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Unread 03-06-2005, 07:18 PM
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Talyns Talyns is offline
A Griffon
This person is a EQ2Map developer.
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Join Date: Jul 2004
Server: Everfrost
Posts: 604
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Quote:
Originally Posted by Quib
Ok, your minimap is impressive, I'm still sorting through everything it needs to be functional.
Just remember it's just a preview.. I uploaded it to see if it's worth the effort for me to pursue..

Quote:
Originally Posted by Quib
The fog issue has come up a few times, the "best" way to remove the fog results in the users location arrow not showing up until they've zoned once (or changed halves of the map in two+ map zones). This is an unacceptable kludge; the other problem is very specific conditions have to be met for it to work at all: the map window must be closed when camping, and opened once before the first zoning. Also, I'm not sure SOE really approves of us defeating the fog layer, it's actual pretty hard to get around.
I tried getting it not to display (when I was working on the map in my UI) but had no luck.. I will have to check out your method..

Personally I think the only thing the fog is good for is showing where you explored and where you didn't.. Anyone who has brains enough to download your mod has brains enough to check out the maps on maps.eqInterface.com before actually exploring there. Makes the fog kind of annoying when you know what the map already looks like.. I know many people that would agree with me.. I don't see why sony would get upset if it was removed However the problem you described gets in the way..

It actually looks like there are 2 fog layers in the game.. If you look at the black fog you can see like a drop shadow underneath it.. That dropshadow, I believe, is the fog they use in citys.. Wish we could get rid of the black but keep the semi-transparent..

Wish we could find the name and location of the fog elements so we could manipulate them in scripts..

I can probably set it up without moving the QM_Overlay but it would require 9 pages of 8 buttons on each page.. Thats 72 buttons to code and it makes it less functional IMO.. Or 9 pages and 8 buttons with a ton of scripting.. But I'm taking a break from modding today!

Quote:
Here're the three basic goals goals I have in mind when working on the format of the map window:
1) Same size as default (this one seems to bother mod authors the most; the style sets allow this to be modified, but by default the map window should LOOK just like the default map window. We're adding maps not trying to dictate the users UI style).


The minimap conflicts with goal 1; a second window increases the screen real-estate of the map window, even if it can be hidden. The quests window is an example of a feature that will increase the map window size, but will be an optional download. The minimize button conflicts with goal 1 but is being left in due to a grandfather clause; it's been there since really early on. I should probably make it a plug-in, but it's not high on my priority list.
Never sacrifice features for looks!! Sony released a 1/2 finished UI system.. 100% evident in the map window and the chat system.. Features like minimize and restore(Like eq1 had but better).. and a resizable map window(EQ1 didnt have but it should!) should have been in the game since release.. Along with all the maps you guys are adding.. Adding buttons doesn't change the "look" of the window just adds some function..

Minimap doesn't add a window per say.. It makes the map smaller when you press a button.. Takes up less real estate.. It doesn't actually open another window.. When the button isn't pressed it looks just like the default with an extra button..


Quote:
2) Pack it full of information that isn't in the default UI elsewhere, but don't repeat data (this is why, by default, the map window doesn't have a label for your current loc, though I must say, your when-mouse-isn't-over path finder thing was really clever).

Goal 2 actually also conflicts with the minimap; it's repeating data already visible in the map window. Keep in mind I love the idea of a minimap and will be using one myself (I've played with Zonx's minimap in various forms quite a bit). So my arguments against one aren't due to a personal aversion to a minimap in particular.
Actually it's not repeating anything.. It changes the layout of the window.. It's the same window there for no way it could repeat information..

Quote:
3) Avoid changing default functionality of the map window beyond a certain point (which is arbitrary, this is the most wishy-washy of my rules).

The minimap really doesn't conflict functionality-wise I guess, it's just another map. The no-closing-on-escape violates this goal, but, like the minimize button, it's been there since early on. I'm leaving this one in and just relying on an optional download to restore closing-on-escape. The pathfinder doesn't conflict with this because it's simply another POI; the user can just plug in the loc data manually.
Again it doesn't add anything it changes the layout of the window.. It doesn't change any funtionality it just adds some! And I was working on making it an optional download from the start.. The default download would have 2 "blank" windows in it for minimap to plugin to..

Quote:
Anyway, I'm not dismissing your work or anything, I'd like to implement all of it in some form or another most likely, it'll just be a bit; we're 99% done with the full auto-updating system and so am tied up with bug shooting that right now.

Quib
I don't see you as dismissive.. If you were you wouldn't have even looked at it or replied.. And, we wouldn't be discussing it at all
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Talyns

Last edited by Talyns : 03-06-2005 at 07:21 PM.
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