Dec 19, 2011, 09:57 PM // 21:57
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#61
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Version 3.0 Beta
Testing some things and fixing some issues users had problems with
http://youtu.be/o7pRvit_jhk?hd=1
Last edited by drok3n; Dec 20, 2011 at 08:25 PM // 20:25..
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Dec 20, 2011, 08:29 PM // 20:29
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#62
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Ascalonian Squire
Join Date: Jun 2011
Profession: Rt/
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As far as I can tell the current transparency level is perfect. Green hp bars still make me feel Im perma poisoned but thats just a matter of preference i guess.
edit: dark weapons are a bit hard to see but thats about it.
Last edited by Darth0Vader; Dec 20, 2011 at 08:33 PM // 20:33..
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Dec 20, 2011, 09:21 PM // 21:21
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#63
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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Mmmh agree with above, transparency is ok, but you may have to play a bit with dark colour of invetory.
Ah, and green HP bar are odd for most ppl anyway
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Dec 20, 2011, 09:39 PM // 21:39
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#64
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Wilds Pathfinder
Join Date: Sep 2008
Guild: Terra Noise [Zraw]
Profession: N/A
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Can you give me the texture/address or a tpf for just the true bond range compass?
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Dec 21, 2011, 01:41 PM // 13:41
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#65
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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Quote:
Originally Posted by drok3n
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Continues to look great but can't tell by the video if the MAPPING transparency is any better. Will download and test.
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Dec 21, 2011, 05:42 PM // 17:42
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#66
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Krytan Explorer
Join Date: Aug 2010
Location: Czech Republic
Guild: The Dragonfly Effect [Phi]
Profession: Rt/
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O_O! Version 3 is out! I'll get it as soon as I get on my computer. Also great job at making the new name with Greek letters and azbuka(Russian letters), it looks great!
PS: l agree with above that green hp bars are odd.
Last edited by Sagittario; Dec 21, 2011 at 05:51 PM // 17:51..
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Dec 21, 2011, 06:11 PM // 18:11
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#67
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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Ok, just tested out v3. For mapping, it's a no-go. While the fog does clear a bit, the U-map no longer has the edges delineated so you can tell if you have all cleared or not. The visible difference in uncleared vs cleared is still not all that noticeable when out, either.
The other transparencies are, well, nearly not transparent anymore. The party screen box, for example, is nearly a black background with very little see-through to it. You've swung the pendulum back the other way .
The overall look is great, though. Clean, crisp and a hint of "modern" which is very attractive. Huge kudos to you!
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Dec 21, 2011, 07:18 PM // 19:18
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#68
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Yeah, during the beta version of 3.0 i have removed the mapping/carto features just for now so its less files to deal with in the mod itself. I'm sure you noticed by the size of it went down about 10mb. Im trying to work the interface to perfection before re-adding that element. I need input on any tweaks u can think of.
The green HP bars were inspired by playing other MMO's where the health is green and energy is blue or purple. So i only took the green health bit. Cause i dont know how people would handle Green Health and Purple Energy.
But please test the mod, report back any colors or things you would like to see tweaked.
here is a current screen of my layout.
Last edited by drok3n; Dec 21, 2011 at 07:22 PM // 19:22..
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Dec 21, 2011, 07:31 PM // 19:31
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#69
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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Quote:
Originally Posted by drok3n
The green HP bars were inspired by playing other MMO's where the health is green and energy is blue or purple. So i only took the green health bit. Cause i dont know how people would handle Green Health and Purple Energy.
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Ok, as long as you put the mapping stuff back in, we're good to go .
The "problem" with the green health bar in Guild Wars is that green is, of course, the color for being poisoned or diseased. I see green in my hp bar, and I start hitting/wanting condition removal. Maybe it would be better to stick with the tried-and-true red and blue?
The nearly non-transparent on the text, party etc. boxes, I can personally live with. As already pointed out, it can make it difficult to see a dark colored weapon in inventory/storage, though. (Heck, I already have that problem with a couple weapons in the existing game!) Perhaps some happy medium between what you had in v2 and what you have in v3Beta?
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Dec 21, 2011, 07:37 PM // 19:37
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#70
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Quote:
Originally Posted by FalconDance
Ok, as long as you put the mapping stuff back in, we're good to go .
The "problem" with the green health bar in Guild Wars is that green is, of course, the color for being poisoned or diseased. I see green in my hp bar, and I start hitting/wanting condition removal. Maybe it would be better to stick with the tried-and-true red and blue?
The nearly non-transparent on the text, party etc. boxes, I can personally live with. As already pointed out, it can make it difficult to see a dark colored weapon in inventory/storage, though. (Heck, I already have that problem with a couple weapons in the existing game!) Perhaps some happy medium between what you had in v2 and what you have in v3Beta?
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We'll i have personally enjoyed the Green health, I can change any colors. would changing poison and disease to another color be a good idea? cause i thought it would be equivalent to the red health bars and you bleeding. its just a little lighter. The green is almost the same effect but for poison
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Dec 21, 2011, 08:00 PM // 20:00
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#71
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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Quote:
Originally Posted by drok3n
We'll i have personally enjoyed the Green health, I can change any colors. would changing poison and disease to another color be a good idea? cause i thought it would be equivalent to the red health bars and you bleeding. its just a little lighter. The green is almost the same effect but for poison
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Here's the problem with changing colors as I see it: for those of us who have been around for the whole while, we could probably get used to seeing green health instead of red if it were a significantly different green than poison/disease. For those newer to the game, it could be an issue since they won't/don't have the experience. Right now, I think it's just the drastic change from six plus years of red to a rather, ahem, bright green that is throwing us off.
(Granted, I could also be totally wrong.)
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Dec 21, 2011, 08:12 PM // 20:12
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#72
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Quote:
Originally Posted by FalconDance
Here's the problem with changing colors as I see it: for those of us who have been around for the whole while, we could probably get used to seeing green health instead of red if it were a significantly different green than poison/disease. For those newer to the game, it could be an issue since they won't/don't have the experience. Right now, I think it's just the drastic change from six plus years of red to a rather, ahem, bright green that is throwing us off.
(Granted, I could also be totally wrong.)
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I agree completely, some people have "change" issues.
What other colors schemes would you be open to personally?
Put in format like this:
Health = Lime Green
Energy = Blue
Bleeding = Light Red
Poison&Disease = ???
Hex = Purple
Here is an idea of a tealish color
Video:
SS:
Last edited by drok3n; Dec 21, 2011 at 08:55 PM // 20:55..
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Dec 21, 2011, 08:48 PM // 20:48
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#73
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Krytan Explorer
Join Date: Aug 2010
Location: Czech Republic
Guild: The Dragonfly Effect [Phi]
Profession: Rt/
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Quote:
Originally Posted by drok3n
I agree completely, some people have "change" issues.
What other colors schemes would you be open to personally?
Put in format like this:
Health = Lime Green
Energy = Blue
Bleeding = Light Red
Poison&Disease = ???
Hex = Purple
Here is an idea of a tealish color
http://img440.imageshack.us/img440/9465/gw324e.th.jpg
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As for me, I'd keep the default color of health bar as it is. Other color changes might be cool and I'd appreciate different color for hexes and some conditions (e.g.burning), but l got used to red = healthy. It would take me too long to get used to green hp bars. But I talk just by myself, other can be np with that.
Last edited by Sagittario; Dec 21, 2011 at 08:51 PM // 20:51..
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Dec 21, 2011, 09:40 PM // 21:40
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#74
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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Quote:
What other colors schemes would you be open to personally?
Put in format like this:
Health = Lime Green
Energy = Blue
Bleeding = Light Red
Poison&Disease = ???
Hex = Purple
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The only way I can see the bright green you're using currently to be widely "accepted" for health is to keep poison/disease a very noticeably dull green in contrast.
Bleeding - a red (within the green) bar similar to what we have for deep wound or energy exhaustion (those would remain grey)
Poison - dull, lighter green as described above
Hex - keep the light purple as-is
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Dec 21, 2011, 11:21 PM // 23:21
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#75
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Version 3.0
Green Health:
Red Health:
To end the problem ill just make both versions :P You now have the option of picking Red Health or Green Health. I might need to sort a few things out after you guys give me some feedback but i wanted to get these out there asap.
ps. Itried something new for poison/disease color. Let me know what you guys think
Last edited by drok3n; Dec 22, 2011 at 12:02 AM // 00:02..
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Dec 22, 2011, 01:52 AM // 01:52
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#76
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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I downloaded the 'red' version. Just loaded it a few minutes ago to see the new stuff. Tomorrow I'll download the green to have a look. (And I'll go find something to poison me.)
Mapping transparency is still a bit too transparent for me. If I'm not actively looking at the U-map to see the clear happen, it's hard for me to tell if it has or is cleared. The un-clearable regions are clearly marked, but there's not a great deal of "fog" over uncleared versus cleared.
For the record, I'm near-sighted and there's nothing wrong with my vision at the computer . And I'm looking with DroMod on two different machines, two types of monitor, two resolutions, etc.
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Dec 23, 2011, 06:32 PM // 18:32
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#77
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Jungle Guide
Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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Graphic anomalies are still odd, but the original TexMod files produced them as well.
I know I'm being a PitA about this, but *please* darken the "fog" for uncleared maps. In the original game (i.e. not TexModed at all, just the game), the undiscovered areas are darned near as 'dark' as the unclearable areas. This makes it readily visible where you've scraped and where you might still need to - TexMod added the yet darker unclearable areas so you could see beyond a shadow of a doubt what you could or could not totally clear.
With DroMod right now, the fog is light enough I can see all the transitions on the map, even where I haven't cleared, as well as paths and such. I don't need that, to be honest. It's not important. In fact, it makes it very difficult to tell if I've *really* cleared a space or not!
(Within kissing distance of Legendary Cartographer now, so I might have a clue what I'm talking about .)
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Dec 24, 2011, 01:55 AM // 01:55
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#78
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Quote:
Originally Posted by FalconDance
Graphic anomalies are still odd, but the original TexMod files produced them as well.
I know I'm being a PitA about this, but *please* darken the "fog" for uncleared maps. In the original game (i.e. not TexModed at all, just the game), the undiscovered areas are darned near as 'dark' as the unclearable areas. This makes it readily visible where you've scraped and where you might still need to - TexMod added the yet darker unclearable areas so you could see beyond a shadow of a doubt what you could or could not totally clear.
With DroMod right now, the fog is light enough I can see all the transitions on the map, even where I haven't cleared, as well as paths and such. I don't need that, to be honest. It's not important. In fact, it makes it very difficult to tell if I've *really* cleared a space or not!
(Within kissing distance of Legendary Cartographer now, so I might have a clue what I'm talking about .)
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ill work on the carto bit of it.
have u tried uMod? ive been running it lately and its honestly tons better then texmod, the ability to turn the mod on and off without closing the game had me sold instantly.. also i can restore my shadows without the annoyance of the block around my toon, and weird textures popping up in background scenery
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Dec 24, 2011, 09:06 AM // 09:06
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#79
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Frost Gate Guardian
Join Date: Mar 2011
Location: Earth
Guild: Lod
Profession: Me/A
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Another question:
what are your first thoughts of this.
im a huge green color addict
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Dec 24, 2011, 09:22 AM // 09:22
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#80
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Krytan Explorer
Join Date: Aug 2010
Location: Czech Republic
Guild: The Dragonfly Effect [Phi]
Profession: Rt/
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Very interesting color change, but it's too much different from original game so ppl would feel weird while playing, like it was not GW.
It's actually pretty good, but I'm too used to red hp bar. I'd like to try green interface with red hp bar.
Ohh and one more thing. Version 3.R uses green text for hp gain while hp bar is red.
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