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February 20th, 2003, 10:59 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE5: GUI design discussion..
Zooming up a section of the ship when you click on it!
I like that idea.
The zoomed up areas should not have to be square, and should probably be determined by the hull type, and possibly racial bonuses 
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February 20th, 2003, 11:17 PM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: SE5: GUI design discussion..
I'd like to be able to choose San Serif fonts for easier reading
I would like more contrast between colors in the numbers. I have a tough time with the color difference between the Minerals and Organics.
I would like Mono spaced font for the numbers so I can more easily read them
12340 takes up more room than
11111 with the current fonts.
I'd love a scroll mouse
I'd love more context sensitve help like is given by the buttons
Note the use of the word "I". I acknowledge I represent a very small minority of the players.
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February 21st, 2003, 02:33 AM
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First Lieutenant
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Re: SE5: GUI design discussion..
I think more "relistic" systems would be a plus (moving planets, more empty space).
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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February 21st, 2003, 02:51 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: SE5: GUI design discussion..
Gryphin:
Can't you just overwrite the Fonts in SE4\Fonts with something more to your liking?
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February 21st, 2003, 03:16 AM
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Second Lieutenant
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Location: Vancouver WA
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Re: SE5: GUI design discussion..
I know that this question is one that Atrocities may have already asked, but what about ship modeling? How will it be done? What program will be used, and will players be able to make and use their own ship sets?
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February 21st, 2003, 04:01 AM
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Re: SE5: GUI design discussion..
Suicide Junkie good point about substituing fonts.
Yes, I can. I tried once. I ran into a few problems. I have a vague memory of the mono spaced font was too wide. The Rads collum would overlap the Minerals.
I think the the San Serrif font was too big and overlapped other areas.
I'll have to try it again.
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February 21st, 2003, 06:30 AM
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Major
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Re: SE5: GUI design discussion..
SJ: Dynamically creating the ship model based on components would be cool, but depending on how you want done, it could prove hard to do. If you have 200 component types, then you will be making a ton of 3D models, all of which have to be loaded in memory. However, at the same time, a lot of components are in fact redundant, (make all weapons look alike, and stuff like that) so it could be possible. But the way it is (the models are already done for Starfury as it is) Maybe SE6.... (now youve got me thinking on how it could be done without much overhead)
For the GUI, definitely implement mouse wheels. I dont know if you have played any SimCity 4, but the GUI for that gives it accessibility to many complex operations but at the same time keeps it simple. (I mean the actual city building mode GUI)
Also, the multiple skins would be nice, just like StarCraft did it.
The techtree you desribe sounds like Civ2 or Civ3's way of doing it. I liked it for Civ, but I dunno about SE5
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