Results 1 to 10 of 26

Thread: The Grand New UI Thread: The Good, the Bad, and the Ugly

Hybrid View

  1. #1
    Join Date
    Jun 2009
    Location
    Okinawa, Japan
    Posts
    254

    Default The Grand New UI Thread: The Good, the Bad, and the Ugly

    So I wanted to consolidate all the current input on the new UI into one big thread, to help avoid duplicate posts. I will start this off, and edit the thread after every contribution. (preferably with a link to an RFE/bug report)

    The Good
    (stuff we like)

    -I really like the DV and PV display. My only improvement would be to replace the current bars with a picture of a wooden shield and a picture of a platemail, and superimpose the stats over them. I especially like how the DV color changed with tactics settings - this is such a brilliant and simple way of displaying tactics, and is really handy, since I usually forget what my tactic are and have to check constantly.

    -I like the scrolling message buffer for the most part. There are a few issues with it that have been addressed, but it speeds up the game considerably and makes for a smother, more immersive gaming experience.

    The Bad
    (stuff that's broken)

    -Characters "swing" melee weapon and move forward when shooting missiles (http://www.adom.de/forums/project.php?issueid=3476)
    -(Not sure if TB is joking about this one) The old UI is used when commanding a monster (http://www.adom.de/forums/project.php?issueid=3481)
    -Numpad is broken in linux release (http://www.adom.de/forums/project.php?issueid=3482)
    -The targeting interface is slightly broken (http://www.adom.de/forums/project.php?issueid=3485)
    -Game takes too long to load (http://www.adom.de/forums/project.php?issueid=3495)
    -The message buffer can overlap (http://www.adom.de/forums/project.php?issueid=3501)
    -The game reverts to ASCII on first startup (http://www.adom.de/forums/project.php?issueid=3470)
    -ASCII Mouse Movement is broken (http://www.adom.de/forums/project.php?issueid=3418)
    -Wands of Monster Detection don't actually display monsters (http://www.adom.de/forums/project.php?issueid=3513)
    -The font is broken for achievements (http://www.adom.de/forums/project.php?issueid=3515)
    -There is a problem with duplicate cursors (http://www.adom.de/forums/project.php?issueid=3527)


    The Ugly
    (Stuff we don't like/ideas for beautifying and enhancing the UI)

    -Conversations with NPCs are easily missed in the message buffer, and seem odd. They should be replaced with a pop-up window. (http://www.adom.de/forums/project.php?issueid=3473)
    -The HUD needs to be more detailed (See conversation for http://www.adom.de/forums/project.php?issueid=3477)
    -There should be consistent hotkeys throughout character creation process (http://www.adom.de/forums/project.php?issueid=3497)
    -System message scroll bar has poor functionality (http://www.adom.de/forums/project.php?issueid=3507)
    -There really needs to be a "notes" page (http://www.adom.de/forums/project.php?issueid=3440)
    -Change the color of the HP/PP bar in UI (http://www.adom.de/forums/project.php?issueid=3529)
    -Add mouse click functionality similar to "more" (http://www.adom.de/forums/project.php?issueid=3498)


    The Fixed
    (15 bugs and counting!)

    -Ctrl+nd command is broken (http://www.adom.de/forums/project.php?issueid=3474) FIXED
    -There is no way of checking your alignment in the new UI (http://www.adom.de/forums/project.php?issueid=3475) FIXED
    -Ctrl+nvs &nvm commands are broken (http://www.adom.de/forums/project.php?issueid=3480) FIXED
    -Reload prompt doesn't appear (http://www.adom.de/forums/project.php?issueid=3484) FIXED
    -Traps interfere with mouse control (http://www.adom.de/forums/project.php?issueid=3488) FIXED
    -Tooltip window won't close in ASCII (http://www.adom.de/forums/project.php?issueid=3491) FIXED
    -Back Button is incorrect displayed (http://www.adom.de/forums/project.php?issueid=3503) FIXED
    -The game freezes when you fire the last missile in your inventory (http://www.adom.de/forums/project.php?issueid=3486) FIXED
    -Level ups are sudden and jarring. There should be a splash screen (http://www.adom.de/forums/project.php?issueid=3483) FIXED
    -There needs to be a save/quit button for new players (perhaps looking like a open door graphic) (http://www.adom.de/forums/project.php?issueid=3489) FIXED
    -There needs to be a better means of displaying satiation level (http://www.adom.de/forums/project.php?issueid=3477) FIXED
    -Tooltips are confusing (http://www.adom.de/forums/project.php?issueid=3469) FIXED
    -Remove introductory message on Steam (http://www.adom.de/forums/project.php?issueid=3502) FIXED
    -You should be able to "mouseover" alignment display to see more information (http://www.adom.de/forums/project.php?issueid=3524) -FIXED
    -There is no way of checking your dungeon level in the new UI (http://www.adom.de/forums/project.php?issueid=3478) FIXED
    Last edited by Dogbreath; 01-06-2015 at 12:54 AM. Reason: update

  2. #2
    Join Date
    Jun 2009
    Location
    Okinawa, Japan
    Posts
    254

    Default

    Can a brother get a sticky up in here?

  3. #3
    Join Date
    Apr 2008
    Posts
    6

    Default

    Also, when you mouseover your Character/Level, you get the tooltip "Character Class (L) use class ability (R) use skill"
    l is look, L is literacy check
    r is read, R is recipe check.

    This tooltip is disconnected with reality.

  4. #4
    Join Date
    Aug 2012
    Posts
    1,339

    Default

    Quote Originally Posted by haxot View Post
    Also, when you mouseover your Character/Level, you get the tooltip "Character Class (L) use class ability (R) use skill"
    l is look, L is literacy check
    r is read, R is recipe check.

    This tooltip is disconnected with reality.
    Actually it's 100% on target However it signifies Left and Right mouse buttons. These will be replaced by icons to prevent confusion. Relevant issue:

    http://www.adom.de/forums/project.php?issueid=3469

    Edit: Oh, and yes, this means that some buttons have different functions depending on the mouse button clicked. Thoughts on that are also appreciated

    Edit2: You can also use the scroll wheel when hovering over the DV window to quickly change tactics settings.
    Last edited by Ravenmore; 12-19-2014 at 04:34 PM.

  5. #5
    Join Date
    Jun 2009
    Location
    Okinawa, Japan
    Posts
    254

    Default

    Updated with recent bug reports. Please feel free to discuss Ui issues here.

  6. #6

    Default

    I miss my old bottom bar.

    The clean look is great and all but I miss the clear and concise understanding of what is happening. These random little popups above my head aren't painting the picture for me... yet.

    Whereabouts can I find alignment at this moment in time?

  7. #7
    Join Date
    Oct 2017
    Posts
    4

    Default

    Hello, I really like that you have resumed progress on ADOM and am much appreciative. Thank you, it's a magnificent game.

    The first thing I noticed with the new UI is that it likes to crash, lol: When the pop-up asks if you want to place an item you puck up to be placed in your ammunition slot, on the tooltip when the pic of the monster is clicked, the message from the food vendor "Isn't that nice?" or something to that effect. Possibly more but I turned these messages of to progress.

    Some UI specific things I'd like to mention. Customization of the right-click; creating a white-list of what may appear when right-clicked, when acceptable. Currently I noticed when something is right-clicked a specific menu appears at different times, i.e. the difference between clicking on the PC and NPC, different options are available. I would really like to be able to modify this list myself. An example, currently I can't "t"arget and enemy or door(even if I have a Huge Rock at the ready), and I would like to remove some options from when I click my PC to stream-line game play("@") as it feels like clutter on my screen.
    The tool-tip on the mouse-over is nice but it really gets in the way, a lot, especially since the monster-icon crashes the game when it's clicked. I would have liked to disable this but I find it hard to find this option, which will lead me to another point in a moment. To fix this may I suggest that the information be placed in a static or fixable location on the screen. Although the information is excellent, being directly over the object adds clutter to the combat area and can be distracting.

    The options for this game are myriad, and frankly staggering, not that that's a bad thing. It's just that with so much customization, fluidity and clarity of information is more important than usual. An example of this is the FAQ itself. Currently the format is setup: Q, Q, Q, Q, then A, A, A, A,. I've found the standard Q,A; Q,A; Q,A; Q,A;, is superior as it allows for the writers themselves to more easily reference the question as the answer is being written and leaves less room for error. Much like the auto-pick-up, where do I put it? It's been a while since I played and now I have to research this, again, lol. The reason I bring this up here is that I would like to be able to adjust all these possibilities through the UI, somehow. The most simple way I can think of is; while the game is running, within options, using a white-list of acceptable files to choose from, open "X.NOE", save the text file, and forcing a restart if needed. There are more attractive options for this, but this would be a quick and dirty fix to get people fiddling with the files without having to navigate their OS. On a side note, the process of consolidation of information should help with progress in future endeavors.
    Lastly, and finally, and this is probably on a list already, is the UI is unadjustable and only works in 'tiles' mode. Can it be detached to point of calling it regardless of visual mode?

  8. #8
    Join Date
    Dec 2012
    Location
    Wales, UK
    Posts
    27

    Default

    I've got some old and some new notes based on my brief dalliance with this latest beta, but since they're not all UI-related I've posted them in a seperate thread. If you're interested, see it here:

    http://www.adom.de/forums/showthread...s-for-Dev-Team
    You constantly practice. You feel exhausted!

  9. #9
    Join Date
    Aug 2012
    Posts
    1,339

    Default

    I wonder if Dogbreath would be interested in updating his original post

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •