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    Maelstrom New Horizons


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New interface:

Thanks SuperDurnius; I agree with Thomas' suggestions, but it's definitly better than what we had before.
At least the icon will actually make SENSE now and people might understand what it means. ;)
 
I'm trying to figure out how to put this icon into the game.
This code from PROGRAM\BATTLE_INTERFACE\ActivePerksShow.c seems to control the icon shown:
Code:
int GetPerkPictureIndex(string perkName)
{
switch(perkName)
{
case "Rush":	return 12;	break;

case "ImmediateReload":	return 10; break;
case "InstantBoarding":	return 11; break;
case "Turn180":			return 2; break;
case "SandbankManeuver":return 3; break;
case "LightRepair":		return 9; break;
case "InstantRepair":	return 1; break;
case "Troopers":		return 8; break;
case "Brander":			return 0; break;

case "FireOnShip":		return 0; break; // KK
case "TimeSpeed":		return 0; break;
case "Sink":			return 0; break;
}
trace("WARNING!!! Perk name - "+perkName+" hav`t picture");
return 0;
}

string GetPerkTextureName(string perkName)
{
/*	aref arPerkList,arPerk;
makearef(arPerkList,ChrPerksList.list);
int i,q;

q = GetAttributesNum(arPerkList);
for(i=0; i<q; i++)
{
arPerk = GetAttributeN(arPerkList,i);
if( CheckAttribute()
}
return "";
*/
switch(perkName)
{
case "Rush":			return "battle_interface\LandCommands.tga";	break;

case "ImmediateReload":	return "battle_interface\sea_abilitys.tga"; break;
case "InstantBoarding":	return "battle_interface\sea_abilitys.tga"; break;
case "Turn180":			return "battle_interface\sea_abilitys.tga"; break;
case "SandbankManeuver":return "battle_interface\sea_abilitys.tga"; break;
case "LightRepair":		return "battle_interface\sea_abilitys.tga"; break;
case "InstantRepair":	return "battle_interface\sea_abilitys.tga"; break;
case "Troopers":		return "battle_interface\sea_abilitys.tga"; break;
case "Brander":			return "battle_interface\sea_abilitys.tga"; break;

case "FireOnShip":		return "battle_interface\sea_abilitys.tga"; break; // KK
//	case "FireOnShip":		return "battle_interface\FireOnShip.tga"; break; //PB
case "TimeSpeed":		return "battle_interface\TimeSpeed.tga"; break;
case "Sink":			return "battle_interface\Sinking.tga"; break;
}
trace("WARNING!!! Perk name - "+perkName+" hav`t texture");
return "";
}
I can change "battle_interface\sea_abilitys.tga" to "battle_interface\Sinking.tga"
and then I get the "sinking" icon when I'm on fire instead.
If I make a copy of Sinking.tga and call it Sinking2.tga, I can't seem to make the game use that.
The same goes for using the actual "FireOnShip.tga". I have NO idea why this doesn't work.

I'm wondering if I can't just replace the textures in "sea_abilitys.tga".
But then I need to know what the original 'lightning' icon is used for. I don't quite remember.
It looks as if it's also used for the 'Brander' ability in some way... :?
 
I repeat the question:
Does anyone know what this icon is used for in the game at the moment?
that_one.jpg
 
I repeat the question:
Does anyone know what this icon is used for in the game at the moment?
that_one.jpg

In Build 14 Alpha 10 +Fix

When I get it it means my Ship is on fire. (usually after lightning strike)

Isn't this the one you were trying to get changed in an earlier post. :doff
 
It very much is. I know it's the fire one, but I want to know what else that icon is used for.
I know it's reused from something, but I don't remember what. :facepalm
 
Ok I have checked the new interface.

+ for the option Cargo icons
+ resp brown/blue mode.
Animations don't know what that is yet.

BOX
- Personally I think the box interface WITH location backgrounds is a little messy. Liked the clean old one: Just a box nothing else.

INVENTORY
+ that inventory is divided in categories
+ maps can be examined

- for the items names across the pictures also in the blue interface inventory where the background is not so disturbing. Here we get double item names!

Suggestion: Get rid of the item names across the picures (in all cases).
An option with the old box interface. Maybe turn the blue interface into that? (or not)
The blue inventory IF is still very much the old one.
 
The "Animations" mentioned in the Options menu applies to some interfaces on the brown setting.
These have an animated background. And example is the worldmap "Sail Ho",
where you'll see some sails appearing in the background.

I *think* Maximus made the box interface background transparent since that does make sort-of sense for looting corpses,
where it's used also. Not entirely sure how to easily turn that off.
Maybe we could make the background transparent in the blue interface and solid in the brown one or the other way around?
Or link it with the "Animations" setting?

I like those item names in the Inventory scroll;
they help in giving the item name without having to scroll to it.
I'm not sure what you mean with getting "double item names".

inventory.jpg


It is quite easy to get rid of these texts though.
For example for the Inventory screen, open PROGRAM\INTERFACE\items.c and comment out this line:
Code:
GameInterface.itemslist.(attributeName).str2 = "#" + name;
We could enable this in one of the two interfaces (brown/blue) as well:
Just use the bNewInterface global in an if-statement.
 
I'm not sure what you mean with getting "double item names".

In the inventory you'll get both the small white names on the pictures AND a large yellow lable name below.

they help in giving the item name without having to scroll to it.

That's true! Quality for ex.

Maybe we could make the background transparent in the blue interface and solid in the brown one or the other way around?

If so maybe the brown should be the transparent (newer one) and blue the solid (older one).

My points about disturbing texts on the pictures are:
A good icon should be able to speak for itself. (Shell removed the text)
After hours, days of gameplaying we understand those pictures very well.
Nice pictures are somewhat spoiled by texts.

I vote for a solid alternative wihtout 'extra texts' and a transparent one (with). The opportunity for the player to choose feels very good.
 
Thanks SuperDurnius; I agree with Thomas' suggestions, but it's definitly better than what we had before.
At least the icon will actually make SENSE now and people might understand what it means. ;)
Actually, we don't even NEED that yellow version of the icon. You never need to select it.
And the blue one looks perfect. And thanks to Pirate_KK, it should now be working in the game too! :woot
 
HA! The "ship on fire" graphic works nicely in the game now!
[attachment=4112:ShipOnFire.jpg]

As for Jack Rackham's interface suggestions:

For the transparent background, we'd have to find out how to disable that.
I know how to disable the explanation texts on the various icons, so that is not a problem.
Do we want ALL of them disabled? Also, for example, the ones in the Passengers interface?
Or just in the item-related interfaces?

Then we have to choose on what settings these should be disabled:
a. Brown interface only
b. Blue interface only
c. Animated interface only (can work in brown and blue)
d. Advanced Options setting
e. InternalSettings.h toggle

Personally I'd prefer not to go with option "d" and "e" because we've got too many settings already.
I think option "c" isn't a bad one, since it can be enabled/disabled seperately from the interface colour.
That way, you could basically have any combination you want. Right?
 
Is it just me that think the box interface with the 'transparent ' background not looks so good? :huh
 
I like the transparent background when it's the looting screen, but otherwise not so much.
Also, I don't like that the interface takes a relatively long time to load.
If someone would care to reply to my above post on the various options,
I could see if I can figure something out to make it better.
 
I am finding the quest book in the new interface difficult to read at times. :mm

The flowing script typeface with a white on off-white background, is not very clear. Could one of these be changed?

Personally I think a darker background would be best.
 
Hmm... I wonder who might be willing to work on that.
Of course we could easily remove the "book" background.
 
We'll just use my parchment background from the WBT/NH manuals if it comes to that. Goes well with a Book Antiqua font.
 
It's very easy to change the QuestBook interface to attached look.
Should be easier to read, no? Snow White Sorrow is looking into improving it though,
so that the parchment look is retained.
 
Someone said parchment?

Here's a test. Of course, the colour can be modified, details added, etc, but I think simple works best.
 

Attachments

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Parchment Mk.III and font size mods.

http://www.filefront.com/15265287/logbook.tga.tx
^ Parchment texture.

Questbook.ini file required for legibility (font size & position)
 

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  • QuestBook.ini
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I repeat my previous question:
I know how to disable the explanation texts on the various icons, so that is not a problem.
Do we want ALL of them disabled? Also, for example, the ones in the Passengers interface?
Or just in the item-related interfaces?

Then we have to choose on what settings these should be disabled:
a. Brown interface only
b. Blue interface only
c. Animated interface only (can work in brown and blue)
d. Advanced Options setting
e. InternalSettings.h toggle

Personally I'd prefer not to go with option "d" and "e" because we've got too many settings already.
I think option "c" isn't a bad one, since it can be enabled/disabled seperately from the interface colour.
That way, you could basically have any combination you want. Right?

For the transparent background, we'd have to find out how to disable that.
I had a quick look, but couldn't yet figure out how the background is being made transparent.
So I don't know what to do about this.
 
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