cargo tabs should be smaller if there's only 1-2 cargo items/players (usually the case)

The character portraits look kind of blurred (probably from low quality resizing).

The occupants tab doesn't size to fit it's contents and is scrollable even with 2 characters, the scrollbar graphic is stretched.

The spot where the players tab minimizes is covered by the occupants tab (it's also not movable when minimized).

The new management icons don't look very good on the looting screen and leave a lot of horizontal empty space.

EDIT: The armor numbers positioning isn't right, they should be centered better.

EDIT2:
Are the characters going to be horizontally positioned so you need to scroll if there's more than 3 characters?

I still strongly oppose that and thing they should go in a 4x4 grid instead.

Also the auto-end should probably be hidden away in a menu if it works the way I think and is intended for situations when you're turtled/disabled and can't do anything - it just doesn't happen often enough and it'll only confuse people.

EDIT3:

Lordbam said he couldn't see the last digit of the turn counter.

the thingy at the bottom-right of the chatbox invites itself to be clickable even though it doesn't do anything and that would be a good place to put a chatbox-resizer button (same as pressing p)
*sam*


Posted Aug 28, 2008, 12:35 pm
Quote:
Once the management tab is opened, it's impossible to close without deselecting the car at 1024x800 windowed.


Hmm that's strange that you have less visible area than me, I use 1024x768. I'll make it so that clicking the body of the manage window will close it

Quote:
In my opinion the management tab is too big.


It's slightly larger yeah, but a lot of stuff is crammed in

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There should be an option to turn off window opening/closing animations entirely, the animations should be much faster overall.


I like em! But yeah, options would be good.

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This will be a bit more effort but the players/cargo tabs should be smaller if there's only 1-2 cargo items/players (usually the case)


Makes sense

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The character portraits look kind of blurred (probably from low quality resizing).


Yeah, they were intended as placeholders

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The occupants tab doesn't size to fit it's contents and is scrollable even with 2 characters, the scrollbar graphic is stretched.


I figured making it the right size for 3 characters was ok

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The spot where the players tab minimizes is covered by the occupants tab (it's also not movable when minimized).


I could stack the minimised windows up the right rather than along the bottom perhaps. Not having them move was intentional, to help you keep it tidy

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The new management icons don't look very good on the looting screen and leave a lot of horizontal empty space.


Ye, I didn't get around to looking at that yet

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EDIT: The armor numbers positioning isn't right, they should be centered better.


Which ones, left and right armour? These need moving down a bit I think? The numbers are intentionally at the outside edges of the boxes though, to make sure the car doesn't cover over them.

Quote:
EDIT2:
Are the characters going to be horizontally positioned so you need to scroll if there's more than 3 characters?

I still strongly oppose that and thing they should go in a 4x4 grid instead.


Yes, 3 characters are viewable without scrolling. There isn't space for a 4x4 grid. The current free space below the characters will be for more information (current activities, injuries etc.)

Quote:
Also the auto-end should probably be hidden away in a menu if it works the way I think and is intended for situations when you're turtled/disabled and can't do anything - it just doesn't happen often enough and it'll only confuse people


When you click it, you are asked to confirm, and told what it does.
Marrkos


Posted Aug 28, 2008, 12:46 pm
The Rankings window does not respect location changes; it always returns to its original location when restoring from minimized. The Players window does not have this issue.

Was there a specific reason behind the movement of the countdown timer and menu from the left corner to the right corner? Change is good, but change for change's sake *especially* when it comes to objects and processes that have a lot of muscle/spatial memory attached to them should be applied *very* cautiously. Sure, we will all relearn that the menu is in the right corner rather than the left, but it didn't seem to be bothering anybody where it was.

Agree with Alo that the animations should be optional.

*sam*


Posted Aug 28, 2008, 12:49 pm
Quote:
Was there a specific reason behind the movement of the countdown timer and menu from the left corner to the right corner?


Lack of space at the top left, with the new Manage window
Alocalypse


Posted Aug 28, 2008, 12:54 pm
*sam* said:
Quote:
Once the management tab is opened, it's impossible to close without deselecting the car at 1024x800 windowed.


Hmm that's strange that you have less visible area than me, I use 1024x768. I'll make it so that clicking the body of the manage window will close it


Umm my bad, I use 1024x768 actually.


Quote:
Quote:
The occupants tab doesn't size to fit it's contents and is scrollable even with 2 characters, the scrollbar graphic is stretched.


I figured making it the right size for 3 characters was ok


I guess that's ok as most players only have 2 weapons per car, but if you have more then with the new proposed gunnery assigning system it will be a problem, we'll need some stats/input on this.

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EDIT: The armor numbers positioning isn't right, they should be centered better.


Which ones, left and right armour? These need moving down a bit I think? The numbers are intentionally at the outside edges of the boxes though, to make sure the car doesn't cover over them.


All of them actually, the front/rear armor too and the top/bottom ones aswell.

It shouldn't be a problem if the numbers are drawn after the management picture and go over the car graphic a bit if it's bigger.

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EDIT2:
Are the characters going to be horizontally positioned so you need to scroll if there's more than 3 characters?

I still strongly oppose that and thing they should go in a 4x4 grid instead.


Yes, 3 characters are viewable without scrolling. There isn't space for a 4x4 grid. The current free space below the characters will be for more information (current activities, injuries etc.)


Yeah, I think displaying injuries is redundant since you already have the health bar and can get them via howering and I don't think people check it that often (any input on that from other people?).

If you get icons for stunned/dead etc that will be enough and better than going through a list of all injuries (which will not fit anyway if you're getting hammered).

The name/occupation can fit inside the portrait as they used to be to save space.


Also is the numeric ammo counter on weapons coming next patch or did you miss that?

EDIT: I suggest removing anything below 1024x768 from the resolutions window since I assume it will be unplayable at that and the fullscreen option which crashes the game more often than not.
Alocalypse


Posted Aug 28, 2008, 1:00 pm
Quote:
The handgunner skills can now also select various existing specialisms (e.g. Sniper)


We don't actually get sniper as advertised but a bunch of other stuff like moving targets and rapidshot from other skills. :(

Also ballistic prediction seems out of place, ped mortars could just use normal ballistics skill instead...

EDIT: It's not specified, but does car killer only work on hand weapons or mounted stuff as well.
*Longo*


Posted Aug 28, 2008, 1:08 pm
Sam- Greaaat Job!

One bug I found (I thought I found another too, but it was just me being unfamiliar with new GUI) was that "Juan" Carlos Martinez was unable to reload while in motion. He was driving, and has reload in motion specialism. He was driving an Osprey. Event was S61730.
*sam*


Posted Aug 28, 2008, 1:11 pm
Quote:
Umm my bad, I use 1024x768 actually.


I'm still surprised that you got less visible area than me.. the best thing is probably do squash the manage GUI slightly down to make sure it's ok at 1024x768 - which is a very common resolution.

Quote:
Yeah, I think displaying injuries is redundant since you already have the health bar and can get them via howering and I don't think people check it that often (any input on that from other people?).

If you get icons for stunned/dead etc that will be enough and better than going through a list of all injuries (which will not fit anyway if you're getting hammered).

The name/occupation can fit inside the portrait as they used to be to save space.


You may be right. Fitting 4 characters in is probably more important than the intended text being there.

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Also is the numeric ammo counter on weapons coming next patch or did you miss that?


Next patch, ye.

Quote:
EDIT: I suggest removing anything below 1024x768 from the resolutions window since I assume it will be unplayable at that and the fullscreen option which crashes the game more often than not.


At smaller resolutions, the steering wheel part disappears when the manage window is up, and it sits at the bottom of the screen. Fullscreen switching is already disabled when you're in the 3D game (it works OK I think when you're in the lobby)

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We don't actually get sniper as advertised but a bunch of other stuff like moving targets and rapidshot from other skills. :(


I just added sniper

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Also ballistic prediction seems out of place, ped mortars could just use normal ballistics skill instead...


Maybe yeah. I was thinking that throwing grenades would make it relevant, but that's not probably true. I'll remove it.

Quote:
EDIT: It's not specified, but does car killer only work on hand weapons or mounted stuff as well.


Only hand weapons
*sam*


Posted Aug 28, 2008, 1:12 pm
Quote:
One bug I found (I thought I found another too, but it was just me being unfamiliar with new GUI) was that "Juan" Carlos Martinez was unable to reload while in motion. He was driving, and has reload in motion specialism. He was driving an Osprey. Event was S61730.


What speed was the car moving? I'm pretty sure I made no changes that would affect reload in motion
*Longo*


Posted Aug 28, 2008, 1:15 pm
Somewhere between 40 mph and 60 mph.
Alocalypse


Posted Aug 28, 2008, 1:20 pm
The long-ghost slider is a bit awkward now.

Since it's horizontal the numbers on the left (which should be rounded off to 0.1) go on top of the slider.

There's also a tooltip at the bottom of the slider when you're dragging it which is mostly off-screen because of the new placement. That should always go on top of the slider/cursor instead of below.
*sam*


Posted Aug 28, 2008, 1:23 pm
Quote:
Somewhere between 40 mph and 60 mph.


You'd need reload in motion level 2 to reload at 40mph, or level 3 at 60mph. Did you have those?
*Longo*


Posted Aug 28, 2008, 1:25 pm
I just have lvl 1. I guess all of this time I never reloaded at a speed faster than 40 if you can believe that! I never knew that this wa show it worked. I thought if you got lvl 2 you would reload faster is all.
lordbam


Posted Aug 28, 2008, 1:50 pm
some probs in Linux/wine
http://img233.imageshack.us/img233/4277/screenshot5gf4.th.png

The dashboard falls off. this used to be the same in the old client but you could  move it back then.

The turn counter slightly drops off the right side of the screen.

When minimizing the players thingie, it minimizes to the bottom and i can't get a hold of it anymore.

in full screen mode (resolution 1024x768):
http://img212.imageshack.us/img212/1166/screenshot6ub2.th.jpg
manage bar is still to big. turn still falls off

what i like to see changed:
- make everything movable again
- move turn counter and menu back to the left top
- make as much transparent as possible. when the manage button is open you can hardly see the playing field anymore.
- make animation faster
- minimize a window at it's current position, don't move it downwards.
- where is the cam follow car button?

I know i'm a pain in the *** using linux, and don't want special treatment, just wanted to give some feedback


*sam*


Posted Aug 28, 2008, 2:24 pm
A lot of the problem here seems to be misreporting of the visible area by wine.

Quote:
move turn counter and menu back to the left top


It's a lack of space at the top left that made me move it to the right.  I know that seems an 'unintuitive' place for seasoned players (as noted by marrkos) but I think it's better there, in the long run. You'' get used to it before long.

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minimize a window at it's current position, don't move it downwards.


You think? It's more like the way GUI desktops work to have it minimise down, so you find it easy in future. This could be another option I guess.

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where is the cam follow car button?


No-where yet. I'll have to squeeze it in beside the Auto-End, or possibly put auto-end into a top-menu option.
lordbam


Posted Aug 28, 2008, 2:29 pm
Quote:
Quote:
minimize a window at it's current position, don't move it downwards.


You think? It's more like the way GUI desktops work to have it minimise down, so you find it easy in future. This could be another option I guess.


i've actually seen this in quite some games.
DesolatorDan


Posted Aug 28, 2008, 2:36 pm
Looking good, but we need some ironing the wrinkles out, and player input.
Alocalypse


Posted Aug 28, 2008, 2:46 pm
Is the new inspect dialog intended to give %'s still? It should say % at the end of the numbers in that case.

I don't see how minimizing the inspect dialog would ever come in handy so that should be removed (actually the whole inspect dialog should become an on-hover thing instead in one of the future patches.)
*Ayjona*


Posted Aug 28, 2008, 2:50 pm
I find the new GUI extremely user-friendly, and reasonably pleasing to the eye (though a bit visually confusing, since it seems to be a mix beteeen wastelands-themed windows and modern, slick cyberpunk-black). I also like the new position of the turn counter and the menu. All in all, I get this "re-invention" vibe that is sure to appeal to new players and those who might once have been scared away by the clunky GUI.

I noticed that the armor numbers on enemy cars are back. Sam, is this a side-effect of the new GUI, or a decision to re-include them? I was so happy when we finally convinced you to remove them last time ;)

EDIT: Small bug report: under OS X, when I set the client to 1600 x 1024 (my maximum screen resolution), a small part of the speed/wheel window drops beneath the lower part of my screen.

Feature request: the possibility to move *everything*, and also to minimize even the speed/wheel window.
Ivan Kerensky


Posted Aug 28, 2008, 2:54 pm
Well could have be nice to have it as a beta and not standard state too...

Alocalypse


Posted Aug 28, 2008, 3:00 pm
Quote:
(though a bit visually confusing, since it seems to be a mix beteeen wastelands-themed windows and modern, slick cyberpunk-black)


I think all those are still WIP.


anyway I came here to post that when I started a pro combat just now the management tab on top of the steering wheel didn't show up at first and I had to use the shortcuts via right click or pressing m to get it to appear.

Also pressing m while the management tab is sliding causes some flicker and messes up the animation.
*sam*


Posted Aug 28, 2008, 3:05 pm
Quote:
Is the new inspect dialog intended to give %'s still? It should say % at the end of the numbers in that case.


Not sure if you mean the armour numbers (I guess you must?) These are just numbers, not %
Quote:

I don't see how minimizing the inspect dialog would ever come in handy so that should be removed (actually the whole inspect dialog should become an on-hover thing instead in one of the future patches.)


yeah, although the current hover-over gives different information, so we'd have to combine both into one more detailed hover-over window

Quote:
I noticed that the armor numbers on enemy cars are back. Sam, is this a side-effect of the new GUI, or a decision to re-include them? I was so happy when we finally convinced you to remove them last time


In order to use the new rounded armour blocks, I either had to give you less information or more information. There was a big outcry when I reduced the available info on enemy armour before, so I chose to give more info. These armour blocks won't work as health bars, although I could replace them with non-rounded rectangular shapes and make them into health bars if that's better?

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Well could have be nice to have it as a beta and not standard state too...


I know Ivan. It's the extra work that this would involve (having two separate interfaces simulateously functional, rather than replacing one with the other and using/modifying the old functions for the new one) that stopped me doing that. It's really a choice I have to make, as a lone developer. I nearly always favour whatever approach minimises my own dev. time.
Valiance


Posted Aug 28, 2008, 3:10 pm
Fractionally off topic, Sam, but it was mentioned.
Reload in Motion works that level 1 you can reload at speeds of up to 40, level 2 at speeds of up to 60 and level 3 at speeds of up to 80.

Or is level 1 up to 20, level 2 40 and level 3 60. Your comments were slightly ambiguous, and I got myself confused.
Alocalypse


Posted Aug 28, 2008, 3:24 pm
Alocalypse said:
anyway I came here to post that when I started a pro combat just now the management tab on top of the steering wheel didn't show up at first and I had to use the shortcuts via right click or pressing m to get it to appear.

Also pressing m while the management tab is sliding causes some flicker and messes up the animation.


I was able to shed some more light on that, pressing M twice rapidly with the management tab closed caused the management tab to appear, flicker and dissapear, but the 'management' button stayed up in the unreachable part of my screen.

I think the reason I didnt' see the management tab at the start of the event was that I must have exited the last event with the management tab open.
*sam*


Posted Aug 28, 2008, 3:27 pm
Quote:
Or is level 1 up to 20, level 2 40 and level 3 60. Your comments were slightly ambiguous, and I got myself confused.


Neither is true, I was just saying what level of skill would be needed for the speeds mentioned by Longo..  :rolleyes:

In fact:

Level 0 - can reload at <9mph
Level 1 - can reload at <31.5mph
Level 2 - can reload at <54mph
Level 3 - can reload at <76.5mph
*sam*


Posted Aug 28, 2008, 3:28 pm
Quote:
I was able to shed some more light on that, pressing M twice rapidly with the management tab closed caused the management tab to appear, flicker and dissapear, but the 'management' button stayed up in the unreachable part of my screen.

I think the reason I didnt' see the management tab at the start of the event was that I must have exited the last event with the management tab open.


Thanks alo.
Alocalypse


Posted Aug 28, 2008, 4:17 pm
This came up in the DR I'm in:

There's no way to see which window is active and someone was confused with steering not working because of that (I think that was the reason anyway)
*sam*


Posted Aug 28, 2008, 4:19 pm
Whenever the steering wheel is onscreen, the steering should work, everthing except for popup dialog boxes are modeless.
Alocalypse


Posted Aug 28, 2008, 4:38 pm
Yeah I couldn't duplicate that, except when I was typing in chat while trying to steer.

Another thing:

Would it be better to make the window tabs always show in the bottom even when they're open?

That way you could for example quickly check ranks or cargo, get the info you wanted and close the window again withotu having to move the mouse.
jeansberg


Posted Aug 28, 2008, 5:00 pm
Like the taskbar in Windows... Sounds good.
FineRedMist


Posted Aug 28, 2008, 5:05 pm
In my opinion, the chat function should only be active if you type "t" or click in the chat entry box for each message.  That way the default behavior is always to be controlling your vehicle/camera.  It's been frustrating to type something then go to move the camera or steer and have it not work until I click outside the text box.

Also, I'd like to see the camera follow function return.  At least at my resolution, there's plenty of room for it down there. 

Thanks!

Randy...
Ivan Kerensky


Posted Aug 28, 2008, 5:06 pm
Things that are not going well:

Manage vehicule is 50% too big, I am playing on 1650x1080 and it is still definitely using too big a part of the screen. reduce it by a factor 50%. Remember that vertical window take more screen place than horizontal one because they got more in the way of usefull things than horizontal one ( wich usually only cover ground or sky and not action ).

You should leave the chat focus after you type <enter>. Go back the way it was <t> to give chat focus then back to steering wheel. Currently we have to mouse click out of chat to go back to steering = NO GOOD. Alternatively and even better. Let the steering control active when in chat.

Sometimes your manage windows take control and you fire from it... weird but happen.

The animation is TOO SLOW, cut it out or make it faster or divide the size of the manage window so we can have it up all time.


Things that go well:

Very gorgeous.
Alocalypse


Posted Aug 28, 2008, 5:25 pm
Jety just brought this to my attention: Open gang page on the players menu inside events opens a seemingly random, incorrect gang page instead.
Ivan Kerensky


Posted Aug 28, 2008, 5:55 pm
Hum, absolutely no major but... isnt it weird to have the steering wheel to the right ? shouldn't it be to the left ?

Also have the Resigned cars in red or blakc in the ranking windows could be good
Alocalypse


Posted Aug 28, 2008, 5:57 pm
Ivan Kerensky said:
Hum, absolutely no major but... isnt it weird to have the steering wheel to the right ? shouldn't it be to the left ?

Also have the Resigned cars in red or blakc in the ranking windows could be good


Heh I knew someone would request that, my suggestion add it as an option just like KMH/MPH

EDIT: Red borders on the hover boxes don't fit in, but I guess these will get a more major overhaul in the future anyway.

EDIT2: I don't like the event-start automatic find-my-car camera positioning.
Alocalypse


Posted Aug 28, 2008, 6:01 pm
I just realized that the positioning of the move-done button is very bad; It's too close to the open management tab thingy and the steering wheel so the chances of clicking it by accident are fairly high.

I already started an event once by accident.

EDIT: Rear weapon right click menus appear on top of the move done button too, which will probably result in more accidents unless I'm careful.
*goat starer*


Posted Aug 28, 2008, 6:54 pm
broadly speaking i have no particular problem with the changes part from 3 things. The first is important the second is simply aesthetic and the third is a personal irritation.... they may all just be me.

1) I find the new manage tab extremely confusing... when i started playing this game one of the things that was impressive was the "at a glance" nature of working out how your car was doing.... I simply dont believe that has been retained in the new manage tab... the simple pictograms rather than use of colour were great... the other parts... movement etc look great but the manage tab is really confusing... I can't imagine new players will find it nearly as easy to pick up the game and that will put people off staying here... and ultimately subscribing.

edit - for clarity the fact that there are three different systems for showing damage to parts of your car - a number (armour) a green bar (weapons) and a blue bar (tyres) is just odd. Each of these should have one consistent indicator for damage.

2) Rockets are not that fast. they rely on payload rather than kinetic energy. It is satisfying to see a rocket whizz over your car but i was failing to even see these... just hear them.

3) Must we have the Blakes 7 door noise when you open the manage tab. After one scout I was ready to break something. It reminded me of that bit in Life the Universe and Everything where Zaphod is walking round the Heart of Gold getting increaingly pissed off with the doors that tell you how nice it is to open for you.

Be interested to hear if anybody else has similar thoughts or whether this is just me!
hallen


Posted Aug 28, 2008, 7:35 pm
Yeah overall nice, but would have to echo the move done button is too close to the manage button, in looting the vehicles are way too small, and I cannot read the black numbers of how many of them I am transferring.
The laser firing works but as someone mentioned it flies in from the side not from the back of the car.
Also the armour information and weapons ammo/charge information is confusing - tho that may become more normal after more use....
And yeah the door noise is annoying.
Alocalypse


Posted Aug 28, 2008, 7:44 pm
I agree on the armor looking crap and not as intuitive as the shield icon in the old management tab.

Here's an idea of how I propose it should look with the minor exception of someone putting more than 5min effort into it and having better bullet holes, scratches, and less clean cut edges between the darkened/BW areas and the armor left.

http://i257.photobucket.com/albums/hh210/alocalypse/Untitled-1copycopy.jpg

(The background was ripped from Dr Mathias' LR skin)

EDIT: I think the door noise is cool B)
*Zothen*


Posted Aug 28, 2008, 8:47 pm
The new GUI looks very nice! Good work on that! But why is it so slow? It lasts too long to open manage or when the players window is mini/maximized! Would be cool if it would be faster!
Alocalypse


Posted Aug 28, 2008, 9:26 pm
Another (extremely trivial) bug: the new portraits didn't work in the NPC vs NPC combat I joined and I got blank boxes instead.
Jansan


Posted Aug 28, 2008, 10:25 pm
*sam* said:

* Handgunner specialisms: ?shoot from the hip? (helps you shoot first in the turn, handweapons only), ?long throw? (throw grenades and later other stuff further), ?Car Killer? (doing more damage against cars, possibility of bypassing car armour and hitting the internals, if the armour is low but not yet breached), ?Runner? ? the character runs faster. The handgunner skills can now also select various existing specialisms (e.g. Sniper)
* There is now a ?find my pedestrian!? option in the top menu, the same as ?find my car!?
* Peds can now have waypoints set up (rather than simply having one target location to run to) and can also do pathfinding (limited by the available data). You?ll see 2 new options when you rightclick the terrain with a pedestrian selected
* Made some efficiency improvements to the pathfinding AI (added binning rather than global searches) so the server CPU load and therefore move times should reduce


Thanks Sam for these ped updates, really glad to see the car-killer option! I appreciate the attention to this system.

All we need now is the ability to gather our handweapons back from our slain gang members (and enemies).  :)
*jimmylogan*


Posted Aug 28, 2008, 10:54 pm
Stayed home sick today - no, didn't get to play as was really sick - feeling better so I read the forums and see the changes. Just did a camp travel, so I have a feel for what everyone is talking about now.

1) "find my car" at beginning was disconcerting, but not a bad thing.

2) oh yeah - in the lobby - love the new colors, font (?) & overall feel!

3) in the event, the ONLY thing that is "odd" is the speed of the animation of the manage tab that's an issue.

4) it is somewhat counter-intuitive to not be able to <enter> to leave the chatbox since we've done it that way, but I can learn. :-)

All in all - I like it!

JL


*jimmylogan*


Posted Aug 28, 2008, 11:53 pm
More feedback - in event with 4saken now. He's using Paint Guns. The animation is different. Instead of seeing them shoot up slowly & arc down, the "up" part is super fast, then it's gone. The paint "appears" without the downward arc animation.

JL


*jimmylogan*


Posted Aug 29, 2008, 12:17 am
I think the RL animation has already been mentioned - if not - I am. :-)

JL


Speed_Melon


Posted Aug 29, 2008, 1:55 am
Initial take is I like it. Looks very crisp.
I think the in game menu options should be moved back in the upper left corner. I think this is where people are accustomed to navigating to when doing an escape or any functions typically associated with the standard "File" menu option in windows and mac programs. Also the weapons icons in the manage window seem to large, and since they're all the same image it's a little confusing. Nice work though, I know how much of a pain laying this stuff out can be.
Lord Foul


Posted Aug 29, 2008, 7:03 am
Same as the others, it looks nice and clean for the most part.

1- Manage screen is way to big and the cars look like they were hit with a 50ton anvil with the tires being flattened outward like you see in cartoons. Manage button goes off screen so need to use M to close it. The older bottom management screen was great as it went across the bottom of your screen. People usually read from left to right and now when the management screen pulls up it "feels" like I'm reading from top to bottom or bottom to top, similar to an asian language, quite odd.

2- I prefer to move the speed/wheel guages around to where I want them.

3- Ghost cars looked better as they were before with the off grey color. Now they look like a cut & paste with only the cut being done.

4- Back to the manage area, not sure why everything has to be seperated, like cargo and characters. It worked well the way it was with just a mouse over to see how your character was doing and your cargo was always displayed. Now the manage screen is huge, but gives less information than before so this does not look right.

Alocalypse


Posted Aug 29, 2008, 7:18 am
The vehicle images in the looting are now broken for me.
*goat starer*


Posted Aug 29, 2008, 8:52 am
Lord Foul said:

It worked well the way it was with just a mouse over to see how your character was doing and your cargo was always displayed. Now the manage screen is huge, but gives less information than before so this does not look right.


the lack of cargo information on screen (and my lack of awareness that there was a cargo tab) just cost me my best character... The at a glance thing on the manage screen was really important... we have lost something important and simple for both new and experienced players here. Simplification of the management interface is key to making gameplay fast and comprehensible.
*Zothen*


Posted Aug 29, 2008, 11:13 am
Alocalypse said:
The vehicle images in the looting are now broken for me.

For me and champ too!
lordbam


Posted Aug 29, 2008, 11:22 am
*Zothen* said:
Alocalypse said:
The vehicle images in the looting are now broken for me.

For me and champ too!

for me three
*sam*


Posted Aug 29, 2008, 11:24 am
Hmm strange they should have been updated last night

edit: erm my mistake I missed a file in the patch, sorry..
t0rp0r


Posted Aug 29, 2008, 11:31 am
First impressions:

1. The overall feel of the interface is much cleaner and crisper.
2. The ped waypoints are a welcome addition, and their movement line looks better (before if you went only a short distance you couldn't really tell if you were moving or not).
3. I don't mind having a ped management window come up automatically when you click on a ped to move them, but it's a bit distrcting the way it comes up in the middle of the screen now
4. I agree with others that the manage screen/passenger screen/cargo should be on the same panel. Otherwise I'm going to end up having 4 screens open when trying to control one of my larger vehicles.

Overall, I like. :)
Alocalypse


Posted Aug 29, 2008, 2:14 pm
The new vehicle looting icons are cool by the way.
*Ninesticks*


Posted Aug 29, 2008, 4:31 pm
Yep second that, nice fix Sam.
Kime Dennory


Posted Aug 29, 2008, 6:55 pm
A couple of whines suggestions:

One: Please please please make hitting return in the chat window take me out of the chat window, like before.  AT LEAST hitting return when there's nothing to send.  (I preferred it when sending something took you back to vehicle controls, but I can stand to hit return twice.)  Or at least have there be some other key (tab?) that gets you out of the chat window.  In fact, I'd also prefer to have a chat/non-chat toggle key, and tab would do that marvelously.

Two: If the manage screen HAS to slide out (Yes, it looks cool, but what function does it have?  Interfaces should be functional first, cool second.) then make it slide faster.

And some suggestions:
I'd really LOVE to have some way of saying, instead of 'okay, my turn is done,' 'okay, I'm done with THIS CAR'.  I can't tell you how many times I have hit space when I was done with one car, or how many times I've had the wrong car selected when I was steering, or or or.  If I could make my adjustments, then say 'done with this car', then go on to the other car while not having the first one allowed to change now, that'd be great.  (Lots of turn-based games offer this, either implicitly (once you've given your orders you can't change them) or explicitly.)  Okay, this is a feature request, not a bug report.

You know what else I'd love?  Being able to bring up a list of weapons in my current car.  I click on a weapon, and all of the legal vehicles it can aim at turn green, differing shades depending on how good a shot you have right now, and all the ones you can't aim at turn red.  It might also be neat to be able to see the firing arc of the weapon in question.

You know what I hate?  It's impossible for me to see if I have LOS to a relatively distant car without an enormous amount of manipulation.  You can't follow a targeting line because once your car is off the screen the line disappears.  A REALLY SIMPLE way to fix this would be to simply make the targeting line turn some other color or become dashed if it currently goes through an obstacle.  (Don't turn it off, because often it's a very good way to tell if next turn you will have a clear shot.)

You know what I REALLY hate?  If I have two cars that are being shot at, and they're not in the same general area, it is apparently impossible to tell who is shooting at both, because the only way to tell right now is to watch.  (And sometimes even that doesn't do it... sometimes you can't see the bullet or a flash or puff of smoke or ANYTHING from the shooting car.)
Flaming savage


Posted Aug 29, 2008, 9:01 pm
And now when i press enter or the one below backspace i have to click on a car to control my car.
*Longo*


Posted Aug 29, 2008, 9:03 pm
Man, you HATE alot. Ever think of talking to someone?
:)
Kime Dennory


Posted Aug 29, 2008, 10:28 pm
I'm just a hater, I guess.
4saken


Posted Aug 29, 2008, 11:00 pm
*sam* said:
In order to use the new rounded armour blocks, I either had to give you less information or more information. There was a big outcry when I reduced the available info on enemy armour before, so I chose to give more info. These armour blocks won't work as health bars, although I could replace them with non-rounded rectangular shapes and make them into health bars if that's better?


yes, it's much easier to see how you're doing armor-wise at a glance with the health bars. the slight color change and armor number isn't enough, especially in a fast battle.

showing the actual armor numbers on enemies is a bad idea IMO, as it leads to beancounting which is generally something that seems to be actively downplayed here. damage may already be done, though...

other obvious bugs/comments but i am sure they will get covered.
Ivan Kerensky


Posted Aug 29, 2008, 11:27 pm
I like the new way the armor is depicted. I vote not to change them. But pls reduce the scale a bit... 25% less would be nice for the manage window.
*Ayjona*


Posted Aug 30, 2008, 3:24 am
4saken said:
yes, it's much easier to see how you're doing armor-wise at a glance with the health bars. the slight color change and armor number isn't enough, especially in a fast battle.

showing the actual armor numbers on enemies is a bad idea IMO, as it leads to beancounting which is generally something that seems to be actively downplayed here. damage may already be done, though...

other obvious bugs/comments but i am sure they will get covered.


While I like the new look of the rounded armour bars, I'm with 4saken on the actual functionality of the armour details. Perhaps detailed armour numbers could be something for a scout skill specialization, but generally, I'd too like to avoid beancounting and unrealistic insight into my enemies' behaviour and status.

I suppose them newfangled pretty armour bars without numbers but with some sort of armour reduction feedback is too much to dream for ;)
Hula


Posted Aug 30, 2008, 9:12 am
overall I like it, its pretty.

couple o things...

rockets aren't as sinister now they are so fast (the hiss boom of rockets were fear inducing)

not being able to retract a move (or I havent worked out how to) when waiting for others top send orders is a shame...
*jimmylogan*


Posted Aug 30, 2008, 1:13 pm
hula - I tried the <ctrl><w> thing last night and it worked...

JL


*sam*


Posted Aug 30, 2008, 1:30 pm
Quote:
rockets aren't as sinister now they are so fast (the hiss boom of rockets were fear inducing)



I haven't yet investigated what happened here; certainly not intentional


Quote:
not being able to retract a move (or I havent worked out how to) when waiting for others top send orders is a shame...


I'm fixing that. BTW you never could retract moves, you could simply turn your name from green/ready to red/not ready.
Alocalypse


Posted Aug 30, 2008, 1:30 pm
Would it be possible to get a quick patch that just fixes the sliding speed?
*sam*


Posted Aug 30, 2008, 1:37 pm
You mean the opening/closing speed for the manage/occupant panels?
Alocalypse


Posted Aug 30, 2008, 1:39 pm
Yeah that.
*sam*


Posted Aug 30, 2008, 2:06 pm
I'm trying to make a few of the most requested quick changes now. I couldn't get to them erlier due to more serious bugs.
Hula


Posted Aug 30, 2008, 3:59 pm
oh yeah - lazers dont look right no mo'

fix em please! - its currently like ordering an orbital strike! ;)
Valiance


Posted Aug 30, 2008, 4:08 pm
Oh cool, can I have an orbital strike caller. Please. Please.
Alocalypse


Posted Aug 30, 2008, 4:12 pm
I need to see that, asap!
*sam*


Posted Aug 30, 2008, 4:21 pm
I think I found it; problem causes by hand grenade changes
Alocalypse


Posted Aug 30, 2008, 4:29 pm
Minor bug: mounted spikes look odd in the management because they don't have an ammo counter and there's an empty spot where the ammo bar was.

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