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()((()
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Posted: 03 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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New in this release:
- [DISASTER] the new SupCom patches completely f*cked up the mod, now everything should work again (i hope). No offence to the devs, i know this has to happen to do major improvements!
- [FEATURE] there are now three skins available, changeable via ALT+LEFT/RIGHT. They incorporate only basic changes right now such as different colors/ramps, and are not saved. This will change with the next version, after i got some feedback.
Download:
http://www.ollos-homepage.de/supcom/ollosinterface_v0.8.zip
Please note that there are some quirks, e.g. only bottom layout is supported, take a look at the release notes!
Some Impressions of what it looks like ingame:
Quote: Quote: Quote:
Release Notes:
Code: -------------------------------------------------------------------------------- ####################### ()((()'s Interface Mod v0.8 ############################ -------------------------------------------------------------------------------- Comments (this includes bugreports) on this mod should be discussed in the official forums: http://forums.gaspowered.com/viewtopic.php?t=3293 Alternatively you can get me via mail: ollo_mulder@gmx.net
---[ Description ]--------------------------------------------------------------
This mod aims at giving a more task-oriented interface, by enlaring often used buttons while shrinking less important UI elements. Plus i hope i've managed to give it a more decent look.
It uses a completely fresh skin which reduces the build options to one line, saving quite a lot of screen space. The economy bar and the controls are a couple of pixels smaller, too, and removing the borders should help the immersion into the game as well as the overview of what you want to see: the battle!
The enhancement button will only show when the current unit has upgrade available, and the various unit info overlays have been reduced in size and made partly transparent.
You can optionally have enlarged strategic icons on the build options, build queue and selections icons (with controllable transparency), this aims to avoid false clicks. Additionally, the mousewheel now has a function in construction and queue area (switch techlevel, change amount of units to produce), and you can customise the modifiers that apply when holding SHIFT or CTRL while clicking or wheeling there.
You can make some adjustments to the mod via the 'Mods' tab in the option window. Entries with (*) currently don't take effect until the next game you start.
---[ Installation ]-------------------------------------------------------------
Just drop the .scd file into the "Supreme Commander/gamedata/" folder. The mod will then show up in the mod manager, where you can enable/disable it.
---[ Known Quirks ]-------------------------------------------------------------
- Only bottom layout supported for now, enabling the other ones will mess up the interface completely. This is likely to stay this way for some time, sorry if you prefer left/right layout right... - The minimap doesn't look quite right, because the main view overlaps the same space. This is due to the way SupCom handles theses views and will hopefully change with some future patch. NOTE: the minimap works with the new height view
---[ Future Versions ]----------------------------------------------------------
What's currently on the schedule for my mod is:
- improving the general look of several elements. Right now some buttons are more of a placeholder and far from finished.
- making more skins available. The mod is basically prepared for skinning, i just have to put some effort in finishing this part and, off course, have to find the time to do some. Note that the skins will use the exactly same layout. [WIP] - parameterizing some portions of the UI, e.g. letting the user choose where to place some of the overlays. [WIP] - touching some more UI elements to give them a look that will blend in much more smoothly. One example would be the score display, another one the avatars on the right edge. [WIP]
- implementing my own Layout Manager allowing for more flexible layouts while being able to reuse most of the logic. (huge pile of work, don't expect anything soon)
---[ Changelog ]----------------------------------------------------------------
v0.8: - [DISASTER] the new SupCom patches completely f*cked up the mod, now everything should work again (i hope). No offence to the devs, i know this has to happen to do major improvements! - [FEATURE] there are now three skins available, changeable via ALT+LEFT/RIGHT. They incorporate only basic changes right now such as different colors/ramps, and are not saved. This will change with the next version, after i got some feedback.
v0.7: - [BUG] customized modifiers didn't take effect on initial adding of units to the build queue - [FEATURE] you can now switch the tech level via the mouse wheel when you are hovering over the construction area - [FEATURE] added option to reverse the switching direction in case you prefer having mouse wheel up increase the tech level rather than decrease it
v0.6: - [BUG] when removing items completely, the strategic icons were not updated, as this part takes place in the engine. But at least i was able to apply some, i consider it dirty, hack as there's no other way available right now... - [BUG] scroll buttons are now enabled if all enhancements do not fit in the construction panel (which only happened when playing in 1024 and minimap turned on, though) - [FEATURE] added support for multiple strategic icon sets, first one to be added is the set of III_Demon, who's got to be given credit for it! (sidenote: if you want to supply YOUR icon set to be integrated, feel free to post them in the thread listed on top of this readme) - [FEATURE] you can now set the build modifiers to other values than 5 for shift, ctrl and shift+ctrl seperately in the preferences - [FEATURE] rotating the mousewheel while hovering over an item in the build queue will now work the same as left/right clicking on the icon, allowing for faster handling
v0.5: - [BUG] in replays, you couldn't reach the speed adjustment slider. This is fixed, and the background is rudimentarily skinned now - [BUG] the unitview overlay didn't display the info on units in the build queue properly - [BUG] eventually managed to fix the damn unit description to be the right height and place... - [FEATURE] added slightly distinct strategic icons for storage and fabricator structures. These will not work from scratch with custom units added by other mods, though. I expect this to change some time if the necessary info is found in the blueprints. v0.4: - [BUG] due to poor testing the enhancements didn't work, now everything *should* be ok. It's more complicated than i thought... - [FEATURE] the 'enhancements' removing something now show a red cross to be more recognizable - [CHANGE] score display skinned to match the other overlays and moved to the top right corner
v0.3b: - [BUG] fixed problems with activating the mod when having another layout active than 'bottom' (hopefully!) - [BUG] avatars now completely disappear every time - [FEATURE] clicking the enhancement/upgrade button won't open the enhancement dialog but display all available upgrades in the build options directly - [FEATURE] replaced the 'About' panel in the options dialog with a 'Mods' panel, you'll find settings for the mod there - [FEATURE] you can now control the strategic icons' transparency and de/activate them completely via the aforementioned options panel - [CHANGE] Mousover Unitview was too short to display all Info in some cases, it should now be enough - [CHANGE] the scroll buttons of the selectionmanager are skinned now, too
v0.2b: - [BUG] fixed bug that caused upgrade button to appear when selecting multiple units - [FEATURE] added enlarged strategic icons to build options/queue and selection - [FEATURE] modded avatar bar to about 60% of the original size and made the icons blend in the other overlays. - [CHANGE] switched infinite build and pause buttons, as infinite build is used far more often i think. - [CHANGE] the default color theme is now greenish blue, to give the interface a more metal-like look.
v0.1b: initial release
_________________ There are 10 types of people, those who understand binary and those who don't.
Last edited by ()((() on 23 Jun, 2007, edited 10 times in total.
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psob2
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Posted: 04 Mar, 2007
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Joined: 24 Feb, 2007 Posts: 41
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thanks, looks a lot nicer than the default one.
had to go in and out of the game i was playing a couple of times to get it to show, maybe because when i put your mod in a was using the 'left' ui. i put the mod in, started game went to skirmish mode, chose it in the mod screen, then loaded a saved game. cycled through the ui's until i got to the bottom one and it didn't show. saved game, went back to skirmish mode main screen, reloaded the saved game and there it was
hope you continue to improve it along the lines you mention in your post
_________________ e6400
MSI 975X Platinum V.2
2 gig PC2 8500 ram
wd caviar 250g sata hd
ati x1950pro 512mb
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TheDeadlyShoe
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Posted: 04 Mar, 2007
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Joined: 16 Feb, 2007 Posts: 769
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I like the look, but I think I'll wait for some of those listed kinks to be worked out. Good luck.
_________________
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Spooky
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Posted: 04 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 9774 Location: Austria
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Hm... I like the layout, but I don't like the brownish color  . It feel's like an Age Of Empires interface (or any other game that is set in the past).
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Goom
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Posted: 04 Mar, 2007
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Joined: 18 Feb, 2007 Posts: 978
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Nice work. Spooky if you like everything but the colour, well, ()((() did all the hard work, changing the colour to suit your own tastes is all of a few minutes work
Voila, rainbow UI!
The brownish colour gives it a bit of a steampunk style, doesn't really fit in with the game to my eyes.
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Spooky
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Posted: 04 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 9774 Location: Austria
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True, changing the color shouldn't be a problem by editing the mod's images directly 
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()((()
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Posted: 04 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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As stated in the releasenotes, there will be other themes/skins (including different colored versions of the current one), but right now i stick to modding more 'essential' things and getting rid of some bugs.
Prepare for an update this evening, mostly consistig of:
- strategic icons for build options / build queue / selections
- modded avatar list, reduced 60% is size and skinned to match the overlays
...if the webserver is up again by then, that is. I guess my hoster is doing some maintenance.
_________________ There are 10 types of people, those who understand binary and those who don't.
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()((()
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Posted: 04 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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New version is up. It seems to me as if the display is lagging behind to an unusual amount. Could you plz post here if you experience something similar?
_________________ There are 10 types of people, those who understand binary and those who don't.
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BlitzSieg
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Posted: 04 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 113 Location: United States
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Hey could I have permission to submit this to RTSC? Thanks..
_________________
Need to upload a file? Submit it to RTSC!
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()((()
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Posted: 04 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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BlitzSieg wrote: Hey could I have permission to submit this to RTSC? Thanks..
Permission granted. 
_________________ There are 10 types of people, those who understand binary and those who don't.
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BlitzSieg
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Posted: 05 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 113 Location: United States
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()((()
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Posted: 05 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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Well,
1st: it's a beta. Don't expect everything to work flawlessly at this point.
2nd: a little bit more info would be good. What is bugged and when does it occur?
3rd: i'm running SupCom windowed when developing, at the minimum size, which should be 1024x768, and everything is ok. I'd assume the commentator ran into the same problem as one of the posters here, activating the mod while he had a side edge layout on. (that's why i included the warning in the release notes, i wasn't aware of that before)
This issue will be fixed in the next release (and broken on next supcom update)... 
_________________ There are 10 types of people, those who understand binary and those who don't.
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psob2
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Posted: 05 Mar, 2007
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Joined: 24 Feb, 2007 Posts: 41
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works fine for me at 1024 x 768 or 1280 x 1024
_________________ e6400
MSI 975X Platinum V.2
2 gig PC2 8500 ram
wd caviar 250g sata hd
ati x1950pro 512mb
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NTR
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Posted: 06 Mar, 2007
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Joined: 17 Feb, 2007 Posts: 20
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Falolout
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Posted: 06 Mar, 2007
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Joined: 24 Feb, 2007 Posts: 222
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Nice. Pleasing to the eye, much better than the default GUI. I'll wait til you do the left UI til I download it though. Good job!
_________________
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NTR
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Posted: 06 Mar, 2007
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Joined: 17 Feb, 2007 Posts: 20
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Thygrrr
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Posted: 06 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 2737 Location: Germany
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WOW, that's even better than the Mini-UI. I love it! Especially the small hint icons on the building tabs... that sure helps when playing a race you don't play often; because I find myself slapping down mass fabs instead of power gens pretty often
I like the look and I like the new arrangement. You have a fan! 
_________________ Forged Alliance Forever The Community Driven Supreme Commander Lobby - public beta!
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()((()
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Posted: 06 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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I'm pretty sure both mods hook the same scripts in this case, one nullifying the changes the other made. But DnD is on my list, too, i'll see if i can get it to work in the next time.
_________________ There are 10 types of people, those who understand binary and those who don't.
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Saya
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Posted: 06 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 778
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crazyjimbo
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Posted: 06 Mar, 2007
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Joined: 04 Mar, 2007 Posts: 72 Location: Scotland
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Yea, they both modify gamemain.lua aswell. So far the hook/shadowing interface seems to make it almost impossible to make stuff compatible. I really feel like I am msising something becuase of it 
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()((()
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Posted: 06 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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At least my gamemain.lua should be non-destructive...
But the queue.lua is the evil one here, i modded it to add the strategic icons to the queue elements, and i bet you hook this function (SetQueueGrid), too.
In fact, it's just a single line that i add (i think...):
Code: -- add strategic icon if possible OIUtil.addStrategicIconTo(icon.unitIcon, blueprint)
_________________ There are 10 types of people, those who understand binary and those who don't.
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-Spooky-
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Posted: 07 Mar, 2007
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Joined: 24 Feb, 2007 Posts: 5 Location: CH
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()((()
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Posted: 07 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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Two things:
- thanks to all supporting the mod!
- new version 0.3b is out, see first post! 
_________________ There are 10 types of people, those who understand binary and those who don't.
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psob2
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Posted: 07 Mar, 2007
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Joined: 24 Feb, 2007 Posts: 41
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tried the 3b update and it seems to have one problem.
at least for me, upgrading the commander doesn't work now. after clicking the upgrade button the choices show in the construction bar but after i click on an upgrade the little progress bar under the commander goes across quickly without the upgrade actually being done. same with the assist commander. or am i doing something wrong?
thanks for your time and effort, just thought you'd want to know
_________________ e6400
MSI 975X Platinum V.2
2 gig PC2 8500 ram
wd caviar 250g sata hd
ati x1950pro 512mb
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()((()
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Posted: 08 Mar, 2007
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Joined: 15 Feb, 2007 Posts: 164
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Whoops, you're right! I worked last time i tried it (at least i think so), but that was before some other changes (that shoulnd have to do with the enhancements).
It's something with a blueprint, i'll look into it... sorry for that... 
_________________ There are 10 types of people, those who understand binary and those who don't.
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