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Update 01.179.0 Major - New HUD and UI

Discussion in 'Change Log' started by Drui, Mar 23, 2017.

  1. Drui Keen Update Guy Developer

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    Summary
    Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character's backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style.

    Red hazard icons for a full inventory, low health and low oxygen will appear to alert the player when these particular stats are in the danger zone and to the right of the main toolbar you will find the new gravity indicator which shows the gravitational plane orientation relative to your character, including a velocity marker that displays when you're moving. When seated on a ship or station, you will see the bars on the right side of the screen light up. These indicate the power usage and hydrogen fuel levels of that grid. It’s worth noting that pressing tab once will hide the keybindings and pressing tab again will hide all of the HUD as before. You can also change the opacity of the HUD background via the game options.
    Nearly every element of the user interface has been updated including the main menu, block screen, control panel and much more. You will notice new icons on all of these pages and screens too! Overall, the UI and HUD now looks much cleaner, higher quality and more immersive! Lastly, as mentioned in previous videos, the HUD is fully moddable so modders… go crazy!

    We would love to know your thoughts, so please leave any feedback on the new heads-up display and user interface in the comments below. In the following weeks, we’ll be improving, tweaking and iterating upon them so it’s now super important for us to gather the community’s feedback.



    Features
    - New HUD, fully moddable
    - GUI cleanup with new default font
    - Example Mod: HUD Colors - http://steamcommunity.com/sharedfiles/filedetails/?id=889485290&tscn=1490282446
    - Example Mod: HUD Colors Large Cockpit Only - http://steamcommunity.com/sharedfiles/filedetails/?id=889595992
    - Added slider for intensity of flares

    Fixes
    - fixed crash in CubeGridSystems
    - fixed issue with explosions making giant debris appear when hitting voxels
    - fixed issues concerning camera zooming when moving fast
    - fixed issues with camera alignment
     
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  2. Cheetah97

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    First, lol.
     
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  3. Xocliw Public Relations Developer

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    Second? ( ͡° ͜ʖ ͡°)


    HYPPPEEEEEE!
     
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  4. Timotei~

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    Not being disappointed hype:
    |--------------------------[]--|:tu:
     
    Last edited: Mar 23, 2017
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  5. Thomas_Jefferson

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    Very nice! Can't wait to try it!
     
  6. I23I7 Tester Developer

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    *Finally lowers the riot shield wheezing*

    " So we are done ?"

    * Sees whats still yet to come*

    " Oh for f***k sake! BRACE FOR IMPACT!"
     
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  7. Concomitant

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    Hooooooly...
     
  8. dedendz

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    Looks good. Any word on survival changes/tweaks and flare adjusting in graphics options?
     
  9. Timotei~

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    Can I hope it's something like a monospace font for the PB?
     
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  10. Slywolf117

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    still no fix for asteroids disappearing after being away from them for a time/jumping away and back?
     
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  11. Timotei~

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  12. ViLeBlOoD

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  13. Urablahblah

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    Looks great! The new HUD is awesome, but the UI (most notably the terminal screen) still seem a bit cluttered. I'm guessing those parts aren't moddable?

    How about fixes for the broken parts of the last few updates?
    • Batteries
    • Small grid merges
    • Jumping-slide bug
    • Broken laser anntenae
    • etc....
     
    Last edited: Mar 23, 2017
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  14. zerek528

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    been dying to get my hands on the new HUD, WOOT WOOT!
     
  15. MrJinx

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    Nice work! -
    Looking Good.... Thanks for all your hard work puting this together!
    *Peace*

    Edit: 6th!

    Edit2: -- Best part of whole update... the "T" key.. turn off auto rotation...

    THANK YOU KEEN!!!!
     
    Last edited: Mar 23, 2017
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  16. Foogs

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    Main gamebreaking bugs not fixed, but we have new HUD , lol, kek, cheburek
    UPD: Or you not show fulllist bugfix? :p
     
    Last edited: Mar 23, 2017
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  17. Clanner Jake

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    Thank you for the slider Keen- now i don't need to worry about looking at the sun in my design world and having it occlude my block placement... i'll call off leon.
     
  18. Raider480

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    The lack of units almost _anywhere_ is driving me crazy - it actually makes getting information out of the new HUD more difficult. How are we supposed to know at a glance what the number next to the grid power bar means? Or that the suit levels are in fact percentages? What was the point in removing information about total inventory capacity? Is grid hydrogen measured in seconds? Litres? Something else?
    I like the layout generally (although the placement of the toolbar numbers could make adding more than 9 in the future troublesome) but imo the units absolutely have to to be present. I mentioned something about this when we got a look at planetary gravity being in (I guess?) m/s^2 last week. I don't really care for that either, but at least give us something to indicate that being the case.
     
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  19. KingdomBragg

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    Very nice. I really like the way the bars turn red, although the red numbers are a little hard to read at times. Would others also prefer it if the percent numbers stay that high contrast light blue even when they are in the 'danger zone'?
     
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  20. posthy

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    HUD is really great, UI is just more square, not much impact.
    There's one thing though I wanted to ask for a loooong time: why are there two different methods to pick colors? Block and suit colors use hue and saturation sliders, light colors use rgb. It's not a great deal really, just wondering why not unify those somehow? (to be honest I'd prefer rgb :) )
     
    Last edited: Mar 23, 2017
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  21. PhoenixTheSage

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    Lol, so disappointed :p
     
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  22. Byteboost

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    Looks professional and clear.
    It was time for that.

    Well done, good Job!
     
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  23. Martin R Wolfe

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    Was it intended to revert the component icons to their old look?
     
  24. flexx SE Asst. Producer Developer

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    Thanks, it was not intended. It will be fixed soon.
     
  25. Commander Rotal

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    Edit: Attention all decks, there's a new HUD Opacity Slider in the options. Will report on colorblind usability with full opacity soon. Just.. ignore the premature ranting below for a second until i have sorted out what is and isn't valid anymore. I'm finding quite a bit of feedback already went in, so, basically, i'm an idiot.

    [​IMG]

    Let's, uh, let's hide the embarassement and make a bit more room while we're at it...

    Alright. Let's try to fake being productive.
    1.) HUD
    The HUD Opacity helps. A ton. Depending on the background it's a bit dull and hard to distuingish the HUD background-grey (Blue-grey? Honestly, reminds me of the Executor.) from the background, but as long as the font and symbols stand out more i call that a positive. So as expected that alone helps a ton; this is, actually, one of the suggestions made by me and others beforehand, so i'm looking doubly stupid now. Thanks, Keen.
    Is it perfect because of the HUD Opacity? Nope, but it's much, much better than it could have been. I'd still like the full Opacity to be a bit darker to really hammer home the difference between Background and the Bluewhite-ish font - all in all all of this seems to have a shade of Blue in it, is that just me? (Well, i'm colorblind, it probably is just me.) Ideally i'd like the Full Slider to go completely black.
    Next issue. The Red chosen for the Dampeners and the icons above the Inventory Bar is dreadfully muted and barely visible in front of many backgrounds. Especially with that HUD Background. I recommend an outline for them, either white or black; i'd have to see a mockup for that. And i'd add a Background for the icons above the Inventory Bar. Basically: make it really, REALLY attention-seeking. I don't mind if it's in a Colorblind-only mode, but you see the thick, white outline for the Gravity Circle? That one works fine.
    The difference between the White-Blue-ish color used for activated features like the Helmet and the grey for something offline could be bigger; as-is it's working alright but it could (should?) be more noticeably different.
    I absolutely LOVE you guys for implementing the symbol for Mirror Mode. This is what i mean when i say that the HUD is great, but the color choices were crap: i really enjoy most of the changes here. Again, though, i'd like the color difference between on and off to be bigger.

    Two things that aren't color-related:
    -) it's a bit... minimalistic. I've got 4000 hours in this game and half of these icons only tell me what they are because i recognize the keys assigned to them (the Wifi-symbol, the Landing Gear / Connector Symbol, Whatever the hell O for ships is, the Jetpack that looks nothing like Treebeard's Jetpack). I think the HUD could do with more descriptions, or a fourth Tab-mode with descriptions.
    -) I am convinced the Toolbar for the 1 through 0 keys was made smaller. I'm... not a fan of that, and it's the only non-color related change i really, REALLY don't approve of. Well, technically it IS color-related. Why? Because the new block icons are all white-ish with grey-ish lines. I have a really hard time figuring out what the hell i'm seeing in the G-menu sometimes. Making these pictures even smaller for gameplay is not something i'd recommend.

    2.) The Menu

    Okay... this one i have a harder time with. Admittedly it comes mostly down to preference but... i thought we had settled on blue for SE's color sceme? The new menu is... grey, darker grey, almost brown-grey. It all muddles together. The one nice thing i can say about it is that, with full Opacity, i will never misread anything; in the Control Panel, the contrast between background and font color is absolutely on point. But at the cost of making the game look... depressingly dark, color- and lifeless:

    [​IMG]

    Of course, turning the Opacity down means that all the background shit makes the font unreadable, so it's this or nothing. Plus there's the issue of the darker two colors being so similar, and one of them basically being the same as the outter rim of the panel (remember: colorblind.).
    I mean, yes, for what it's worth: the Control Panel WORKS. But it's ugly to look at, it looks like a uniformly colored blodge and it's user-unfriendly UI hasn't changed one bit. So... i guess it could stay as-is but i'd rather it doesn't.
    One last thing: why is the new UI so... blocky? Detail-free? I mean, i appreciate the (more or less) lack of scan lines but this looks like it was whipped up in Paint.

    3.) Lense Flare Slider is better than nothing, i approve!

    It's not perfect but as far as compromizes go i appreciate that it exists at all, and the idea of making it a Slider instead of a Checkbox is genius. Just needs to go down to 0.0 instead of stopping at 0.1 ;) Bloom next?
     
    Last edited: Mar 23, 2017
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  26. Speshal_Snowman

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  27. Shynee

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    My Dedicated Server is not starting anymore after the update due to a Null Reference Exception.

    Code:
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    2017-03-23 18:27:06.707 - Thread: 1 -> Steam build: Always true
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    2017-03-23 18:27:34.588 - Thread: 1 -> Loading prefab: c:\gameservers\s1213896\SpaceEngineers\Content\Data\Prefabs\Volunder_exploration_ship.sbc
    2017-03-23 18:27:34.588 - Thread: 1 -> Loading prefab: c:\gameservers\s1213896\SpaceEngineers\Content\Data\Prefabs\Weapon_Platform_Gatling_mk.1.sbc
    2017-03-23 18:27:34.588 - Thread: 1 -> Loading prefab: c:\gameservers\s1213896\SpaceEngineers\Content\Data\Prefabs\Xedus_Ophiniam_class_Attack_Frigate.sbc
    2017-03-23 18:27:34.588 - Thread: 1 -> Loading prefab: c:\gameservers\s1213896\SpaceEngineers\Content\Data\Prefabs\YellowDrone.sbc
    2017-03-23 18:27:34.588 - Thread: 1 -> Loading prefab: c:\gameservers\s1213896\SpaceEngineers\Content\Data\Prefabs\[O-S-L-E]_Enforcer.sbc
    2017-03-23 18:27:34.588 - Thread: 1 -> Loading respawn ships
    2017-03-23 18:27:34.589 - Thread: 1 -> Loading spawn groups
    2017-03-23 18:27:34.596 - Thread: 1 -> List of used mods (0) - START
    2017-03-23 18:27:34.596 - Thread: 1 -> List of used mods - END
    2017-03-23 18:27:34.693 - Thread: 1 -> MyDefinitionManager.LoadData() - END
    2017-03-23 18:27:34.698 - Thread: 1 -> Registered modules from: VRage.Game, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
    2017-03-23 18:27:34.713 - Thread: 1 -> Registered modules from: Sandbox.Graphics, Version=0.1.6291.32394, Culture=neutral, PublicKeyToken=null
    2017-03-23 18:27:34.713 - Thread: 1 -> Registered modules from: Sandbox.Common, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
    2017-03-23 18:27:34.714 - Thread: 1 -> Registered modules from: _StatLogic, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
    2017-03-23 18:27:34.714 - Thread: 1 -> Registered modules from: SpaceEngineers.Game, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
    2017-03-23 18:27:34.725 - Thread: 1 -> Registered modules from: Sandbox.Game, Version=0.1.6291.32411, Culture=neutral, PublicKeyToken=null
    2017-03-23 18:27:34.812 - Thread: 1 -> Exception during loading of type : MyToolbarComponent
    2017-03-23 18:27:34.849 - Thread: 1 -> Exception while loading world: Object reference not set to an instance of an object.
    2017-03-23 18:27:34.850 - Thread: 1 -> at Sandbox.Game.AI.MyAIComponent.LoadData()
    at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
    at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
    at Sandbox.Game.World.MySession.LoadDataComponents()
    at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
    at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes)
    at Sandbox.MySandboxGame.InitQuickLaunch()
    2017-03-23 18:27:34.850 - Thread: 1 -> MySandboxGame.Initialize() - END
    2017-03-23 18:27:34.851 - Thread: 1 -> Timer Frequency: 3312822
    2017-03-23 18:27:34.851 - Thread: 1 -> Ticks per frame: 55445
    2017-03-23 18:27:34.851 - Thread: 1 -> Exiting..
    2017-03-23 18:27:35.010 - Thread: 1 -> MySession::Unload START
    2017-03-23 18:27:35.010 - Thread: 1 -> AutoSaveInMinutes: 5
    2017-03-23 18:27:35.010 - Thread: 1 -> MySandboxGame.IsDedicated: True
    2017-03-23 18:27:35.010 - Thread: 1 -> IsServer: True
    2017-03-23 18:27:35.010 - Thread: 1 -> Autosave in unload
    2017-03-23 18:27:35.023 - Thread: 1 -> Saving world - START
    2017-03-23 18:27:35.023 - Thread: 1 -> Making world state snapshot.
    2017-03-23 18:27:35.023 - Thread: 1 -> Before snapshot.: GC Memory: 167,124,800 B
    2017-03-23 18:27:35.040 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
    at Sandbox.Game.World.MySession.GetCheckpoint(String saveName)
    at Sandbox.Game.World.MySession.Save(MySessionSnapshot& snapshot, String customSaveName)
     
  28. Forcedminer

    Joined:
    Oct 13, 2016
    Messages:
    1,344
    Trophy Points:
    72
    Awww yiss the new hud! :D

    hate to be that guy but damn does the engineer bounce around like a ragdoll while mining at 2:03 those tiny little rocks should have player clipping disabled.

    HOLY SHIT HYDROGEN FUEL LEVELS!!!!!
     
  29. vymasteny_pankac

    Joined:
    Oct 23, 2015
    Messages:
    129
    Trophy Points:
    67
    servers screwed, anybody?
     
  30. LocInt

    Joined:
    Jul 27, 2015
    Messages:
    264
    Trophy Points:
    67
    Guess the block limits are still broken.
     
    • Agree Agree x 1