MegaGlest Forum

MegaGlest => Feature requests => Closed feature requests => Topic started by: FreshDumbledore on 8 July 2014, 20:21:38

Title: [done]health bars (old topic relaunch!)
Post by: FreshDumbledore on 8 July 2014, 20:21:38
One more approach on the health bar / 'how-to-show-selections' topic.
Technically, health bars could be done easily.
Last time the topic was discussed (i found some thread here in the forums) there was resistance against them, but at least titi gave that resistance up :-)

I would like them - as optional xml tag to be enabled or disabled.
This questions should be cleared before (some i see, feel free to add more :D):
* Do we want them at all?
* Do we want them to be enabled in options, xml or both? Options would make it a player choice, xml a modder choice (im in favor of both, so if either options or xml tells to enable health bars display them).
* How to deal with overlapping bars, unit selection, different heigths?
* Should it be the well known standard bars or something else / what should they look like?
* Should they be displayed only for selected units or for all.. or make that an option too?
 :scientist:
regards

Title: Re: health bars (old topic relaunch!)
Post by: titi on 8 July 2014, 23:38:05
ideas:

health bars should be:
enabled by an xml tag whith more options:

1: enabled: never|always|on selection 
1.1:  Show them "on damage" only

2: height: by default something based on given unit height but it should be able to set something individual

3: a way how the health bar is shown: 
- in selection circle
- as real toolbar on top
- ( and later maybe as segmented circle or extra circle inside showing the damage )

Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 9 July 2014, 00:28:19
Im asking for health bars like these in these videos.

Units health bars
Code: [Select]
http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=3552
Building health bars
Code: [Select]
http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=2549
Alsoa  :thumbup: +1 til titis 1.1

That's really all there is to it, And a way to define it in the code via a single value if the modder choses to do a fullscale mod.

Title: Re: health bars (old topic relaunch!)
Post by: titi on 9 July 2014, 18:01:10
There are several bars shown above the buildings, we should start with one at a time ;-)
Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 9 July 2014, 19:51:22
These are mana and shield for these paticular units.

but yes, Im just starting with a Vision, Then we can take the implementation one step at a time :).
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 11 July 2014, 21:49:56
So, before this idea gets forgotten again, how about we start making a bar floating above a unit, only shown on selection, displaying HP and EP?

we can still extend it to optional 'always show' and 'show on damage' later.
Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 11 July 2014, 23:14:09
I agree, It's also a good starting point for adjusting how it should look "baseline" i recommend a bar like in the videos with small fractions of hp.
Title: Re: health bars (old topic relaunch!)
Post by: Ishmaru on 11 July 2014, 23:33:40
I agree, It's also a good starting point for adjusting how it should look "baseline" i recommend a bar like in the videos with small fractions of hp.

How about we just make a system that can define a series of .png files (or whatever) as a health bar then cycle through them depending on health (or ep) amount. This will allow modders to design their own health bars, rather than a single hard coded one.
Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 12 July 2014, 01:19:39
A interesting idea, but what exactly would you mod in a health bar?. The colours?, That could be added in the tag/health tag options file.

Anyhow, Yes for now just a basic floating healthbar over units (buildings are also units btw).( i still like the bars inside be chopped up like in the video in small healthblocks).

 :)

Thanks for working on this FreshDumbledore
Title: Re: health bars (old topic relaunch!)
Post by: Omega on 18 July 2014, 00:19:28
I think that health bars would be better off as a *player* option, not a mod option.

However, setting the height may be an issue. One solution is to always display the health bar above the height. So if the unit's height is correctly configured, a health bar should always be visible (although it may be too high). This would mean that health bars could be enabled by the player to work with existing mods. I'm assuming, however, that the health bar is an actual bar.

The selection circle *should* work too. As far as I know, the majority of units are appropriately sized so that they won't overlap with the selection circle, and using the selection circle won't have issues with height. Only problem is that using the selection circle as a health bar means removing the means of figuring out which units are selected. Thus, I think we should use *just* the actual bar, and use the selection circle purely to show that something is selected.

I also think that the health bar display options should be toggleable by a hotkey (switching between the display modes that Titi mentioned). Thus, we can quickly turn the health bars on and off in real time.
Title: Re: health bars (old topic relaunch!)
Post by: jammyjamjamman on 18 July 2014, 17:47:41
Currently in MG you can tell (but only when the unit is selected) what the health of a unit is by the colour of its ring (this can be helpful if you've multi-selected). If you were to add a health bar, I'd also ask for this ring-colour feature to be removed; It's hard to tell if you've selected the unit when the unit's health is low because the ring becomes very dark.
Title: Re: health bars (old topic relaunch!)
Post by: Omega on 19 July 2014, 02:47:36
If you were to add a health bar, I'd also ask for this ring-colour feature to be removed; It's hard to tell if you've selected the unit when the unit's health is low because the ring becomes very dark.
Agreed. The ring can be used to show selection, only.
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 19 July 2014, 21:03:32
I just wanted to note that the HP-Bar doesnt need to be a 2d texture. I think a 3d bar which is not affected by light would look very nice too! In Addition, this would make the bar very changeable and the modder can not only make bars but everything. For example a ring which shows the hp like a clock or a bubble which size is affected by the hp.
So the hp-percentage says which frame of the model is shown!
Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 21 July 2014, 13:38:00
I think that health bars would be better off as a *player* option, not a mod option.


At least make it both then, so that a mod can specify the default style of selection in the glest.ini file.
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 21 July 2014, 13:57:01
I just wanted to note that the HP-Bar doesnt need to be a 2d texture. I think a 3d bar which is not affected by light would look very nice too! In Addition, this would make the bar very changeable and the modder can not only make bars but everything. For example a ring which shows the hp like a clock or a bubble which size is affected by the hp.
So the hp-percentage says which frame of the model is shown!

Very nice idea. I think mg should offer an official default bar then but modders can overwrite it with their own g3d if they want
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 22 July 2014, 16:11:23
Thats why i made a new topic :)
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 26 October 2014, 21:07:01
screen1 (http://i.imgur.com/uyWCnEd.jpg)
screen2 (http://i.imgur.com/kDE48Ww.jpg)  :D ;D :angel:

Soooo
What about the xml tags now :D
in techtree,units or in options menu?
Do we want ep-bars (like in the second picture) ?
Do we only want the bars when the units is selected?
Should the width depend on the unit size?

I would suggest them in techtree. The width depends on unit-size and there are ep-bars. But i am not sure about the selection thing.
Title: Re: health bars (old topic relaunch!)
Post by: John.d.h on 27 October 2014, 01:27:13
screen1 (http://i.imgur.com/uyWCnEd.jpg)
screen2 (http://i.imgur.com/kDE48Ww.jpg)  :D ;D :angel:

That looks so much worse than what we have now.  Is there any benefit at all to doing this?  The only reason I know of is "it's what everybody else does", which is, if anything, a better reason not to do it.  (Mega)Glest is one of the few RTS games that don't use health bars.  That gives it a little bit of differentiation, so when you see a screenshot you know that it's not Age of ConquerCraft.  They also make it easier to tell which unit they belong to, especially when two units overlap (like a person walking through a building).  They also show the bounds of a unit, which is a nice bonus because most other games in the genre have a separate outline for that.  The rings take care of showing the health, EP, and radius of a unit, instead of having to have two different things to do that job.  The rings also aren't dependent on the unit's height, which can be important when it comes to viewing tall buildings at an angle, where a health bar could potentially be out of view because it's up so high.

Strictly speaking, it doesn't hurt to have the option, but if there's the option then somebody might actually use it. :scared:
Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 27 October 2014, 05:07:34
Awesome, is this in GIT?, This looks really nice, Screenshot two is really good.
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 27 October 2014, 08:39:54
@John: there is a simple reason why  'everybody else does it'. With healthbars on top you can actually see the HP. Period :-)

I like the 2nd image too
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 27 October 2014, 11:23:03
@Titi_son: i like them with ep, width like you did (depending on unit width) and would make them a player choice. Maybe defaulting to on-for-selected but possible to change that in the options and with a hotkey.. Should be part of some tutorial how to adjust settings like that then
Title: Re: health bars (old topic relaunch!)
Post by: titi on 27 October 2014, 12:16:25
some thoughts abput this:

Circles vs healthbars: I have the same feelings like John d.h. , but there are some points which make trouble with the rings:
color: currently the rings show red color for enemies, yellow color for teammates ( blue for ressources )
This means you cannot have a colorchange for the circles in case of damage, without getting mixed up with other collections. 
Showing only parts of the selection cicle is also no option, as this shows, as the name says, the selection too.
Maybe there is a way to show selection and health state with circles ??

Features I can imagine for the health bars:
In the unit xml you should be able to specify:
- position of the health bar ( heights and left/right )
- size of the health bar ( width and length )
- a texture which surrounds the health bars ( and this means no borders for the healthbars like it is now )

Maybe those settings can be done using Omegas tags-feature somehow? Or these settings should also be available for a whole faction ( for those who make sense ) 

more options are:
- show HP-bar:  for selected/always/never/on damage

But as I mentioned before, maybe someone has an idea how to show the health state with the circles in a more visible way?
Title: Re: health bars (old topic relaunch!)
Post by: Ishmaru on 27 October 2014, 13:37:49
Personally I love them, like the border and the color change when hp is low. I want them even if it means just as an option in the menu.

I think before you go changing anything, I think a test/patch should be released so we can see test it ourselves before we praise or condemn it.
Title: Re: health bars (old topic relaunch!)
Post by: GunChleoc on 27 October 2014, 14:54:01
How about having two circles, an outer one for selection/team color and an inner one for EP/health. Or vice versa.
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 27 October 2014, 15:46:37
The main problem with circles, in my opinion, is that its hard to see the hp of units that stand in the middle / behind other units. So its also hard to manage units like retreating with low hp units to allow them to recover and so on

I think hp above units is way better for this. Its default in most games for a reason x)
Title: Re: health bars (old topic relaunch!)
Post by: John.d.h on 27 October 2014, 21:24:18
The main problem with circles, in my opinion, is that its hard to see the hp of units that stand in the middle / behind other units. So its also hard to manage units like retreating with low hp units to allow them to recover and so on

I think hp above units is way better for this. Its default in most games for a reason x)
Interesting.  I do see what you mean, and I think the cause of that is that the rings are much bigger than the unit, making them overlap.  I think the bars are actually much worse at this because it's harder to tell which bar belongs to which unit, especially if you have a tall unit next to a short unit.  With rings, there's no ambiguity about whose health is whose.

I have some ideas for improving this, though.  Making the rings smaller and thinner would probably help alleviate the problem, since they wouldn't overlap as much.  Also, currently the EP ring is much easier to see than the health ring, despite being much less important.  This is because it's larger, it's more vividly colored, and it's outside of the health ring, so less of it is obscured by the units' feet, terrain, etc.

Here's a quick GIMP mockup of how it might be improved for clarity:
(http://s27.postimg.org/z6hxaor8z/screen4.jpg) (http://postimage.org/)
You can tell at a glance exactly whose health is whose; smaller ring diameter and thickness leads to very little overlap even in a crowded space; there's more contrast between the EP and health colors without resorting to red and green, which are indistinguishable to a lot of people; the health is featured more prominently than the less-important EP; there's more opacity, which makes it less prone to blending in with terrain and makes the difference between "good to go" and "about to die" bigger.

Maybe there is a way to show selection and health state with circles ??
This confuses me.  Don't the rings already show selection and health? :confused:

How about having two circles, an outer one for selection/team color and an inner one for EP/health. Or vice versa.
I'm not sure what advantage there is to showing TC in the ring, but if necessary I guess you could just change the color of the ring.  There was also a feature added to GAE a while back where you could hold down a key that would show a TC outline of all the units on the screen.  It uses the stencil buffer, and Silnarm said it was really easy to do (https://forum.megaglest.org/index.php?topic=7386.msg75914), so that seems like a viable solution here.

(http://i687.photobucket.com/albums/vv231/silnarm/glest/outlining.jpg)
Title: Re: health bars (old topic relaunch!)
Post by: Omega on 28 October 2014, 13:29:48
The ability to toggle the health bars with a hotkey would be great for usability. The bars are very useful, but they're quite cluttering when you don't need them. Although the modes that Titi mentioned also helps with this (particularly the ability to only show the health bar when the bar is not full.
Title: Re: health bars (old topic relaunch!)
Post by: titi on 28 October 2014, 14:24:43
2 little details that came into my mind:

- don't show health bars in photo mode.
- don't show health bars if camera higher than for example 30
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 28 October 2014, 18:40:13
I think starcraft 2 implemented it in a way where you can identify the unit belonging to the bar pretty well, like here http://i.snag.gy/ySPrE.jpg
jpg
Title: Re: health bars (old topic relaunch!)
Post by: John.d.h on 28 October 2014, 21:53:00
I think starcraft 2 implemented it in a way where you can identify the unit belonging to the bar pretty well, like here http://i.snag.gy/ySPrE.jpg
jpg
Yikes!  Does that look good to you? :look:  Things don't have to be completely "in your face" to show you the necessary information, and any claims about graphical quality go out the window when the art is obscured by diagrams.  Aesthetically, it's crap.  I can't even tell what's going on at a glance because the first thing I see is a whole lot of red and blue quadrangles.  In that screenshot, you see the health bars more prominently than the units they're supposed to represent.  For a game like Starcraft that prioritizes competition over fun, maybe that's what they're going for, but having MG degrading into a game of "watch the numbers go down" seems like a tremendous step backward.

How is that preferable to the brighter rings I demonstrated in my last post?
Title: Re: health bars (old topic relaunch!)
Post by: titi on 29 October 2014, 09:37:45
There is indeed a lot to think about with those healthbars and he will add many options ;-)

Something I think about as another option is a combination of rings and healthbars. What do you think ?

A partly damaged axe thrower:
(click to show/hide)

UPDATE (more options):

use the whole ring to show the health state in visible color:
(click to show/hide)

Use only a spot in the front to show the health state in obvious color:
(click to show/hide)
Title: Re: health bars (old topic relaunch!)
Post by: Coldfusionstorm on 29 October 2014, 10:35:24
okay, Firsly i would like to add my personal opinion.

GO AWAY WITH RINGS! I HATE RINGS/CIRCLE!, They are Clumsy Feels like you are playing a board games and plain do not WORK!.

<------------> this part was removed by titi

Now, For the Health bars filling up space, we could maek a option for showing only unit health witch is not 100% and we could hold down Alt key to show All unit healthbars. Options like that is nice!

And i really like what ive seen so far, is it in GIT?. Id like to test these changes and see how it feels ingame!
Title: Re: health bars (old topic relaunch!)
Post by: titi on 29 October 2014, 10:50:01
@Coldfusionstorm: calm down and edit your post or I remove it !

And for info we will bring health bars for sure and maybe rings as another options.
If you cannot wait to see things my son commits here until he makes a pull request: https://github.com/titison/megaglest-source
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 12:13:18
@John: Im not sure about your idea. Its better than the current circles i think, but all circles do have two problems:
A) they are on the ground so they are earlier blocked by other units in front of them
B) the unit itself blocks sight on the part of.the circle behind the unit

I also think the.concept of dividing the bar or circle into small blocks or parts is something we can learn from other games as it makes it e easier to see hp (percentage or on hundreds) at a glance
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 12:30:48
@Coldfusionstorm: please consider this thread as a general discussion on the gui regarding display of health/ep
Title: Re: health bars (old topic relaunch!)
Post by: Ishmaru on 29 October 2014, 12:45:07
UPDATE (more options):

use the whole ring to show the health state in visible color:
(click to show/hide)

Use only a spot in the front to show the health state in obvious color:
(click to show/hide)

You are on to something with the second option, though i think the green/red colors are an issue.
I personally think that health should be represented by green and the selection should be black. This would look more aesthetically pleasing as well as not be as confusing. The issue with red is that that is usually representative with enemy, so it would be strange to see red on your own units.

Title: Re: health bars (old topic relaunch!)
Post by: titi on 29 October 2014, 13:01:09
I don't fully get what you mean with black and green. Can you try to fake a peview to show it like I did ?
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 14:25:16
here an example of my point

at top: current circles
middle: lets call it 'starcraft style'
bottom: lets call it 'league of legends style'

i think its hard to tell which units are at which hp for the top picture and easier for the two with bars.

find it here => http://picpaste.de/pics/screen173-9mGLXcfX.1414592659.jpg (http://picpaste.de/pics/screen173-9mGLXcfX.1414592659.jpg)

edit: the units hp are like in the middle is a very low hp one, then there are some with like 60-80%, some with 80-100% and some with full
i was to lazy to edit the hp bars for the other 2 pictures though :P

edit2: in defense of starcraft 2, that blue bar you see is NOT ep/mana, its shields of protoss units :)
edit of edit2: therefore it makes sense to put it above hp, because it will be reduced first. if shields are down, hp goes down.
Title: Re: health bars (old topic relaunch!)
Post by: titi on 29 October 2014, 14:33:15
yes the top circles don't work very good thats what all thsi discussion is about :)
Thats why I suggested other ways of showing it with rings. So you must compare the suggested rings to the health bars, not the current state.

The bottom things look very much like what my son has now ( just a bit less obvious working with a bit transparency and so on )

But the starcraft thing is much too obvious and looks very bad in my opinion.

( and again to calm down everyone, Its very likely that there will be both things available. Healthbars will be available for sure )
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 14:35:35
i gave two reasons why i think bottom circles will not work however they are designed :) what do you think about them?

edit: post screens of different styles with a group like mine if possible

edit2: circles at top (floating above the unit) would work better than circles at bottom if you want to stay with circles/rings
Title: Re: health bars (old topic relaunch!)
Post by: titi on 29 October 2014, 15:08:08
Of course health bars on top are more visible, but thats exactly the point. it makes the game look like a tactical overview, not like something where you see fighting units. In big battles you will nearly only see healthbars if they are too big/obvious.

What we are looking for is a good  balance between optical and tactical needs :-)
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 15:11:49
if it is for selected units by default i would go for tactical view.
its a strategy game, not some roleplaying fairy world, isnt it? :P
Title: Re: health bars (old topic relaunch!)
Post by: kagu on 29 October 2014, 15:19:10
What I would like is to show only damage, so no damage no progress bar.
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 15:22:41
one more idea, i think titi_son proposed to use g3d files for the bars. maybe thats to much but how about an image to define the border of the bar? so people could choose between different looks/skins or modders could provide custom looks with their mods.

so just like a particle image. some border thing-image in the techtree and linked in the factions xml
Title: Re: health bars (old topic relaunch!)
Post by: John.d.h on 29 October 2014, 18:12:18
@John: Im not sure about your idea. Its better than the current circles i think, but all circles do have two problems:
A) they are on the ground so they are earlier blocked by other units in front of them
B) the unit itself blocks sight on the part of.the circle behind the unit
You can see the majority of the circle, and you don't need to see the entire thing to tell the opacity.  Here's an example with some crowded units in various states of health with various amounts of EP at the default camera view.  I find them very easy to read.

(http://s30.postimg.org/wc1wuy60t/rings_mockup.png) (http://postimage.org/)

Feels like you are playing a board game
I would say the opposite.  One of the key differences in a game like MegaGlest and a game like checkers (https://en.wikipedia.org/wiki/Draughts) is the visual aspect.  The engagement in checkers come strictly from the mechanics and the competition, because that's all the game has.  When you have games on computers, you can add so many more elements of engagement -- not just the interactivity but the aesthetics as well.  You can let yourself become immersed in the game as a commander, demigod, mind-controlling AI, whatever.  If aesthetics in games didn't matter, there would be no artists working for game studios and each unit would just be an icon.  Every strategy/tactics game would look like checkers.  Checkers is a fine game, but that misses out on the advantages of computerized games.  Putting the health bars in a more prominent position than anything else on the screen, in my opinion, reduces the units to little more than icons or game pieces rather than wizards and robots.

Recommended viewing: Extra Credits: Aesthetics of Play (https://www.youtube.com/watch?v=uepAJ-rqJKA)
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 29 October 2014, 21:40:09
Well whatever guys i have finished the hp bars:  :P

You can set it in unit.xmls (after properties) and general settings in faction.xml (after music) if the pull request (https://github.com/MegaGlest/megaglest-source/pull/26) is merged.
Syntax:
Code: [Select]
<healthbar>
<height value="1"/>
<thickness value="0.05"/>
<visible value="damaged|selected|always"/>
</healthbar>
You can leave out any of this options.
if you leave out height the game will orientate the height of the bar on the height of the unit.
if you leave out thickness, it will be set to 0.05 (or 0.1 with ep)
if you leave out visible there will be no hp bar :D

you can set multiple options for visible. You could for example write "damaged|selected". You need to separate the options with |. I may add other options beside damaged,selected and always later if there are ideas. We thought about something like EpSelected which will only render the ep when unit is selected.

no "show-ep" thing until now because titi said it is not necessary :D

At the moment the hp bar is displayed while photomode...
me or titi need to remove that later.

EDIT: added explanation for visible.... forgot that XD
Title: Re: health bars (old topic relaunch!)
Post by: FreshDumbledore on 29 October 2014, 21:42:54
yeah, thats one way to put an end to discussions which could actually have led somewhere too ;)
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 29 October 2014, 22:45:30
We can still add other methods to show hp ... no problem
i think i will also implement a border texture. So you could divide the hp bar into segments for example... or just make a cool border of course XD

EDIT:
A fix for the default height and the photomode will probably come tomorrow or in the next week.
Title: Re: health bars (old topic relaunch!)
Post by: Omega on 30 October 2014, 11:19:26
I strongly disagree with the health bars being a mod feature. This should be a PLAYER feature. Players would choose whether or not to display the health bar and its appearance.

This whole thread illustrated that we cannot agree on how to show health! Forcing players to use one system is a bad idea. Let them choose which they prefer.

Being a mod level change is also a major limitation because I suspect many modders won't make the change, and thus nobody can use the feature (since you can't just add it in yourself, as that breaks multiplayer support).

I would put these values in the INI, and the visibility should be in the in-game settings.
Title: Re: health bars (old topic relaunch!)
Post by: kagu on 30 October 2014, 11:56:15
I strongly, absolutely agree with Omega.
Title: Re: health bars (old topic relaunch!)
Post by: Ishmaru on 30 October 2014, 13:37:26
Got to try it out this morning, the bars look and work great! however for some reason I still get the old circles as well. any method to turn them off?
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 30 October 2014, 18:52:51
well i dont know but titi merged my pull request XD
And i just forgot to mention that I wanted to do both. ... sry
A faction-related option but u can disable it in the options menu.
i will add a hotkey and maybe an option for the hp bars in the menu.
Title: Re: health bars (old topic relaunch!)
Post by: filux on 30 October 2014, 21:03:50
I agree with Omega -> players' choose,
I agree with John.d.h -> for megaglest/megapack circles look better.

For me, bars (for megapack etc.) may be useful sometimes when I want review the health, accessible for example by a hotkey.
Additionally for me 100% of health is not an interesting information and 'full green' should be somehow hidden (very transparent or something).

Title: Re: health bars (old topic relaunch!)
Post by: titi on 31 October 2014, 00:12:15
@Ishmaru: the healthbars do not replace the rings! You still need something to indicate the selected state of the units. Healthbars to show the selected state are a very bad idea in my opinion.
Title: Re: health bars (old topic relaunch!)
Post by: Ishmaru on 31 October 2014, 01:49:48
@Ishmaru: the healthbars do not replace the rings! You still need something to indicate the selected state of the units. Healthbars to show the selected state are a very bad idea in my opinion.

@titi: Agreed, but having an hp ring indicator, ep ring indicator, and hp and ep bars all at once is overkill, ugly, and very difficult to read.

- How about when hp bars are enabled then selection is shown by a thin circle that's just the team color? Much more clean and easy to read :)

(http://i58.tinypic.com/2q8myhj.jpg)
Title: Re: health bars (old topic relaunch!)
Post by: titi on 31 October 2014, 09:37:23
good suggestion
Title: Re: health bars (old topic relaunch!)
Post by: titi_son on 7 November 2014, 17:32:47
Not finished yet but now you can specify textures and there is a hotkey *yay*

The Hotkey is on # per derfault

Add one of the following lines to the healthbar xml node ! only works in faction.xml !
Code: [Select]
<healthbar>
<height value="1"/>
<thickness value="0.05"/>
<visible value="damaged|selected|always"/>
    <borderTexture enabled="true" (path="border.png")/>
    <backgroundTexture enabled="false" (path="border2.png")/>
</healthbar>
The path is optional. If not given he will use the default textures found in data/core/misc_textures/healthbar.png or healthbarBackground.png
I also changed the default height ( so the height which is used if no height is given ).

The only thing which is left now is the switch in the options menu. (And a small bug ... the default textures need to be png files at the moment cause i am dump  :P )
Title: Re: [done]health bars (old topic relaunch!)
Post by: titi on 21 November 2014, 14:06:30
the selection rings are missing and in another topic coldfusionstorm mentioned "production bars" http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=2549 (http://www.youtube.com/watch?feature=player_detailpage&v=hW2vVbJSi2E#t=2549)

( the other old  topic  https://forum.megaglest.org/index.php?topic=9396.0 )
Title: Re: [partly done]health bars (old topic relaunch!)
Post by: Coldfusionstorm on 22 November 2014, 02:59:02
I just Tried this today looking SOOO good!, It is really food for the eyes, But the version i just built 03:55 22-11-14 There is still healthbars on the ground, is this because it is not changed yet? or is it still in suggestion mode?.
Title: done, please test
Post by: titi on 23 November 2014, 00:45:32
ok all should be done now. You need to checkout source AND data this time!

To see the healthbars you can:
* go to options and select your healthbar mode
* toggle through modes with hotkey ( default is "#" ) in the game
* define it in the faction
* and you can do some things in the unit itself too.

If you have healthbars on ground the height of the unit does not fit. Some units which are meant with such a low or high height might need to set an individual height for the healthbar.!!

@atze : the textures for healthbars were buggy, try it now.

Title: Re: [done please test]health bars (old topic relaunch!)
Post by: kagu on 23 November 2014, 18:48:43
Just played 2 games with this , it looks awesome and useful , I always put damage units at back and sometimes repair with shaman.
Also the production bar is very useful, maybe add a number to tell "Orders On Queue" ? or too much ?
Title: Re: [done please test]health bars (old topic relaunch!)
Post by: titi on 24 November 2014, 10:22:27
yes I thought about the number of commands too, but I think its too much ( and I don't know how to add it at the moment :D )
Title: Re: [done please test]health bars (old topic relaunch!)
Post by: Coldfusionstorm on 24 November 2014, 10:25:49
I agree,Numbers of commands would reduce game clarity, and good players should have a sense of how many units are being produced anyways.

I tried the latest git out, it looks really great now!, Loves this feature. Still need to test it some more.

PS:Titi , Have you forgotten to turn on IRC again?