Talking about interface improvements

45°38'N-13°47'E;14017998 said:
I concur it could be useful. Sometimes I don't even remember if I'm running the civic someone else is trying to enforce. But DH is right, it's definitely not an easy change.
Also some time ago there was a diplomatic option to ask other civs to vote for you but it's been removed, I don't remember but it probably wasn't working.

I believe you can just use the shortcut key F1 to F9 to bring it even during a popup
 
A new one here:
- Culture and espionage are swapped to conform the commercetypes order.
- The order list filters are put next to the minimap (I may need to eventually revert this if it don't look good on low resolutions). To me, it removes some clutter around the unit/buildings list.
- Connectivity and Corporations have some color to avoid only white text.

I will focus on the widgets now so I can publish a beta in the next few days.

Very, very good :)
A few more ideas:
  • Move Economy, Science, Culture and Espionage 2 lines upward, so they would be in line with their respective commerce sliders, would give a tidier view.
  • I miss the bars for Culture, Rev. GPP, but only for those :blush:
  • Filter icons next to the minimap: Great idea! But the category icons (Units/Building/Wonders) are too far from it. Could you move it to the right? Or even: Make the drop-down menus (Cost&Order) a bit smaller to make place for the 3 icons above them.
 
@dbkblk where can I get a copy of your latest main interface code? I am working on Caveman2Cosmos' version now and want to change the Specialists area to start with. I have figured out what Platyping is doing in his code but would like to see another example to be sure I have it thought out fully.

BtW I still use the original screen resolution and I don't think some of your changes will work well with it.
 
Specialist section is all under updateCitizenButtons, though it is linked mildly to Resource section for height adjustment just to ensure both sections do not overlap.

The latest version in Ultrapack uses a table instead to display unlimited types of Specialists.
 
There are a couple of reasons I wanted to compare with dbkblk's code. Note I only have access to the production version of the code/SVN, as far as I can tell.

The first is that his screen shot shows that he is keeping the greyed out specialist icon for when it is not available. Something I want to keep also.

The second is more important. I cant figure out how your code is putting the + and - buttons on the screen when it appears to be using the same X and Y coord for all plus buttons and the same x,y for all minus buttons.

I also want to handle the Angry citizens the way they are now and have it and the final row of specialists handle more than can currently fit on the screen using a scrolling box.

The other main difference between your version and the original is that for the most part the original displays/defines everything once then hides and shows the bits needed for the city where as your code does it all new as the city screen pops up. The original is probably a means of speeding up display for what we would call slow machines and slow graphics. Now a days your way probably works fast enough and uses less memory.
 
2) In the latest version, there is only one + and - buttons, so naturally there is only one x and y co-ords.

3) Don't really understand the point about the angry citizens.
 

Attachments

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As you might have guessed, the project is on hold because I have no motivation anymore. Maybe it will come back at a moment.

Anyway, here are the files of the current implementation of the patch (against rev 994):
- A zip containing all the modified files
- A diff file against the svn repository
- A local git repository to put into Assets/Python/. I used this one to track the changes I've made to python files. It will be really helpful if you want to continue the work.

Anyone that want to continue the work is welcome to do so!
 

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  • r994_interface_changes_files.7z
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As you might have guessed, the project is on hold because I have no motivation anymore. Maybe it will come back at a moment.

Anyway, here are the files of the current implementation of the patch (against rev 994):
- A zip containing all the modified files
- A diff file against the svn repository
- A local git repository to put into Assets/Python/. I used this one to track the changes I've made to python files. It will be really helpful if you want to continue the work.

Anyone that want to continue the work is welcome to do so!

So it works, just ain't bug-free?
 
If you extract the files over a rev994, you can test where the work was left off. There are CTD in there because some widgets just doesn't exist yet.

The python code is mostly done but the widgets in the DLL haven't been finished. That is where most of the work needs to be done.
 
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