[Work-in-progress] Spectator UI 2.0

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No Flag aoefan4life
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[Work-in-progress] Spectator UI 2.0

Post by aoefan4life »

This is awesome!
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[Work-in-progress] Spectator UI 2.0

Post by iNcog »

aiz u are a wizard
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Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Denmark crjensen4
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Post by crjensen4 »

Looking forward to seeing it in a stream :)
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[Work-in-progress] Spectator UI 2.0

Post by zoom »

MAAAAARUUUUUUUUUUUUUUU-HU-HU-HU!
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Malaysia Aizamk
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Post by Aizamk »

Right, so need some feedback regarding current design and proposed designs.
(All still only available in glorioux 1280x800)

Current design:
[img]http://imgur.com/t50ebuR[/img][img]http://i.imgur.com/t50ebuR.jpg[/img]

Proposed design 1:[img]http://i.imgur.com/2u5la1s.jpg[/img]

Proposed design 2:
[img]http://i.imgur.com/LiS4umO.jpg[/img]

2v2 layout preview (still very much a work in progress):

[img]http://i.imgur.com/0ClPhB4.jpg[/img]
oranges.
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Italy Garja
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[Work-in-progress] Spectator UI 2.0

Post by Garja »

Design2 is the best. How did you solve the space problem for units and techs?
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Post by Mimsy for President »

I vote for design 2 as well
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Post by Aizamk »

Right, I'll go for a variant of design 2 then.

@Garja There should be enough space for everything now because there's 18 slots total for 1v1. If all else fails can just use the tabs system again.
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Post by Aizamk »

Just a quick design update.

[img style="max-width:100%'" src="http://i.imgur.com/4LAA5dt.jpg"]

k bai
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Post by iNcog »

This is the best design yet, Aiz-senpai.

I'd like to highlight the excellent idea of bringing the civilization flag out of the top right hand corner since that is where the twitch watermark is and you have to look really closely to see what civ the other guy is playing sometimes. As expected of Aiz-senpai, so reliable.
YouTube: https://www.youtube.com/incog_aoe
Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Post by musketeer925 »

Looks great. I love the color gradients. Is this in-game now or is it a mockup like the last proposed designs?

Also, are you still in need of those .DDTs that I said I could make a script for?
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Post by Aizamk »

musketeer925 wrote:Looks great. I love the color gradients. Is this in-game now or is it a mockup like the last proposed designs?

Also, are you still in need of those .DDTs that I said I could make a script for?

This is in-game, though the design still isn''t finalized. I''ve also added in a scoreboard that saves and reloads the result of games in a series, though you still need to manually update it at the end of every game.

[img]http://i.imgur.com/NVrOJ8I.jpg" style="max-width:100%'" alt=""]

And yes, I am still in dire need of this script of yours, thanks. :P
Do you need me to compile a spreadsheet of what''s needed or was there some other method of extracting the numbers that I hadn''t known about?
oranges.
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Post by musketeer925 »

The numbers are in the homecity files, I can easily make it read those. I'll get these to you as soon as I can.
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Post by Aizamk »

That's great, thanks. Is it also possible to have the resource (if applicable) displayed in the top right as well? If that's not too much trouble.

(like how it's coin for merc shipments)
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Post by Mirari »

I like the Proposed design 2
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Post by musketeer925 »

aizamk wrote:That''s great, thanks. Is it also possible to have the resource (if applicable) displayed in the top right as well? If that''s not too much trouble.

(like how it''s coin for merc shipments)



Absolutely possible. I take it you would also want things like the infinite and x2 overlays?
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Post by Aizamk »

Yep. Also I'm not sure if you read my post a few pages back, but could you use the TK_[techid].ddt naming convention?

For e.g. TK_898.ddt for 700 food
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Post by musketeer925 »

Will do. Got it about half-written...
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Post by Aizamk »

Well that was fast :praise:
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Post by musketeer925 »

Do you happen to know from the UI files what font and size the numbers use?

EDIT: Nevermind, found something which is probably close enough.
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Post by Aizamk »

It uses Arial Nodrop For Cards 12, which is essentially as it says.


Code: Select all

   <'Font Name="Arial Nodrop For Cards 12">'
      <'param TypeFace="Arial"/>'
      <'param AscentHeight="12"/>'
      <'param Antialiased="false"/>'
      <'param Bold="true"/>'
      <'param Italic="false"/>'
      <'param BackgroundOutline="false"/>'
      <'param BackgroundShadow="false"/>'
      <'param BackgroundOffset="0"/>'
      <'param BackgroundAlpha="0.0"/>'
      <'param SpacingAdjustment="0"/>'
      <'ResolutionOverride ResX="640">'
         <'param AscentHeight="10"/>'
         <'param Bold="false"/>'
      <'/ResolutionOverride>'
      <'ResolutionOverride ResX="800">'
         <'param AscentHeight="10"/>'
         <'param Bold="false"/>'
      <'/ResolutionOverride>'
      <'ResolutionOverride ResX="1280">'
         <'param AscentHeight="14"/>'
      <'/ResolutionOverride>'
   <'/Font>'

I think it's best to use your own judgement on the font size though, so long as it lets the large numbers like 1600 fit and numbers like 1 are visible then that's fine.
oranges.
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Post by musketeer925 »

Not 100% sure why some of the icons are 128x128 and some are 64x64, but that's what it pulled straight from the game files.

https://onedrive.live.com/redir?resid=B ... file%2crar
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Post by Aizamk »

I'll have a more thorough look when I get back later, but from what I've seen, it's exactly what I needed. Thanks so much for this, it's saved me the trouble of a few days' work! :happytomato:
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Post by musketeer925 »

Excellent. Let me know if anything is wrong. I'm particularly unsure about the IDs, really didn't check whether it was doing them right, but I think it is. Off-by-one would be the most likely issue.
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Post by Aizamk »

The techids seem to match with what I've got down. My only concern is that the font size for the numbers might be too small to be easily seen when the picture is scaled down (though this is only really an issue on smaller resolutions such as my own 1280x800).

Going to have to integrate these into the RMS before I can make any further comments.

EDIT: There's a few things that I've noticed after comparing with the numbers that I have down, which may require a few manual adjustments.

-techid 880 despite granting 1 fluyt has no number 1 assigned to it, even in-game. If possible I'd like a version of it with a 1 overlayed, even though this is not shown ingame. For reference it uses units
avalfluytfluyt_icon_64x64

-your script gave the warchief cards 1236, 1238, 1239 an overlay of -1 (when no number should be overlayed). This isn't a problem, I just exclude those files from the list and have them use the base image paths. (likewise for 1345,1392)

-for some reason there's no output for the techid 1322, the aztec 1k coin card that grants 11 coyotes etc.
-likewise for the dogsoldier cards 1373,1374,1375,1376,1377,1378

-I also carried out a random visual check on tech 1393, and found out that both it and 1394 displayed numbers 1 higher than required (5 cougars instead of 4, 4 grizzlies instead of 3)

-1895,1896 for old han and banner reforms don't have a number but they do have a resource (food) associated with them, which I'd like to be overlayed.
-same for 2346 sepoy rebellion (vills->' sepoys), costs wood

-no output for the sohei mercs 1961, 1962, 1963

-2322 sends a dock rickshaw but displays no number by default- I'd like it to display a 1 for consistency

---
That's about it, I've checked all the relevant techs now.

[No rush to get these sorted out, it'll be at least a week until I have a version ready for preliminary testing anyway]
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