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RE: UI Concept | Suggestions
Posted: Tue Sep 08, 2015 6:02 pm
by tebeinteresno
ORIGINAL: Mad Russian
We not only remember you well there were multiple discussions about your ideas. Glad to see that you have continued to evolve your thoughts. We tell everyone that all comments and posts are read and all recommendations are considered. Just because we don't make a change based on the recommendation doesn't mean we didn't look at them, discuss their merit and then decide whether or not the enhance the game. Many of your ideas from before, as well as these current ones, could likely be incorporated into the series as it goes forward.
Very glad to hear! Thank you!
No, I did not mean that you are like a snobs and did not respond to the proposal. I just see that you have so many suggestions that I think you might feel dizzy and how to plan your time trying to do that either. I think it is quite difficult, so... my apologize)
ORIGINAL: Mad Russian
My only comment about your maps is that, IMO, they are too bright for the 'during daylight segment'.
I accept your opinion. Generally, the map requires more attention, reworking and rethinking. Thanks!
ORIGINAL: Mad Russian
What is the yellow smoke for?
This poisonous gas. I tried to redraw the details on the map, such as mine fields, bridges, and other icons.
RE: UI Concept | Suggestions
Posted: Tue Sep 08, 2015 6:14 pm
by tebeinteresno
ORIGINAL: Mad Russian
We have been working on that aspect of map differentiation. The problem is there are only so many shades of green, brown or gray depending on the season you are trying to portray.
I think a set of winter maps would be tremendous for the scenarios we already have. But again, there is only so much time in the day.
I understand that the map requires standardization. Also, the card requires the maximum information content. But in my case it is still trying to be photorealistic. So it is necessary to look for some way out. I still tried to draw a few times, but we need to improve parts and solve disputed issues (although I think these things will always remain controversial points).
When I'll come to some kind of compromise in drawing maps, then I try to redraw the remaining maps. But I feel that it will take a lot of time, in that it will be necessary to solve the problem of automation and faster decisions.
So again, there is still a lot of work!
In any case, thank you!
RE: UI Concept | Suggestions
Posted: Tue Sep 08, 2015 6:43 pm
by tebeinteresno
ORIGINAL: W1ll14m
Awesome! Impressive effort.
There's a lot I like in the UI. Being a maps guy, I'm even more impressed by the map. Great farmland texture, nice tree lines along the roads, original scale for the buildings, and a very effective hex grid 'imprint' on top.
Question: did you try an "higher-is-lighter' elevation coloring? It might work better with your 'dynamic lighting'?
FYI, we'll see industrial zones and rail roads on upcoming Flashpoint maps. I'd like to do the minor / major stream distinction as you have it east of Salzbergen; however, with the 2.0x engine knowing a single type of stream, I don't want to suggest a difference in crossing times that isn't there.
William
p.s. off-topic: what font did you use to annotate your UI elements and silhouettes?
Hello, William! Great thanks! [&o]
Well, here is a little tricks:
Farmland texture is actualy real sattelite photo of farmland, somwhere in German. I just tiled that texture and I really like the results.
Hexgrid just little faded black tin grid with some little white glow.
Answer: No, I didnt test like this by now. I thought it can be like some snowhats on hills ) I'll try. Thanks!
I did not take into account the number of railways, making them somewhat sketchy. It will be necessary to try to display the complex intersection of railways.
offtopic: In UI I'm usind stanadrt "new" microsoft font Calibri. But in UI description I'm usin my favorite font Din Pro. You can read about him
here.
You know... my dream is doing something like this. But I think its so unreal to make (its just screenshot of Wargame RD map with some hexes and unit icons)

RE: UI Concept | Suggestions
Posted: Tue Sep 08, 2015 8:03 pm
by WildCatNL
Hello, William! Great thanks! [&o]
Well, here is a little tricks:
Farmland texture is actualy real sattelite photo of farmland, somwhere in German. I just tiled that texture and I really like the results.
Hexgrid just little faded black tin grid with some little white glow.
Answer: No, I didnt test like this by now. I thought it can be like some snowhats on hills ) I'll try. Thanks!
I did not take into account the number of railways, making them somewhat sketchy. It will be necessary to try to display the complex intersection of railways.
offtopic: In UI I'm usind stanadrt "new" microsoft font Calibri. But in UI description I'm usin my favorite font Din Pro. You can read about him
here.
You know... my dream is doing something like this. But I think its so unreal to make (its just screenshot of Wargame RD map with some hexes and unit icons)
What works well with your farmland texture is the size (8x8 or larger, so little obvious repetition in the map), and drawing the tree lines on top of it.
I like adding railways to decorate the map, making it easier to know where you are when zoomed in and panning. Tactically, they aren't relevant_except_ where they offer a bridge across a stream/river. At 500m scale, making the railways more detailed doesn't make much sense.
Din Pro: thanks, didn't know about it. I'm using a mix of its inspiration (Din1451 alt, for road signs) and Univers (for an 80's and board game "touch").
William
RE: UI Concept / Suggestions
Posted: Tue Sep 08, 2015 9:12 pm
by Mad Russian
ORIGINAL: tebeinteresno
ORIGINAL: Mad Russian
We not only remember you well there were multiple discussions about your ideas. Glad to see that you have continued to evolve your thoughts. We tell everyone that all comments and posts are read and all recommendations are considered. Just because we don't make a change based on the recommendation doesn't mean we didn't look at them, discuss their merit and then decide whether or not the enhance the game. Many of your ideas from before, as well as these current ones, could likely be incorporated into the series as it goes forward.
Very glad to hear! Thank you!
No, I did not mean that you are like a snobs and did not respond to the proposal. I just see that you have so many suggestions that I think you might feel dizzy and how to plan your time trying to do that either. I think it is quite difficult, so... my apologize)
ORIGINAL: Mad Russian
My only comment about your maps is that, IMO, they are too bright for the 'during daylight segment'.
I accept your opinion. Generally, the map requires more attention, reworking and rethinking. Thanks!
It doesn't matter what I think of the map. It's what you think of it that counts. Work on it until you think it's good, then share it with the rest of the world. If they like it fine; if they don't like it fine; because you already like it and that's all that matters.
Good Hunting.
MR
RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 4:08 am
by tebeinteresno
ORIGINAL: W1ll14m
What works well with your farmland texture is the size (8x8 or larger, so little obvious repetition in the map), and drawing the tree lines on top of it.
I like adding railways to decorate the map, making it easier to know where you are when zoomed in and panning. Tactically, they aren't relevant_except_ where they offer a bridge across a stream/river. At 500m scale, making the railways more detailed doesn't make much sense.
Din Pro: thanks, didn't know about it. I'm using a mix of its inspiration (Din1451 alt, for road signs) and Univers (for an 80's and board game "touch").
William
The fact that the railways do not carry much importance does not mean that they are not needed)
I agree that they add location awareness, but also they can be used to create scenarios.
For example it is necessary to keep the railway station, which is a transportation hub, in which case reinforcements in next the mission will arrive more quickly and completely.
RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 4:22 am
by tebeinteresno
ORIGINAL: Capn Darwin
As for wind speed and direction, we are planning on expanding the weather model in Southern Storm. Wind is being looked at, but not sure how much influence on active smoke, gas, radiation, etc it will have. Definitely an area we can continue to refine as we go.
I can imagine a scenario where it will be used by the wind.
For example, Soviet forces launched a nuclear strike northwest of the position of your troops. It depends on the wind direction, you must immediately evacuate the troops away from the movement of the radioactive cloud. At the same time along the way you will encounter enemy forces, which are also moving away from the radiation. )
Or use wind direction for the movement of the radioactive cloud from the tactical nuclear weapons.
And the cloud of chemical weapons ... so there generally can be even more serious.
RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 8:26 am
by tebeinteresno
Here is 1920x1080 example
This example shows how you can resize some windows
And 1024x768 example

RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 8:27 am
by tebeinteresno
And some bonus )
Russian version of UI )

RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 9:44 am
by DoubleDeuce
I like the realism of the maps but wonder if showing elevations clearly would be an issue?
RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 11:56 am
by cbelva
I agree, elevation needs to be worked on, but overall they work for me.
RE: UI Concept | Suggestions
Posted: Wed Sep 09, 2015 12:14 pm
by 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.
RE: UI Concept | Suggestions
Posted: Thu Sep 10, 2015 4:25 pm
by Mad Russian
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
RE: UI Concept | Suggestions
Posted: Fri Sep 11, 2015 6:35 pm
by tebeinteresno
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!"

RE: UI Concept | Suggestions
Posted: Fri Sep 11, 2015 6:39 pm
by tebeinteresno
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.
RE: UI Concept | Suggestions
Posted: Sat Sep 12, 2015 4:17 am
by harry_vdk
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.
RE: UI Concept | Suggestions
Posted: Sat Sep 12, 2015 1:14 pm
by CapnDarwin
The Map making Guide should also show the levels (all ten of them).
RE: UI Concept | Suggestions
Posted: Fri Sep 18, 2015 6:20 am
by pekische
Dmitriy, your concept of UI is excelent! Is there any chance that you will try to realize it in near future?
RE: UI Concept | Suggestions
Posted: Fri Sep 18, 2015 7:36 am
by CapnDarwin
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.
RE: UI Concept | Suggestions
Posted: Sat Sep 19, 2015 3:35 am
by MikeAP
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.