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WIP COP-inspired inventory

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  21:14:03  19 March 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/19/2012 21:15:44
Messages: 1072
WIP COP-inspired inventory

So, in deciding to create a submod for OGSE, I took it upon myself to fiddle about with the inventory screen. I fancied a COP-inspired inventory, and so far, I think I've done sort of well. I want to ask others what they think of my current WIP, though, to see if I'm not just deluded (I am, but it'd be comforting to know others were deluded with me ).

So, here's a peek at the inventory screen at the moment...
http://imageshack.us/photo/my-images/28/wipcopinv.jpg/

It is still a WIP, and those health/stamina/psy-health/radiation buttons are...okay. They just don't sit too right with me, though, at least not spaced that far apart (and the psy-health symbol needs re-working).

I am curious if there is a function to check the actor's community, as I'd like to return the character's name and community to the inventory also, like in COP.

So, from the piccy above, do I continue or burn it?

One option for the colour icons is to collapse the pic from the description box, make the box smaller, and fit those colour symbols in the space there.
  21:22:11  19 March 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
03/19/2012 21:23:40
Messages: 1890

---QUOTATION---
WIP COP-inspired inventory

So, in deciding to create a submod for OGSE, I took it upon myself to fiddle about with the inventory screen. I fancied a COP-inspired inventory, and so far, I think I've done sort of well. I want to ask others what they think of my current WIP, though, to see if I'm not just deluded (I am, but it'd be comforting to know others were deluded with me ).

So, here's a peek at the inventory screen at the moment...
http://imageshack.us/photo/my-images/28/wipcopinv.jpg/

It is still a WIP, and those health/stamina/psy-health/radiation buttons are...okay. They just don't sit too right with me, though, at least not spaced that far apart (and the psy-health symbol needs re-working).

I am curious if there is a function to check the actor's community, as I'd like to return the character's name and community to the inventory also, like in COP.

So, from the piccy above, do I continue or burn it?

One option for the colour icons is to collapse the pic from the description box, make the box smaller, and fit those colour symbols in the space there.
---END QUOTATION---



Go on please!!! FOR THE LOVE OF GOD <3

and, send me over the files so i can re-texture them.

And, really? OGSE only? *sadface* and why do i see a Primary / secondary / TERTIARY(?) weapon slot!?

Last thing, if you REALLY want a duplicate inventory like cop, try vintars hud mod. What it does is simple, check for medkits / bandages / rads etc. and show them on the hud, like in this shot: http://www.moddb.com/mods/stalker-particle-paradise/images/texture-pack
  21:57:42  19 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
I'm just testing it on OGSE at the moment, but I'll make it so the files can be used for any mod. They can at the moment, it's just that the bind_stalker wouldn't be compatible with other mods, but it's easy to port the changes to other bind_stalker files.

On the weapon slots - OGSE has a strange way of handling weapons (well, not strange, but different to vanilla and most other mods). Basically, pistols and shotguns are in the first slot (as is the crossbow and flamethrower), automatics in the second. I ended up with a CTD when I was testing an earlier version with a smaller pistol slot box, as the BM16 Long covers seven boxes, as goes into the first slot. The third box is for the belt. I can always tweak it so that the first two slots are smaller and have a symbol indicating their primary weapon type.

I have kept previous versions so the weapon slots can be re-textured, and I am rolling back to a version where Marked One's pic is much smaller, about 140 pixels by 90 or so (85% of the standard size, which is 165 x 108).

As for the icons on the HUD, not really sure about that. I'm trying to keep the main HUD free of too much. I'm scrapping a box in which the ammo type and firing mode is positioned on the main HUD, it'll just be words in the bottom right corner. I will be keeping in the minimap, though - just, if the player has a weapon out, the minimap will be covered by a black box to indicate Marked One is not in a position to stare at it (he's only got one pair of hands ).

I'm hoping to use the HUD effects from LURK for reducing health, stamina, and increased radiation - hence the colour icons in the inventory. I didn't like the idea that the player couldn't have *ANY* indication of health, stamina, psy-health and radiation away from the HUD, especially when the inventory is where the player remedies problems; but I also didn't like progress bars, they are too specific. I twigged that a rough indication could be given, in the form of colour symbols.

As for the remaining progress bar visible on that screen - that's for restriction stock, from AMK. When filling your backpack with items, the bar will increase, telling you how full it is. A progress bar being specific is okay in that case.

And thanks, I'll send over the basic icons I have, since the step after is to use an overlay texture to colour them, and I need to mess around with that bit.
  22:15:25  19 March 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
03/19/2012 22:16:18
Messages: 1890
Nice idea's, really nice in fact. But, why not completely remove the Minimap from the HUD? Thats were the PDA comes in right? I always thought a minimap on the hud is somewhat cheating-like.

(this idea can only be done if you keep the minimap)

And, if its possible, well i think it is because I've seen such a mod on amk, but would it be possible to make the minimap round? like in CoP? And put the sound and "seen" parameters around it? i think I've seen such a hud on amkforums, but that was a long time ago Ill search for it in a min.

The best HUD in my opinion is minimal, because everything on screen is just distracting. The only thing that should be visible is the ammo. The rest is obsolete in my eyes. It will only distract you.

and i tried a CoP inspired inventory too! but i failed, so i re-textured the old one http://www.moddb.com/mods/stalker-particle-paradise/images/patch-001b1#imagebox

i do hate the horrible stretching stalker does on 16:10 screens :L and i wont patch it to 10006 only for the fix...
  00:57:39  20 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/20/2012 0:58:49
Messages: 1072
Well, it depends with the minimap - detectors come in really handy displaying symbols of anomalies, and I am unsure if OGSE places these on the PDA. The artifact detector mod I downloaded (likely incompatible with another feature I want for my submod, artifact containers - but we'll see about that at a later date) places artifact symbols on the PDA map, so it is probably possible - I just don't know how.

I'd have to check out the scripts of any mod with a circular mini-map. I'm no expert scripter, so I won't be creating something like that anytime soon, but it wouldn't be too hard to merge I should imagine (I imagine a lot).

If the minimap goes, then only ammo and certain HUD effects will remain - the special overlays that indicate lower health, stamina and high radiation, and also the eating icon. Also a flashing around the screen to indicate bleeding. I'll be borrowing these effects from Lurk (gotta make good on my requests for permission from 2010 ).
  17:43:30  21 March 2012
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
03/21/2012 17:44:13
Messages: 1890
Well, I've been working on the textures these days, this is what i came up with: http://fc09.deviantart.net/fs70/f/2012/081/f/b/ui_actor_menu_by_mod_a_holic-d4tkiso.png


Something that needs to be changed? (dont mind the squares, thats the 50x50 grid. they will be removed)
  20:00:54  21 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/21/2012 22:38:28
Messages: 1072
The first thing that comes to mind is this - if a description box can be scripted to appear like it does in CS/COP, then you're doing great. I believe this is possible, but I'm not really a scripter. Otherwise, there needs to be somewhere for the info on any item to appear.

Same with the suit properties - if the protection offered by a suit can be shown as a progress bar, then just change the icons as necessary.

The repair button is redundant in SOC, and many mods that feature repair access the feature from a dialogue option when talking to the relevant character.

Also be wary of the size of the character picture boxes - the standard size in SOC is 165x108 pixels, although those are the values for the source texture. You can use trade_character.xml to define the size either picture appears, and I plan myself to scale it down by about 15% - it's easier and less time-consuming than resizing the character and mutant icons manually.

As for the belt, as long as the slots are positioned and sized correctly, the glass boxes in COP where artifacts are placed when on the belt are just fine.

Hope this helps.

What I'd like to know is if there is any way to check the actor's faction (community) and rank, as then I can return those to the inventory like they are in COP. I can even change the rank to the CS method (a chevron patch) rather than use wording.

I've attached a screenshot to show my progress. It's a bit more messy than the previous one, but it shows where I want my icons to go for health/stamina/psy-health/radiation. I'm planning to dispense with wording for both faction and rank - the CS icons for those might be better. It's best they go where the health/stamina/psy-health/radiation icons go, along with deposit info and a clock. But, I do wonder about a script to check for faction and rank. I'll look through mods that allow you to join factions, but...eh...I'm no expert.

http://imageshack.us/photo/my-images/687/ssparents032112183647l0.jpg/

EDIT: Well, looks like I found what I want with xRatx's Clear Sky Faction mod. Excellent...now it is on to rank. That's gotta be easy, I suspect. Of course, no script works perfectly first time round (I hear even the experts have their own problems with their scripts, so I am in good company ).

EDIT 2: Is it possible to check the faction and rank of an NPC the player is trading with or looting? I know there are already the character info boxes, but instead of wording, I thought the CS faction and rank patches would be better. Only thing is, I don't know if it is possible to check the rank and faction of the individual the player is trading with/looting.
  12:33:38  22 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
No one has anything else to say at all on my progress? Hardly worth posting anything...

And what about checking the faction and rank of an NPC so I can return certain textures instead of relying on wording to convey the information?
  13:14:01  22 March 2012
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nashathedog
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On forum: 01/31/2011
 

Message edited by:
nashathedog
03/22/2012 13:49:40
Messages: 8123
No one has anything else to say at all on my progress?

Not at all, I'm sure it's just like me a lot of us have no way to help so simply keep an eye on what your doing looking forward to it.
I've been reading this thread but have no helpful input to give as I am unable to help with this type of modding but as far as your basic idea and what the screen shots show I think it is great. Although I do hope for a more universal version so that we can use it with more mods with less work to adjust it like Loner said. Rather than those who will be relying on your finished work having to use it for OGSE only. I like the idea of having visuals rather than words where possible.

EDIT It is a good idea and I like where your going with the tweaks and look forward to using it. I hope you don't lose the minmap altogether for me it is a make or break feature I can't do without but that's only 1 opinion. I don't use SHOC as much as COP but for me personally features such as this inventory will give SHOC more appeal like other ported CS\COP features have. It's great your making a more compatible version now, it will get a lot more use because of this.
  13:29:02  22 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/22/2012 14:03:50
Messages: 1072
Well, the internet just gobbled up a post it took me 15 minutes to type... I'm not a very confident person, and since my goal is to release this mod to the public, silence does make me a little nervous... I was hoping preliminary screenshots would help guage opinion on if I was headed in the right direction with the aesthetics and general layout. As for the scripting, I know only a few people may be able to answer those questions (I'm more wondering about figuring out the NPC community and rank via script, as I found out how to do it for the player)

Aside from that, I now realise my changes do not rely on OGSE, so I'm going to make it so it can be used with any mod and vanilla. I've even changed some other files in my OGSE to reflect vanilla values (i.e. slot 1 weapons will not be 7x2 tiles...that just looked wrong in my inventory - slot 1 should really look smaller than the second slot).

EDIT: Last year, before I decided to mess about with COP and the level editor, I was going with the idea of the minimap being covered in certain situations. It would be framed within a 'PDA' (the vanilla SOC stamina/standing-crouching-prone box element is one of the few parts of the HUD that is placed below the minimap - all I need to do is change the texture, and the 'off' mode would be another texture called via script), and only by holstering a slot 1 or 2 weapon or a grenade could you see the minimap.
 
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