[FDB] rev881 bRC7 [Feedback]

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TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
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Joined: Sat Nov 14, 2009 2:42 pm

[FDB] rev881 bRC7 [Feedback]

Post by TheGrayMouser »

Graphics:
A) unit graphics still are much less clear and pixelated than FOGVB, same for terrain and the hex grid, which was once laser thin and precise, is now blocky and pixelated.

B) the mini map needs some kind of defined border , as is, once you scroll the main map to where the minimap is on top, it blends right in and looks , not good.

C) the hexes shaded out for areas not visible due to FOW are way to dark, almost black, perhaps more opaqueness is needed for the visual?

UI
A) please bring back the unit mouse over where a graphical image of the unit appears on the lower right as well as large font stats of the unit ie name, weapons etc
the current very small font data entry, dos-style looking verbiage is tedious to look at and hard to read

B) preferences should include the option for unit bases on or off, and the colours and styles of same. Currently still missing in Unity version

C) Although there are options to turn off the on map unit symbols for unit various states ie in command, disrupted, there is no option to turn of being DISORDERED. I do not like to see "d's" all over my units when they are in swamps :)
cothyso
NewRoSoft
NewRoSoft
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Joined: Tue Sep 13, 2005 7:32 pm

Re: _[FDB] v1.8.15.881 bRC7

Post by cothyso »

TheGrayMouser wrote:Graphics:
A) unit graphics still are much less clear and pixelated than FOGVB, same for terrain and the hex grid, which was once laser thin and precise, is now blocky and pixelated.
I'm sorry, but your view regarding the graphics differences is highly subjective (see attached screenshots, and please note that FoG(U)'s max zoom in value is lesser than FoG(RB)'s one), excepting the grid part, which is indeed a little bit more crude than in FoG(RB) version due to the fact that in FoG(U) the grid is drawn as an additional shader texture layer applied on hex'es mesh rather than using the GL Lines routine (from code optimization considerations).
TheGrayMouser wrote:B) the mini map needs some kind of defined border , as is, once you scroll the main map to where the minimap is on top, it blends right in and looks , not good.
This was a bug, and it's already fixed in v1.8.15.883 (minimap has a black border, and it also has a viewport rectangle displaying map's current viewable area on the minimap)
TheGrayMouser wrote:C) the hexes shaded out for areas not visible due to FOW are way to dark, almost black, perhaps more opaqueness is needed for the visual?
decreased the opaqueness a little bit for v1.8.15.883
TheGrayMouser wrote:UI
A) please bring back the unit mouse over where a graphical image of the unit appears on the lower right as well as large font stats of the unit ie name, weapons etc
the current very small font data entry, dos-style looking verbiage is tedious to look at and hard to read
I fail to see how the FoG(RB) unit info was containing more useful as FoG(U)'s one, considering it displayed much less info. Except the unit's figure, of course, which had to be cut in order to fit all the extra info added.
TheGrayMouser wrote:B) preferences should include the option for unit bases on or off, and the colours and styles of same. Currently still missing in Unity version
A Unit Bases On/Off option was already considered with a very low priority. The color option not. The style option is not optional as FoG(U) uses both styles at the same time.
TheGrayMouser wrote:C) Although there are options to turn off the on map unit symbols for unit various states ie in command, disrupted, there is no option to turn of being DISORDERED. I do not like to see "d's" all over my units when they are in swamps :)
This option might be useful, and might be considered with a very low priority.
Attachments
FoG(RB) v1.8.1.png
FoG(RB) v1.8.1.png (1.78 MiB) Viewed 833 times
FoG(U) v1.8.15.883_01.png
FoG(U) v1.8.15.883_01.png (1.72 MiB) Viewed 833 times
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