Project Stealth

Archives => Presentation Forum => Topic started by: frvge on April 23, 2010, 08:15:49 PM

Title: Media Release
Post by: frvge on April 23, 2010, 08:15:49 PM
Hi all,

We're happy to be able to show you the work of 2D artist tigaer who has been working on HUDs and menus. Check it out and don't forget to comment on them. We went with a sliding-in/out HUD, so it can be as minimalistic as possible, without getting an annoyingly high amount of destracting animations.
The Merc has a slightly curved HUD for immersion.

Merc HUD (http://projectstealthgame.com/public/screenshots/hud/MediaMercHUD.jpg)
Merc Camnet (http://projectstealthgame.com/public/screenshots/hud/MediaHUDCamera2.jpg)
Merc Sniping (http://projectstealthgame.com/public/screenshots/hud/MediaMercHUDScope1.jpg)

Spy minimalistic HUD (http://projectstealthgame.com/public/screenshots/hud/MediaSpyHUD.jpg)
Spy HUD while hacking (http://projectstealthgame.com/public/screenshots/hud/MediaSpyHUDHacking.jpg)

Enjoy :)

PS: this is from the latest version of Lakehouse, which has had several new lighting passes. Thanks go to Zedblade.
Title: Re: Media Release
Post by: unskilled on April 23, 2010, 09:21:48 PM
Nice work guys. Sniper cross-hair looks like barret from bf2  :D and i feel mix of CT and DA, keep it up!   ;)

But where is spy life hud? ???
Title: Re: Media Release
Post by: Cronky on April 23, 2010, 10:30:44 PM
Looks good enough to release a Beta. Those small things that aren't implemented yet(?) like...

Using Gadgets, Visions, Objectives, and Interactions with Others will be overlooked because of how awe-inducing the visuals look at the moment.

So go ahead, just do it. ;D

(I notice some of what I said above seems to be negated by what the pictures show. Only furthers my point ;))
Title: Re: Media Release
Post by: VaNilla on April 23, 2010, 10:50:46 PM
Wow, this is looking the fantastic! Awesome job :). I think the camnet HUD is a little too big, it might get in the way of vision, but apart from that I have to say it looks great :).
Title: Re: Media Release
Post by: tigaer on April 24, 2010, 12:01:54 AM
Thanks guys. The Spy health bar will only show up when being used, same goes with everything else on the HUD (scoreboard, messages, chat, ect) minus Gadgets and obj/time, which will be the only constants, for the Spy atleast.

Now... you should see the menus. ;)
Title: Re: Media Release
Post by: Farley4Fan on April 24, 2010, 01:58:18 AM
AWESOME!

And I have a question, is the HUD actually working at the moment or is that just the design overlaid on top of the screenshot?  Just wondering.  Looks great though tigaer. 

The game is coming along very nicely.  Well done everyone

When the spy backs away from the terminal, will it show a little percentage of how complete it is?  Will there be a timer that shows how much seconds you need to finish the hack?  I think that would work better than a bar but it probably will be fine.
Title: Re: Media Release
Post by: frvge on April 24, 2010, 02:01:01 AM
They are posed screenshots, using DirectX 9 mode. DX10 makes it nicer graphically.
The HUD is overlaid. A percentage or something of the like will be shown. I don't know about timers that display the time needed.
Title: Re: Media Release
Post by: AgentX_003 on April 24, 2010, 02:53:59 AM
Im going to have to have some alone time with these new images, excuse me :D.
Title: Re: Media Release
Post by: CurdyMilk on April 24, 2010, 05:28:02 AM
It all looks good.  Does the bar in the spy's HUD go up or down as the objective is being hacked?  Is there also a timer/percentage marker or just the bar?
Title: Re: Media Release
Post by: Succubus Dryad Of The Undying Comet on April 24, 2010, 08:14:49 AM
Awesome.
I want to play this game.
Fast.
Title: Re: Media Release
Post by: Farley4Fan on April 24, 2010, 09:24:41 AM
CurdyMilk:

Quote from: frvge on April 24, 2010, 02:01:01 AM
They are posed screenshots, using DirectX 9 mode. DX10 makes it nicer graphically.
The HUD is overlaid. A percentage or something of the like will be shown. I don't know about timers that display the time needed.

Thanks for the response frvge.
Title: Re: Media Release
Post by: frvge on April 24, 2010, 01:34:20 PM
To make it more clear: I'm not sure what we will show when you hack, but that there will be SOMETHING is probable.
Title: Re: Media Release
Post by: tigaer on April 24, 2010, 07:53:12 PM
The bar will represent the progress while hacking. I don't have any plans to add a number while hacking, only the progress bar. That could change later though. When not hacking you'll have objective icons with percentages displayed in them, along with the location of the objective similar to CT.
Title: Re: Media Release
Post by: Farley4Fan on April 25, 2010, 12:36:58 AM
You could put numbers on the bar.  You know, divide the bar into 10 intervals of 1 second and make some marks to show the seconds.
Title: Re: Media Release
Post by: monterto on April 25, 2010, 12:57:34 AM
Great work guys! I love it, love it, LOVE IT!

I do not love the scoreboard though, I thought that was getting thrown out.  >:(
Title: Re: Media Release
Post by: unskilled on April 25, 2010, 01:17:41 AM
You should block editing of hud :D I think we won't next hud like damian3k did ^^
Title: Re: Media Release
Post by: AgentX_003 on April 25, 2010, 02:38:28 AM
Quote from: unskilled on April 25, 2010, 01:17:41 AM
You should block editing of hud :D I think we won't next hud like damian3k did ^^

what is wrong with you people =/...... I mean you need to keep score some how of how you many objectives you obtain / how many necks  / how many kills O_o .

Further more unskilled its nothing like damians hud that allows you to see more, did it ever pop in your mind that also widescreen resolutions are going to be supported ?
Title: Re: Media Release
Post by: Succubus Dryad Of The Undying Comet on April 25, 2010, 11:50:29 AM
Quote from: AgentX_003 on April 25, 2010, 02:38:28 AM
Quote from: unskilled on April 25, 2010, 01:17:41 AM
You should block editing of hud :D I think we won't next hud like damian3k did ^^

what is wrong with you people =/...... I mean you need to keep score some how of how you many objectives you obtain / how many necks  / how many kills O_o .

Further more unskilled its nothing like damians hud that allows you to see more, did it ever pop in your mind that also widescreen resolutions are going to be supported ?
Agreed.
I hate seeing purist retards.
Also, with so much hud there's really not much more to see. Maybe remove the black around the scope, but that won't change much.
Title: Re: Media Release
Post by: Red-One on April 25, 2010, 05:46:01 PM
I'm sorry, but that merc hud where the UI is bent around your visor is just bad ass.

-Red
Title: Re: Media Release
Post by: Gawain on April 25, 2010, 06:01:11 PM
for my taste the gun takes up too much screen space and the hud curvature is a little bit too strong, but that are only small details. really nice to see some progress again. all in all pretty sweet job!  :D
Title: Re: Media Release
Post by: Spekkio on April 25, 2010, 06:05:54 PM
Damnit, you guys don't listen :(

The Metroid Prime-esque curvature of the merc hud is silly, and the nautical compass 1/4 the way down the screen is both pointless and obtrusive, not to mention out of place considering you're walking around ON LAND. If you really think some kind directional indication is necessary, put cardinal directions on the radar and let it rotate. Done and done. The double lines at the top and bottom of the merc hud to give it the curvature effect are also pointless and obtrusive. Here's the thing: the merc model has glasses on it that are FLAT. One would not be seeing electronically displayed signals on FLAT glasses with a curved aspect, nor would one want to.  Therefore, the curvature effect is not "immersive" at all...people don't fucking see like that. You need a lesson on how people's eyes work and how visual equipment is designed.

Camnet: So much for getting rid of specialty visions on the thing to balance it. Again, no point to the nautical compass and the huge crosshairs are obtrusive.

Sniping: the picture in the scope should take up the whole screen. When you look through a scope, the vast majority of your FOV is inside that scope....currently the target of interest is only taking up about 25-50% of screen real estate.

I agree that the gun takes up a bit too much screen realestate. It needs to be "pulled back" so that the shoulder butt isn't so visible, and the ammo indication would be almost at the bottom border of the screen...it also would look more natural, since the gun currently looks like the merc is holding it out in front of him. But that would also require getting those stupid lines out of the way so that you can actually see the ammo indication.

But this is pretty much verbatim what I told Mr. Mic a few weeks ago, who also agreed with my assessments, so sorry if I seem harsh...it's frustrating to see someone ignore input from multiple people to keep stupid shit around for no reason.

The spy hud I saw before was much better than the spy hud you showed in this thread... you went the other way and took out things that were actually useful to have on the screen.
Title: Re: Media Release
Post by: Gawain on April 25, 2010, 07:00:23 PM
that stuff happens when an artist makes his own design decisions without contulting military or gaming specialists.
i agree fully with spekkio (like 99% of the time), though i just stopped caring about coherence, realism etc in a mod that struggles to survive...
Title: Re: Media Release
Post by: tigaer on April 25, 2010, 07:30:08 PM
I've never ignored input, so I don't know what you're talking about there.

Unless I read wrong, the Merc's visor is not flat, it wraps around the entire front of his face, so the HUD that is projected on it would have a curved effect, even in real life if your FOV behaved like a game, which it actually doesn't. The compass is just a visual, it doesn't restrict FOV, as the focal point of anybody playing will be the center 60%~ of the screen, not the edges. Point being, the curvature will stay, as will the compass. They might be toned down later on during playtesting, but right now it's fine.

The camnet HUD has the vision mode options in there incase we do decide to have them (which we haven't yet), so I won't have to go back and add them in. It's a lot easier to delete something than add it.

The sniper scope is to show the design of it, not the final placement. The design can easily be scaled up and modified, like adjusting line weighting on both the camnet and scope HUDs.

What spy HUD are you talking about? Nothing has been taken out. Everything aside from the timer, objective counter and gadget window will fade out when not in use, meaning the scoreboard, radar, health and battery bars, chat and everything else on the HUD will not be on at all times, so you can actually see. Some of this applies to the merc aswell.

--- I'm all for constructive critisism, just don't take too far, like you did a few times. No need to bitch people out, just give me your opinion and leave out all the rest.
Title: Re: Media Release
Post by: Penguin on April 25, 2010, 09:06:39 PM
I think it looks great.
Title: Re: Media Release
Post by: Spekkio on April 25, 2010, 09:41:01 PM
Quote from: Rambo on April 25, 2010, 07:00:23 PM
that stuff happens when an artist makes his own design decisions without contulting military or gaming specialists.
i agree fully with spekkio (like 99% of the time), though i just stopped caring about coherence, realism etc in a mod that struggles to survive...
I'm all for creativity, but when graphics design ends up impeding gameplay, the graphics design needs to change.

Case in point: it is tough to read icons and words that are on some kind of curvature. We could argue all day about whether the merc's visor is curved in the model (although I still contend it is not), but the bottom line is that it is much more difficult to read your HUD when it has that strange curvature aspect applied to the text and icons. Once the "wow" factor of the "immersive" curved HUD wears off after the first few hours of gameplay, what's left is a way of displaying HUD items that is more difficult to use. There is a reason that game developers didn't rip off Nintendo's curvature aspect following Metroid Prime.

The same goes for the double lines at the top/bottom of the merc HUD along with the nautical compass. Great, it looks cool at first, but once that wears off you're left with useless graphics displays that block the merc's vision unnecessarily.

These points have little to do with realism and everything to do with creating a user friendly, functional, easy to read display with minimal clutter.

I gave constructive criticism on all points in that I gave suggestions for solutions.

QuoteWhat spy HUD are you talking about? Nothing has been taken out. Everything aside from the timer, objective counter and gadget window will fade out when not in use, meaning the scoreboard, radar, health and battery bars, chat and everything else on the HUD will not be on at all times, so you can actually see. Some of this applies to the merc aswell.
THere was a pic I saw that had all the displays on it at once...my bad, I didn't realize that you were showing one with that information faded. I just thought it wouldn't be there.

QuoteThe compass is just a visual, it doesn't restrict FOV, as the focal point of anybody playing will be the center 60%~ of the screen, not  the edges.
Yes, it does. You might think that most players play with tunnel-vision, but I don't, and I'm sure I'm not the only one. The fact that you call it "just a visual" is enough reason to take it out. You don't need to clutter the HUD with "just visuals." If there's no function, it shouldn't be there. The merc half of the game is all about finding spies, so you're just impeding that goal by cluttering the screen with non-functional visuals.

QuoteI've never ignored input, so I don't know what you're talking about there.
Yes, you did...
QuotePoint being, the curvature will stay, as will the compass.
Title: Re: Media Release
Post by: tigaer on April 25, 2010, 09:58:05 PM
Quote from: Spekkio on April 25, 2010, 09:41:01 PM
Quote from: Rambo on April 25, 2010, 07:00:23 PM
that stuff happens when an artist makes his own design decisions without contulting military or gaming specialists.
i agree fully with spekkio (like 99% of the time), though i just stopped caring about coherence, realism etc in a mod that struggles to survive...
I'm all for creativity, but when graphics design ends up impeding gameplay, the graphics design needs to change.

Case in point: it is tough to read icons and words that are on some kind of curvature. We could argue all day about whether the merc's visor is curved in the model (although I still contend it is not), but the bottom line is that it is much more difficult to read your HUD when it has that strange curvature aspect applied to the text and icons. Once the "wow" factor of the "immersive" curved HUD wears off after the first few hours of gameplay, what's left is a way of displaying HUD items that is more difficult to use. There is a reason that game developers didn't rip off Nintendo's curvature aspect following Metroid Prime.

The same goes for the double lines at the top/bottom of the merc HUD along with the nautical compass. Great, it looks cool at first, but once that wears off you're left with useless graphics displays that block the merc's vision unnecessarily.

These points have little to do with realism and everything to do with creating a user friendly, functional, easy to read display with minimal clutter.

I gave constructive criticism on all points in that I gave suggestions for solutions.

QuoteWhat spy HUD are you talking about? Nothing has been taken out. Everything aside from the timer, objective counter and gadget window will fade out when not in use, meaning the scoreboard, radar, health and battery bars, chat and everything else on the HUD will not be on at all times, so you can actually see. Some of this applies to the merc aswell.
THere was a pic I saw that had all the displays on it at once...my bad, I didn't realize that you were showing one with that information faded. I just thought it wouldn't be there.

QuoteThe compass is just a visual, it doesn't restrict FOV, as the focal point of anybody playing will be the center 60%~ of the screen, not  the edges.
Yes, it does. You might think that most players play with tunnel-vision, but I don't, and I'm sure I'm not the only one. The fact that you call it "just a visual" is enough reason to take it out. You don't need to clutter the HUD with "just visuals." If there's no function, it shouldn't be there. The merc half of the game is all about finding spies, so you're just impeding that goal by cluttering the screen with non-functional visuals.

QuoteI've never ignored input, so I don't know what you're talking about there.
Yes, you did...
QuotePoint being, the curvature will stay, as will the compass.


I'm not saying people have tunnel vision, but the majority of the time the player will be focusing on the area where the reticle is, and glancing at other parts of the screen, not the other way around. If these things become a problem during playtesting, they'll be changed. Right now they're fine.

Just because I don't conform to your opinion, does not mean, in the slightest, that I ignored your input. I respect your opinion, but I'm not going to make changes just because you want them. It doesn't work like that.
Title: Re: Media Release
Post by: Farley4Fan on April 25, 2010, 10:12:08 PM
I do agree that the compass is kind of unnecessary.  Like Spek said maybe just a single N (for North) arrow on the radar would be better.  Once people learn the maps the compass direction would be obtrusive, considering you know where you are going. 

I don't have a problem with the curvature effect.  I mean, as long as the important numbers are easy to read then what's the problem?  I don't get the hate for this.

Tigaer (regarding the hacking bar):

Quote from: FarleyFan on April 25, 2010, 12:36:58 AM
You could put numbers on the bar.  You know, divide the bar into 10 intervals of 1 second and make some marks to show the seconds.

Title: Re: Media Release
Post by: tigaer on April 25, 2010, 10:21:03 PM
I like the idea of splitting the bar into segments. I'll look into that.
Title: Re: Media Release
Post by: Spekkio on April 25, 2010, 11:06:17 PM
Quote
Just because I don't conform to your opinion, does not mean, in the slightest, that I ignored your input. I respect your opinion, but I'm not going to make changes just because you want them. It doesn't work like that.
You must be confused. It is a fact that the nautical compass and horizontal bars obscure the player's vision. It is your opinion that it won't matter because players don't pay attention to the periphery of their screens.
Title: Re: Media Release
Post by: LennardF1989 on April 25, 2010, 11:24:14 PM
Just some points.

1. The "double lines" on the top and bottom of the Mercenary HUD serves a purpose, it lights up when sound is above or below you.

2. We are experimenting with other ways to replace the minimap, these are just mockups and we appreciate all feedback, hence why we throw them out in the public. I can assure none of these pictures are final and everything is subject to change.

3. I'm not a fan of the curved HUD too, nor is MR.Mic. Rest assured, we will allow disabling 3D effects in HUD for those who can't bare with it. Considered we even ADD the 3D effect to the HUD.

Why didn't someone said this before?

Quote from: tigaer on April 25, 2010, 09:58:05 PM
Just because I don't conform to your opinion, does not mean, in the slightest, that I ignored your input. I respect your opinion, but I'm not going to make changes just because you want them. It doesn't work like that.
I agree with tigaer. Yes, we threw them into the public domain but that doesn't mean we will immediately make it reflect all feedback. The actual changing of things happen in the dev-section and not the public-section of this forum. You guys might remember the Balaclava-thing of the Mercenary model, people actually became pissed goodkebab didn't add it.
Title: Re: Media Release
Post by: Ion.67 on April 26, 2010, 01:03:59 AM
Mercs hud is a little cluttered. I think that both spy and mercs features should fade out. I don't like huds much. Also, the health bar on the merc is awkward. Maybe you could put it on the gun or something, or not even show it at all considering there are about 2 states of health: Jump death or not dying when jumped.
Title: Re: Media Release
Post by: Spekkio on April 26, 2010, 01:36:08 AM
Quote
1. The "double lines" on the top and bottom of the Mercenary HUD serves a purpose, it lights up when sound is above or below you.
Having them there all the time doesn't serve a purpose, though. That still doesn't explain the nautical compass...and I keep using the adjective nautical on purpose to emphasize how out of place that damn thing is.

Quote3. I'm not a fan of the curved HUD too, nor is MR.Mic. Rest assured, we will allow disabling 3D effects in HUD for those who can't bare with it. Considered we even ADD the 3D effect to the HUD.
Word.

QuoteYou guys might remember the Balaclava-thing of the Mercenary model, people actually became pissed goodkebab didn't add it.
Yea, but that's purely aesthetic. The parts about the merc hud that I don't like obscure your FOV, which is why I don't like them.
Title: Re: Media Release
Post by: Farley4Fan on April 26, 2010, 03:09:57 AM
Here's what I think:

1: take off the compass, maybe put a north direction on the rotating radar
2: make the double lines on the top and bottom only show when a sound pings the reticle
3: make the scoreboard only appear when you push a dedicated button
4: (spy)divide the hacking bar into intervals of 1 second so you can see how much time is needed to finish the hack
Title: Re: Media Release
Post by: tigaer on April 26, 2010, 07:37:37 AM
Quote from: Spekkio on April 25, 2010, 11:06:17 PM
Quote
Just because I don't conform to your opinion, does not mean, in the slightest, that I ignored your input. I respect your opinion, but I'm not going to make changes just because you want them. It doesn't work like that.
You must be confused. It is a fact that the nautical compass and horizontal bars obscure the player's vision. It is your opinion that it won't matter because players don't pay attention to the periphery of their screens.

No, you must be confused. Like I said, just because I don't conform to your opinion doesn't mean I'm not listening and not keeping your opinion in my mind while designing. I take in all feedback, so I'm not ignoring your input.

Like Lennard said, the bars on the top and bottom are the sound detector (I wasn't sure if I was allowed to release that info) so the curvature is there so it won't take up the entire top and bottom of the screen with the SD, only the middle. It's for a reason, aswell as for immersion to make you feel that you're a completely different character as opposed to the spy.

Farly;
The scoreboard only appears when a spy is hacking, when somebody gets a kill, when somebody dies, or when an objective is hacked, is none of that is happening, it won't be visable. The radar and health bar acts the same.

Also, regarding the mercs health bar; I agree, but I was told to make it vertical.

Edit ---
If you don't think the visor on the merc is curved, you're pretty funny. lol. (http://www.moddb.com/mods/project-stealth/images/merc-visions#imagebox)
Title: Re: Media Release
Post by: Farley4Fan on April 26, 2010, 08:19:47 AM
It's curved for sure but it also has what looks like the sound reticle in the middle of his eyes, just like CT/PT.  I loved how they tried to show that the aiming cursor was actually part of the merc's visor.  Just a very subtle but cool detail.

How will you show the direction of the sound?  (to the left, right, front, or behind)  Will it still be on the aiming reticle like CT?  Obviously it won't be just up and down.
Title: Re: Media Release
Post by: tigaer on April 26, 2010, 08:22:01 AM
Quote from: FarleyFan on April 26, 2010, 08:19:47 AM
It's curved for sure but it also has what looks like the sound reticle in the middle of his eyes, just like CT/PT.  I loved how they tried to show that the aiming cursor was actually part of the merc's visor.  Just a very subtle but cool detail.

How will you show the direction of the sound?  (to the left, right, front, or behind)  Will it still be on the aiming reticle like CT?  Obviously it won't be just up and down.

If you look closely, you can see the faded bars around the edges (look above the compass), those are the directional SD.
Title: Re: Media Release
Post by: Zedblade on April 26, 2010, 01:43:52 PM
I just like to point out that these are just preliminary artistic mock ups that try to convey what the final HUD would look like graphically. Anything is subject to change and these screenshots do not show actual gameplay or working elements.

I guess spurring discussion on what is good to keep and what needs changing is the point of releasing it, however we are not taking anything anyone says as some sort of gospel we must adhere too. When it comes down to it, everything posted here is pure opinion based on their personal gaming preferences.  In the end it's going to be hours of testing and iteration that determines the final HUD.

So give us your opinions, but stop acting as if this is the final HUD, already in game and unchangeable and that is somehow ruins the game.


Title: Re: Media Release
Post by: Westfall on April 26, 2010, 07:18:26 PM
I would prefer to toggle the scorecard on and off.

Compass does look lame and doesn't seem to serve a real purpose.

I don't mind the curved hud.

I'm not a big fan of the sound lines. I don't think those lines need to go across the screen. How do they let you know which floor the spy is on? Top one pings if on a floor above you, bottom if below you, both if same floor?

Title: Re: Media Release
Post by: Gawain on April 26, 2010, 07:47:28 PM
Quote from: Zedblade on April 26, 2010, 01:43:52 PM
I guess spurring discussion on what is good to keep and what needs changing is the point of releasing it, however we are not taking anything anyone says as some sort of gospel we must adhere too. When it comes down to it, everything posted here is pure opinion based on their personal gaming preferences.  In the end it's going to be hours of testing and iteration that determines the final HUD

you can "test" the hud as long as you want to, those are facts: some elements don't take up the right amount of screen space, some stuff is utterly useless and unrealistic. i can see that democracy doesn't work here, but not "obeying" to valid input from hardcore fans is plain stupid. in fact, it's the core difference between this and ubisoft. before you go for the more final beta hud, someone should think about it at least as long as frvge did about the website, as the hud is a major gameplay element.
Title: Re: Media Release
Post by: ShadowX on April 26, 2010, 08:36:26 PM
The Spy hud looks fine to me, but the scoreboard should be togglable and even scalable, it really feels way too intrusive, but for me at least is a important information package.

The Merc hud on the other hand seems a little bit too curved, and the top lines with their glow just feel intrusive. Although the transparent bar over the compass and the transparent bottom bar seem like a great idea for the sound detector and not nearly as intrusive (if that is what it's intended for or am I misinterpreting?). Just in my opinion, get rid of the lines, the curvature can be made with just the elements on the hud if it is wanted.

The merc scope really seems way too small and somewhat cluttered with all the lines especially at that size, but I do like the design, just needs scaling.
Title: Re: Media Release
Post by: VaNilla on April 26, 2010, 08:58:36 PM
Here's an idea. Why not just make it so we just use our actual sound to detect where spies are, the way it is most games, rather than a sound detector?
Title: Re: Media Release
Post by: Succubus Dryad Of The Undying Comet on April 26, 2010, 09:08:19 PM
Quote from: STON3COLDKILLA on April 26, 2010, 08:58:36 PM
Here's an idea. Why not just make it so we just use our actual sound to detect where spies are, the way it is most games, rather than a sound detector?
It would be unbalanced for those with no headphones or surround systems.
Title: Re: Media Release
Post by: Farley4Fan on April 26, 2010, 09:27:39 PM
Westfall, Tigaer said that the scorecard will only show when someone dies or an objective is taken and things of that nature.  But yeah I'd also want to be able to push a dedicated button rather than to have it pop up when something happens.

I actually kind of dig the new sound detector design.  Pretty nice but I guess we'll see how practical it is and how easily it can be read.
Title: Re: Media Release
Post by: Spekkio on April 27, 2010, 12:26:13 AM
Tigaer, I am not confused at all. You need to look up the difference between fact and opinion if you think that it is my opinion that those items obscure your FOV.

QuoteIf you look closely, you can see the faded bars around the edges (look above the compass), those are the directional SD.
These are not the bars I was referring to; I was referring to the solid double-bars that extend throughout your entire FOV, whose only function seem to be to highlight your wicked awesomely cool I dunno how I could ever think otherwise curved aspect.

QuoteSo give us your opinions, but stop acting as if this is the final HUD, already in game and unchangeable and that is somehow ruins the game.
Might as well be final if the creator is going to stonewall his silly ideas into existance anyway.
Title: Re: Media Release
Post by: Zedblade on April 27, 2010, 12:42:32 AM
Quote from: Spekkio on April 27, 2010, 12:26:13 AM
QuoteSo give us your opinions, but stop acting as if this is the final HUD, already in game and unchangeable and that is somehow ruins the game.
Might as well be final if the creator is going to stonewall his silly ideas into existance anyway.

He's just trying to counter your points and defend his work, that doesn't mean he has final say. None of you do.
Title: Re: Media Release
Post by: Gawain on April 27, 2010, 01:02:44 AM
right on. someone pulling the "opinion" card is not mature enough to make any decisions alone.
however, this game would be way better of if mic/spekkio had the last word on everything.
now start hating me again and forget about the stupid hud <3
Title: Re: Media Release
Post by: frvge on April 27, 2010, 09:17:25 AM
I disagree with a Navy officer making decisions in cognitive psychology and human-computer interaction and overall design. Goodkebab gets the final say as Art Director in which he will probably take all brought up points into account. He might talk it over with MacBryce, Usability Assistant.

All your and our own ideas about if it's good or not, are just that: ideas.

Also, some art that blocks the viewport isn't necessarily 'bad' if it adds to immersion (already confirmed by multiple people's reactions here and on ModDB who totally love the concept). Try googling multi-objective optimization. We focus mostly on the usability, without discarding some visual aesthetics.
Title: Re: Media Release
Post by: Gawain on April 27, 2010, 11:07:27 AM
i guess "ideas" are just another word for "opinion"...
if you wanna go for immersion, putting some fat hud between the player and the environment is definitely not the way to go.
you really have to ask yourself if you wanna appeal to some casual console kids that enjoy gimmicky stuff like this or on hardcore pc players who get annoyed by useless shit cluttering up screenspace after 5 games.
right now you try to serve both kinds of player types, and unless you got big ressources at hand like infinity ward or blizzard, all that'll come out is something mediocre or something that get's never finished.
Title: Re: Media Release
Post by: frvge on April 27, 2010, 12:11:02 PM
I disagree that having a nice visual HUD (it's 2 lines of like 2 pixel wide color with a lot of transparency) means 'catering to console kids'. We can probably implement a switch... but IMO it's a waste of time.
Title: Re: Media Release
Post by: I <3 U on April 27, 2010, 04:21:19 PM
scope is too small.
i like the gadgets thing in the bottom, that's cool.
don't like the SD idea though tbh, you have to move your eyes to much from the riticule.
the compass thing i think should be removed completely, even on the camnet.
splitting up the hacking bar seemed like a cool idea.
keep the camnet hud as simple as you can.

it would be cool if you had an option to toggle which aspects of the hud you always wanted on / off / hidden until used or whatever. that way everyones happy :).
Title: Re: Media Release
Post by: Farley4Fan on April 27, 2010, 06:24:14 PM
I think the sound detector could end up working pretty naturally.  If the flashes are easy to notice, you won't even have to look at them.  You can just look at your screen and hopefully, in time, you will know instantly what it means.  Your peripheral vision will see it when looking at the environment, so instead of looking at the direct center of the screen (aiming reticle) and getting tunnel vision, you will be able to play and not have to look anywhere specifically (aiming reticle).

But that's just speculation on how I think it could work.  It might not but we'll see.  Maybe you could include an option to make it old fashioned as well.
Title: Re: Media Release
Post by: tigaer on April 27, 2010, 07:11:22 PM
Quote from: FarleyFan on April 27, 2010, 06:24:14 PM
I think the sound detector could end up working pretty naturally.  If the flashes are easy to notice, you won't even have to look at them.  You can just look at your screen and hopefully, in time, you will know instantly what it means.  Your peripheral vision will see it when looking at the environment, so instead of looking at the direct center of the screen (aiming reticle) and getting tunnel vision, you will be able to play and not have to look anywhere specifically (aiming reticle).

But that's just speculation on how I think it could work.  It might not but we'll see.  Maybe you could include an option to make it old fashioned as well.

Exactly how I designed it. I hated the old SD because you had to stare at the center of your screen while chasing a spy. We'll see how it plays out during playtesting though.
Title: Re: Media Release
Post by: Gawain on April 27, 2010, 09:21:38 PM
this sounds like a nice idea at first glance, but how will you show all directions? or does the sound detector work different now?
Title: Re: Media Release
Post by: Farley4Fan on April 27, 2010, 09:25:59 PM
If you look very closely there are bars on the middle of each side of the screen - these will indicate left, right, front, back.  Then, there are the 2 lines on the top and bottom - those will indicate above and below.

I think it will either work very nicely or end up becoming kind of annoying.  It depends on how subtle/bright the flashes are - and the levels of brightness will need to be tested.

It has potential to be pretty beneficial and immersive, however, it also (in my opinion) has the potential to suck.
Title: Re: Media Release
Post by: tigaer on April 27, 2010, 09:31:38 PM
Quote from: Rambo on April 27, 2010, 09:21:38 PM
this sounds like a nice idea at first glance, but how will you show all directions? or does the sound detector work different now?

What do you mean? It shows top, bottom, left and right by the bars (one is slighty visable above the compass), aswell as telling you if the sound is above or below by a flashing glow above/below the curved lines. It works exactly like the old SD, just has more awesome.

Farly,
Everything has the potentional to suck. You guys need to trust that we know what we're doing. We're not going to add in stupid shit and make it distracting and hard to play, if things are a problem and hinder gameplay, and if it can't be fixed, it's gonna get cut. Don't act like we're not going to be testing the hell out of everything and just leave stuff that hinders gameplay in. We're not some idiots making PS, we're all SC vets too.
Title: Re: Media Release
Post by: Farley4Fan on April 27, 2010, 10:10:36 PM
I know I was saying that it needs (Rocket, you ready?) testing.  Anything could happen, right?
Title: Re: Media Release
Post by: Westfall on April 28, 2010, 12:44:06 AM
Quote from: tigaer on April 27, 2010, 09:31:38 PM
Quote from: Rambo on April 27, 2010, 09:21:38 PM
this sounds like a nice idea at first glance, but how will you show all directions? or does the sound detector work different now?

What do you mean? It shows top, bottom, left and right by the bars (one is slighty visable above the compass), aswell as telling you if the sound is above or below by a flashing glow above/below the curved lines. It works exactly like the old SD, just has more awesome.

I asked this on the last page, but it was neglected. So if it beams to the left or right they are on your floor? Will it still beam left or right and beam the top if they are above you? I find it aesthetically displeasing to have the beams above, below and to the sides. Its more distracting than helpful. Will there be an option to get it back to the aimer?? Or do I have to deal with being distracted always by the colored lines around me??
Title: Re: Media Release
Post by: tigaer on April 28, 2010, 12:47:35 AM
I thought it was common sense when I said it'll act exactly like the SD. Meaning, if it's on your floor it won't show any idication other than the directional ones. The directional and above/below indicators are two totally different pieces, the directional ones are shown in bars, while the above/below indicators are shown in a blinking glow at the top/bottom.
Title: Re: Media Release
Post by: Spekkio on April 28, 2010, 01:09:44 AM
Quote from: frvge on April 27, 2010, 09:17:25 AM
I disagree with a Navy officer making decisions in cognitive psychology and human-computer interaction and overall design. Goodkebab gets the final say as Art Director in which he will probably take all brought up points into account. He might talk it over with MacBryce, Usability Assistant.
Wtf are you talking about? I'm not making any decisions about human psychology or interaction; I merely said that I view my whole screen when I play games, and I'm sure I'm not unique in that regard. I particularly don't want to have to adjust my mouse to work around useless visual items on the HUD to look for spies because Tigaer wants to have a come to Jesus moment about how FPS HUDs should be curved and include nautical compasses in order to be more "immersive."

By the same token, Tigaer, as a graphics artist, has no credibility in saying that "most players just look at 60% of the screen anyway." That's horseshit as far as I'm concerned.
Title: Re: Media Release
Post by: frvge on April 28, 2010, 08:59:33 AM
@spekkio, we will most likely make the whole curve-effect toggleable (but probably on by default). No promises at this stage. I think thatll solve your issues.
Title: Re: Media Release
Post by: tigaer on April 28, 2010, 10:05:17 AM
Quote from: tigaer on April 25, 2010, 07:30:08 PM
as the focal point of anybody playing will be the center 60%~ of the screen, not the edges.


QuoteI'm not saying people have tunnel vision, but the majority of the time the player will be focusing on the area where the reticle is, and glancing at other parts of the screen, not the other way around. If these things become a problem during playtesting, they'll be changed. Right now they're fine.

This is what I said. Don't take what I say out of context by saying that i said every player has tunnel vision and only plays in the ~60% I was talking about.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv358%2Ftigaer%2FMercFOV.jpg&hash=797006d4a0419caa5aff26a400977227414fe7b1)

Illustration of what I mean. A player will be playing in the green area most of the time, not running around looking at the edges of the screen. That's why the flashlight shines in the middle of the screen and not the edges, that's why the reticle is in the center not the edges, so it is actually fact that players use that area most of the game. I'm not saying that the player doesn't glance at the other areas, because I know full well I do, but you don't play the entire match staring at the outer portion of the screen.

I really think it's going to be impossible to please you anyway because you hate HUDs, so you won't like anything we do because it restricts your FOV by 5%.

QuoteIf these things become a problem during playtesting, they'll be changed. Right now they're fine.

Read this again. If they become problems, they'll be changed. Right now I'm busy with other things and I don't want to go back and redesign the Merc HUD to fit your needs when I could be doing something else and getting more done instead of going backwards.

I'm gonna say it again, we're not idiots making PS, we all played CT too. so stop acting like we don't know anything about the game that is driving us to make it even better.
Title: Re: Media Release
Post by: Gawain on April 28, 2010, 12:45:35 PM
so exactly what deep insight on ct caused you to think putting a nautical compass in the hud was a good idea?

when i was asking about how the other sound directions are indicated, i was especially worried about front and back indicators. did you completely forget about those?

the reason why you think you can't satisfy spekkio is simple: you contradict yourself in so many ways. however, the crucial point is that you think putting stuff between you and the game world enhances immersion in it.
Title: Re: Media Release
Post by: tigaer on April 28, 2010, 12:57:02 PM
When I said top, bottom, left and right, I meant front, back, left and right. My bad.
If you hate the compass so much, we'll make the option to toggle it on and off, if it stays. I like it because it adds to the artistic elements of the HUD. I've always liked detailed HUDs (games like GRAW on 360, Metroid, Halo 3) so I wanted to bring that to Project Stealth, for both the immersion and my portfolio.

And how do I contradict myself?
Title: Re: Media Release
Post by: Gawain on April 28, 2010, 02:19:44 PM
immersion happens when you feel you're inside the game world. if you put a hud between you and the world, it's counterproductive.
though i have to say, i really like that you're using only very thin lines in your hud, and i also like the overall look.
i understand that you wanna create something nice for your portfolio, but right now it's like those annoying cameramen on concerts panning and moving all around trying to be the artist instead of letting the audience focus on the band and the music.
my suggestion is to show off with some useful augmented reality stuff (like good objective location, teammate, alarm indicators in 3d space) in screenshots rather than ridiculous stuff like a nautical compass on land.
some small arrow around the radar/minimap indicating the direction the player is headed is all that's needed.
what's also plain stupid is that the sniping view takes up that little screen space, and camnet view has blurry edges. you say a curved hud is more realistic based ond the model (wrong btw), but yet you get basic stuff like this wrong.
Title: Re: Media Release
Post by: AgentX_003 on April 28, 2010, 02:30:20 PM
I for one am tired of the bitching, I Know where tigaer is going with this , with having the compass in place..

because for those fuck tards who dont like to use a mic, They can pin point your location by saying where they got cammed if its ne , nw , etc.
Title: Re: Media Release
Post by: Gawain on April 28, 2010, 02:31:24 PM
you should see your mate's location at all times in the first place...
Title: Re: Media Release
Post by: tigaer on April 28, 2010, 02:36:35 PM
Well yeah, I used to play Ghost Recon 2 all the time, and in multiplayer everybody used the compass to call out. It was really cool and interesting hearing "in the trainyard SW corner" and everybody starts moving there. That was one of the reasons of adding it into the HUD, saying or pressing a callout key (similar to Shadowrun or tagging in Bad Company 2) and pops up "Spy in NW corner of Docks". It could even show up on the HUD when your teammate shoots a spy a few times. It'd help for people without mics and would just be useful in general. But that is just a concept I was thinking of.
Title: Re: Media Release
Post by: Farley4Fan on April 28, 2010, 10:13:04 PM
I don't think a compass is necessary in these kinds of maps.  The rooms are identifiable in SvM whereas the maps in Ghost Recon 2 are very open and there are little points of interest.  I can understand a compass in that game because if there are just a bunch of trees on the map and nothing else, how will you notify your team about an enemy's location?  In CT, you can just say "Rafters, Greek" or "Below Steam".  I'm guessing the maps will be made in the same fashion for PS, where there are easily identifiable rooms and areas.

Title: Re: Media Release
Post by: Spekkio on April 29, 2010, 01:16:19 AM
QuoteI really think it's going to be impossible to please you anyway because you hate HUDs, so you won't like anything we do because it restricts your FOV by 5%.
No, I don't hate HUDs...I hate nonfunctional HUD clutter. There is a clear difference. I said on the first page that kebab or whoever's making these management decisions should've given you a clear goal regarding the HUD design: simple, functional, and easy to read. Apparently he didn't do that, and you decided to try to reinvent the wheel.

The problem is exacerbated by the nature of the game. In a game like Metroid Prime, some HUD clutter isn't as meaningful because it's single-player and your opponents aren't trying to sneak around on you all the time.
Title: Re: Media Release
Post by: tigaer on April 29, 2010, 08:50:20 AM
Alright, well when you decide to reply to my entire post and not nitpick it and reply to what you want to while personally attacking me (which you've done almost every time), then I'll have a conversation with you. You obviously don't know how to have a civilized conversation.
Title: Re: Media Release
Post by: neth on April 29, 2010, 11:24:43 AM
Great job tigaer, HUDs look really professional
Screw whiners
Title: Re: Media Release
Post by: VaNilla on April 29, 2010, 01:07:26 PM
Quote from: Spekkio on April 29, 2010, 01:16:19 AM
QuoteI really think it's going to be impossible to please you anyway because you hate HUDs, so you won't like anything we do because it restricts your FOV by 5%.
No, I don't hate HUDs...I hate nonfunctional HUD clutter. There is a clear difference. I said on the first page that kebab or whoever's making these management decisions should've given you a clear goal regarding the HUD design: simple, functional, and easy to read. Apparently he didn't do that, and you decided to try to reinvent the wheel.

The problem is exacerbated by the nature of the game. In a game like Metroid Prime, some HUD clutter isn't as meaningful because it's single-player and your opponents aren't trying to sneak around on you all the time.

State how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
Title: Re: Media Release
Post by: Gawain on April 29, 2010, 04:04:47 PM
Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PM
State how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
you obviously didn't even bother to read spekkio's posts, so stfu.
Title: Re: Media Release
Post by: Westfall on April 29, 2010, 04:26:03 PM
Quote from: tigaer on April 28, 2010, 12:47:35 AM
I thought it was common sense when I said it'll act exactly like the SD. Meaning, if it's on your floor it won't show any idication other than the directional ones. The directional and above/below indicators are two totally different pieces, the directional ones are shown in bars, while the above/below indicators are shown in a blinking glow at the top/bottom.

Forgive me for lacking common sense, but I don't even see the directional indicators in the screen shot. If they aren't there and I'm just not aware of it, then I would wish for a screen shot showing it since this set-up isn't exactly the most ideal. I would even ask for the group to revise the sound detector since it plays such a vital role for the merc hud. If I'm the only one, let me know, but I don't want to have to stare at the sides of my screen for directions to the spy. It's more distracting than all of the other eye candy on the screen, like the ever so useful compass........The CT SD was better than the PT SD.

Edit: To go along with Rambo, how the fuck do you know if the spy is in front of you or behind you? Will the top lines ping? Doesn't that mean they are above you? Put the sound reticule back on the merc's aim.
Title: Re: Media Release
Post by: theDuke on April 29, 2010, 05:28:54 PM
I like what I see, good job.

@Westfall: I reckon the long curved lines will indicate above and below and the rectangular ones behind or in front. I might be mistaken.

+ I am very fond of the symbols you use for the gadgets.
+ the overall design looks actually pretty neat.

- We really dont need to see the compass. But if there's an on/off option we can all decide for ourselves.
- The curved lines at the top and bottom are just a little bit obtrusive. Maybe you can fade them out even more like you did with the directional indicator.

I agree with neth. Fuck the whiners and brown nosers. Constructive criticism is always good but people like to criticize more than help and tend to take their own opinion as facts.
Title: Re: Media Release
Post by: Cronky on April 29, 2010, 09:32:03 PM
Here's what I've gathered from all of these posts:

-The compass isn't NEEDED, but if it is in there make it more like Borderlands (Simple N,NE,E,SE,S... etc directions) because the numbers are apparently useless. Yes I know borderlands isn't the only one to use a simple compass, but I'm currently playing that so that's what I'm using as an example.

-The SD would be nice to have an option to make it much like CT instead of placed all over the screen. While that leads to more "Tunnel Vision" it is also something the Merc actually uses quite frequently. So I deem it center screen-able. Though from how I assume it works from reading, it is stylish and would work well once seen in action.

-Immersion is much an opinion in this thread.

@Rambo HUDs aren't counterproductive if they have a reason to be there. Metroid (as everyone is bringing up) feels right and immerses you because she is in a suit... she has a visor... she see's these things like you see them.

The difference between Project Stealth and Metroid is the fact that the Merc's aren't really SHOWN or TOLD that they have that kind of technology. Just implied by how they look. Unless I look REALLY close at the model of his head, I'd just think he has sunglasses on. I'm probably alone on that observation though.

-Other than the compass's numbers, Spekkio and Rambo (Among others but you two keep going with it) are being very picky about REALLY small things. The numbers are small too, but it's the only thing I read that was even slightly justified.

Seriously? Those tiny curved lines are BLOCKING your vision? I call bullshit unless Spies are 1 pixel big in this game. Micro Spies vs Mercs... It could work! The numbers on the compass... well I mentioned what could be done there.

@Rambo Again

I will agree that augmented reality stuff would look way badass. Pretty much a "Must Implement" based on the current style of the HUDs. (Spies should get some lovin too)
Title: Re: Media Release
Post by: frvge on April 29, 2010, 09:35:02 PM
We have 1 concept art/idea thing for augmented reality. And it is cool and new. No more hints now xD.
Title: Re: Media Release
Post by: tigaer on April 29, 2010, 09:43:42 PM
Quote from: frvge on April 29, 2010, 09:35:02 PM
We have 1 concept art/idea thing for augmented reality. And it is cool and new. No more hints now xD.

My super secret concept art thing? lol
Title: Re: Media Release
Post by: Farley4Fan on April 29, 2010, 09:55:03 PM
Quote from: Westfall on April 29, 2010, 04:26:03 PM
Quote from: tigaer on April 28, 2010, 12:47:35 AM
I thought it was common sense when I said it'll act exactly like the SD. Meaning, if it's on your floor it won't show any idication other than the directional ones. The directional and above/below indicators are two totally different pieces, the directional ones are shown in bars, while the above/below indicators are shown in a blinking glow at the top/bottom.

Forgive me for lacking common sense, but I don't even see the directional indicators in the screen shot. If they aren't there and I'm just not aware of it, then I would wish for a screen shot showing it since this set-up isn't exactly the most ideal. I would even ask for the group to revise the sound detector since it plays such a vital role for the merc hud. If I'm the only one, let me know, but I don't want to have to stare at the sides of my screen for directions to the spy. It's more distracting than all of the other eye candy on the screen, like the ever so useful compass........The CT SD was better than the PT SD.

Edit: To go along with Rambo, how the fuck do you know if the spy is in front of you or behind you? Will the top lines ping? Doesn't that mean they are above you? Put the sound reticule back on the merc's aim.

There are directional indicators, they just aren't lit up.  They are shown at like a 60% opacity.  They are on each side of the screen, and the front and back indicators are slightly above the up and down indicators.  They are little bars that probably are about a third or a fourth of the length of one side of the screen.

Look closely.  Think about the regular sound detector, but spread out across the HUD rather than being centered in the middle with your cursor.
Title: Re: Media Release
Post by: Westfall on April 29, 2010, 10:04:19 PM
That isn't something I look forward to unfortunately.
Title: Re: Media Release
Post by: Gawain on April 29, 2010, 10:10:30 PM
*giving tigaer a hug*
you gotta understand that we don't wanna flame your work for flaming's sake, it's just that all those tiny little details in sum make the difference between a casual ubi/ea game and a great blizz/valve game.
yes, you can patch all of it later on. but it's better to make it right from the beginning.
Title: Re: Media Release
Post by: Succubus Dryad Of The Undying Comet on April 29, 2010, 10:39:36 PM
Uhh, note that the CS:S, CS, HL/2 hud is just retancles spread on the sides of the screen. No artistic value, just usability.
On the other hand, I verily like the merc hud. It looks great and looks like it has great usability potential, however, I'd rather have the directional "bars" at 0% opacity and light them as much as there is noise made by spies.

I'll explain it better in points:
- no sound - 0% opacity, not active (by active I mean it doesn't flash)
- environment sound at x volume - x% opacity, not active
- spy, no env sound - 0% opacity , active (that is, it flashes, but returns to 0% opacity after the flash ends)
-spy, env sound) - x% opacity, active (as above, but returns to x%)

Basically the idea is to have it like a "general vs spy sound meter", like the one in CT, where it shows you the environments volume and how loud Sam is, but for the merc.

I hope this post is clear, since I'm not very good at explaining things.
Title: Re: Media Release
Post by: Spekkio on April 30, 2010, 01:48:12 AM
Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PMState how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
I'll play your silly game. What on the HUD isn't simple, functional, or easy to read. Also, what is a cluttering item on the HUD?
Title: Re: Media Release
Post by: Ion.67 on April 30, 2010, 05:04:27 AM
Quote from: Spekkio on April 30, 2010, 01:48:12 AM
Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PMState how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
I'll play your silly game. What on the HUD isn't simple, functional, or easy to read. Also, what is a cluttering item on the HUD?
So confused
Title: Re: Media Release
Post by: M4_007 on April 30, 2010, 05:58:18 AM
Looks perfect! :)

Keep up the good work! Anyone still playing CT?
Title: Re: Media Release
Post by: Gawain on April 30, 2010, 12:12:28 PM
another note on the merc hud: the health bar is too fat and should be orange. the merc's hp is quite unimportant.
Title: Re: Media Release
Post by: Succubus Dryad Of The Undying Comet on April 30, 2010, 12:37:04 PM
Quote from: Rambo on April 30, 2010, 12:12:28 PM
another note on the merc hud: the health bar is too fat and should be orange. the merc's hp is quite unimportant.
Well, no. It is important, however it could be displayed as two boxes where each one represents 50% health.
Title: Re: Media Release
Post by: VaNilla on April 30, 2010, 12:58:33 PM
Quote from: Spekkio on April 30, 2010, 01:48:12 AM
Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PMState how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
I'll play your silly game. What on the HUD isn't simple, functional, or easy to read. Also, what is a cluttering item on the HUD?

I assume you meant to say what is, but I digress; the reason I made this post is because you haven't actually stated anything that is not simple, that does not function, or one thing that isn't easy to read. You have stated that the SD lines and the compass clutter the screen, but they don't; the lines are so small that they can't obstruct your vision (although I do think they would be better situated around the crosshair), and the compass has its uses for communication. The curvature of the HUD is not a problem at all, it doesn't obstruct your FOV to any substantial amount; that just relates to preference, like many of your problems with the HUD.

I agree with your points about camnet and sniping, but the points you have made regarding them do not mean that the HUD isn't simple, functional, easy to read, or cluttered. I'm not playing games; I just believe your blowing things out of proportion :).
Title: Re: Media Release
Post by: FugitiveSF on April 30, 2010, 01:23:41 PM
Quote from: tigaer on April 28, 2010, 02:36:35 PM
Well yeah, I used to play Ghost Recon 2 all the time, and in multiplayer everybody used the compass to call out. It was really cool and interesting hearing "in the trainyard SW corner" and everybody starts moving there. That was one of the reasons of adding it into the HUD, saying or pressing a callout key (similar to Shadowrun or tagging in Bad Company 2) and pops up "Spy in NW corner of Docks". It could even show up on the HUD when your teammate shoots a spy a few times. It'd help for people without mics and would just be useful in general. But that is just a concept I was thinking of.
Even easier:

if a spy is seen by your partner, or he is being attacked, a message could pop up indicating that the 'intruder' has to be nearby, maybe even stating the location where the spy has been seen. :9
Title: Re: Media Release
Post by: Succubus Dryad Of The Undying Comet on April 30, 2010, 03:23:36 PM
Quote from: FugitiveSF on April 30, 2010, 01:23:41 PM
if a spy is seen by your partner, or he is being attacked, a message could pop up indicating that the 'intruder' has to be nearby, maybe even stating the location where the spy has been seen. :9
No.
Title: Re: Media Release
Post by: AgentX_003 on April 30, 2010, 03:42:17 PM
Quote from: M4_007 on April 30, 2010, 05:58:18 AM
Looks perfect! :)

Keep up the good work! Anyone still playing CT?


HAI m4 Long time no see pal, and yaa i still play XD soo um get on xfire at some point , lots of chatting to catch up on :D
Title: Re: Media Release
Post by: Farley4Fan on April 30, 2010, 07:41:35 PM
Quote from: FugitiveSF on April 30, 2010, 01:23:41 PM
Quote from: tigaer on April 28, 2010, 02:36:35 PM
Well yeah, I used to play Ghost Recon 2 all the time, and in multiplayer everybody used the compass to call out. It was really cool and interesting hearing "in the trainyard SW corner" and everybody starts moving there. That was one of the reasons of adding it into the HUD, saying or pressing a callout key (similar to Shadowrun or tagging in Bad Company 2) and pops up "Spy in NW corner of Docks". It could even show up on the HUD when your teammate shoots a spy a few times. It'd help for people without mics and would just be useful in general. But that is just a concept I was thinking of.
Even easier:

if a spy is seen by your partner, or he is being attacked, a message could pop up indicating that the 'intruder' has to be nearby, maybe even stating the location where the spy has been seen. :9

That would become useless and annoying much like the compass would probably be.

Title: Re: Media Release
Post by: Spekkio on May 01, 2010, 03:44:56 PM
Quote from: Ion.67 on April 30, 2010, 05:04:27 AM
Quote from: Spekkio on April 30, 2010, 01:48:12 AM
Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PMState how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
I'll play your silly game. What on the HUD isn't simple, functional, or easy to read. Also, what is a cluttering item on the HUD?
So confused
It's something we've started saying at work when someone asks a retarded question that either A) is already answered or B) the person has no way of knowing the answer to it.

The most common ones are when some TED comes by to ask the location of the duty officer/engineering duty officer. He's clearly not in the same space, so the answer is "I'll play your silly game...where would I find the duty officer?" Or, someone's looking for an object that is sitting on the table in front of their face..."I'll play your silly game, where would you find a 3 hole puncher?"
Title: Re: Media Release
Post by: VaNilla on May 01, 2010, 09:41:29 PM
I like how you ignored my response ;)
Title: Re: Media Release
Post by: Ion.67 on May 01, 2010, 10:25:47 PM
Quote from: Spekkio on May 01, 2010, 03:44:56 PM
Quote from: Ion.67 on April 30, 2010, 05:04:27 AM
Quote from: Spekkio on April 30, 2010, 01:48:12 AM
Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PMState how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
I'll play your silly game. What on the HUD isn't simple, functional, or easy to read. Also, what is a cluttering item on the HUD?
So confused
It's something we've started saying at work when someone asks a retarded question that either A) is already answered or B) the person has no way of knowing the answer to it.

The most common ones are when some TED comes by to ask the location of the duty officer/engineering duty officer. He's clearly not in the same space, so the answer is "I'll play your silly game...where would I find the duty officer?" Or, someone's looking for an object that is sitting on the table in front of their face..."I'll play your silly game, where would you find a 3 hole puncher?"

Haha okay sounds good
Title: Re: Media Release
Post by: Farley4Fan on May 01, 2010, 11:58:40 PM
Quote from: STON3COLDKILLA on May 01, 2010, 09:41:29 PM
I like how you ignored my response ;)

He is saying he already answered it yet you still asked. 

Title: Re: Media Release
Post by: VaNilla on May 02, 2010, 01:31:41 AM
No; he's saying my request had already been answered by his previous posts, I responded to the 'silly game' post but that was ignored, or not seen.
Title: Re: Media Release
Post by: Farley4Fan on May 02, 2010, 05:12:48 AM
That's exactly what I just said.
Title: Re: Media Release
Post by: VaNilla on May 02, 2010, 06:25:51 AM
Not really, :P
Title: Re: Media Release
Post by: Farley4Fan on May 02, 2010, 09:34:42 AM
I give up.
Title: Re: Media Release
Post by: scope2005 on May 02, 2010, 11:33:47 PM
The Merc HUD looks FUCKING BRILLIANT.

Sorry for the strong use of language, but I am unable to articulate the words into a sentence which describes just how much the part of my brain which interprets visual images - REALLY approves of this!  8)
Title: Re: Media Release
Post by: tigaer on May 02, 2010, 11:41:32 PM
Thanks a lot bro.
Title: Re: Media Release
Post by: Farley4Fan on May 03, 2010, 12:11:09 AM
Yeah looking at it again it does look pretty good man.  I don't know how anyone could feel so intensely negative about a HUD that they haven't used yet.  I mean it at least looks professional, and the functionality is still yet to be seen.  Only thing holding it back, and I'm sorry to bring this up again, is the compass.
Title: Re: Media Release
Post by: Spekkio on May 03, 2010, 01:52:54 AM
Yea, that compass is really useful. So when I tell you that the spy is bearing 237 relative you'll know exactly what I mean, right? Maybe I could throw some AOB and LLA calls in there too so you could do accurate TMA to properly lead your shots, too.
Title: Re: Media Release
Post by: VaNilla on May 03, 2010, 01:56:57 AM
Are you really saying it's complicated to look at the compass whilst also calling the name of a particular spot to precisely locate a spy or mercenary?
Title: Re: Media Release
Post by: Spekkio on May 03, 2010, 01:59:58 AM
No, I'm saying that using an oversized nautical compass to navigate land is retarded, and I'm fairly certain that the majority of the player base has no idea how to interpret bearings.
Title: Re: Media Release
Post by: VaNilla on May 03, 2010, 02:07:46 AM
1. You're implying that the nautical compass replaces all other means of navigation, which isn't true. I disagree that the compass is oversized, from the screenshot provided it doesn't seem to obstruct anything.
2. True, but wouldn't you just use the compass to find north, east, west and south? I don't think the purpose of the compass is to find bearings, the inclusion of bearings seems to be more of an artistic decision than anything else.
Title: Re: Media Release
Post by: tigaer on May 03, 2010, 02:51:50 AM
You guys do realize the compass has letters aswell as numbers, right? It's a military compass. And like I said, if it even stays, it will be togglable, so chill out.
Title: Re: Media Release
Post by: Farley4Fan on May 03, 2010, 05:05:55 AM
Okay, it will be able to toggle on off.  Compass conversation should be over now. 
Title: Re: Media Release
Post by: Spekkio on May 04, 2010, 01:37:44 AM
QuoteIt's a military compass.
No it's not.
Title: Re: Media Release
Post by: tigaer on May 04, 2010, 04:58:48 AM
Quote from: Spekkio on May 04, 2010, 01:37:44 AM
QuoteIt's a military compass.
No it's not.

You want to bet?
Title: Re: Media Release
Post by: Ion.67 on May 04, 2010, 06:24:08 AM
Quote from: tigaer on May 04, 2010, 04:58:48 AM
Quote from: Spekkio on May 04, 2010, 01:37:44 AM
QuoteIt's a military compass.
No it's not.

You want to bet?

I have a slight inkling that he will indeed want to bet.
Title: Re: Media Release
Post by: Farley4Fan on May 04, 2010, 07:02:24 AM
Quote from: Ion.67 on May 04, 2010, 06:24:08 AM
Quote from: tigaer on May 04, 2010, 04:58:48 AM
Quote from: Spekkio on May 04, 2010, 01:37:44 AM
QuoteIt's a military compass.
No it's not.

You want to bet?

I have a slight inkling that he will indeed want to bet.

My inkling is ever so slight.

Can we drop the compass thing now?  Kind of annoyed.
Title: Re: Media Release
Post by: frvge on May 04, 2010, 10:40:35 AM
CoD4 has a compass with N, E, S, W etc. I don't know if there's a real difference between a compass with just those abbreviations and actual numbers. Usually it's combined to set out a path.
Title: Re: Media Release
Post by: Cronky on May 04, 2010, 10:49:53 AM
The difference Game-wise to the Average gamer would just be purely aesthetic.

I know when I personally looked at the compass on the Merc's HUD all I really saw was a Compass. People like Spekkio, and the people who just kind of agree with him, seem to take it too far. As if I was ever going to say something like:

"Spy bearing at 145 relevant", or whatever Spekkio said before...

Every single little thing doesn't need a detailed purpose. Nautical Compass... Military Compass... Simple Compass... They all are achieving the same thing within this game. Which is giving you a compass to potentially use. If it looks "Right" then there is no need to change it. If it truly is a PROBLEM then the fix is easy enough.

Right now... I find it hard to figure out what the problem is with it.
Title: Re: Media Release
Post by: Spekkio on May 04, 2010, 12:46:45 PM
Quote from: tigaer on May 04, 2010, 04:58:48 AM
Quote from: Spekkio on May 04, 2010, 01:37:44 AM
QuoteIt's a military compass.
No it's not.

You want to bet?
Absolutely.

PS: You do realize you're talking to a Sailor, right?
Title: Re: Media Release
Post by: Westfall on May 04, 2010, 05:14:39 PM
So many Navy jokes popped into my head....
Title: Re: Media Release
Post by: Cronky on May 04, 2010, 08:57:09 PM
Quote from: Westfall on May 04, 2010, 05:14:39 PM
So many Navy jokes popped into my head....

You weren't the only one.
Title: Re: Media Release
Post by: Farley4Fan on May 04, 2010, 09:36:36 PM
I've learned to allow Seamen into my ears.
Title: Re: Media Release
Post by: tigaer on May 05, 2010, 12:03:04 AM
Quote from: Spekkio on May 04, 2010, 12:46:45 PM
Quote from: tigaer on May 04, 2010, 04:58:48 AM
Quote from: Spekkio on May 04, 2010, 01:37:44 AM
QuoteIt's a military compass.
No it's not.

You want to bet?
Absolutely.

PS: You do realize you're talking to a Sailor, right?

Well, if I'm wrong, I stand corrected. However, for both digital scopes and gunships, they have this compass on them (0 north going by 3's to 33) so I thought it looked cool and added it in. On a side note, let me know what this kind of compass is because I couldn't find any info on it, I just found the usual one counting from 0 by 2's and not 3's.
Title: Re: Media Release
Post by: Spekkio on May 05, 2010, 12:56:55 AM
Quote from: Westfall on May 04, 2010, 05:14:39 PM
So many Navy jokes popped into my head....
Yea but your best friend's in the Air Force, which is even more gay.
Title: Re: Media Release
Post by: Spekkio on May 05, 2010, 01:02:36 AM
I'm not quite sure what you're referring to. Do you have a picture?

For scopes and the like, the numbers are most likely present because you can adjust by degree for long range shots. I can't imagine someone using their rifle scope for navigation outside of movies and cheesy action TV shows, so that's why I'm a little confused about your post.

Land navigation is mostly done by GPS these days, but if the grunts had to do it old school they take out a compass and map that looks exactly like most of the ones you're used to seeing.

Nautical navigation uses 3 digit bearings instead of N, NE, E, S, etc. I'm not sure where this originated from...probably the need to have a more precise measurement of where you're going to navigate the open ocean.
Title: Re: Media Release
Post by: tigaer on May 05, 2010, 01:25:50 AM
It's from the AC-130. Here's a pic from Modern Warfare 2, it's the exact same in real life aswell, as I saw it on Future Weapons a couple days ago. It's also on digital spotting scopes (I think that's what they're called?) for snipers, which I also saw on Future Weapons.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi.ytimg.com%2Fvi%2FZVei3uKw1IU%2F0.jpg&hash=6765c7c7b844223846335a380cc759657f66a866)

I thought it looked ballin and I liked the added detail of the numbers.
Title: Re: Media Release
Post by: Spekkio on May 05, 2010, 01:29:29 AM
QuoteHere's a pic from Modern Warfare 2, it's the exact same in real life aswell, as I saw it on Future Weapons a couple days ago.
Again, that's not land navigation. I won't pretend to know about aerial navigation.

I would caution you against using future weapons as an accurate source of anything, though.
Title: Re: Media Release
Post by: tigaer on May 05, 2010, 01:37:35 AM
Quote from: Spekkio on May 05, 2010, 01:29:29 AM
QuoteHere's a pic from Modern Warfare 2, it's the exact same in real life aswell, as I saw it on Future Weapons a couple days ago.
Again, that's not land navigation. I won't pretend to know about aerial navigation.

I would caution you against using future weapons as an accurate source of anything, though.

Alright, no problem. And yeah, I know much of the stuff on future weapons is complete bullshit, and not to mention ridiculously boring to watch. It doesn't look like the compass is staying, but if it does, I'll definitely change it to a simpler N, NW, W, SW setting without numbers. It's location would also be moved to not interfere with the FOV in the slightest, to a location such as the radar.

But anyway, this HUD will be going under a lot of changes in the future, so this isn't the final setup in the slightest. Thanks for all the criticism everybody.
Title: Re: Media Release
Post by: Spekkio on May 05, 2010, 01:48:02 AM
QuoteIt's location would also be moved to not interfere with the FOV in the slightest, to a location such as the radar.
<3.
Title: Re: Media Release
Post by: Westfall on May 05, 2010, 02:07:21 AM
Quote from: Spekkio on May 05, 2010, 12:56:55 AM
Quote from: Westfall on May 04, 2010, 05:14:39 PM
So many Navy jokes popped into my head....
Yea but your best friend's in the Air Force, which is even more gay.

LOL...fuck. Okay, firstly the Air Force is far less gayer than the Navy....secondly...i got nothin. I have been close to joining the Air Force a few times, but just can't ween my way to play for a military band. Someday maybe, but I have yet to really see any perks.
Title: Re: Media Release
Post by: Spekkio on May 05, 2010, 02:57:46 AM
QuoteSomeday maybe, but I have yet to really see any perks.
A large dating from all the other gay men?
Title: Re: Media Release
Post by: Farley4Fan on May 05, 2010, 03:13:57 AM
I love seamen. 
Title: Re: Media Release
Post by: Westfall on May 05, 2010, 04:05:42 AM
Quote from: Spekkio on May 05, 2010, 02:57:46 AM
QuoteSomeday maybe, but I have yet to really see any perks.
A large dating from all the other gay men?

Oh please. A navy boy saying any other military branch is gay hardly fits the bill. You must be confused. I'm not going to join the navy with you.
Title: Re: Media Release
Post by: Farley4Fan on May 05, 2010, 05:54:48 AM
I say we forget about the compass thing and the whole military branch thing, and yeah, I know I've made seamen jokes - get over it.

"Come, swallow."

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimages2.wikia.nocookie.net%2Fsouthpark%2Fimages%2F0%2F0d%2FSeaMan.jpg&hash=5324c85f4e00a6fb349816627985621fbad8b000)
Title: Re: Media Release
Post by: Sunshine on May 08, 2010, 04:13:45 PM
Wow! This looked way more awesome compared to what I thought it would look like.

Great job!
Title: Re: Media Release
Post by: Wh1tE_Dw4rF on May 10, 2010, 05:51:13 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb354%2Felvendragoon%2Fminimapcopy.jpg&hash=65605b80412a37cbe1d3f921bcf6e6be19da812a)
Title: Re: Media Release
Post by: Farley4Fan on May 10, 2010, 06:19:01 PM
Will you guys make a way to customize your HUD?  Other than just toggling certain features on/off, will we be able to move things around?  I like what Dwarf suggested with the map, but instead I would move it to where the scoreboard is and remove the scoreboard.  Maybe I'd move the gadgets to the where the 3d map originally was. 

Any plans to add customization?
Title: Re: Media Release
Post by: frvge on May 10, 2010, 07:56:24 PM
I doubt you'll be able to freely move things around. Don't count on it, even if it would be possible. If we add too many small features, it still takes more and more time to finish.
Title: Re: Media Release
Post by: Farley4Fan on May 10, 2010, 09:19:23 PM
Okay.  Someone may have to mod your mod.  lol  :D

I joke.
Title: Re: Media Release
Post by: tigaer on May 10, 2010, 09:51:27 PM
We're not a mod.
Title: Re: Media Release
Post by: Little Baby PiG on May 11, 2010, 05:55:28 AM
Quote from: unskilled on April 23, 2010, 09:21:48 PM
Nice work guys. Sniper cross-hair looks like barret from bf2  :D and i feel mix of CT and DA, keep it up!   ;)

But where is spy life hud? ???

me too man, i feel that mix of ct and da as well, and its awesome from the way it looks
Title: Re: Media Release
Post by: Farley4Fan on May 11, 2010, 06:21:03 AM
Quote from: tigaer on May 10, 2010, 09:51:27 PM
We're not a mod.

You're telling me you are a god?
Title: Re: Media Release
Post by: tigaer on May 11, 2010, 06:46:21 AM
Quote from: FarleyFan on May 11, 2010, 06:21:03 AM
Quote from: tigaer on May 10, 2010, 09:51:27 PM
We're not a mod.
You're telling me you are a god?

Precisely.
Title: Re: Media Release
Post by: Gawain on May 11, 2010, 12:09:40 PM
he stated wisely  ;D
Title: Re: Media Release
Post by: Farley4Fan on May 11, 2010, 09:29:04 PM
Quote from: tigaer on May 11, 2010, 06:46:21 AM
Quote from: FarleyFan on May 11, 2010, 06:21:03 AM
Quote from: tigaer on May 10, 2010, 09:51:27 PM
We're not a mod.
You're telling me you are a god?

Precisely.

Who's your jesus?
Title: Re: Media Release
Post by: Savior20061 on May 12, 2010, 08:04:56 AM
Late to the thread. The Mercs hud looks drop dead gorgeous, alongside the beautiful gun and light and shadow. Spy hud I think needs work. I was never a hug fan of the new age "minimal hud" trip, because I got tired of healthbars appearing and disappearing. I say, keep everything on, all the time. Vanishing huds are simply distracting.
Title: Re: Media Release
Post by: Serg on May 12, 2010, 08:37:41 AM
Agree
Title: Re: Media Release
Post by: Gawain on May 12, 2010, 11:23:32 AM
i want to see my healthbar permanently, too. in ct i never got the feeling the hud was distracting in any way, so plz don't try to go cod4 hardcore mode style.
Title: Re: Media Release
Post by: Ion.67 on May 12, 2010, 07:23:03 PM
I dont understand you guys at all? The spy hud is RARELY needed. You shouldn't need to see your health all that often; how many times do you actually get hurt in a period of time that doesn't kill you? I realize that dropping and getting shot are about the only things, and those DON'T happen often enough to need a health bar the entire time. Having no hud is sexy; even a minimal hud is better than a full blown in your face hud. I like hardcore mode in MW2 because I find it easier to concentrate on the gameplay than spend half of my time looking for dots on the map. The same thing goes here.
Title: Re: Media Release
Post by: Farley4Fan on May 12, 2010, 09:52:29 PM
There is no health bar in MW2 so it's stupid to talk about it being a good minimalist HUD.  They are different kinds of HUD's (CT, MW2)...

Again, this should just be a toggle option.  I can see most people including myself having a health bar on at all times and an energy bar when it is not full/recharging.  When it fills up it would be nice if it would fade away so that it doesn't just quickly dissapear and become annoying (talking about the energy bar).
Title: Re: Media Release
Post by: tigaer on May 12, 2010, 10:29:28 PM
I have some ideas guys, so don't worry.
Title: Re: Media Release
Post by: Ion.67 on May 12, 2010, 10:51:04 PM
Quote from: FarleyFan on May 12, 2010, 09:52:29 PM
There is no health bar in MW2 so it's stupid to talk about it being a good minimalist HUD.  They are different kinds of HUD's (CT, MW2)...

A hud is a hud: they both have maps, objectives, ammo, equipment.... stuff like that. MW2 doesn't have a health bar; PS doesn't have ammo (spy). It does not matter, they still function the same.
Title: Re: Media Release
Post by: Farley4Fan on May 13, 2010, 04:04:44 AM
There's just no point in having it dissapear unless it's completely full.

Instead of simplifying and sexifying stick with what worked well before. 

It's a health bar.  Beg Tigaer to hang some tits from it if you care so much about sex appeal of a hud.

Title: Re: Media Release
Post by: Savior20061 on May 13, 2010, 08:01:18 AM
Quote from: Ion.67 on May 12, 2010, 07:23:03 PM
I dont understand you guys at all? The spy hud is RARELY needed. You shouldn't need to see your health all that often; how many times do you actually get hurt in a period of time that doesn't kill you? I realize that dropping and getting shot are about the only things, and those DON'T happen often enough to need a health bar the entire time. Having no hud is sexy; even a minimal hud is better than a full blown in your face hud. I like hardcore mode in MW2 because I find it easier to concentrate on the gameplay than spend half of my time looking for dots on the map. The same thing goes here.
Are you serious? So you never took a sniper shot to the shoulder or suffer a glancing blow from a grenade explosion and manage to get away? Ever? Of course you did. That's what the permanent healthbar is for.
I suppose you could argue that no huds are sexy, but then again Project Stealth is a video game, not the porn I'm looking at right now. You want sexy? Google Redtube.
Which is more distracting? A significant Hud or a Hud that's constantly blinking on and off? I never had any problems playing the Metroid Primes because of the Hud. The trip against Huds lately is partly based on immersion, but mostly its part of the superficial "graphics trip" and a way to distract from the faults of the game. For the love of creamed corn, leave them alone.
Title: Re: Media Release
Post by: Farley4Fan on May 13, 2010, 09:19:46 PM
When you are playing a third person game it's hard to be immersed regardless of the HUD because you can see your character's ass.  Can you see your ass in real life when looking forward?  If so, well that's either awesome or terrible depending on your circumstances.

You either suck at running away, suck at shocking mercs, play against impossibly good mercs that never let you get away, or you are somehow annoyed by a bar.  I don't get it.
Title: Re: Media Release
Post by: I <3 U on May 13, 2010, 09:27:07 PM
The spies health bar is actually way more important than the merc healthbar. I look at the spies way more than the mercs.
Title: Re: Media Release
Post by: Ion.67 on May 13, 2010, 11:38:57 PM
Quote from: FarleyFan on May 13, 2010, 09:19:46 PM
You either suck at running away, suck at shocking mercs, play against impossibly good mercs that never let you get away, or you are somehow annoyed by a bar.  I don't get it.

No, I just didn't play on the xbox where everybody sucks.

There are times when you get away. I don't care, I don't need to see the hud all of the time. If it is useless 90% of the time don't show it.
Title: Re: Media Release
Post by: Savior20061 on May 13, 2010, 11:45:51 PM
How is it useless? It's a healthbar, Ion. The idea of having it vanish for the spies is laughable. Are the players supposed to remember how much health they have until they get shot again? Are they supposed to remember how many objectives they have or what gadget they selected? Are they supposed to remember how many shots it takes for the SS to drain? Fuck that, man. If you hate Huds so much then take a black marker and scribble all over the edge of your monitor. You'll never see a Hud on your computer again.
Title: Re: Media Release
Post by: Farley4Fan on May 14, 2010, 02:02:52 AM
Quote from: Ion.67 on May 13, 2010, 11:38:57 PM
Quote from: FarleyFan on May 13, 2010, 09:19:46 PM
You either suck at running away, suck at shocking mercs, play against impossibly good mercs that never let you get away, or you are somehow annoyed by a bar.  I don't get it.

No, I just didn't play on the xbox where everybody sucks.

There are times when you get away. I don't care, I don't need to see the hud all of the time. If it is useless 90% of the time don't show it.

You're cool.  I guess on PC every merc has nuke grenades and bullets the size of hippos and spies are 640 lbs a piece.  Why not just make it so that 1 bullet makes you get killed?  Since the spy is going to die anyway, why not just speed up the process? 

Most of the HUD is useless 90% of the time in most games.  You aren't going to be looking at it very often, it's a "heads up!" display.  You peak at it for a heads up.  You can't peak at the health bar when it's gone.  Der.

You said it's rarely needed.  But when it is needed, what if it's not there?  Bitching about a health bar is just finding stuff to bitch about.  Come on.
Title: Re: Media Release
Post by: Ion.67 on May 14, 2010, 02:34:57 AM
I'm not bitching; you are. It currently isn't there, you want it. I am defending it.

It is a fact that aiming on the xbox is not nearly as easy as on PC. Get over it. I play both, and definitely can tell the difference.

You don't need to peek at the health bar when it is full. You don't need to peak at the energy bar when it is full. In fact, I encourage the bars to stay up when they are not full. Just like they do. Get over it.
Title: Re: Media Release
Post by: Gawain on May 14, 2010, 03:51:53 AM
this is getting ridiculous.

some serious hud/augmented reality suggestion: an easy way to see your mate's location.
could be implemented similarly to objective symbols.
another nice-to-have feature would be something like a navigation system for noobs leading them to the objectives under attack/to safe zones/etc till they know their way around.
Title: Re: Media Release
Post by: Farley4Fan on May 14, 2010, 06:13:40 AM
Quote from: Ion.67 on May 14, 2010, 02:34:57 AM
I'm not bitching; you are. It currently isn't there, you want it. I am defending it.

It is a fact that aiming on the xbox is not nearly as easy as on PC. Get over it. I play both, and definitely can tell the difference.

You don't need to peek at the health bar when it is full. You don't need to peak at the energy bar when it is full. In fact, I encourage the bars to stay up when they are not full. Just like they do. Get over it.

Oh here we go.  Thanks for the heads up that it's easier to aim on PC, I had no idea!  (I also play both)  Der.  But you mean to tell us that it's rare that a spy can escape the evil clutches of a merc?  I seriously doubt that no matter how godlike mercs are on PC. 

You are just going with the flow on the sexuality side rather than the functionality side of things.  There is no point to having the bars dissapear.  Not one. 

As for the bitching thing, you pretty much started this stupid health bar debate.  "I don't get you guys, I hate health bars that are on all the time, bars are ugly, waah, wah, wah."  We are defending the old style HUD, and you are bitching about how sexy a freaking health bar is.  It's weird, and I'm done talking about this.  Total waste of time.
Title: Re: Media Release
Post by: tigaer on May 14, 2010, 06:19:42 AM
Guys, I'm gonna end this right now by saying that the health bar will not fully disappear if you don't have full health. So everybody take a deep breath and discuss other things you wanna see changed in the HUD. I play CT too, and I'd get pissed if my health didn't show when it wasn't full.
Title: Re: Media Release
Post by: Savior20061 on May 14, 2010, 08:06:03 AM
Quote from: tigaer on May 14, 2010, 06:19:42 AM
Guys, I'm gonna end this right now by saying that the health bar will not fully disappear if you don't have full health. So everybody take a deep breath and discuss other things you wanna see changed in the HUD. I play CT too, and I'd get pissed if my health didn't show when it wasn't full.
Good to hear Tigear. You're merc display looks gorgeous by the way. Kinda like my ex-girlfriend during the prom. Bitch.....
Anyways, do you think the spy HUD needs a little something. I just think it needs something more.
EDIT: Of course! The healthbar, energy bar, and radar are all gone. Are you still making them.
Can you make it greener?
Title: Re: Media Release
Post by: tigaer on May 14, 2010, 08:29:12 AM
Quote from: Savior20061 on May 14, 2010, 08:06:03 AM
Quote from: tigaer on May 14, 2010, 06:19:42 AM
Guys, I'm gonna end this right now by saying that the health bar will not fully disappear if you don't have full health. So everybody take a deep breath and discuss other things you wanna see changed in the HUD. I play CT too, and I'd get pissed if my health didn't show when it wasn't full.
Good to hear Tigear. You're merc display looks gorgeous by the way. Kinda like my ex-girlfriend during the prom. Bitch.....
Anyways, do you think the spy HUD needs a little something. I just think it needs something more.
EDIT: Of course! The healthbar, energy bar, and radar are all gone. Are you still making them.
Can you make it greener?

Thanks bro.

The radar and other assets are already made, they just aren't active in that current screenshot. And yes, I can make it greener. It looked fine on my laptop I was creating it on, but I saw it on my other PC and it was almost grey, my mistake.
Title: Re: Media Release
Post by: Gawain on May 14, 2010, 01:29:41 PM
tigaer, plz tell me what sexy font you are using :D
Title: Re: Media Release
Post by: frvge on May 14, 2010, 01:38:41 PM
AFAIK it's custom. But not 100% sure.
Title: Re: Media Release
Post by: I <3 U on May 14, 2010, 03:29:15 PM
a bright neon green would be pretty cool actually for the spy hud =]
Title: Re: Media Release
Post by: Farley4Fan on May 14, 2010, 07:29:22 PM
Yes, cool and seizure inducing.

As long as there are tits hanging from the health bars and vaginas that form text, I'm good.
Title: Re: Media Release
Post by: Ion.67 on May 15, 2010, 12:26:50 AM
A lot more "rare" than on xbox. A lot of player would just quick scope your ass as you ran away. A lot of times this happened; not all. I know you will say, "Just shock them!!!!1!" but that doesn't always work.

QuoteYou are just going with the flow on the sexuality side rather than the functionality side of things.  There is no point to having the bars dissapear.  Not one. 

Looks better, easy to see surroundings, more realistic, less "overload" of information... Those are not advantages? No hud looks a lot better than the fanciest of huds after a while. The merc hud looks good now, but after a while it will get in the way and annoying. The spy hud needs to be different to show a change of style, and obviously is. I don't see why your panties are in a bunch of removing the health bar and energy bar when they are full.... you NEVER need to see them or monitor them if they are full.


QuoteAs for the bitching thing, you pretty much started this stupid health bar debate.  "I don't get you guys, I hate health bars that are on all the time, bars are ugly, waah, wah, wah."  We are defending the old style HUD, and you are bitching about how sexy a freaking health bar is.  It's weird, and I'm done talking about this.  Total waste of time.

No the problem happens to be that you are an idiot. The way it will happen is that the bars will disappear. You don't like that and whined. Sorry for thinking it was a good idea and defending it.
Title: Re: Media Release
Post by: Farley4Fan on May 15, 2010, 01:50:53 AM
Just because escaping is rarer on PC doesn't mean that a health bar is unnecessary.  That's how you made it seem.

Looks better?  Easy to see surroundings?  More realistic?  Overload of information?  You've got to be joking.

I said earlier that an energy bar dissapearing when full would be fine, but you originally went on a rant about the uselessness of the health bar.  I was saying you were wrong.  Goes back to the regenerating thing.

I was defending CT's HUD, you were defending the dissapearing HUD, we were both bitching if you want to use that logic.  Don't be a hypocrite.

Title: Re: Media Release
Post by: Savior20061 on May 15, 2010, 05:43:57 AM
Quote from: Ion.67 on May 15, 2010, 12:26:50 AM
A lot more "rare" than on xbox. A lot of player would just quick scope your ass as you ran away. A lot of times this happened; not all. I know you will say, "Just shock them!!!!1!" but that doesn't always work.

QuoteYou are just going with the flow on the sexuality side rather than the functionality side of things.  There is no point to having the bars dissapear.  Not one. 

Looks better, easy to see surroundings, more realistic, less "overload" of information... Those are not advantages? No hud looks a lot better than the fanciest of huds after a while. The merc hud looks good now, but after a while it will get in the way and annoying. The spy hud needs to be different to show a change of style, and obviously is. I don't see why your panties are in a bunch of removing the health bar and energy bar when they are full.... you NEVER need to see them or monitor them if they are full.
Except two of those four advantages are entirely your opinion, while the other two are extremely debatable.
"No hud looks a lot better than the fanciest of huds after a while".
Do you know what also looks good? Not dying because you knew how many grenades you have. Functionality matters more than cosmetics. If no-HUDers can find a way to somehow illustrate health, ammo, and every other thing a person would ever need in a non-quanatitive form (information overload and all), then I say go for it. Until then...
Title: Re: Media Release
Post by: Ion.67 on May 15, 2010, 07:01:31 AM
Did i say I wanted the grenades to disappear? No. Simply because I don't know of a way to make them disappear while still making them known... But the health bar doesn't need to be shown because it is going to be full a lot of the time. I have illustrated this point before....

Easier to see surroundings is not my opinion, it is a fact. As is less overload of information. The overload point was mainly for new players...seeing a lot of information could be perceived as overwhelming, especially when some information isn't needed at the moment.
Title: Re: Media Release
Post by: Farley4Fan on May 15, 2010, 04:39:09 PM
Who in the hell is intimidated by a health bar?  lolololol You don't think that tricking the player into thinking there is no health bar and then showing a health bar when shot is overwhelming?  Now the new player has to think about managing the health system that he/she didn't know about.  You make it seem like you are looking out for new players but you are doing the opposite whether you know it or not.  lol

Add a part to the tutorial explaining the HUD.

I'm sick of health bar and health care debates, fuck health.
Title: Re: Media Release
Post by: Ion.67 on May 15, 2010, 09:48:14 PM
An uncluttered hud is better than a cluttered hud.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi168.photobucket.com%2Falbums%2Fu162%2Fjimmarn%2FGTA%2520IV%2Fth_TheHUD.jpg&hash=60b836b5b0151a765f1de907984058bbac45173c) (http://media.photobucket.com/image/clean%20hud/jimmarn/GTA%20IV/TheHUD.jpg?o=1)

http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg (http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg)

Look at the GTA hud.. it is super clean, not a lot of clutter. It actually still shoes the health and armor, along with weapon. Maybe the health should be similar to that? It looks very clean, tidy, simple, and easy to understand. It takes up a minimal amount of space.

Now look at the Mass Effect hud. It has way too much information displayed. It looks messy and unprofessional.

Thoughts?
Title: Re: Media Release
Post by: Serg on May 15, 2010, 11:31:28 PM
I disagree. I think for the MassEffect the hud work very wel. I think that the HUD depends on the game type. You cant fit one HUD to all games, it want work.
I think the idea is pretty simple. If the player stays for a long time with the same health and then get killed with one shot, then the health bar on the HUD is not required. So e.g. the merc type doesn't need a health bar because he has 100% of life or he is dead with broken neck. You get the idea. But the spy need the health bar because you can have from 100% to 0% life if the merc is shooting at you.
So what is the problem ????
Title: Re: Media Release
Post by: Ion.67 on May 16, 2010, 01:54:28 AM
You obviously weren't following the thread, or your English classes.
Title: Re: Media Release
Post by: Savior20061 on May 16, 2010, 06:46:00 AM
Quote from: Ion.67 on May 15, 2010, 07:01:31 AM
Did i say I wanted the grenades to disappear? No. Simply because I don't know of a way to make them disappear while still making them known... But the health bar doesn't need to be shown because it is going to be full a lot of the time. I have illustrated this point before....

Easier to see surroundings is not my opinion, it is a fact. As is less overload of information. The overload point was mainly for new players...seeing a lot of information could be perceived as overwhelming, especially when some information isn't needed at the moment.
No it is not a fact. A depending on the width, length, and position of the healthbar, it might not make that much of a difference.
One thing you have to understand though is that the contexts are different between your two examples. GTA4 is an action game with one character. Mass Effect is an action/RPG with multiple characters and all the elements that entails. Sometimes, more information is needed.
What about a numerical value instead of a bar? That would take up less space.
Title: Re: Media Release
Post by: Farley4Fan on May 16, 2010, 07:34:20 AM
Quote from: Ion.67 on May 15, 2010, 09:48:14 PM
An uncluttered hud is better than a cluttered hud.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi168.photobucket.com%2Falbums%2Fu162%2Fjimmarn%2FGTA%2520IV%2Fth_TheHUD.jpg&hash=60b836b5b0151a765f1de907984058bbac45173c) (http://media.photobucket.com/image/clean%20hud/jimmarn/GTA%20IV/TheHUD.jpg?o=1)

http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg (http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg)

Look at the GTA hud.. it is super clean, not a lot of clutter. It actually still shoes the health and armor, along with weapon. Maybe the health should be similar to that? It looks very clean, tidy, simple, and easy to understand. It takes up a minimal amount of space.

Now look at the Mass Effect hud. It has way too much information displayed. It looks messy and unprofessional.

Thoughts?

1 bar is going to clutter the HUD.  I'm not going to argue that no clutter is worse than clutter, duh, but the definition of "clutter" depends on the game.  I don't think a health bar for this game is clutter. 

Savior, I kind of like the percentage idea.  But I personally prefer a bar over a number.  Maybe make it an option.
Title: Re: Media Release
Post by: Savior20061 on May 16, 2010, 08:22:10 AM
Quote from: FarleyFan on May 16, 2010, 07:34:20 AM
Quote from: Ion.67 on May 15, 2010, 09:48:14 PM
An uncluttered hud is better than a cluttered hud.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi168.photobucket.com%2Falbums%2Fu162%2Fjimmarn%2FGTA%2520IV%2Fth_TheHUD.jpg&hash=60b836b5b0151a765f1de907984058bbac45173c) (http://media.photobucket.com/image/clean%20hud/jimmarn/GTA%20IV/TheHUD.jpg?o=1)

http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg (http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg)

Look at the GTA hud.. it is super clean, not a lot of clutter. It actually still shoes the health and armor, along with weapon. Maybe the health should be similar to that? It looks very clean, tidy, simple, and easy to understand. It takes up a minimal amount of space.

Now look at the Mass Effect hud. It has way too much information displayed. It looks messy and unprofessional.

Thoughts?

1 bar is going to clutter the HUD.  I'm not going to argue that no clutter is worse than clutter, duh, but the definition of "clutter" depends on the game.  I don't think a health bar for this game is clutter. 

Savior, I kind of like the percentage idea.  But I personally prefer a bar over a number.  Maybe make it an option.
I wouldn't count on it. Games with health systems have always had either one or the other.
Title: Re: Media Release
Post by: Spekkio on May 16, 2010, 04:06:49 PM
As much as I like minimalistic huds, a healthbar or percentage is a pretty important item to have on there when it isn't full.
Title: Re: Media Release
Post by: Farley4Fan on May 16, 2010, 05:52:52 PM
Quote from: Savior20061 on May 16, 2010, 08:22:10 AM
Quote from: FarleyFan on May 16, 2010, 07:34:20 AM
Quote from: Ion.67 on May 15, 2010, 09:48:14 PM
An uncluttered hud is better than a cluttered hud.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi168.photobucket.com%2Falbums%2Fu162%2Fjimmarn%2FGTA%2520IV%2Fth_TheHUD.jpg&hash=60b836b5b0151a765f1de907984058bbac45173c) (http://media.photobucket.com/image/clean%20hud/jimmarn/GTA%20IV/TheHUD.jpg?o=1)

http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg (http://www.gemaga.com/wp-content/plugins/wp-image-suck/images/0ae77a99b96438479aaf90ed72bfb81f/mass-effect-pc-tactical_-hud_biotics_01.jpg)

Look at the GTA hud.. it is super clean, not a lot of clutter. It actually still shoes the health and armor, along with weapon. Maybe the health should be similar to that? It looks very clean, tidy, simple, and easy to understand. It takes up a minimal amount of space.

Now look at the Mass Effect hud. It has way too much information displayed. It looks messy and unprofessional.

Thoughts?

1 bar is going to clutter the HUD.  I'm not going to argue that no clutter is worse than clutter, duh, but the definition of "clutter" depends on the game.  I don't think a health bar for this game is clutter. 

Savior, I kind of like the percentage idea.  But I personally prefer a bar over a number.  Maybe make it an option.
I wouldn't count on it. Games with health systems have always had either one or the other.

Well yeah it would be low priority but the team can do it if they want to.  I'm guessing it would be pretty simple.
Title: Re: Media Release
Post by: AgentX_003 on May 16, 2010, 06:19:59 PM
all these point are minoot and seriously cmon guys , I mean we have eyes ..........we don't need to break it down to even more simplistic terms.
Title: Re: Media Release
Post by: tigaer on May 17, 2010, 01:45:01 AM
I've already said that the health bar will show up when your health is not at 100%, so I don't understand why there's even complaining over this subject.
Title: Re: Media Release
Post by: Ion.67 on May 17, 2010, 02:51:38 AM
Which is my entire point. If they aren't full, show them. No point in showing them when they are full. Which is my point. I don't quite get what is even being argued anymore, simply because papa or whatever his name is now argues for the sake of arguing.
Title: Re: Media Release
Post by: Savior20061 on May 17, 2010, 04:42:02 AM
We were arguing about your anti-HUD claims. That's all.
Title: Re: Media Release
Post by: Farley4Fan on May 17, 2010, 04:47:17 AM
Quote from: Ion.67 on May 17, 2010, 02:51:38 AM
Which is my entire point. If they aren't full, show them. No point in showing them when they are full. Which is my point. I don't quite get what is even being argued anymore, simply because papa or whatever his name is now argues for the sake of arguing.

You started this argument, dumbass.  Der.

Sorry for the necessary flame...  Lock isn't necessary, I'm done now. 
Title: Re: Media Release
Post by: Gawain on May 17, 2010, 02:04:16 PM
Now give each other a hug  ;D
Title: Re: Media Release
Post by: Farley4Fan on May 17, 2010, 06:30:20 PM
Like a Rambo in the Daarrrkkk!!!
Title: Re: Media Release
Post by: Ion.67 on May 17, 2010, 11:42:27 PM
Someone said that the fading hud was bad, I said it was good, you started flaming.
Title: Re: Media Release
Post by: Savior20061 on May 18, 2010, 04:57:03 AM
Quote from: Ion.67 on May 17, 2010, 11:42:27 PM
Someone said that the fading hud was bad, I said it was good, you started flaming.
You also said that HUDs in general were bad. We said that they were good.
Title: Re: Media Release
Post by: Farley4Fan on May 18, 2010, 07:38:24 AM
Quote from: Ion.67 on May 17, 2010, 11:42:27 PM
Someone said that the fading hud was bad, I said it was good, you started flaming.

Hug.
Title: Re: Media Release
Post by: Ion.67 on May 18, 2010, 11:12:33 PM
Quote from: Savior20061 on May 18, 2010, 04:57:03 AM
Quote from: Ion.67 on May 17, 2010, 11:42:27 PM
Someone said that the fading hud was bad, I said it was good, you started flaming.
You also said that HUDs in general were bad. We said that they were good.

You are an idiot. I am defending it. Merc is semi-bad.
Title: Re: Media Release
Post by: Savior20061 on May 19, 2010, 12:50:28 AM
No, YOU'RE an idiot. Now, that that's out of the way...
Title: Re: Media Release
Post by: Farley4Fan on May 19, 2010, 01:08:17 AM
Group hug?
Title: Re: Media Release
Post by: Gawain on May 19, 2010, 02:54:49 AM
group sex?
Title: Re: Media Release
Post by: Savior20061 on May 19, 2010, 03:52:38 AM
But you guys are all well...guys.
Title: Re: Media Release
Post by: Farley4Fan on May 19, 2010, 04:39:23 AM
Guys who joke. 

Title: Re: Media Release
Post by: Serg on May 20, 2010, 11:27:51 PM
I have a question (don't know if it ok if i post it here)
How you guys will make shadows for the merc? Now when I animate merc (from fps view) the rig contains arms and the gun, but no body.  So how will you make the shadows of the body?
Title: Re: Media Release
Post by: frvge on May 20, 2010, 11:50:43 PM
We already have that working as far as I know.
Title: Re: Media Release
Post by: Wh1tE_Dw4rF on May 21, 2010, 03:00:58 PM
No body? Why did you choose to let that out? I find it pretty enjoyable to be able to see my feet while looking down or being crouched.
Title: Re: Media Release
Post by: frvge on May 21, 2010, 03:14:11 PM
Personal awareness is not in PS. It causes all kinds of problems and we can spend our time better with fixing other things.
Title: Re: Media Release
Post by: Serg on May 21, 2010, 03:17:54 PM
I think voor a SP it's not ok when you can't see it. But when you play MP there is more action so you kinda don't have the time to look at you feet
Title: Re: Media Release
Post by: Snakebit. on May 23, 2010, 06:36:41 PM
You are all noobs .

Merc hud is nice . It gives a feeling for the game , no hud at all as spy is bad imho . To less detail will probably make players uncomfortable .

Merc hud is A stuff material . Spy hud is B- material imho , needs more to appear(and stay there) , i know you don't want your view to be blocked ( Spekkio da whinzor) but without anything on it , it won't feel like a sc game .....

I mean i want to see stuff on my monitor not just the level . The curve looks sweet .

My 50 cent .
Title: Re: Media Release
Post by: ininjai on May 23, 2010, 09:03:56 PM
Looks like the hud in double agent.... This was the first thing I noticed and hated in da. Looks good but just gets in the way.
Title: Re: Media Release
Post by: Tidenburg on June 10, 2010, 07:04:13 PM
Gonna ninja jump back to these forums to say, I like the HUD. The 3D effect is awesome and while I see what people are saying about the compass I think it adds to the overall 'feel' of being high tech when you're playing as the merc. That said, the curvature lines come just a TAD too far into the screen. Maybe push them out a tiny bit and shift the compass up. :3

No self awareness is a tad annoying but I'll live.

Don't give the merc a health bar, just give him a health icon and make it flash when he's on half health.

The skybox for the map looks really weird in the first pictures. It looks a bit too bright considering how dark the scene is.
Title: Re: Media Release
Post by: puuusianka on June 13, 2010, 07:26:35 PM
QuoteThe skybox for the map looks really weird in the first pictures. It looks a bit too bright considering how dark the scene is.

Gosh! Most of you guys always have some problems with lightning! Enjoy the view it looks perfect!
Title: Re: Media Release
Post by: Tidenburg on June 13, 2010, 11:25:15 PM
Quote from: puuusianka on June 13, 2010, 07:26:35 PM
QuoteThe skybox for the map looks really weird in the first pictures. It looks a bit too bright considering how dark the scene is.

Gosh! Most of you guys always have some problems with lightning! Enjoy the view it looks perfect!
Lighting is something that's pretty easy to sense when it's off. All I'm saying is that the skybox looks far too bright considering nowhere on the cliff-faces is lit... (I understand the light is coming from behind the rock face).
Title: Re: Media Release
Post by: tigaer on June 14, 2010, 12:01:54 AM
I think it's just the bloom (?) that makes it look that way. However, I wish the cliffs were lit/detailed better.
Title: Re: Media Release
Post by: Gawain on June 14, 2010, 11:30:39 AM
i wish i could get a beta 2on2 going no matter how the cliffs look.
Title: Re: Media Release
Post by: Farley4Fan on June 14, 2010, 06:21:08 PM
"Oh man, look at how unprofessional those cliff look.  I mean they are all -"

BOOM!! LOLOMGHEADSHOT!!!!!!!!!1111111111111111111111111111
Title: Re: Media Release
Post by: Gawain on June 14, 2010, 11:04:45 PM
yeah, like you could headshot any1 with your analog stick... ;P
Title: Re: Media Release
Post by: Farley4Fan on June 14, 2010, 11:08:27 PM
Oh boy.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fhappyhomefinder.files.wordpress.com%2F2009%2F11%2Fshitstorm-flyer.jpg&hash=2c333bfd6a3606644fa399db6b35bdce5240c15a)
Title: Re: Media Release
Post by: Tidenburg on June 15, 2010, 01:27:42 AM
On the xbox I could slow-move without having to use another key. Was much nicer.
Title: Re: Media Release
Post by: nubishdubishbone on August 30, 2010, 09:06:57 PM
perfect HUD, the spy could have optios for extra stuff but overall i dont dislike it at all. merc sniping is real nice i like that.
Title: Re: Media Release
Post by: DreadStunLock on August 31, 2010, 07:28:39 PM
Do you think you could implement the stuff you want to see on your merc/spy hud? Like check if you want a compass to show or the curvy stripes etc etc?
Title: Re: Media Release
Post by: frvge on August 31, 2010, 09:34:18 PM
Possible? Yes.
Are we going to spend extra time on that? Probably not. It also means extra options, which needs to be tested for consistency and out-of-bound stuff and so on.

If we put it in, it's not on our priority list.