Repositioning HP and XP bars

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Stilgar
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Post by Stilgar » August 23rd, 2006, 11:32 pm

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?

David
*raises a hand*

Old way was better than disappearing bars, in my opinion. Although the disappearing bars are at least not quite as annoying now as when they were first put in.

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Post by turin » August 24th, 2006, 12:19 am

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?

David
/me agrees
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Post by Woodwizzle » August 24th, 2006, 12:39 am

I'm with Dave here. Although the idea of the units being drawn ontop of the bars instead of the other way around is intriguing ans I'd like to see it =)
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Post by Sapient » August 24th, 2006, 4:04 am

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?

David
I felt they were fine before, and fine now. Then again, I'm not an art developer. 8)
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Post by Cuyo Quiz » August 24th, 2006, 4:13 am

I liked my bars. It gave me an immediate feeling of how were my forces doing, and produced changes in my mindset as the game went on.
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zol
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Post by zol » August 24th, 2006, 4:27 am

A basic idea, open to variation e.g. include team colour in case "your bar is always on the left" isn't clear etc.
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Lord_Aether
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Post by Lord_Aether » August 24th, 2006, 5:20 am

Not really liking it. Don't think the system really needs changing.
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Zhukov
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Post by Zhukov » August 24th, 2006, 5:28 am

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
Seems to be a few. Here's another:

*raises hand*

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Post by Oreb » August 24th, 2006, 6:06 am

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
I had always wondered why they flashed in battle, it is really hard to tell who is winning. I prefer the old way

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Post by freim » August 24th, 2006, 6:19 am

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?

David
Count me in.

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Post by zol » August 24th, 2006, 6:31 am

Lord Aether wrote:Not really liking it.
Meh. It was just a thought.
I figured that anyone who wants to watch the bars would get a bigger kick out of seeing both side by side.
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JW
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Post by JW » August 24th, 2006, 7:23 am

Wow, so like, if everyone prefers the old way....how did the new way get implemented at all?

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Post by Jgrr » August 24th, 2006, 7:34 am

Dave wrote:So is there anyone at all who, like me, thinks that before the recent change to hide the bars during combat, the bars looked fine, worked fine, were clear to the user, and of minimal annoyance?
Not reading the logs, I always thought that the disappearing bars were a bug.
:)

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Post by zookeeper » August 24th, 2006, 7:43 am

JW wrote:Wow, so like, if everyone prefers the old way....how did the new way get implemented at all?
Probably because I asked boucman to do it. :P However, that was when (around 1.1.4) the bar behaviour was such that they flickered on and off during a fight, and anything was better than that (naturally I still prefer the current way, however).

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Post by torangan » August 24th, 2006, 10:26 am

To stop the discussion in the wrong direction - putting the bars outside the hex isn't a viable option with the current engine. This would cause a huge performance penalty currently and we've got enough problems with that already.
Don't go on to talk about OpenGL is so much faster etc. now - this is well known. But we need someone with the right skills to actually code it. Knowing the possible solutions is the first step but that one is already done. Getting someone who's willing to do a huge rewrite of the engine which is a lot of work is what's required now.
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