Thanks :)Clangeddin,Mar 6 2016 wrote:Yes, this can be done. It's very easy to do, I'll see if I can send a version with this fix (along with the HP of other players not shown) to Ceremorph right away.Darkrob,Mar 6 2016 wrote: On the character sheet can it be made that once we open the drop menus (basic info, class etc) that they stay open... at least until you log off?
Regarding The New Ui

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*Darkrob
- Posts: 1097
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*Clangeddin
- Posts: 109
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Yes it's possible, but I doubt I'll be able to do this for the hotfix (which happens today/tonight or tomorrow), it's not as easy as fixes the other issues.DigitalDragoon,Mar 6 2016 wrote: It could stand to do with some readjusted appearance wise. Would it be possible to return to the original rounded framing shape on the UI, with the colors and texture currently used in our planescape style loading bars?
I'll get to work on it right away, but I also need some feedback on your preferences, or else, the next time we're gonna have the same problem again.
So, questions:
1) Health bars, green is not good? What color then? Solid or gradient or the sigil load bar? Keep in mind that if it's not solid horizontal then the health values have to be moved somewhere else.
2) Name boxes for very long names are problematic? This can be problematic but I'm not sure how the previous target boxes allowed for longer names. If I recall correctly they had less space available, not more. Oh well, I'll see what I can do.
3) Frames. Yeah, about this I'll just have to show the screenshots eventually.

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*Ceremorph
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Just to kind of share where we're at, the green marble is simply a "first go" at this, and I figured what Clangeddin was already working on would be a good place to start. But the eventual idea would be to have a consistent "unique to SCoD" appearance to our different UI elements. But I'm definitely not going to try to apply it to everything until we've got one exactly the way we want it. For example, the mottled green marble is one design element, but eventually will not be as overpowering as it is right now. In addition, eventually the borders will see a change as well.
Of course the aspect I'm eventually looking for is that of the classic Planescape: Torment game. Which was generally mottled green stone and rusted metal, along with steampunk-style elements such as gears and vents:

But we're looking at baby steps here, so definitely do not assume what you're seeing today is the final product.
Of course the aspect I'm eventually looking for is that of the classic Planescape: Torment game. Which was generally mottled green stone and rusted metal, along with steampunk-style elements such as gears and vents:

But we're looking at baby steps here, so definitely do not assume what you're seeing today is the final product.

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*Mr_Otyugh
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I think the green and red chosen for the health bars is a bit stark contrast to all the other colouring. It might need a bit less saturated version of both colors to not be so dominating? MediumSeaGreen and FireBrick

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*Ceremorph
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I think I'd eventually like to go with the rust-on-stone we're using for the loading screen. But for now, yes, when I hotfix I can take care of dimming the colors a bit.

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*Clangeddin
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Mr_Otyugh,Mar 6 2016 wrote: I think the green and red chosen for the health bars is a bit stark contrast to all the other colouring. It might need a bit less saturated version of both colors to not be so dominating? MediumSeaGreen and FireBrick
Well, this would be very easy to implement, it can get in the hotfix at least for now, but first let's see how it looks with a screenshot, brb. :P



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*Mr_Otyugh
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Hmm... it's still looking a bit off. Might not be the color itself, might be that it's not a gradient/ornate color design.

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*Clangeddin
- Posts: 109
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Every UI piece can be made movable, we'll see about it in the next update, I doubt I can get this in for the hotfix (I don't know when it is exactly :lol: )Bogus,Mar 6 2016 wrote: I prefer the new look. It's more compact.
Any chance party rooster will be movable? How about the mode bar?

