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Item Information - Compare With Store (Screenshot)


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#1
Lance Botelle

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Hi All,

I have been looking at updating the inventory and shop GUIs a little more, and would like some feedback on the lines of any kind of preferences ...

Here is a screenshot of what I have so far ... and will likely be the end of it.

Thanks,
Lance.

600x400https://dl.dropboxusercontent.com/u/12147935/EQUIP_INFO.jpg[/img]

Modifié par Lance Botelle, 02 septembre 2013 - 09:53 .


#2
Dann-J

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It's your module. You should include whatever customisations you want. If you pander to the whim of the general public, you risk watering down your own vision. Design by commitee rarely produces anything ground-breaking.

I say to hell with what other people think! It's not like they'll be paying customers.

#3
manageri

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The inspect information in the store window is ****ing great, a lot more convenient than having to right click everything. I would also make the icons/font in the store window smaller, and/or heighten the window, so that more items fit on screen at once. The store gold and max buy information is also great. I would like to see the store's price percentage info added as well. With that your shop UI would be absolutely perfect. Really nice work.

#4
rjshae

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Yes it's a very slick shop interface. Nicely done!

The one thing I wish the standard shop interface had is an indicator of which of the category slots have items for sale.

Modifié par rjshae, 03 septembre 2013 - 12:56 .


#5
Lugaid of the Red Stripes

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Indeed, that's a huge step up from the default. I know that "new stock available" is just another bit of useful interface, but I think it'll be cute and flavorful to include some ad copy and special art for each store.

#6
Tchos

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I'm all for this as well.

#7
Arkalezth

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Agreed with the others. However, I don't suppose this would be compatible with other UI mods, such as Tchos', right?

#8
Lance Botelle

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Hi All,

Thanks for all the feedback! I will answer each post as I read them ...

DannJ wrote...

It's your module. You should include whatever customisations you want. If you pander to the whim of the general public, you risk watering down your own vision. Design by commitee rarely produces anything ground-breaking.

I say to hell with what other people think! It's not like they'll be paying customers.

I know what you mean. Posted Image However, I also like to get a few pointers that may help with my own design.

manageri wrote...

The inspect information in the store window is ****ing great, a lot more convenient than having to right click everything. I would also make the icons/font in the store window smaller, and/or heighten the window, so that more items fit on screen at once. The store gold and max buy information is also great. I would like to see the store's price percentage info added as well. With that your shop UI would be absolutely perfect. Really nice work.

Glad you like the look of it. Posted Image
Smaller Icons:- I find the icons already too hard to see. Posted Image Therefore, in this case, I cannot see me ever changing the sizes. Heightening may be an option, but my stores will have fewer items, which I hope will mean less scrolling anyway. Price Percentage:- While I don't give % feedback, I do make it so the PC with the best Appraise skill in the party always does all the bartering for every PC, meaning the player always gets the best prices. If you look at the chat window in the screenshot, you will see the name of the PC doing the bartering. (Adaur in this case.)

rjshae wrote...

Yes it's a very slick shop interface. Nicely done!

The one thing I wish the standard shop interface had is an indicator of which of the category slots have items for sale.

Thanks! Posted Image Category Slots:- This is something I also want to look at .... If I can find a way to disable a "category" that has nothing in it, then I will add this to the GUI. However, I do not know of any way of doing this just yet.

Lugaid of the Red Stripes wrote...

Indeed, that's a huge step up from the default. I know that "new stock available" is just another bit of useful interface, but I think it'll be cute and flavorful to include some ad copy and special art for each store.

I'm not quite sure what you mean, but the "New Stock Available" does mean that the store has different/new stock from what it had from a prior visit. Each visit to a store (after a reasonable time span) does make the visit more interesting. Posted Image EDIT:- Forgot to mention, "new stock" has blue text in the item scroll window to make it easier to find.

Tchos wrote...

I'm all for this as well.

Tchos:- Thanks!

Arkalezth wrote...

Agreed with the others. However, I don't suppose this would be compatible with other UI mods, such as Tchos', right?

Compatibility:- My module has many changes throughout the code to make the whole module work as I intended it to. I have had to make quite a few fixes to OC to make it work, as well as add a lot of my own code to present the GUIs and make items work alongside such. Unfortunately, this means that I had to ignore all other 3rd party GUI amendments or scripts (unless I incorporated versions of them myself), as the task would have been too great. Bear in mind that this campaign is also written to cater for MP gaming, which knocks most (if not all) 3rd party add-ons out of consideration. I am not saying other GUIs may or may not work, but I would state clearly when the module is released that the module cannot be played with any other 3rd party add-ons at all. Hopefully, the campaign will hold enough interest in what it hopes to achieve, which may appeal to some, but perhaps not others. E.g. To get this inventory/shop item display to work, I had to edit the following:-

inventoryscreen.xml
examine.xml
store.xml

These three  files make calls to four other internal scripts within the module. Furthermore, these same files and scripts are also making calls to other aspects of the game that I have not covered here.

Just out of interest, which of Tchos's UI mods are you referring to?

Many Thanks All,

Lance.

Modifié par Lance Botelle, 03 septembre 2013 - 10:21 .


#9
Arkalezth

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Lance Botelle wrote...
Just out of interest, which of Tchos's UI mods are you referring to?

This one: http://neverwinter2....s.com/mods/81/?

#10
Lugaid of the Red Stripes

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I meant that it reminded me of a hand-painted sign or board in the store itself, where the owner lists sales or brags about their reputation or how long their shop has been around or the daily specials.

#11
Lance Botelle

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Arkalezth wrote...

Lance Botelle wrote...
Just out of interest, which of Tchos's UI mods are you referring to?

This one: http://neverwinter2....s.com/mods/81/?


Hi Arkalezth,

Actually, I don't think they will be needed anyway, as I have already increased many (if not all) of the GUIs to make easier to read anyway. For example:-

1) Journal Toggable Size.
2) Large Examine Window. (This will be mostly superseded by the latest GUIs, but remains for floor/placeable items.)
3) Larger Conversation Windows.

That's over and above those alterations you are seeing now.

Lugaid of the Red Stripes wrote...

I meant that it reminded me of a hand-painted sign or board in the store itself, where the owner lists sales or brags about their reputation or how long their shop has been around or the daily specials.


Hi LotRS,

Oh, I see. It not only serves like that, but means there *are* new items for sale as well. Posted Image

Lance.

EDIT:

rjshae wrote...

Yes it's a very slick shop interface. Nicely done!

The one thing I wish the standard shop interface had is an indicator of which of the category slots have items for sale.


CATEGORY CHECKS ARE NOW IN:-

Adding Picture Soon .... (Mediafire are not responding .... Doh!)

600x400https://dl.dropboxusercontent.com/u/12147935/Category.jpg[/img]

Modifié par Lance Botelle, 03 septembre 2013 - 02:37 .


#12
Tchos

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I'd say my UI mod will work fine with this or any other module that modifies the UI -- just don't use the specific XML files from mine that he uses in his. So you won't get my inventory screen, or my store interface, or anything else he modifies, but you'll get everything else. No need to throw the baby out with the bathwater.

#13
Lance Botelle

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Tchos wrote...

I'd say my UI mod will work fine with this or any other module that modifies the UI -- just don't use the specific XML files from mine that he uses in his. So you won't get my inventory screen, or my store interface, or anything else he modifies, but you'll get everything else. No need to throw the baby out with the bathwater.


Hi Tchos,

The problem is, I have made a number of edits to a number of other xml files, which may clash with some of yours. Ideally, I would need to list all the xml files I have edited and then make sure you have not edited any of the others in your mod (assuming adding your mod to my module).

This link gives the last check I did on altered files.

Cheers,
Lance.

#14
rjshae

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Lance Botelle wrote...

rjshae wrote...

Yes it's a very slick shop interface. Nicely done!

The one thing I wish the standard shop interface had is an indicator of which of the category slots have items for sale.

Thanks! Posted Image Category Slots:- This is something I also want to look at .... If I can find a way to disable a "category" that has nothing in it, then I will add this to the GUI. However, I do not know of any way of doing this just yet.


I don't know that you'd want to disable it, since you may sell something to the store and then that category will then have something in it. Just having an indicator of which categories have something would be a nice touch. But yes, I'm not sure if there is even a way to do that.

#15
Lance Botelle

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rjshae wrote...

Lance Botelle wrote...

rjshae wrote...

Yes it's a very slick shop interface. Nicely done!

The one thing I wish the standard shop interface had is an indicator of which of the category slots have items for sale.

Thanks! Posted Image Category Slots:- This is something I also want to look at .... If I can find a way to disable a "category" that has nothing in it, then I will add this to the GUI. However, I do not know of any way of doing this just yet.


I don't know that you'd want to disable it, since you may sell something to the store and then that category will then have something in it. Just having an indicator of which categories have something would be a nice touch. But yes, I'm not sure if there is even a way to do that.


You must have missed the last post showing the update. Posted Image

Don't worry, I had already thought of that, and the changes I have made to the store system already takes any "updates" into account. Posted Image The symbol now indicates if the category is empty or not, and works dynamically.

It's all good. I will also have more on the system in another post, about dynamic comparison hopefully.

Lance.

#16
Tchos

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Lance Botelle wrote...
Hi Tchos,
The problem is, I have made a number of edits to a number of other xml files, which may clash with some of yours. Ideally, I would need to list all the xml files I have edited and then make sure you have not edited any of the others in your mod (assuming adding your mod to my module).

I don't see it as a problem.  The end user can just look at the XML files you include and temporarily remove the ones with the same name in mine while they play yours.  Even if they're in a hak, anyone can just open it up in NWN2packer and sort by file type to see all of the XML files.

All of mine are out in the open, and I included a document explaining what I changed in them and why, and gave instructions for adding or removing bits and pieces depending on personal taste, so anyone that'd comfortable with that should be able to use both with no problems.

The one conflict that I see is that you use fontfamily.xml, which I necessarily edit because the main purpose of my mod is to increase the font size to readable levels on high resolution, but I've already built in support for your Readable Books mod, so if that's the only thing you did to it, then it should be fine.

#17
Lance Botelle

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Tchos wrote...

I don't see it as a problem.  The end user can just look at the XML files you include and temporarily remove the ones with the same name in mine while they play yours.  Even if they're in a hak, anyone can just open it up in NWN2packer and sort by file type to see all of the XML files.

All of mine are out in the open, and I included a document explaining what I changed in them and why, and gave instructions for adding or removing bits and pieces depending on personal taste, so anyone that'd comfortable with that should be able to use both with no problems.

The one conflict that I see is that you use fontfamily.xml, which I necessarily edit because the main purpose of my mod is to increase the font size to readable levels on high resolution, but I've already built in support for your Readable Books mod, so if that's the only thing you did to it, then it should be fine.


Hi Tchos,

Yes, the fontfamily.xml edit was for the Readable Books.

The problem is, with the best will in the world, I know how easy it would be for people to overlook a file placed somewhere, and it could cause mayhem. I think a clear disclaimer would be in order. Posted Image

Also, perhaps it would be easier to ask which XML files you have edited? That would also give me some indication.

Thanks, Lance.

#18
Tchos

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It's a bit of a list.  You can view it here.

#19
Lance Botelle

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Tchos wrote...

It's a bit of a list.  You can view it here.



Hi Tchos,

Thanks for the list.

Have you added any call-backs to scripts in the modules, or are you adjustments purely aesthetical?

If the latter, then, as you say, I can see no problems. And if they are just aesthetical, then perhaps I can see which ones I can add my end (prior to my module release).

Thanks, Lance.

#20
Tchos

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The mod is for the purpose of making the interface bigger and easier to read on high resolution displays. I would more call it accessibility than aesthetics, but I do try to make it look nice, as well. The XML does not touch any scripts or references to scripts. Just the design.

#21
Eguintir Eligard

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I'll take one

#22
Lance Botelle

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Hi All,

I'll am putting together a blog update, which you can catch up with the latest if you like.

Thanks all,
Lance.

#23
Lance Botelle

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Hi All,

I have added some information to my blog, which I welcome any more comments there. (I will answer posts here, but it is easier to keep track of on the dedicated blog.)

The Blog Post Is Here.

Many Thanks,
Lance.

Modifié par Lance Botelle, 06 septembre 2013 - 01:29 .