The descriptions haven't changed for like 5 years, but melee upgrade does actually increase the range substantially. SMG1 is relatively accurate whilst moving, but that's what SMG2 is for.
Well, thats pretty derp for me to not notice the text like that. Not that it would be any helpful to begin with anyway.
Which previous one ? The one before I messed around with the subpanel or the steam-release-sized class menu ? Yes, just had a second look - it took me a while at the first time to figure out that class.res is actually defined in the file class2.res (*cough*naming conventions*cough*), but it seems now that I can fix at least the gaps. And maybe even scale it back to the steam-size - though I have a vague suspicion, that there is some code-side scaling involved... The reason why I didn't touch yet it is, that it's ugly work :p. Some dev obviously moved a lot of panel initialisations from the code to the .res file (like the contents of the class dropdown), so I can't just take the old class.res and do some adjustments, but have to move/resize most of the over 60 elements for a complete resize... Do you want this to be done with priority ?
Try the attached class2.res (in resource/ui/) - the spacings between the weapon/skill boxes should be equidistant. I've also modified the alignment of the border/background elements to get rid of the overlapping transparencies - but that still gives me some headaches: Despite the correct positions, there are pixel-gaps appearing between border elements, so I had to overlap them at the top border again. While this is not visible, I suspect that gaps might show up under different or higher resolutions... This problem seems to be only with the class panel - other panels (vehicle, team-select) do not have these awkward problems... Is there some weird scaling stuff done in the code just for that panel ??
I can't really check anything at the moment, I'm still getting my stuff set up over here for the next week. I don't have anything installed at all.
See screenshot. The effect is better noticable when it pops up from the dark base panel, I think this is the best choice so far - and it doesn't ruin the overall style.
Oh wait i'm being a moron, I thought those were the texture files for the UI. Anyone know where those are?
See attachment, it's less apparent due to the size, but if I start making it even brigther it starts looking too baby-blueish again (ymmv, depending on monitor contrast etc.) ...
looks like it may work out quite well without being ugly at all the only thing that still looks off is the close-button (colour and form), maybe change to something like this if possible:
OP Updated: Hud and weapon/skill icons. Round things are quickly ruined by the rectangular mouseover highlight, and it looks too good and shiny and mac-ish to go with the rest
I was referring to the player representation on the map, it's all mouse cursors, loads n loads of them