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Topic: Suggestion/request for feature in UQM (Read 4237 times)
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Pi
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Well, I hope this belongs here. It's a polite suggestion for a feature that I need, and I guess some others do too.
I've tried UQM for the first time today, and I'm greatly pleased. I played SC2 in my PC many years ago and I can say this port/remake is great. Kudos and thanks to the developers who brought this to life on today's computers. However, as with many other games, I have a very little handicap.
I have a kind of color blindness (named chronic educational daltonism), so I can distinguish colors under certain conditions but not under others. My main gripe is in the mineral planetary scan, I can't get too much of each little dot colors. I'm wondering if you can add an alternate way of designating the mineral types with other stuff like numbers or pictograms. That would be awesome and the final thing which could make this game perfect for me. As I know there are other people with this kind of problem, I'm sure many others would appreciate this feature.
Thanks for reading and I hope you consider this suggestion seriously. Thanks for this great work and excuses for my poor english
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Arne
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Well, I think you can, but I'm not sure
The gfx is just images, you can find them in the content files (maybe named *.uqm now), which you need to unzip.
The mineral gfx can be found in lbm/ under the names miscdata*
Modify those and zip them into your own package that over-ride the normal content.
I'm sure there's some more detailed info about making your own content packages somewhere? Ultronomicon?
I'm not sure what requirements the game has for palettes and sizes. If you make them large they might collide easier with the lander, if the game checks collisions with the bitmap.
I think it's a good idea to make the mineral read easier, maybe the value could be placed in a 3*5 numeric pixel font to the right of each dot?
Edit : Well it works to make custom mineral images, but there's a lot of them to edit. The program makes a bitmap collision check it seems, so if they're made bigger it's easier to pick them up. I tried placing a single pixel some 10 px away from the mineral blob and you could collide with that.
To make the modification, you need to edit close to 70 images, put them in a lbm folder, zip that, name it z_mineral.uqm or something, put it in the packages dir along with the official content.
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« Last Edit: May 24, 2005, 06:16:46 am by Arne »
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Megagun
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AFAIK, the graphics are of minerals of various sizes.
You can make an addon, by zipping your new graphics up and then putting said .zip in a seperate folder in the "addons" folder.
My idea? Edit the graphics and put numbers over the minerals.. 1 meaning bad, 8 meaning best...
When I get home, I'd look into this a bit better...
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Megagun
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Okay, so this isn't so easy, because I don't know which images are exactly which mineral, and which aren't a mineral at all.. Some pictures are like 3x3 or so in size, and I can't make up what they are..
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Death 999
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We did. You did. Yes we can. No.
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If the pictures have to be that small, maybe they could flash with a frequency based on their value... That would require even MORE coding, but it would actually help, and not require a large number of obscure drawings.
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« Last Edit: May 24, 2005, 10:51:32 pm by Death_999 »
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Arne
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Made some test minerals, but they're kinda big.
I'm having difficulty telling the diff. between the silver and grey original mineral gfx, and the reds too. It's the sizes that make it kinda difficult to see what color a mineral is sometimes, so I made mine one size. I also tried to pick colors that represents the value.
Diamond on the end, gold should be obvious, radiactive get to keep the obnoxious red, noble gas is blue for noble and air, corrosive is brown as rust, metal is grey.
The brightness somewhat works as an indicator for value too.
PS hack. The outlines should be toned down I think.
Not sure how this method works with the different views for the planet map and actual surface. If they use the same mineral gfx then this method is wonky.
<fOSSiL> Arne^, the planet scan screen (bottom part) uses the images 0 to 2 (from each deposit color) and the lander (explocation) screen uses the same ones indices 2 to 4
Arr, so much for my bars.
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« Last Edit: May 25, 2005, 12:37:05 am by Arne »
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Arne
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Maybe something like this?
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Defender
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i like that. looks good.
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Pi
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After reading this thread, I've decided to make my own ugly version of an accessibility add-on only for the elements. You need to modify miscdata.8.png to miscdata.47.png. Details are inside the txt, if anyone bothers to read it.
I preferred to kept sizes and glows proportional and just add a letter. Without black borders, to make it smaller and thus, harder to harvest. I didn't want to make the elements too big, like in Arne's idea (which IMHO is really good, but too big for me).
Be warned, it's *ugly*, but it works for me until someone does something better. Grab it while it's hot because I'm moving my homepage and it will not be available from there anymore: http://www.euskalnet.net/pits/accessibility.zip
Just a 30kb zip, put the .uqm in content/packages/addons/accessibility and call UQM with "--addon accessibility".
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Death 999
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We did. You did. Yes we can. No.
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And 25 kilotons of antimatter would devastate a planet. Obviously, we can't include the physics of the exotics.
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