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Enhanced User Interface v1.30m

3) in EUI v1.21 file NotificationPanel.lua remove lines 1420 to 1427 included

Tadaaammm... see, it wasn't so tough! Many thanks.
I'll keep working on your 45x45 stuff. You should expect some results -- soon, maybe. :)

EDIT; Just to make sure...
These are the lines to be removed (temporarily, still have to do some testing for your items!), right?
Code:
for k, v in pairs{ "DiploButton", "CultureOverviewButton", "SocialPoliciesButton", "EspionageButton", "AdvisorButton" } do
			local c = LookUpControl( "/InGame/WorldView/DiploCorner/"..v )
			if c then
				resize( c )
				c:SortChildren( resize )
			end
		end
		g_diploSizeY = 75
 
About border expansion notification...
Removing NotificationPanel module removes also features I like (civilization ribbon etc) - so don't want do this ;) If sub-modules can't be easily turned off, then let it be.

Just for feedback:
It would be nice if "Borders of CityX have grown" notifications are also bundled (sub-module: NotificationPanel: when city acquires new tiles...?) - so it would be less spamming & more space for space for more important notifications.

There is too few space in right side of screen (civilization ribbon + city state ribbon + notifications). Every turn I start with 2 scroll bars (one for civilization+city state ribbon and one for notifications) & first trying to make a room by closing not so important notifications.

Just an idea:
There is unused space on bottom and left side of screen. Maybe you want move some ribbons to theses areas (don't know if this is technically possible and how much effort it is)

Spoiler :
attachment.php


Btw, maybe it's just me - due 2560x1440 resolution.. anyway thanks for great mod, which improves usability & user experience :goodjob:
 

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You should try playing on a laptop with 1366*768 resolution!!

I did ask about this many months ago. I think bc1 has something else in mind for the left-hand side.
For what its worth, I'm with you, the left-hand side is begging for something to be placed in it and the right-hand side is crowded.
 
The bottom area might become problematic for any more spare locations for two simple reasons;

1) The turn processing "Boxes" are deployed there once we click the Next-Turn button!
2) The Timer-Meter which i (and most propably many more people -- specifically in MP) use is centered right overthere too. It already has priority as top layer and currently hovers on anything given by #1 above inbetween turns.

The right side scrolling stacks could be optimized in a number of (almost) easy ways while i think about it...

a) Mini-Bullets (maybe 10x10 pixels in size, or even less) symbols that *IF* clicked, open up the actual default Notifications items in a single position always right above the Mini-Map (NextTurn button) and to the left of these bullets which can move also (up or down) in the (now sized much smaller) scroll stack.

b) Notifications would be made of thin rectangular cue lines only. These could also show the real Notification Round Icons when clicked or if the mouse hovers *INTO* any of the multiple rectangles.

c) Right to Left, square (22x22, like those Font-Icons used in the Top Panel for strategic resources) items which are categorized in some sort of horizontal fashion. Again, when clicked - would reveal the default Data in the proper format.

Maybe too complex of a project just to replace or sustain (memory wise, btw) vast numbers in a huge stack.
Annoying feature at times, i would agree though. Sometimes, solutions to a problem have negative effects that nullifies both the intention and the User-Friendliness of certain UI principles.

IMHO.

PS; Puer, no wonder you can use the BIG scale Interface... with that much monitor real estate, the world is vast by definition. 1680x1050 over-here... and i swear, my stuff *IS* visually comfortable enough. Sometimes, i transfer the whole thingy on a 42" Samsung TeeVee set though. Resolution remains somehow "low" and yet, the rendering is clear and crisp. Oh - well. Big fun, small fun. All the same to me. :)
 
Just to make sure... These are the lines to be removed (temporarily, still have to do some testing for your items!), right?
They are the lines. You cannot test with them, I need to change the code to make things work with 45x45 size buttons.
I'll keep working on your 45x45 stuff. You should expect some results -- soon, maybe. :)
That would be great... There are two possible button formats I could use:
  • either single-frame icon pairs similar to NotificationNotes.dds / NotificationNotesHL.dds
  • or (my personal preference) 4-frame icons similar to CivilopediaButtons*.dds (they would have to "drop" from the top for the diplocorner ones, and from the right for the minimap ones)
It would be nice if "Borders of CityX have grown" notifications are also bundled (sub-module: NotificationPanel: when city acquires new tiles...?) - so it would be less spamming & more space for space for more important notifications.
in EUI v1.21 file NotificationPanel.lua remove line 336 - this code area defines notifications exempt from bundling - someday I might make a control panel for this but don't hold your breath
when playing at higher levels these notifications can be important
There is unused space on bottom and left side of screen
the left side is planned to be even more crowded than the right side once the city & unit ribbons are in (in progress, no ETA)
top (in fully functional EUI the middle of the top panel bar is erased) and bottom I want to see the game view, not icons - wide screens are not very good for strategy games: filling their right and left sides with icons is less bothersome
The right side scrolling stacks could be optimized in a number of (almost) easy ways while i think about it...
a) Mini-Bullets (maybe 10x10 pixels in size, or even less) symbols that *IF* clicked, open up the actual default Notifications items in a single position always right above the Mini-Map (NextTurn button) and to the left of these bullets which can move also (up or down) in the (now sized much smaller) scroll stack.
b) Notifications would be made of thin rectangular cue lines only. These could also show the real Notification Round Icons when clicked or if the mouse hovers *INTO* any of the multiple rectangles.
c) Right to Left, square (22x22, like those Font-Icons used in the Top Panel for strategic resources) items which are categorized in some sort of horizontal fashion. Again, when clicked - would reveal the default Data in the proper format.
Maybe too complex of a project just to replace or sustain (memory wise, btw) vast numbers in a huge stack.
Annoying feature at times, i would agree though. Sometimes, solutions to a problem have negative effects that nullifies both the intention and the User-Friendliness of certain UI principles
indeed that would not be user friendly at all :lol: yes the whole idea of EUI is to un-burry things / make everything visible at a glance, and reduce the game's click-fest requirements
 
That would be great... There are two possible button formats I could use:
  • either single-frame icon pairs similar to NotificationNotes.dds / NotificationNotesHL.dds
  • or (my personal preference) 4-frame icons similar to CivilopediaButtons*.dds (they would have to "drop" from the top for the diplocorner ones, and from the right for the minimap ones)

Alright then... let's go for the second. It happens to be the most reliable and/or easy way to create your custom set!
I've made a few (80x80) tests with some DC (DiploCorner) & MM (Minimap) versions.
Hoping you won't mind the variety of supplemental colors in some cases... have a look below and tell me if these would be fine at this point. Eventually, i'll convert the conceptual results (final and approved, btw) into the needed format and size.

Test80s_DC_MM.png

L-R.. T-B

Row #1) DC_AdvisorCounsel, DC_DiplomaticOverview, DC_EconomicOverview, DC_EspionageOverview, DC_MilitaryOverview, DC_ReligionOverview

Row #2) DC_VictoryProgress, DC_WorldCongress, MM_HexGrid, MM_ResourceIcons, MM_TradeRoutes, MM_YieldsIcons

* DC_AdvisorCounsel was actually used for an old Mod of mine, btw.
* Still have to add a tiny CargoShip icon slightly above the Red-X for MM_TradeRoutes too.

Be warned however that once such 80s get reduced to the CivPedia TopButton format(s) at 49 wide... the overall feel of graphic quality might suffer quite a bit. Btw, there are 4 such dropdown Icons in these TopButton files -- will you be using ALL four? Cuz, it seems to me that the engine only uses the first two. Correct me if i'm wrong.

What would you suggest for DC_Demographics & DC_NotificationLog & MM_HideRecommendations?
 
Something i've noticed about the Diplo-Button (when resized to 45x45) at the top right side... it gets "cut off" to the right. The Notification (parchment.. Z-UI uses a Brown Pin-Cushion!) Button icon also hovers slightly above the Espionage Button.

Maybe some proper reformating of the XML file row width could be necessary to fix those.
 
Wow... i've just noticed the new Tech-Tree and its alternate "Functionality" Icons where tiny overlays indicate what Yields are being added to which Improvements! Amazing simplicity.

Two small questions about these;

1) The +1 tags are somehow blended onto the Tech-FrameBox while the overlay mixes with the (mainly) double-arrows Whites. I'd suggest putting an extra-layer underneath these values such as a filled Black circle surrounding the whole +1 area.

2) Some values get TWO instances of Yields over the Improvement Icons while you only show One symbol. Maybe you could (somehow) overlap the extra symbols slightly so that they show the actual true effect and corresponding additional numbers.
 
have a look below and tell me if these would be fine at this point
Test80s_DC_MM.png
Wow! Great work :D
DC_AdvisorCounsel: migth want to spread the icons apart a bit more
DC_DiplomaticOverview, DC_EconomicOverview (chest looks great), DC_EspionageOverview, DC_MilitaryOverview, DC_ReligionOverview: might look even better without the magnifying glass, especially at 45x45
DC_VictoryProgress, DC_WorldCongress: great!
MM_HexGrid: could use more contrast, how about coloring the grid the same color as on the map ? Actually I would prefer to re-assign the strategic view icon for grid, and design a new button for strategic view looking a bit like the map size selection buttons (with black instead of blue background)
MM_ResourceIcons: might look even better with both a happy face (for luxes) along with the shield (for strategics), might also want to try without the circle arrow
MM_TradeRoutes: this one I don't find intuitive, perhaps if the path looked more like the map's ? Or simpy 2 icons: the game's camel + cargo ship ?
MM_YieldsIcons: great !
DC_NotificationLog: the notification parchment ?
DC_Demographics & MM_HideRecommendations: no idea
Something i've noticed about the Diplo-Button (when resized to 45x45) at the top right side... it gets "cut off" to the right. The Notification (parchment.. Z-UI uses a Brown Pin-Cushion!) Button icon also hovers slightly above the Espionage Button.
Maybe some proper reformating of the XML file row width could be necessary to fix those.
It's all done by code, not XML, because my only option was to reuse existing assets, the result is awfull. With newly minted properly sized icons problem can easily be solved.
Wow... i've just noticed the new Tech-Tree and its alternate "Functionality" Icons where tiny overlays indicate what Yields are being added to which Improvements! Amazing simplicity.
Two small questions about these;
1) The +1 tags are somehow blended onto the Tech-FrameBox while the overlay mixes with the (mainly) double-arrows Whites. I'd suggest putting an extra-layer underneath these values such as a filled Black circle surrounding the whole +1 area.
2) Some values get TWO instances of Yields over the Improvement Icons while you only show One symbol. Maybe you could (somehow) overlap the extra symbols slightly so that they show the actual true effect and corresponding additional numbers.
These tags over the action icon are actually text: possibilities are limited to text and font icons. The +1 is actually +whatever mods may change it to. When multiple yields are given, several icons are shown, but only one per yield type (there's barely enough room). Mouse over provides the full details.

PS: I will be out on a business trip next week
 
Wow! Great work :D
DC_AdvisorCounsel: migth want to spread the icons apart a bit more
DC_DiplomaticOverview, DC_EconomicOverview (chest looks great), DC_EspionageOverview, DC_MilitaryOverview, DC_ReligionOverview: might look even better without the magnifying glass, especially at 45x45
DC_VictoryProgress, DC_WorldCongress: great!
MM_HexGrid: could use more contrast, how about coloring the grid the same color as on the map ? Actually I would prefer to re-assign the strategic view icon for grid, and design a new button for strategic view looking a bit like the map size selection buttons (with black instead of blue background)
MM_ResourceIcons: might look even better with both a happy face (for luxes) along with the shield (for strategics), might also want to try without the circle arrow
MM_TradeRoutes: this one I don't find intuitive, perhaps if the path looked more like the map's ? Or simpy 2 icons: the game's camel + cargo ship ?
MM_YieldsIcons: great !
DC_NotificationLog: the notification parchment ?
DC_Demographics & MM_HideRecommendations: no idea

PS: I will be out on a business trip next week

Alright, duly noted... i'll see what i can do!

1) Spread the Advisors Icons? Easily fixed... yet, a new framework would probably push them near the surrounding circular edges. It's a principle of visual balance (somehow) with these only.

2) The only reasoning behind the insert of Magnifying Glass overlays is that they could allow direct distinction between regular defaults (specifically, Espionage & Religion images are exactly the same as found in many PopUps) and DC versions. I'll simply take them off as requested. I felt Overview needed some kind of reference though.

3) HexGrid variations? No problem. Again, easily fixed.

4) Path of TradeRoutes (as shown during gameplay) are simply not as comfortable to deal with when resizing. Don't forget the very limited space for editing. I felt an X_Marks_The_Spot reference would do the trick. Strangely, i had reserved the Camel & CargoShip symbols for the DC_TradeRoutesOverview but i certainly could change the general layout of both while maybe taking the Double_Arrows symbol (City states quest) into account as well.

5) Parchment... i figured a new but similar image could be good enough in order to differentiate the DC list from the general calling Icon (PushPin on Z-UI). Weird thing too; Firaxis re-used the same Vanilla Icon for the MiniMap shortcut to Options-Button, btw

6) No idea? I still have some more. I was being curious -- only! ;)

Have a nice trip... that'll give me more time to fiddle with the new tasks at hand.
 
does this refers to the city production selection list ? ordering & filtering is not yet implemented...

Yeah, actually that was my question ''Will buildings arranged in order, instead randomly, be implemented in a future version?''. Then I can wait.
 
I'd like to make a fair observation about the design of the ribbon.

Superb info available at a glance, given. And yet i find the actual values, icons, tiny boxes, multiple features, etc -- you get my drift.

Here's a comparitive set of snapshots.
L-R;
1) Leader Screen
2) Regular map with a cluster of many items
3) Hovering above the default White Clouds-Fog.
4) Customized with Darker Grey Clouds.

Ribbon_Need_Back_Layers.png


See the obvious difference? The last snap on the right is very near from what i would suggest.
A semi-transparent Grey-Scale background layer **Underneath** the ribbon. Either below each entry or an auto-resizing box that could "surround" anything displayed. Something almost similar to what you're replacing -- the Score list.

Thus, two small requests as a result;
a) The right side would need some breathing room. Say a column of about 4 to 8 pixels wide that prevents the ribbon from touching the screen edge.
b) Maybe a slight correction to the Leader-Screen formatting that could allow the ribbon to display inside the actual scenery rather than partially "above".

Mind you, these are almost just aesthetic details. Nevertheless, if User-Friendly is a true objective - then glimpsing at the example box #2 above **IF** it has such an additional semi-grey layer would make everyone's eyesight much less blurry. My brain would thank you for the quicker vision scans it must make soooooooo often during a game.
 
Anyone knows if some alternate Hex-Highlight values (different or darker colors) can be used to replace the Green and/or Gold Fill & Outline when we hover above City Banners?

I found this section in CityBannerManager.lua between lines #1234-1253 that seems to have the necessary Event calls;

Spoiler :
Code:
-- Show city plots
			Events.RequestYieldDisplay( YieldDisplayTypes.CITY_OWNED, city:GetX(), city:GetY() )

			for i = 0, city:GetNumCityPlots()-1 do
				local plot = city:GetCityIndexPlot( i )
				-- worked city plots
				if plot and city:IsWorkingPlot( plot ) then
					local hexPos = ToHexFromGrid{ x=plot:GetX(), y=plot:GetY() }
					Events.SerialEventHexHighlight( hexPos , true, nil, [B][COLOR="Red"]"GreenFill"[/COLOR][/B] )
					Events.SerialEventHexHighlight( hexPos , true, nil, [B][COLOR="Red"]"GreenOutline"[/COLOR][/B] )
				end
			end
			for plot in EUI.CityPlots( city ) do
				-- city plots that are owned but not worked
				if not city:IsWorkingPlot( plot ) then
					local hexPos = ToHexFromGrid{ x=plot:GetX(), y=plot:GetY() }
					Events.SerialEventHexHighlight( hexPos , true, nil, [B][COLOR="Red"]"GoldFill" [/COLOR][/B])
					Events.SerialEventHexHighlight( hexPos , true, nil, [B][COLOR="Red"]"GoldOutline"[/COLOR][/B] )
				end
			end
Another eyes-strain issue for me. ;) Some custom colors comboset would be much easier to deal with.

EDIT_PS; Disregard the above. I think i may have found some indirect way to allocate other coloring schemas through proper editing of the Highlights.XML file from your Core folder.
 
That would be great... There are two possible button formats I could use:
  • or (my personal preference) 4-frame icons similar to CivilopediaButtons*.dds (they would have to "drop" from the top for the diplocorner ones, and from the right for the minimap ones)

Just to be clear before i delve a LOT deeper into creating all necessary 45x45 Icons and assets.

Looking at the edited screenshot below (Taken from a 1680x1050 monitor-btw)...
Spoiler :

Proper_DC_settings.png

Never mind how the current row shows up (from Pedia).
All are displayed as the default 45x45 framework XML system allows with a red tag underneath the Civ-Option indicating that they all would "Drop-Down" once selected. Right?
As you can also see, a *MUCH* wider bar (cluttered a bit) happens to be needed to contain each DC options (12 defaults +1 for InfoAddict on my setup)... will you still be using the "Push-Pin" to open/close this new panel? It would make sense, anyway.

MiniMap would use similar principles (for 5 options only, Thank God!) but with an inverted row?

I didn't realize the big 80x80 buttons would simply be **REPLACED** by new 45s while a specific (new) coding function will allocate proper displaying for these. If so that makes my task a LOT easier for a quick set of only 4 Icons (Espionage, Culture, Policies & Diplomacy).
 
Oh... About the Policy/Ideology button.

It's a bit more complicated than it seems. The default encoded design uses the 80x80 NotificationIconFrame and a Feather+Parchment icon is **ADDED** at run-time as an overlay. Thus, we can't change the Notification(s) default sizes to accomodate the new framework without braking everything below! Arrrrgggghh.
Dunno if you're going to also find a workaround solution to this silly Firaxis code step... making the 45x45 function calls rather unique and acrobatic! ;)
 
Some other "Tests" with the resizing of Diplo-Corner buttons (Four).

I opted for this conversion method; 70% Bi-Cubic (Smoothed between 30 to 50 that depends of visual quality) and adding Contrast (5 to 15 that reproduce the original range). Then clipping the result as the final 45x45.

See below for two examples;
Final_Resizing_Method1_80_45.png

Final_Resizing_Method2_80_45.png


Approved??

Later on this evening! -- ** EDIT; Nevermind, i just finished the whole sets and used (45) in the DDS file names. Just grab the two Zips (BNW & GKV) below and rename any files if you need to...

EDIT; Zips removed... assets are now FINALIZED in post #857!
 
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