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Font color&size HUD (mod in preparation)
I am still tweaking the HUD fonts. Larger sizes and other colors. The hard colors white, yellow and red do not fit with the partly transparant HUD. So, I am changing them for better harmony. :)
I am still learning how to do it. Even added commands to the SCHEME.XML files where they weren't specifically indicated. And that seems to work. With a lot of trial and error of course. :D I would appreciate some help with tweaking the help/tutorial/damage reports. That's the popup window with a timer counting down before you are able to close it. I haven't located the parameters in the scheme.xml files yet. If I enter commands myself I need to know certain parameter names and so on. Suggestions welcome. Edit: I have already found the .XML files for the tutorial and other dialogs. :) |
5 Attachment(s)
Some results sofar. I have changed the font sizes to 150% of their original values. The font colors are moderately changed. White into light blue, Red into orange, Yellow into light yellow.
The attached examples show the modded results above and the original below. Feel free to give me feedback. |
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Resolution is not the only thing, It depends on the whole setup and the condition of your eyes if you will need larger fonts.
I have a living room setup for gaming: 32" widescreen LCD TV and cordless gamepad. Viewing distance is about 2 to 2,5 meter from the screen. The resolution of the TV is 1360x786. For improved readability and enjoyment of the game I definately need larger fonts. My eyes aren't young anymore. :) The change of colors is not the most important part, but quite useful to track what has been changed. |
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After correcting the scheme.xml files at a dozen places there are still parts not treated yet or won't have the desired effect. I have just discovered that my adjustments won't work in space (I was still playing at the starting planet). So, I need to redo things in another .xml file…. Let's first focus on something which can be released for testing. |
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More info from the readme.txt file below: ================================================== ======== Font color&size mod by Shepard_the_3rd Version 0.1 (12-August-2011) Description - This mod is intended to improve the readability of text of the game The Precursors. The following dialogs are improved by this first draft (0.1) release: - Dialogs while on the planet surface and in space stations. - Radio transmissions while on the planet surface or in space stations. - Tutorial windows. - Small message boxes. Installation To install extract into the installation directory. To uninstall remove or delete the files. Modified xml files: <Install dir>\UI\PC\Travel\Scheme.xml <Install dir>\UI\PC\MessageBoxes\Exclamation.xml <Install dir>\UI\PC\MessageBoxes\QuantityChooser.xml <Install dir>\UI\PC\MessageBoxes\Question.xml <Install dir>\UI\PC\MessageBoxes\Tutorial.xml ================================================== ======== Edit: Attached release removed. See post below for release 0.2. |
Next steps are:
In the August 2008 release there is also a UI\PC\Planet\ folder present causing similar crashes while there is no UI\PC\Travel\ folder and that's the one which is working. Confusing! |
Draft release 0.2
Updated release. Version 0.2. Includes the previous work of release 0.1 and added all dialogs related to Inventory, Upgrading, Trading, Ship, Missions, Map, Profile and Logging. :)
More details in the readme.txt file. This was a huge amount of work. It has cost me the whole day editing and verifying. I discovered that you can edit the .xml files while the game is still running. Very convenient for testing. :D Edit: Attached release removed. See post below for release 0.3. |
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The labels of people and objects are part of the various cross-hairs. And further the quickbuttons for looting. I know already how to do it and these will be done next.:) The coordinates of the map in the upper right corner are also on my wishlist, but sofar I haven't found the proper parameters yet. I hope to find them with a more systematic approach. |
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Apologies Shepard_the_3rd but I didn't get around to unpacking the group files last night, I had technical difficulties and my PC ended up in bits instead. I'll have another go tonight. |
Draft release 0.3
Updated release. Version 0.3. Includes all the improvements of the previous releases and added improvements of the complete HUD: crosshairs, fast keys, health/armour/ammo stats, info icons, weapon slots.
More info in the attached readme.txt file. Another big step forward. :) Edit: Attached release removed. See post below for release 0.4. |
Draft release 0.4
Updated release. Version 0.4. Includes all the improvements of the previous releases and added improvements of the dialogs and radio messages in space!
==> Thanks to badmofo for providing the XML files. :thumbsup: More info in the attached readme.txt file. I have been experimenting with some coding to change the behavior a bit. The reload time after death is now reduced. :) Edit: Attached release removed. See post below for release 0.4. |
Draft release 0.5 - split in 2 separate mods
The work is done and all I could changed/improved has beeen done. I decided to split the work into two separate mods:
See the attached readme fiiles for more info. Now it is complete I would like to get some feedback. After testing and fine tuning I will make the first real release of both mods.:) Edit: Attached release of HUD font mod removed. See post below for release 0.6. Edit2: Attachments removed due to final release here: http://www.rpgwatch.com/forums/showthread.php?t=14632 |
HUD mod draft release 0.6
On request of wesp5 I have integrated the idea of the Advanced Binoculars mod by The Silver (developed for Xenus 2: White Gold). It needed some tweaking for The Precursors and I gave it my own interpretation.:)
With the Binoculars you get Zoom and Range info as you also get with the Sniper Scope. More info in the readme file. Edit: Attachments removed due to final release here: http://www.rpgwatch.com/forums/showthread.php?t=14632 |
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So, try again. :) |
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BTW, after I tested the ATI fix on my ATI 3850 card, my flashlight is gone. And it stays gone after restoring the original postprocess files. Any idea what else could cause this? Can this be disabled somewhere and I forgot that I did it? |
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