Mod Development: Menu/Control Overhaul- Input/Ideas Appreciated

The place to discuss scripting and game modifications for X Rebirth.

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SxDerp
Posts: 6
Joined: Thu, 21. Jun 12, 23:51

Post by SxDerp »

MutantDwarf wrote: True to all that - except if the center panel pops up in front you won't be able to see anything, either, because the menus will be in the way.
Not if they're transparent, which I think the default windows are (I could be wrong, again I haven't played since release).
Beermachine
Posts: 98
Joined: Wed, 11. Feb 04, 20:32
x4

Post by Beermachine »

SxDerp wrote:I'd suggest removing or disabling the 'detail panel' (the panel between you and Yisha) all together. To replace it just use a popup menu/box/window, if you go into the back of the Skunk (by selecting 'crew') and then trying to access trade a GUI window pops up. I feel like it'd be better to have this in the cockpit. It will allow you to keep looking forward, which could potentially lead the way to not forcing the Skunk to stop when you access any sort menu.
Agree completely. The GUI needs to be as instantaneous as possible to open / close by the death of any animation delay, make effective use of screen real estate to display as much infomation as possible in a clear and efficient manner, while still providing some situational awareness / peripheral vision when in use (given an effective autopilot / ship movement).

As for formations, off the top of my head:

- Line
- Square
- X
- Inverted V
- Claw (X and V combined on different axis)
- Circle / Sphere (though probably best implemented as Defend ship not under attack default command, with another formation taking over when under attack / stance dependent / many possibilties better covered under fleet management).

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