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July 29, 2010, 03:09:48 PM *
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Author Topic: Interface Additions  (Read 13433 times)
DOCa Cola
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« Reply #60 on: July 31, 2009, 05:56:39 PM »

ah yes, now i get it. you mean a symbol representing what is being currently built when hovering a yard. yes, i had that in mind also for a later update
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[EXC] 1337_64M3R
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« Reply #61 on: July 31, 2009, 06:22:49 PM »

I was thinking more towards the build button... but I guess i can settle with that...
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« Reply #62 on: July 31, 2009, 06:25:50 PM »

If you want an image to appear if you hover over a yard, why not the wireframe? Since that's whats shown in the list when selected, also using that when hovering over would make sense.
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DOCa Cola
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« Reply #63 on: July 31, 2009, 06:45:33 PM »

If you want an image to appear if you hover over a yard, why not the wireframe?
that is what i've had in mind
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picard88

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« Reply #64 on: August 09, 2009, 03:50:28 PM »

wow very cool

have you already designed the interface for the klingons???
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DOCa Cola
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« Reply #65 on: August 10, 2009, 12:20:24 PM »

you should be able to see the klingon interface in the first post of this thread (first screenshot)
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Zebh
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« Reply #66 on: September 02, 2009, 07:54:17 PM »

Would it be possible that all buttons for special abilities could be in their own row, as there is some extra space now. Some sort of background colouring by the effect (single target weapon, area effect, friendly effect...) for those buttons could be useful. Sometimes fleets might get extremely mixed and a lot of special buttons can make finding the right one hard.
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« Reply #67 on: September 26, 2009, 09:09:56 PM »

Is there any plan to put the LCARS-like appearance back on the wireframes (for group select) later or keep a simple image? Group select looked more interesting like that.
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Captain Proton
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« Reply #68 on: October 04, 2009, 08:52:43 PM »

I think a generic background looks better in my opinion. Just has a more practical and mature feel to it, I know it sound weird Tongue
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« Reply #69 on: October 04, 2009, 08:54:45 PM »

More practical as in not showing what is damaged when a fleet is selected, and only ever showing damaged sensors?

Boring too, pretty as the ship may look.
« Last Edit: October 04, 2009, 08:56:25 PM by Tyler » Logged



Blade
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« Reply #70 on: October 04, 2009, 08:58:44 PM »

if you wanna readd the lcars wireframes then you could use the files from fo2 and 3pr
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auxilio ab alto
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« Reply #71 on: November 25, 2009, 06:24:42 PM »

Wow. all I can say about this is wow. I knew that everything the FO staff touch turned to awesome, but I didn't know it would progress to this level. It's like...reaching the level AFTER the level you thought was the last one...it just keeps getting better and better. How are you guys not developing yur own game company? Wait.....I don't think I'd want that. It's better this way  Cheesy
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That would look like Optec cloning himself, then flying from Stuttgart, Germany to your house.  He then customizes the odfs with all the features you want, and sticks around in case you have technical problems.  I mean, your own clone of Optec.  What more could you want?
Dominus_Noctis
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« Reply #72 on: November 25, 2009, 08:26:28 PM »

Hehe, and the Dev team thinks so too Wink

Quote
As the question of whether or not the Fleet Operations Team will branch away from Armada II and create their own game engine seems to be asked and answered so many times in general, it is probably important to have this topic addressed definitively. The truth is that the Developer Team has never written an engine from scratch and doesn't plan to because it is an unbelievable amount of work, even with a team of people. A new engine would not just be about the graphics engine of course, but also the AI, network, weapon and damage logic, a modding interface and so on. It is work that you easily can invest years into. You also have to carefully plan how you code, as it will be really hard to integrate a working multiplayer for instance if you don't plan your code to later integrate one--syncing a strategy game over multiplayer can be a real pain in the ass. You need a lot of experience if you really want to program a game from scratch, which none of the team has. Obviously given this situation it is best to stick with the current Armada engine which can be quite easily modified. Even though the source code is not available, it is not that bad in reality. Most importantly, the Developer Team likes working with it.
(from the unofficial FAQ)

As Doca has said in the past, they only have this one life, but you can be assured that the quality of FO will only increase Cheesy
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