Posted 17 October 2016 - 11:30 PM
Well as i said, i would have preferred the one from the game assets, but figured it only was the body parts as approx. 20px^2 parts of a TGA, so i just picked the first silhouette i could fine that had well "spaced" arms (so the texts wouldn't overlap), that also was free to use. Well. i added a bit of coloring to it, but that only took a minute, compared to the scaling of the basic assets which would have needed anti-aliasing in the process.
And ye, i remember its my "fault" the menu looks like it does. I don't really think it looks bad, but:
a) it looks unfamiliar (form the pov of some1 who played with the previous iteration from 4.2- for years, and actually form the very beginning of me playing)
b) the order is downwards instead of ltr, which may not be a big thing, but on the 2nd though would be more natural imo.
c) the "current" info is actually somewhat useless, as it doesn't get you any form of comparison, unless you know stuff about "ammo"
and last and most important:
d) i wanted to implement a weapon selection menu in the main menu as well. (Possibly to allow players to "save" gear setups using $gear in some form). I considered doing this by moving the player (model) selection into the same menu as the team and weapon selection (e.g. add a tab), and them make the entire thing (except for team...) available int he main menu). While thinking about this, i figured that a damage information about the guns probably is the most interesting thing to display, so i went ahead.... :)
Well see how it works with the 4.3.2 rework once i get my hands on menu code (looking at Biddle... :) )