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RE: UI Concept | Suggestions

 
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RE: UI Concept | Suggestions - 9/9/2015 2:56:18 PM   
cbelva


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I agree, elevation needs to be worked on, but overall they work for me.

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RE: UI Concept | Suggestions - 9/9/2015 3:14:35 PM   
harry_vdk

 

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I like the map style to.

But a am less happy with all the separate small windows on the map. Personally I prefer all the windows docked around the map. The content of the small windows is very clear.

And if you want some experiment with a map with more levels (1 to 8) take a look on "NL Arnhem 1985" and use the height of that map with your nice map style. For checking if the way of elevation works.

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Post #: 32
RE: UI Concept | Suggestions - 9/10/2015 7:25:32 PM   
Mad Russian


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Elevation differences have always been the main problem with the maps in this series. We'll keep working on them until we get them where we want them.

Good Hunting.

MR

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(in reply to harry_vdk)
Post #: 33
RE: UI Concept | Suggestions - 9/11/2015 9:35:22 PM   
tebeinteresno


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I see I forgot to tell you about another suggestion
Here's another order for move: "Back to HQ"
It is needed in the case of negligence or because of retreat HQ, the unit was out of a command radius.
After giving this command, the unit received orders Move to Deliberate to the edge of command radius of the current (or nearest) HQ.
This is something like "Back to formation!"


(in reply to Mad Russian)
Post #: 34
RE: UI Concept | Suggestions - 9/11/2015 9:39:19 PM   
tebeinteresno


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quote:

ORIGINAL: harry_vdk

I like the map style to.

But a am less happy with all the separate small windows on the map. Personally I prefer all the windows docked around the map. The content of the small windows is very clear.

And if you want some experiment with a map with more levels (1 to 8) take a look on "NL Arnhem 1985" and use the height of that map with your nice map style. For checking if the way of elevation works.


Well, I agree about docking the wondows around the map, so maybe later I'll try to remake (or restyle too) this UI, to minimise of windows.
Will see )

Do you have color scheme for elevation 1-8 for this map? Can you share them somehow? I will try to apply.

(in reply to harry_vdk)
Post #: 35
RE: UI Concept | Suggestions - 9/12/2015 7:17:26 AM   
harry_vdk

 

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The file "NL xxx Index.jpg" within the NLxxx1985maps show the empty hexes for every level. My AAR 2 of this map give some more details about the hexdraw maps and how I use the heights.

The hill side boundaries are custom and add as a attachment.



Attachment (1)

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Post #: 36
RE: UI Concept | Suggestions - 9/12/2015 4:14:31 PM   
CapnDarwin


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The Map making Guide should also show the levels (all ten of them).

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Post #: 37
RE: UI Concept | Suggestions - 9/18/2015 9:20:23 AM   
pekische

 

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Dmitriy, your concept of UI is excelent! Is there any chance that you will try to realize it in near future?

(in reply to CapnDarwin)
Post #: 38
RE: UI Concept | Suggestions - 9/18/2015 10:36:29 AM   
CapnDarwin


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Pekische, his work is just an art overlay of elements on a screen shot. Without working at a code based level like we do, there is no way to make those types of UI changes via a mod. We are looking at a UI redesign with Southern Storm and a number of these ideas were already in the plan and we are looking at others as well as we go forward.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

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Post #: 39
RE: UI Concept | Suggestions - 9/19/2015 6:35:28 AM   
MikeAP

 

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The UI looks clean and very appealing.

I absolutely love the realistic mapping style. Graphical effects similar to the last Close Combat would be lovely with this style.

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Post #: 40
RE: UI Concept | Suggestions - 9/19/2015 1:20:32 PM   
budd


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i really like the realistic looking maps also, if the reading of the elevations gets worked out they would be great to play on. I like the UI also but only if you can minimize things, Don't know why more UI designs dont do this, individual boxes that you can minimize out of the way.

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Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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I don't buy all the wargames I want, I just buy more than I need.

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Post #: 41
RE: UI Concept | Suggestions - 9/19/2015 2:17:10 PM   
CapnDarwin


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Budd, part of our UI overhaul in 2.1 is to have more of the info dialogs 1) Moveable - so you can place them where you want, like another screen and 2) Expandable/collapsible - so you can pop things open when needed and have them roll up with just critical info when not open. We are hoping to make the interface more open to how the user wants to use it during orders and resolution.

As for maps, we will standardize on the maps William is doing now for Southern Storm which will be very similar in looks to the Player's Edition maps, but adding in a number of new things from the new game engine version.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to budd)
Post #: 42
RE: UI Concept | Suggestions - 9/19/2015 2:38:27 PM   
budd


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Sounds good, anything coming up before years end? expansions?

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to CapnDarwin)
Post #: 43
RE: UI Concept | Suggestions - 9/19/2015 3:20:09 PM   
CapnDarwin


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From: Newark, OH
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. Maybe...

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to budd)
Post #: 44
RE: UI Concept | Suggestions - 9/19/2015 5:23:32 PM   
MikeAP

 

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You should create a mapping tutorial. This is such a wonderful, and realistic looking map.

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Post #: 45
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