@Sylvus_Moonbow they've implemented the same new UI in BGEE with 1.2. If you look carefully you can notice that the border around buttons is in different color.
I agree that the active/inactive button thing is annoying and I'm glad that it is being looked into. However, the new UI is a huge improvement on the old in general IMO.
Oh, does it mean it will be fixed in BG1 too? Ever since the patch, playing my assassin is killing me. ;P Seriously though, not being able to tell if the icon is active or not is bothersome, I hope next patch will bring back some contrast to BG1:EE UI.
Versus the BGEE UI, I think it's a step forward. I haven't had a problem with the low-contrast thing yet, though. Personally, I'm just glad there aren't any more BIG icon-sized gaps in the middle of the toolbar that make it painfully obvious Beamdog could have and should have added additional quick-use and quick-spell icons.
Judging by the screenshots, the only thing that changes between them is the border (with available abilities having a sand colored border and unavailable abilities having a grey border).
Any insight into why this was even changed? What was wrong with the old, colored icons? I never thought they looked out of place, it just seems like an odd thing to change.
Huh I thought I made that button inactive/active contrast more significant, thank you for the heads up. I will look into making it more defined.
I think that the problem is not the level of contrast, but the fact that the action buttons don't 'lit up' at all. When I look at the side bars, it's easy to tell which icons are 'active':
But the icons on the bottom panel, the ones we need the most, are all 'dead'. If the inactive icons stayed the dark gray color, but the active ones were off-white like 'character record' and 'AI' buttons on the screencap above, I think that would be just enough.
...and after the patch the bg2 UI is exactly like the newest BG1 UI, that is to say, the difference between active and inactive buttons is there, but it's barely perceptible. Come on guys. You CAN do it right. You already had. (*points two comments above*). Why don't you use the same lit/not lit coloring on the buttons that are actually essential for playing? Difference between dark gray and light gray is much easier to notice than difference between dark gray and dark brown.
Well, if it were my thread, I'd title it something like "One step back that sticks out like a sore thumb among all the step-forward goodness". But as I'm only a participant, all I can do is complain and complain about that one step back, that could be so easily* kicked into a leap forward.
* I assume that the look already used in sidebars could be easily implemented in the bottom bar. I could be dead wrong about it, as I don't know the first thing about programming.
I agree that it could benefit with a little more contrast between the two.
When I have my display settings on 'Game Mode' or 'Movie Mode' I can spot the difference. In comparison the 'Eco' and 'Standard' settings provide more of a challenge. That said, it is more the outline of the icon - the square border - that signifies the change, from grey/white to the dull gold/brown. The icon itself - the skull or the stars - look effectively the same.
when the devs have time, could you also look into fixing the gaps in between some of the buttons? there is a very ugly rectangular gap between the 4th and 5th icon and the 8th and 9th icon. I thought at first it was a problem on my setup but seeing that picture i realized that more people have the same thing
when the devs have time, could you also look into fixing the gaps in between some of the buttons? there is a very ugly rectangular gap between the 4th and 5th icon and the 8th and 9th icon. I thought at first it was a problem on my setup but seeing that picture i realized that more people have the same thing
I think that's their way of making the UI fit widescreen resolutions. I agree though that it doesn't look very pretty.
I think the gaps were there so the bottom bar buttons could be aligned the same way as the buttons on the keyboard that press them (F1-12). It's a design choice.
As for the active/inactive buttons, there is a difference from the side bar buttons. When the bottom bar button is inactive, it gets automatically greyed out. It's hard-coded. Side bar buttons don't get inactive, they are grey by the artist's choice.
Is there also anyway that the thieving icon could go on the main bar and not in special abilities for cleric / thieves? Id rather have turn undead in special abilities instead and thieving on the hotbar.
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Seriously though, not being able to tell if the icon is active or not is bothersome, I hope next patch will bring back some contrast to BG1:EE UI.
But the icons on the bottom panel, the ones we need the most, are all 'dead'. If the inactive icons stayed the dark gray color, but the active ones were off-white like 'character record' and 'AI' buttons on the screencap above, I think that would be just enough.
But as I'm only a participant, all I can do is complain and complain about that one step back, that could be so easily* kicked into a leap forward.
* I assume that the look already used in sidebars could be easily implemented in the bottom bar. I could be dead wrong about it, as I don't know the first thing about programming.
When I have my display settings on 'Game Mode' or 'Movie Mode' I can spot the difference. In comparison the 'Eco' and 'Standard' settings provide more of a challenge. That said, it is more the outline of the icon - the square border - that signifies the change, from grey/white to the dull gold/brown. The icon itself - the skull or the stars - look effectively the same.
As for the active/inactive buttons, there is a difference from the side bar buttons. When the bottom bar button is inactive, it gets automatically greyed out. It's hard-coded. Side bar buttons don't get inactive, they are grey by the artist's choice.
Works a treat for my cleric/thief