[REL] Economic Efficiency UI Mod

Discussion in 'Mod Discussions' started by SatanPetitCul, October 8, 2013.

  1. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    trying it out, maybe I get a liking for it. I really do think the Mass and energy icons ought to be in there. and that the theme could look a little less aggressive. it's totally possible to do a gradient to alpha 0 in CSS, btw. I did that for my old commander HP both top and bottom, it looked quite slick.
    I think the ECO bar should fade on top side only and not use any other gradient.

    overall much less aggressive in my opinion. I'll make an upload of what I mean approx if I find the time.

    EDIT : "IT'S OVER 9000!!!" what took you? x'D
  2. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    As i said the "agressitvity" is done on purpose to get your attention. It is being done to the detriment to the aesthetic, i m aware of that.

    I try to stick to the PA design as much as i can, but the perfect balance is hard to reach
    tatsujb likes this.
  3. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Going a little less heavy on that gradient would go a long way to making it look less "aggressive". You will still see the colors just fine, but it wouldn't jump out at you quite so much. I really love that your default position is to simplify things unless there is a good reason to have it, because we are already overloaded with so much information from the game as it is.
    tatsujb likes this.
  4. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    i put a new css, trying lower the flashiness of the color, and reducing slightly the gradient.

    Attached Files:

    tatsujb and cptconundrum like this.
  5. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    This is such a big change that I'd rather it were hosted as a new mod than an update.
    mishtakashi and cptconundrum like this.
  6. ORFJackal

    ORFJackal Active Member

    Messages:
    287
    Likes Received:
    248
    Isn't it so that the old version doesn't work with current PA build? In that case it shouldn't matter to release it with the same name. Somebody can go make a "Economy Efficiency Classic" mod if they want to update the old version of the mod to work with current builds.
  7. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    The old version works fine, but it looks a little wrong.
  8. ORFJackal

    ORFJackal Active Member

    Messages:
    287
    Likes Received:
    248
    OK. Then naming the new one for example Economy Efficiency 2 might be justifiable.
    cptconundrum likes this.
  9. keterei

    keterei Active Member

    Messages:
    258
    Likes Received:
    93
    Please make two different versions. I thought the last one was just fine. Or, if you don't want to make two separate mods, then why not create a place for your mod in settings where the user can choose between the two looks?
  10. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Well, the original one should be updated to use the new underlying knockout code but keep the old style. It's something I have been meaning to do for a while now but never got around to. I still plan to eventually, but I don't recommend waiting for me to do it. If someone else wants to fix it, please do!
    cwarner7264 likes this.
  11. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    mmmmh :/
    It seems that this new design doesn't please every one. I'm going to work harder on it.
    tatsujb likes this.
  12. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    I'm gonna help you out bud' this mod's been by my side since day one and has never left me. It's my number one recomendation and it's my favorite.
  13. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    edit for Zaphod :


    I have a new design that will blow your mind !
    (i hope)
    [​IMG]
    Coming soon


    (Yeah this was a trailer)
    Last edited: March 14, 2014
    tatsujb likes this.
  14. zaphodx

    zaphodx Post Master General

    Messages:
    2,350
    Likes Received:
    2,409
    Needs more explosions.
    SatanPetitCul likes this.
  15. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Don't get me wrong; I love everything about this mod!

    On this forum, the better a mod is, the more suggestions people make. You should take our interest in it as a compliment. I see some issues with the design that I would like to change because I think we can make this even more awesome than it already is.
  16. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    Thank you for your support, i hope you will be entierly satisfied with the next release :)
    tatsujb likes this.
  17. SatanPetitCul

    SatanPetitCul Active Member

    Messages:
    267
    Likes Received:
    197
    Here a preview of the next design.
    [​IMG]
    This picture is actually done with Power Point, but the CSS is in progress.
    tatsujb, Methlodis, zaphodx and 5 others like this.
  18. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    That looks really good!
  19. kryovow

    kryovow Well-Known Member

    Messages:
    1,112
    Likes Received:
    240
    yes, much much better, really ! the glow effect could be a little smaller maybe.

    What i would find interesting, is a timer, that tells me in how many seconds with the current draining of metal/energy, the storage will be empty (or full, if its positive)
    Quitch likes this.
  20. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    I was thinking the glow effect could have a knockout bind that increases the glow the farther you are from an optimal economy. So green has no glow, yellow has a light glow, then red and then finally blue with a strong glow.

Share This Page