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Supreme Commander Downloads > Modifications:
()((()'s Interface Mod (0.7)
Filename: ollosinterface_v0.7.zip

Date Added:
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1.05 MB

Average User Rating: 7.5
Number of Votes: 12
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()((()'s Interface Mod (0.7) - File Description  

Tech: 9
Balance: 9
Quality: 10
FunFactor: 9
Stability: 9
Creativity: 10
Item Placement: 9
Size vs. Usefulness: 10
Installation Instructions: 10

Overall Rating: 9.4

The author’s goal was to create a more task-orientated interface, I think he can clearly tick that box ladies and gentlemen!

By enlarging often used buttons while shrinking less important UI elements the author has created a more practical interface that is well organised and gets real results

The user interface is incredibly slick and versatile with a diverse range of improvements and it still maintains the functionality of the original User Interface; This is quite an achievement for a mod developed in such little time since the release of the game.

Not only that, but we have a plethora of options to choose from with the mod which should give you the ability to leave a little bit of your own style on the interface and that little “homely” feel to your Supreme Commander game.

Options include enlarged strategic icons on the build options, build
queue and selections icons (with controllable transparency) as well as other features in the dedicated “Mods” tab within the Options Window, accessible easily during play.

The UI uses a completely fresh skin which reduces the build options to one line,
the economy bar and the controls are a couple of pixels smaller too and removing the borders has helped game play a lot by giving the focus back to the game instead of the fat and down right ugly interface.

But with new horizons comes new enemies, the UI can only be set to bottom layout instead of right or left and the mini map is slightly off due to the way the game handles the mini map view; these however need to be taken with a pinch of salt!

This version is only 0.7 and is very good at this stage, the author plans on implementing several improvements including the general look and feel of some buttons, diversifying the variety of skins available, user defined interface placements, improving the transparency of some menu’s and implementing a separate layout manager for all of the new skins that he intends to bring.

Read the read me for more specifics, ultimately though this mod deserves massive thumbs up in terms of its quality and how readily available it has become.

To install, drop the .scd file into the "Supreme Commander/gamedata/" folder. The mod
will then show up in the mod manager, where you can enable/disable it.

By default your Supreme Commander directory is located at: Cstick out tonguerogram FilesTHQGas Powered GamesSupreme Commander

A definite RECOMMENDED download. Get it done Commander!

9/10 - BCDS

()((()'s Interface Mod (0.7) - Screenshots  
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()((()'s Interface Mod (0.7) - File Download Options  

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()((()'s Interface Mod (0.7) - Readme  
Readme File:
####################### ()((()'s Interface Mod v0.7 ############################
Comments (this includes bugreports) on this mod should be discussed in the
official forums: http://forums.gaspowered.com/viewtopic.php?t=3293
Alternatively you can get me via mail: ollo_mulder@gmx.net

---[ Description ]--------------------------------------------------------------

This mod aims at giving a more task-oriented interface, by enlaring often used
buttons while shrinking less important UI elements. Plus i hope i've managed to
give it a more decent look.

It uses a completely fresh skin which reduces the build options to one line,
saving quite a lot of screen space. The economy bar and the controls are a
couple of pixels smaller, too, and removing the borders should help the
immersion into the game as well as the overview of what you want to see:
the battle!

The enhancement button will only show when the current unit has upgrade
available, and the various unit info overlays have been reduced in size and made
partly transparent.

You can optionally have enlarged strategic icons on the build options, build
queue and selections icons (with controllable transparency), this aims to avoid
false clicks.

You can make some adjustments to the mod via the 'Mods' tab in the option
window. Entries with (*) currently don't take effect until the next game you

---[ Installation ]-------------------------------------------------------------

Just drop the .scd file into the "Supreme Commander/gamedata/" folder. The mod
will then show up in the mod manager, where you can enable/disable it.

---[ Known Quirks ]-------------------------------------------------------------

- Only bottom layout supported for now, enabling the other ones will mess up
the interface completely. This is likely to stay this way for some time,
sorry if you prefer left/right layout right...

- The minimap doesn't look quite right, because the main view overlaps the same
space. This is due to the way SupCom handles theses views and will hopefully
change with some future patch.

---[ Future Versions ]----------------------------------------------------------

What's currently on the schedule for my mod is:

- improving the general look of several elements. Right now some buttons are
more of a placeholder and far from finished.

- making more skins available. The mod is basically prepared for skinning, i
just have to put some effort in finishing this part and, off course, have to
find the time to do some. Note that the skins will use the exactly same

- parameterizing some portions of the UI, e.g. letting the user choose where to
place some of the overlays. [WIP]

- touching some more UI elements to give them a look that will blend in much
more smoothly. One example would be the score display, another one the avatars
on the right edge. [WIP]

- implementing my own Layout Manager allowing for more flexible layouts while
being able to reuse most of the logic. (huge pile of work, don't expect
anything soon)

---[ Changelog ]----------------------------------------------------------------

- [BUG] customized modifiers didn't take effect on initial adding of units to
the build queue
- [FEATURE] you can now switch the tech level via the mouse wheel when you are
hovering over the construction area
- [FEATURE] added option to reverse the switching direction in case you prefer
having mouse wheel up increase the tech level rather than decrease it

- [BUG] when removing items completely, the strategic icons were not updated, as
this part takes place in the engine. But at least i was able to apply some, i
consider it dirty, hack as there's no other way available right now...
- [BUG] scroll buttons are now enabled if all enhancements do not fit in the
construction panel (which only happened when playing in 1024 and minimap
turned on, though)
- [FEATURE] added support for multiple strategic icon sets, first one to be
added is the set of III_Demon, who's got to be given credit for it!
(sidenote: if you want to supply YOUR icon set to be integrated, feel free to
post them in the thread listed on top of this readme)
- [FEATURE] you can now set the build modifiers to other values than 5 for
shift, ctrl and shift+ctrl seperately in the preferences
- [FEATURE] rotating the mousewheel while hovering over an item in the build
queue will now work the same as left/right clicking on the icon, allowing for
faster handling

- [BUG] in replays, you couldn't reach the speed adjustment slider. This is
fixed, and the background is rudimentarily skinned now
- [BUG] the unitview overlay didn't display the info on units in the build queue
- [BUG] eventually managed to fix the damn unit description to be the right
height and place...
- [FEATURE] added slightly distinct strategic icons for storage and fabricator
structures. These will not work from scratch with custom units added by other
mods, though. I expect this to change some time if the necessary info is found
in the blueprints.

- [BUG] due to poor testing the enhancements didn't work, now everything
*should* be ok. It's more complicated than i thought...
- [FEATURE] the 'enhancements' removing something now show a red cross to be
more recognizable
- [CHANGE] score display skinned to match the other overlays and moved to the
top right corner

- [BUG] fixed problems with activating the mod when having another layout active
than 'bottom' (hopefully!)
- [BUG] avatars now completely disappear every time
- [FEATURE] clicking the enhancement/upgrade button won't open the enhancement
dialog but display all available upgrades in the build options directly
- [FEATURE] replaced the 'About' panel in the options dialog with a 'Mods'
panel, you'll find settings for the mod there
- [FEATURE] you can now control the strategic icons' transparency and
de/activate them completely via the aforementioned options panel
- [CHANGE] Mousover Unitview was too short to display all Info in some cases, it
should now be enough
- [CHANGE] the scroll buttons of the selectionmanager are skinned now, too

- [BUG] fixed bug that caused upgrade button to appear when selecting multiple
- [FEATURE] added enlarged strategic icons to build options/queue and selection
- [FEATURE] modded avatar bar to about 60% of the original size and made the
icons blend in the other overlays.
- [CHANGE] switched infinite build and pause buttons, as infinite build is used
far more often i think.
- [CHANGE] the default color theme is now greenish blue, to give the interface a
more metal-like look.

initial release

()((()'s Interface Mod (0.7) - User Comments  
The following comments are owned by the user that posted them. SupComFiles is not responsible for their content.

Total comments: 5 | Last comment: 03-03-2011 at 18:33

 #1 - 04-15-2007 at 06:21
From: (Ceske Budejovice)
Joined: November 13th, 2004
Posts: 189
Hey this looks really good....

 #2 - I'm having trouble using this mod - 01-05-2008 at 02:27
Joined: January 5th, 2008
Posts: 20
This is the first mod I have tried to use in supreme commander. As far as I am aware, I have done everything correctly, yet it does not work.
I placed the file in the gamedata directory, and it appears in the mod manager list, but when I enable it, I see no effect in game.

As this is my first attempt at using a mod, I'm sure I must have made a mistake somewhere, but if someone could tell me what it is, I would be very grateful.

 #3 - ? - 04-13-2009 at 07:22
From: (Pennsylvania)
Joined: March 2nd, 2009
Posts: 301
y do they make mods like this i mean who cares about a different ui

 #4 - 06-10-2009 at 09:00
From: (Suffolk)
Joined: April 8th, 2006
Posts: 249
Because we don't like the old one stick out tongue
Don't listen to ol'Cpt.Misery, good job! big grin

 #5 - 03-03-2011 at 18:33
From: (bryan TX)
Joined: December 30th, 2010
Posts: 18
i have several mods (not this one) that conflict (i think) i get a message that says something to the effect of you stupid #$%^& you broke it here are the last 100 lines of jargin that youcant under stand a *&%*%$ word ofAaargh!!!CryResistance is Futile!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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