Scaled resource panel [UI]
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@eternal Nice improvements. The mod has now been updated on the vault
@jip said in Scaled resource panel [UI]:
What if we add the option to change the relevant colors for various color blindness to the game repo, as part as a game option? I don't know enough about color blindness to indicate which ones are relevant and what colors they should use - it isn't difficult to implement however.
That sounds like a good idea. Btw, regarding choosing colors that are good for colorblind users; the regular red and green that supcom use (for resource income/expense) have similar levels of red and blue but very different levels of green. I tried out various different colors in trying to get a good alternate for red. The pink I chose for the mod looked reasonable enough to me and has a much higher level of blue, which makes it more distinct from the supcom green for certain colorblind users. I included RGB levels and hex codes below for perspective. I'm not an expert though, so there might be better approaches/colors to use, but I'd figure that generally giving options for making R, G, and B values distinct in relatively important color-coded information might be the way to go to give options that work for people with different types of colorblindness. It would probably be good to see what more colorblind users think...
After talking more with Valki, I think that we might want to have options that also avoid having relatively important color-coded information with colors that have 0's (or near 0's) in two of the channels (R, G, or B) as that can potentially adversely impact readability of text/numbers in cases of color-weakness.
Supcom green
Supcom red
Modded pink
For more perspective, here's some different examples of how the UI looks when missing color channels:
Regular UI - green removed
Regular UI - blue removed
Regular UI - red removed (this picture has all the same numbers as the others do, but without red, many numbers blend in here...)
Modded UI - green removed
Modded UI - blue removed (this looks very similar to the regular UI because the regular UI didn't use much blue here)
Modded UI - red removed
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I was thinking of copying the colors used in other games, but I'm not familiar with a game that has an extensive set of color blind modes. Any suggestions? With a bit of luck I can add it to the patch of November
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You might find this image useful
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How do I interpret that image?
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it's 8 colours (9 if you include white) that are easy to tell apart for all types of colour blindness, I'm also looking up existing implementations but so far I've only found gripes rather than good practice
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the issue
https://imgur.com/vI9W4ZYmods I use currently
https://imgur.com/vx6Hm1S -
@spl SSB
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@eternal
SSB is essential, so I hope there'll be a fix or smth once -
@spl the problem on SSB side. I can't fix that
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Just tried this mod but it's not working quite right for me:
Any advice? Would love to get this up and running
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@scout_more_often ssb. Maybe be wrong
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Okay it is not a SSB.
this code stopped to workUIUtil.UIFile('')
:local path = UIUtil.UIFile('') local faction = string.sub(path,14,string.len(path)) if faction=='nomads' then GUI.bg.panel:SetTexture(UIUtil.UIFile('/game/resource-panel/resources_panel_bmp.dds')) else GUI.bg.panel:SetTexture(UIUtil.UIFile('/mods/ScaledResourcePanel/textures/ui/'..faction..'/game/resource-panel/resources_panel_bmp.dds')) end
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love the idea, will try it out
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Small hotfix
- Removed hand made texture with high quality
This is best i can do in this situation
@Scout_More_Often, @SPL -
@eternal I had uninstalled this mod after my error as shown above. But it seems to have permanently modified my energy stat so it still shows as a percentage instead of telling me a plus or minus. Any idea how I can get it back to how it originally was?
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You can click on it.
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@scout_more_often does textures work?
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Unable to load texture from file: /mods/ScaledResourcePanel/textures/ui//game/resource-panel/resources_panel_bmp.dds
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@fft