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Belisarius
Promising
Known Hero
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posted April 17, 2016 03:45 PM |
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Race and Class names on top is visually better solution. As for a stand alone product it is a must have solution.
But since this skill-wheel is a in-game add-on/product, race names on it can be put on the arc. That is because one that sees/uses this skill-wheel has already chosen his/her faction/race in the game. So the name of the race of one's hero is already known.
What also helps for current on-arc solution for position of race name is the symbol of the race as a Background inside text description circle.
Plan B: Can you separate class name and race name; than put race name vertically/on-arc (as it is now); then put Class name either on top of the wheel circle, or inside the top right corner above those two icons there?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 17, 2016 04:04 PM |
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@ThGrypn: When you say along the arc you don't specify horizontal or vertical? If it is vertical I think the tooltips may be a good addition for reading comfort not sitting in the way of having the text vertically displayed as well. If you mean horizontal then i think the tooltips are not needed.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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thGryphn
Promising
Famous Hero
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posted April 17, 2016 05:46 PM |
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magnomagus said: @ThGrypn: When you say along the arc you don't specify horizontal or vertical? If it is vertical I think the tooltips may be a good addition for reading comfort not sitting in the way of having the text vertically displayed as well. If you mean horizontal then i think the tooltips are not needed.
Oh, I had meant vertical.
Alright, I prepared another attempt at horizontal faction and class title. This one addresses hopefully all concerns:
1) Faction icons are smaller. Makes for a more comfortable look, rather than cramped.
2) Class icons are also a bit smaller but there is zoom-on-hover action, along with the background-color-on-click highlighting.
3) Background colors are dimmed, now at 80% transparency as opposed to 75%.
4) Best yet: the wheel (and therefore the faction-class buttons) are vertically centered.
5) Both faction and class names can be called from text files.
6) Faction name is centered on the left, class name is centered on the right (with respect to the wheel). All around excellent placement of both, and using capitalized fonts on both definitely helps.
In short, if there are no objections, I'll freeze the design and use what you see below:
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LarkinVB
Known Hero
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posted April 17, 2016 06:40 PM |
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magnomagus said: core.lua, line 5975
Thank you. Any reason why druids don't get anything from Avengers Brotherhood ? Seems there is no reason to build this avenger buildings for druids at all.
If I copy and edit H55-Core.lua and put it in a mod located at UserMODs, will it override your code ? I don't want to touch your code so it is easier to update.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 17, 2016 07:40 PM |
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Skeggy
Promising
Famous Hero
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posted April 17, 2016 07:52 PM |
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thGryphn said:
Alright, I prepared another attempt at horizontal faction and class title. This one addresses hopefully all concerns:
1) Faction icons are smaller. Makes for a more comfortable look, rather than cramped.
2) Class icons are also a bit smaller but there is zoom-on-hover action, along with the background-color-on-click highlighting.
3) Background colors are dimmed, now at 80% transparency as opposed to 75%.
4) Best yet: the wheel (and therefore the faction-class buttons) are vertically centered.
5) Both faction and class names can be called from text files.
6) Faction name is centered on the left, class name is centered on the right (with respect to the wheel). All around excellent placement of both, and using capitalized fonts on both definitely helps.
Besides the fact that it's better to place the class name together with the corresponding class attribute table, that is good way to popularize new classes.
So, my proposal is class name first, then faction name.
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thGryphn
Promising
Famous Hero
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posted April 17, 2016 08:06 PM |
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Skeggy said:
Besides the fact that it's better to place the class name together with the corresponding class attribute table, that is good way to popularize new classes.
So, my proposal is class name first, then faction name.
Agreed, thanks!
It's set then. Yay!
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thGryphn
Promising
Famous Hero
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posted April 19, 2016 04:32 PM |
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Hey magno,
I'm trying to organize the skill/perk descriptions and I was wondering how you want to handle this.
Would you like to change the in-game descriptions to exactly match the skillwheel descriptions, which are typically more detailed and longer?
Or, would you like me to keep a separate copy of the descriptions?
The former would be easier to manage long-term, but that would require me to overhaul all skill/perk descriptions. I don't mind doing that though...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 19, 2016 09:34 PM |
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I can live with both possibilities, so you can basically choose the option you want. I think one unified set of txt is preferable, but may require a few desc to be shortened a little.
Improving txt is always easily done later, so they do not necessarily need to be all perfect in the first release.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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thGryphn
Promising
Famous Hero
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posted April 20, 2016 09:41 AM |
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Galaad said: Man can't wait this is going to look totally awesome!
Thanks! It will totally look awesome
I know it's taking too long and it's only because I'm (re)learning somethings as I go, doing a lot of rework, and I have a full-time job on the side
To confess though, if I knew it would take this much of my time, I would probably not touch it from the get go... Now I have to see it through as I have too much invested already, and I do believe it's gonna be a very nice addition to MMH5.5
magnomagus said: I can live with both possibilities, so you can basically choose the option you want. I think one unified set of txt is preferable, but may require a few desc to be shortened a little.
Improving txt is always easily done later, so they do not necessarily need to be all perfect in the first release.
I think I'll use a unified set of text files. True that in-game descriptions will be longer now but I think it's for the best. The longest descriptions are the advanced and expert Shatter skills (because of the extra Elemental Summoning perk), but I already condensed them considerably, and I'm using a little smaller font for descriptions. So, it should be fine.
On the same note, I'd like to organize all the MMH5.5 descriptions (the text files) into a single location. As you know, now they're literally all over the place. I would just need to edit the Skills.xdb file under GameMechanics/RefTables in order to give references to the newly organized text files. This way, instead of MMH5.5 giving references to H5 files, we would have our own text files. Much easier to manage later on...
I'll do this once you give a go
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 20, 2016 01:17 PM |
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Perhaps an exception can be made for the elemental summoning effect description?
I have no issues with you remaking all skills.xdb links, but doesn't this just mean extra work?
i know it's a lot of work so I'm happy with whatever method you feel is most efficient to get it done.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Gidoza
Famous Hero
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posted April 21, 2016 05:25 AM |
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Question - why is all the water in the map I'm playing white instead of blue when I've switched over to Heroes 5.5?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 21, 2016 09:41 AM |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted April 21, 2016 10:09 AM |
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I got it too.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 21, 2016 11:52 AM |
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there is nothing for me to act upon because water is different on every map, the visual is based on the ambient light (of which there are hundred) and the bottom texture and also whether it is set to reflective or not.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Gidoza
Famous Hero
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posted April 21, 2016 03:07 PM |
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magnomagus said: there is nothing for me to act upon because water is different on every map, the visual is based on the ambient light (of which there are hundred) and the bottom texture and also whether it is set to reflective or not.
Well, hopefully this will be easy, then...
I created the map with standard H5 ToE 3.1 Editor, default settings. I never changed the default settings (so I believe the default ambient lighting is Haven).
I also have no other mods running.
Yet when I use H5.5, all the water is white and nasty-looking.
That's about all I can say.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted April 21, 2016 04:58 PM |
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thGryphn said:
I think I'll use a unified set of text files. True that in-game descriptions will be longer now but I think it's for the best. The longest descriptions are the advanced and expert Shatter skills (because of the extra Elemental Summoning perk), but I already condensed them considerably, and I'm using a little smaller font for descriptions. So, it should be fine.
On the same note, I'd like to organize all the MMH5.5 descriptions (the text files) into a single location. As you know, now they're literally all over the place. I would just need to edit the Skills.xdb file under GameMechanics/RefTables in order to give references to the newly organized text files. This way, instead of MMH5.5 giving references to H5 files, we would have our own text files. Much easier to manage later on...
I'll do this once you give a go
Maybe I am just a bit paranoid but does not this way exclude the other language version? I hope it will be still possible to use the current game files to display their texts in the wheel. (as well as the rest of the wheel and game, I hope you have not forgot )
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H7 Community Patch (UCP)
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 21, 2016 05:34 PM |
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@Gidoza: In my case the water looks often much worse in the editor than in game. If possible, please show an in game screenshot of what happens.
EDIT: Alternatively, could you open H55_4P_Scarce for a moment and tell me how the water looks?
@Antalyan: adding the text in text files makes translating easier, but I recommend ThGryphn to keep as much as possible the text files in the original location, since that will make translating even more easy.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Belisarius
Promising
Known Hero
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posted April 22, 2016 03:23 AM |
bonus applied by Galaad on 22 Aug 2017. |
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Gidoza
Famous Hero
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posted April 22, 2016 04:42 AM |
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magnomagus said: @Gidoza: In my case the water looks often much worse in the editor than in game. If possible, please show an in game screenshot of what happens.
EDIT: Alternatively, could you open H55_4P_Scarce for a moment and tell me how the water looks?
@Antalyan: adding the text in text files makes translating easier, but I recommend ThGryphn to keep as much as possible the text files in the original location, since that will make translating even more easy.
Allright, to answer the questions...
1. H55_4P_Scarce water seems to look fine in-game.
2. I have a screenshot of the map I'm trying to play. But how do I attach it here...? Anyways, the water is definitely and very much WHITE.
3. It occurs to me that if I made the map with the original editor, maybe it needs to be "converted" to H5.5 to work? (I know other maps needed to be adapted to include all the heroes and such, and I forgot all about this when constructing the thing).
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