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Engine v.99 Media v.78, New in-game GUIs etc.
*sam*
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* 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
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 1:11 pm Last edited Aug 28, 2008, 1:15 pm by *sam*
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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)
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Aug 28, 2008, 1:23 pm Last edited Aug 28, 2008, 1:37 pm by Alocalypse
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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

Quote:
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.

Quote:
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

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


Yeah, they were intended as placeholders

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

Quote:
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

Quote:
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

Quote:
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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 1:35 pm Last edited Aug 28, 2008, 1:37 pm by *sam*
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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.

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vet wv community

Posted Aug 28, 2008, 1:46 pm
*sam*
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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
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 1:49 pm
Alocalypse
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*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.

Quote:
Quote:
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.

Quote:
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.)


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.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Aug 28, 2008, 1:54 pm Last edited Aug 28, 2008, 1:56 pm by Alocalypse





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Posted Today, 2:43 am
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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.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Aug 28, 2008, 2:00 pm Last edited Aug 28, 2008, 2:03 pm by Alocalypse
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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.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Aug 28, 2008, 2:08 pm
*sam*
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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.

Quote:
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)

Quote:
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

Quote:
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
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 2:11 pm
*sam*
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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
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 2:12 pm
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Somewhere between 40 mph and 60 mph.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Aug 28, 2008, 2:15 pm
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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.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Aug 28, 2008, 2:20 pm
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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?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 2:23 pm Last edited Aug 28, 2008, 2:23 pm by *sam*
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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.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Aug 28, 2008, 2:25 pm Last edited Aug 28, 2008, 2:28 pm by Longo
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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


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vet wv zom0,3,0

Posted Aug 28, 2008, 2:50 pm
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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.

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.

Quote:
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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 28, 2008, 3:24 pm Last edited Aug 28, 2008, 3:27 pm by *sam*
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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.
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vet wv zom0,3,0

Posted Aug 28, 2008, 3:29 pm
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Looking good, but we need some ironing the wrinkles out, and player input.
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vet

Posted Aug 28, 2008, 3:36 pm Last edited Aug 28, 2008, 3:40 pm by DesolatorDan
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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.)
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Aug 28, 2008, 3:46 pm
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