GUI Mods

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Balthagor
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GUI Mods

Post by Balthagor »

DISCLAIMER: These are mods and may do very bad things to your game or your whole system for all I know, use at your own risk.

Over the last few months I've been playing with various elements of the GUI and I 2 of my experiments are actually fully functioning so I though ppl might like to check it out and comment on them compared to the current GUI;

==Land Mod==
* Moved filters to popup accessible over minimap
* improved the look of the minimap area, added zoom buttons
* moved "exploded view" to first panel
* moved city list to popup
* a bunch of other small stuff
LAND Mod Ver1.zip
==Treasury Mod==
* Added new style for "this text has a tooltip"
* moved the Expense report to a Tooltip on the Expenses string
* moved the Income report to a tooltip on the Income string
* moved the trade report to the Previous Day Trade string
* Changed the Socials/Taxes subdepartments, added tooltips to some strings/objects
Treasury Mod Ver1.zip
==Titlebar Mod==
* trade the speed controls and date places
* Change tooltips on the "Pause" button to more clearly show the state of the button.
TITLEBAR.zip
If you want to try this without screwing up your existing installation, copy the entire installation folder and install there. To use the mods, simply unzip them to your game's root folder and allow it to overwrite the files. These Mods should be MP compatible with those who are not using the mod.

==Menu Mod==
* Moved menu screen down to make clock visible @1024x768
Menu Mod.zip
==Defense Missiles Mod==
* Added "Continuous/Autodeploy" controls to the missile screen
* Issue exists that Continuous can't be changed in Queue because the "clear queue" button is there. What to do?
Mod_DefMis.zip
[Edit 12/25/09: Added Titlebar Mod]
[Edit 12/30/09: Added Menu Mod]
[Edit 1/3/10: Added DefMis Mod]
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Re: GUI Mods

Post by Hullu Hevonen »

Balthagor wrote:DISCLAIMER: These are mods and may do very bad things to your game or your whole system for all I know, use at your own risk.

Over the last few months I've been playing with various elements of the GUI and I 2 of my experiments are actually fully functioning so I though ppl might like to check it out and comment on them compared to the current GUI;

==Land Mod==
* Moved filters to popup accessible over minimap
* improved the look of the minimap area, added zoom buttons
* moved "exploded view" to first panel
* moved city list to popup
* a bunch of other small stuff
LAND Mod Ver1.zip
==Treasury Mod==
* Added new style for "this text has a tooltip"
* moved the Expense report to a Tooltip on the Expenses string
* moved the Income report to a tooltip on the Income string
* moved the trade report to the Previous Day Trade string
* Changed the Socials/Taxes subdepartments, added tooltips to some strings/objects
Treasury Mod Ver1.zip
If you want to try this without screwing up your existing installation, copy the entire installation folder and install there. To use the mods, simply unzip them to your game's root folder and allow it to overwrite the files. These Mods should be MP compatible with those who are not using the mod.
Wow, sounds Huge, i'll try! but I don't recomend a comment :-)
BTW, Sorted in the list of mods thread :-) , Screens would be nice.
Happy Linux user!
Links: List of Mods
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Re: GUI Mods

Post by sa_3_d911 »

i really like it but i can't find the spending tab in economy though :D
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Re: GUI Mods

Post by Balthagor »

Balthagor wrote:* moved the Expense report to a Tooltip on the Expenses string
* moved the Income report to a tooltip on the Income string
* moved the trade report to the Previous Day Trade string
I've added tooltips to the values. I'm not entirely pleased with that system but I find the Tooltips much better the report as a subdepartment.
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Re: GUI Mods

Post by sa_3_d911 »

Balthagor wrote:
Balthagor wrote:* moved the Expense report to a Tooltip on the Expenses string
* moved the Income report to a tooltip on the Income string
* moved the trade report to the Previous Day Trade string
I've added tooltips to the values. I'm not entirely pleased with that system but I find the Tooltips much better the report as a subdepartment.

yes but i can't find it ,on what exactly should i press please help on ,& i think that it is very good ,i mean it is change after all & work well done :applause:
"If I weren't an Egyptian, I would have wished to be an Egyptian" Mostafa kamel


MAY THE SOULS OF THE THOUSANDS WHO GAVE UP THERE MOST PRECIOUS THING FOR US REST IN PEACE ,AMIN
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Re: GUI Mods

Post by sa_3_d911 »

sorry found it ,although it would have been better if you could press on it & the details of spending & income could remain for comparison ,know what i mean???
"If I weren't an Egyptian, I would have wished to be an Egyptian" Mostafa kamel


MAY THE SOULS OF THE THOUSANDS WHO GAVE UP THERE MOST PRECIOUS THING FOR US REST IN PEACE ,AMIN
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Re: GUI Mods

Post by dragons310 »

I, for one, like both of them very much. This simplifies a lot of the things I'm always switching between to look at :)

I do miss the 'recommended' listings on spending tho...can be useful when in doubt.

Thanks!
Last edited by dragons310 on Dec 25 2009, edited 2 times in total.
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Re: GUI Mods

Post by Balthagor »

is that comment for the Land, Treasury or both?
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Re: GUI Mods

Post by Balthagor »

TItlebar mod requested by Catatonic added to the list.
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Re: GUI Mods

Post by dragons310 »

one thing...in the finance tab the popups cover the last 2 buttons. can we fix this? maybe move it over just a little to the side?
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Re: GUI Mods

Post by Balthagor »

dragons310 wrote:one thing...in the finance tab the popups cover the last 2 buttons. can we fix this? maybe move it over just a little to the side?
I'll consider this for the next version.

Added a new mod for the menu screen as per Cat's request.
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Re: GUI Mods

Post by catatonic »

Balthagor wrote:Added a new mod for the menu screen as per Cat's request.
I am delighted. Thank you very much.

As to the Land, Treasury and Mini-map mods -

Mini-map changes - great.

Land Department - this is probably much better, but it feels odd not to have a row of sub-depatment buttons at the top. I could probably get use to it and it might be a big improvement. Need more experience using it.

Treasury Dept - probably a big improvement. Feels more object-oriented than before. Again, needs some getting use to.

All new popups seem more informative. Definitely a good thing.

Good work!
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Re: GUI Mods

Post by catatonic »

On the Land department mod, I think that the hub/node map and the corresponding Activate/Decomission/Rally Point buttons should be brought closer together by swapping the positions of controls on both sub-panels.
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Re: GUI Mods

Post by Balthagor »

catatonic wrote:On the Land department mod, I think that the hub/node map and the corresponding Activate/Decomission/Rally Point buttons should be brought closer together by swapping the positions of controls on both sub-panels.
I'm looking at this but the way the GUI pieces are put together and coded it is difficult...
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Re: GUI Mods

Post by catatonic »

OK, I've used your GUI mod for several days now and I find that it is quite usable, once I had re-trained myself where things had been moved to.

Good work.

As a GUI designer myself I would make just one comment - pop-ups are fine/great. But when you remove a visible button and replace it with a pop-up elsewhere may be concealing functionality by removing the visible clue. It is often best to leave the visible button in place (if you are not over-populated with buttons), assure that that it has a tool-tip description and then add your new, more informative popup in addition.

A good example of this is your modification to the Treasury department. If I had not beta-tested this I would have no clue as to where to find my Income/expense statements. I believe that sa_3_d911 had that exact problem.
"War is merely the continuation of politics [diplomacy] by other means"
General Carl von Clausewitz - 1832

"Defense: De ting dat keeps de cows off de road."
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