NeotokyoRebuild / neo

NEOTOKYO Rebuild - Source SDK 2013 mod of NEOTOKYO
https://neotokyorebuild.github.io/
Other
15 stars 12 forks source link

Steam Avatar, healthbar and class on team Hud #324

Open StellaNova522 opened 2 months ago

StellaNova522 commented 2 months ago

Scavanged comments for context:

Zwiadowca: yay or Parity? image

Agiel: i like the player boxes, but i'd say this version is a bit too busy. there's probably no need for the player counts

Blåberry: In the best of worlds there's time and energy to have both In the real world, massive yay

Zwiadowca: I don't think printing a list of squad mates on the left side of the screen is gonna be too much trouble so we can have both

Blåberry: If that's the case, double yay

Wakfu: will they have the same effect as in csgo when theyre damaged?

Zwiadowca: you can see squad mates health only image

Zwiadowca: and enemy deaths image

Zwiadowca: question is what parts of the new ui do we toggle when enabling old squad list do we keep just the time like in the old game? or do we just hide the boxes showing individual players I guess another toggle

Agiel: everyone should be on the same squad by default. and if not it'll look really lopsided when there are more boxes on the right, so that's not great either

Discord_claTciOPXK

Zwiadowca: My idea is once a player threshold is reached only display your squad And rely on the X Vs y for player count Alive player count *

Agiel: The middle might still be too busy with the font sizes almost the same. you wan't to be able to see the timer at a glance. other than that i think it's going in the right direction

Kinoko: im thinking if there was a way to toggle to either show the icons or the player count, but then where would you place the point counters.


nullsystem: LGTM, the red countdown looks good.


Moffin: I have a WCD idea - at some point we can give players the option in the personalisation section to have the HUD just count the number of players in each class (number inside class picture). I can see some people preferring that, especially in servers with a high player count.

Kino: id rather just have a whole counter for the players but sounds good

Agiel: one issue is that we don't reveal the classes of the enemy team, so the hud will look asymmetrical with 3 values for your own team and only 1 for the enemy

Agiel:

5v5

16v16

Zwiadowca: Agiel good shout on combining the total into the center box image

kinoko: could we do colored bars? green-yellow-red

Zwiadowca: like <20 for red, < 80 for yellow or some kind of function but that might be trickier like a gradient from green to red from 100 to 0 I'd have to look for some function to translate a value between 0 and 100 into a rgb value

StellaNova: i could see White to Red, since u have that element for the timer going Red or team color to red

kinoko: nah team color wouldnt make for good readability imo

StellaNova: well Green would make it stand out too much imo

kinoko: isnt that a good thing?

StellaNova: for readability yes, but for Ui cohesiveness no

kinoko: you would want the more important elements of the hud to stand out a lot

StellaNova: since the rest of the Ui is all monochrome other than team colors and Red if u add another color it will stand out

kinoko: ...which is a good thing

StellaNova: no because it will be look bad :p i get your point tho

Zwiadowca: white to red would be easier I guess since you're just moving the R value of the rgb so it would go from 255 255 255 to 0 255 255. ( this was not correct but the idea was there )

Kinoko: image

StellaNova: one looks better while one is easier to read

Zwiadowca: image

image

image

StellaNova: i like this personally yea. Easy to read, and sticks with the rest of the design language

kinoko: well yeah my colors were too strong but if you were in-game, which wouldyou find easier to read

StellaNova: top for sure, but i personally want to keep the design idea of NT Ui where possible

Zwiadowca: I think an option for monochrome which lowers the green and blue values, and a four colour option based on thresholds would be two good methods to switch between based on a cvar

kinoko: something something WCD

Zwiadowca: I would make monochrome the default

Agiel: i prefer if the bars stay white, but with the red lagged effect when people take damage. i mean as a player i want to see who's under fire, not who's low

Zwiadowca: So some kind of damageTakenRecently value that gets reset after not taking damage for x seconds? or rather healthRecently then you can draw a red rectangle for previous health and white rectangle for current health

Agiel: yep

Zwiadowca: tbf when I look at someones health im more interested in "do they have enough health to perform x reliably" (2 people agreed in emojis)

Agiel: Reminder what the spec overlay looks like (on twitch) healthbar

Zwiadowca: gotta find the skull icon thats a good idea

Agiel: i thought so too, but maybe it's better to increase the opacity like cs. we can have the skull on the scoreboard though

Zwiadowca: this too yeah

StellaNova: Playing CS i failed to read if my team was alive plenty of times, id love a little skull icon on top as well tbh

nullsystem commented 1 month ago

The description should be entirely re-done without chatlogs, I can't follow through that text.

AdamTadeusz commented 1 month ago

the chatlogs are very useful for seeing how this idea developed.

nullsystem commented 1 month ago

ok... but just coming to this issue page and looking at this just looks like a mixed of text. It should at least give a proper descriptive overview on what it's about/the plans etc... Chatlogs can just be a separate text attachment if you still want to keep some.