aliens

Author Topic: New feature discussion: inventory templates  (Read 30294 times)

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: New feature discussion: inventory templates
« Reply #45 on: July 16, 2014, 02:41:15 am »
I'll gimp something up based on the icons submitted in this thread (btw you guys are so good at creating icons!  I spent hours on that short-lived clear inventory button icon just trying to get that simple 'x' shape properly anti-aliased, and it still barely looked adequate at the end : p  )

Edit: how about:
filenamewasbecomes
invcopy.png
invcopy_active.png
invpaste_empty.png
invpaste.png

One other thing - what is best:
1) gray out invpaste_empty.png to indicate that it doesn't do anything
2) hide the button entirely until a template has been created (removes need for invpaste_empty.png)
3) allow applying an empty template to clear the unit's inventory
4) keep it the way it is -- normal-colored invpaste_empty.png (as pictured above), but clicking on it does nothing
« Last Edit: July 16, 2014, 02:57:03 am by myk002 »

Offline redv

  • Colonel
  • ****
  • Posts: 335
    • View Profile
Re: New feature discussion: inventory templates
« Reply #46 on: July 16, 2014, 10:44:51 am »
I add a bit contrast to floppy.

I think, instead "invpaste_empty.png" better to use "invpaste_empty2.png", because nothing to load.

Offline redv

  • Colonel
  • ****
  • Posts: 335
    • View Profile
Re: New feature discussion: inventory templates
« Reply #47 on: July 16, 2014, 12:48:36 pm »
Better version.

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: New feature discussion: inventory templates
« Reply #48 on: July 16, 2014, 05:24:53 pm »
I think, instead "invpaste_empty.png" better to use "invpaste_empty2.png", because nothing to load.
That looks great -- but is that a vote for option 1, 3, or 4?

Offline redv

  • Colonel
  • ****
  • Posts: 335
    • View Profile
Re: New feature discussion: inventory templates
« Reply #49 on: July 16, 2014, 05:48:39 pm »
That looks great -- but is that a vote for option 1, 3, or 4?

I prefer:
1) no
2) no
3) yes
4) no
« Last Edit: July 16, 2014, 06:29:24 pm by redv »

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: New feature discussion: inventory templates
« Reply #50 on: July 17, 2014, 06:03:37 am »
Cool -- I'll get the icons and behavior changes in place and submit a pull request

edit: submitted https://github.com/SupSuper/OpenXcom/pull/905
« Last Edit: July 17, 2014, 05:52:20 pm by myk002 »

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: New feature discussion: inventory templates
« Reply #51 on: July 26, 2014, 12:31:03 am »
I did not understand you could dynamically change buttons depending on situation

Result is very nice and clear, thanks to people that had this idea, and to the dev team for implementation  :)

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: New feature discussion: inventory templates
« Reply #52 on: October 27, 2014, 02:58:08 pm »
So I have been playing 1.0 for quite a while and more recently Shoes' Soldier Diaries .exe based on 1.0.   I have never seen this template feature until watching Xracer's video last night.

Is this only in the nightlies?  or did it make the cut into 1.0?

Cheers, Ivan :D

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: New feature discussion: inventory templates
« Reply #53 on: October 27, 2014, 03:55:31 pm »
As far as I know, only in the nightly :/ It's a really neat feature.

I have defined soldier roles (scout, sniper, heavy, breacher, support) so I only have to equip 5-6 soldiers and copy the templates instead of going over everyone.

The interface improvements in OpenXCom are really outstanding!