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Found 6 results

  1. This game's interface seems heavily influenced from Wurm (also a Java game). While that's good in some respects, it's bad in others. From https://steamcommunity.com/app/108600/discussions/0/1837937637881281572/: Why can't items be combined outside of the main player inventory container? So annoying having to move everything just to combine them! Certain items can't be combined. Seems silly to me why thread, twine, and wire can't be combined individually (obviously not different materials on the same reel/spool). It's especially odd that wire can't be combined considering other types of wire (copper, steel, etc) can. I just checked \media\scripts\items.txt and it shows thread as "type = drainable" and newitems.txt (same folder) shows twine and wire as drainable too so why aren't these items able to be "poured" (combined) together (individually)?! Maybe Hydrocraft is screwing it up? I couldn't find these items listed (aside from in recipes) in any of Hydrocraft's \media\scripts\*.txt so maybe something else is overriding the "drainability" of these items? I see a red box appear in the bottom right corner at times while right-clicking things in my inventory so I checked console.txt and perhaps these errors are causing a problem with combining certain items? Why is combining non-liquid things still called "pour"? Seems "combine" or "mix" would be a better general-purpose term for everything... From https://steamcommunity.com/app/108600/discussions/2/1842440600603024214/ : Craft window: the left-side list of things to craft is VERY cluttered. Why not have expandable menus that have the root action/function (box, build, bury, clean, close, craft, drill, jar, make, open, pack, place, refill, remove, stack, take, unbox, unpack, unstack, wash, etc) listed that right-expand with all the additional functions? Having to use the name filter all the time gets annoying fast. An option to list/sort by item would also be nice instead of only listing alphabetically by action/function so instead of listing by action/function the list is by item (ammo, logs, seeds, etc). Clicking the scrollbar should move the window pane position down and clicking the scrollbar down arrow does nothing. Tab should move between form fields (text input, radio, checkbox, etc) and double-clicking a word should select it (triple-click selects all text in field). Mousewheel scrolling in a pane, then alt-tabbing out of and back into the game should not reset the pane position to the selected item and instead leave the pane scrolled to where it was before alt-tabbing. New: Craft window needs a global tab search instead of only each tab. So annoying especially with Hydrocraft! Pinned status of craft and health windows isn't remembered on game load. Inventory columns need to be thinner and need a weight column. Stack tooltip should show quantity. Can't always see quantity with narrow columns and small font. Favoriting (starring) a craft recipe scrolls list all the way to top. List position should remain and not reset, requiring having to scroll all the way BACK to where the still-selected recipe is.
  2. If you click and hold down your mouse on "Overall Body Status" on the health screen, you can drag the character display anywhere you want.
  3. madcat768

    Textual Macro Wheel

    Currently in PZ you press Q to shout and pull zombies. I feel there certainly could be more use out of a button than just shouting from a few random phrases. Why not a Macro Wheel?! YOU can say what ever you WANT with the press of a button at what ever volume level YOU Want! Hold Q and a wheel pops up of editable macros and respective volume level adjuster! And a default center macro which will be automatically spoken upon just tapping Q. Some macros i would personally use; "Friendly Dont Friggen Shoot Me!", "Where are you (all)!?" and "We were looted again..." Volume level (ie; whipsering-normal-shout) suggested on the steam forums by Skooba Skeeve
  4. Packbat

    Long-distance perception

    It is a source of occasional frustration for me that you can't see farther than approximately the width of the screen from where you stand. Based on the Google Maps Street View going along Dixie Highway in Muldraugh, during the day, a survivor on the highway looking south from Knox Bank should be able to see zombies milling about in front of the Sunstar Hotel, and if that survivor had a one-story watchtower next to the road, they might be able to spot a horde as far away as Pizza Whirled. Plus, if we want to use vehicles and rifles to their full effect, we need to know what going on more than a couple hundred feet away. I like Project Zomboid's third-person view setup. I don't want to change it. What I want is to brainstorm UI workarounds for offscreen-but-within-line-of-sight data. My current thought is something like the Moodle system: icons that appear on the edge of the screen with a background color to indicate distance (perhaps dark red for just off screen fading to white at the horizon). Like on-screen objects, they would fade in or out based on your ability to perceive them, but the total amount of information they would give you as a player would be pretty sharply limited: for example, you could have separate icons for one human or zombie, for a group humans and/or zombies, for a vehicle in motion, for a side street, for a side trail, for a dead end ... I think you'd need some playtesting to figure out what distinctions to include, but you'd never put in enough to (for example) tell which survivor on a multiplayer server is coming up the highway towards you.
  5. After the 5th time dying because my mouse cursor was floating over in an inventory/health screen while I was aiming and didn't register the R-Click to attack (but instead as an menu interface attempt) I would like to suggest the following: When the player has the Control key pressed to initiate the combat-stance, all open menus fade-out (90% transparency over 2 seconds) and become un-clickable. This would do the following: While in combat if my cursor strays over an open menu area, I will still be able to attack and my character won't just stand there like a bumpkin while I furiously click away. Clears up the screen to provide a clearer vision of other potential incoming zombies.
  6. Rapidcore

    UI Small Changes

    Why do I see bearded balded men zombies in skirts running around with lipsticks in their pockets? o.O (but onto more important topics...) I might be adding more suggestions but that would most likely depend on how active the devs (or a designated spokesman) will be at engaging the community. I also hope that no one will think that by this I am asking for a preferential treatment of some sort, I am just merely stating what will motivate me personally. Currently I will be surfing this forum for a week or two to make my decision, and who knows I might be adding more suggestions. There is lots of room for improving in this game and it is brimming with potential. In the future I hope that it will get the attention it deserves, but for now it has mine. UI suggestions: A smaller inventory tab view option for the more experienced players. A visual notifier of a unspent attribute point(s). or