Possible UI Upgrades

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Nifhtyeq
Posts: 73
Joined: Fri, 15. Feb 19, 17:32

Possible UI Upgrades

Post by Nifhtyeq » Sat, 11. May 19, 03:13

https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
https://steamuserimages-a.akamaihd.net/ ... rbox=false
All of these images are submitted by Marxcie on Steam.

While I'm not arguing for a complete scrapping of UI system I think that overall a quality of Life and overall fixes can make navigating using it a lot easier and smoother overall. For example perhaps having a detail like one Marxcie had in their concept art where there is icon to show different wares an illegal icon for illegal good a tech icon for tech goods and so on. Perhaps at each station it can show the quantity of the ware like 88/200 or 22/100 of a ware then have a plus or minus indicator to show if they have been supplied or not. For UI in tactical operations their could be seperate menu with each of the different ship types like fighter or corvette. The UI will also give players using the map active readouts on ships speed direction health and targeting.

MadArkael
Posts: 52
Joined: Sun, 16. Mar 08, 07:36
x4

Re: Possible UI Upgrades

Post by MadArkael » Fri, 19. Jul 19, 10:02

Those last 2 menu UI screenshots while landed at the station, soooo sexy. Eliminates the need to "get up" and do pointless strolls about the station.

adeine
Posts: 1105
Joined: Thu, 31. Aug 17, 17:34
x4

Re: Possible UI Upgrades

Post by adeine » Fri, 19. Jul 19, 11:34

Colours/styling notwithstanding all of this would be a major improvement on the current layout.

Egosoft should also consider scrapping the 3D map rendering - use 2D icons for stations and ships and render everything on a flat 2D surface, alongside an axis swap button that allows you to toggle to a side view (as in X3). If you want to be fancy, make them combinable to show which production or otherwise identifying modules a station has and size the icon vaguely as big as the station is.

With the current system there is zero added functionality as you cannot add waypoints or navigate in 3D space and scrolling/targetting is messy when tilted so you basically always want to look at it straight down anyway (more often than not only rotating it by accident), and it absolutely destroys performance since the entire universe is rendered on one contiguous screen (which is neat).

Kairos le voyageur
Posts: 6
Joined: Fri, 7. Dec 18, 22:29
x4

Re: Possible UI Upgrades

Post by Kairos le voyageur » Tue, 13. Aug 19, 23:50

haha just posted about UI : viewtopic.php?f=146&t=418280

This is a huge job you've done here actually, congratz I was wondering about building a mod team for the UI if the dev don't work on it, actually it's just imposible as the : _G is nil for UI addons that are not coreaddons.

but when it will be fixed i'd like to start a project. maybe you're interested ?

https://www.egosoft.com:8443/jira/browse/X4-41

teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: Possible UI Upgrades

Post by teleportationwars » Wed, 14. Aug 19, 04:09

Kairos le voyageur wrote:
Tue, 13. Aug 19, 23:50
haha just posted about UI : viewtopic.php?f=146&t=418280

This is a huge job you've done here actually, congratz I was wondering about building a mod team for the UI if the dev don't work on it, actually it's just imposible as the : _G is nil for UI addons that are not coreaddons.

but when it will be fixed i'd like to start a project. maybe you're interested ?

https://www.egosoft.com:8443/jira/browse/X4-41
SirNukes made a workaround that is easy to use and stable. Most of the mod talk gets done on the discord so if you want to start a project you might want to start there.
viewtopic.php?f=181&t=418254

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