BuilderCAI.cpp ln 70: sprintf(tmp,"\nHealth %.0f\nMetal cost %.0f\nEnergy cost %.0f Build time %.0f",ud->health,ud->metalCost,ud->energyCost,ud->buildTime); --> sprintf(tmp," Health: %.0f\nMetal cost: \xff\x90\x95\xff%.0f\xff\xff\xff\xff Energy cost: \xff\xff\xff\x50%.0f\xff\xff\xff\xff Build time: %.0f",ud->health,ud->metalCost,ud->energyCost,ud->buildTime); Modified con unit mouse over data for buildable units to fit on two lines, colored the e&m numbers CommandAI.cpp ln 76: modified the Fire State tooltip to stay on two lines, changed "an unit" to "a unit" ln 88: modified the Move State tooltip to stay on two lines, changed "an unit" to "a unit" ln 100: modified the Repeat tooltip to stay on two lines, changed "que" to "queue" ln 111: modified the Trajectory tooltip to stay on two lines ln 457: fixed "que" to "queue" FactoryCAI.cpp ln 41: sprintf(tmp,"\nHealth %.0f\nMetal cost %.0f\nEnergy cost %.0f Build time %.0f",ud->health,ud->metalCost,ud->energyCost,ud->buildTime); --> sprintf(tmp," Health: %.0f\nMetal cost: \xff\x90\x95\xff%.0f\xff\xff\xff\xff Energy cost: \xff\xff\xff\x50%.0f\xff\xff\xff\xff Build time: %.0f",ud->health,ud->metalCost,ud->energyCost,ud->buildTime); modifies unit data for units in factories two fit on two lines GUIallyResourceBar.cpp ln 41: glColor4f(0.0, 0.0, 0.0, 0.5); --> unmodified apparently unused atm GuiHandler.cpp ln 139-142: changes: ---- buttonBox.x1 = 0.01f; buttonBox.y1 = 0.125f; buttonBox.x2 = 0.18f; buttonBox.y2 = 0.71f; ---- to: ---- buttonBox.x1 = 0; buttonBox.y1 = 0.04f; buttonBox.x2 = 0.18f; buttonBox.y2 = 1-((gu->screenx*0.18)/gu->screeny); ---- aligns build/orders menu to the left of screen, no margin. also makes the build menu attach to the bottom of the default heightmap and the top of the little tooltip/unitinfo box thing. ln 294: glColor4f(0.2f,0.2f,0.2f,0.4f); --> glColor4f(0.0f,0.0f,0.0f,1.0f); changed, unsure what this is right now ln 826: suspicious greenness (no change, just a note to self) GUItable.cpp ln 52: glColor4f(0.0, 0.0, 0.0, 0.4f); --> glColor4f(0.0, 0.0, 0.0, 1.0f); unsure what element this is, but since it was translucent black i thought i may as well make it solid InfoConsole.cpp ln 31-32: changed: ---- xpos=0.26f; ypos=0.946f; ---- to: ---- xpos=0.18f; ypos=0.97f; ---- aligns box into the corner formed by the minimap and resource bar ln 101: glColor4f(0,0,0.5f,0.5f); --> glColor4f(0.5,0.5,0.5f,0.4f); Make the formerly blue info popup box grey, slightly more translucent MiniMap.cpp ln 43: xpos(10), --> xpos(0), ln 45-46: changed: ---- height(200), width(200), ---- to: ---- height(gu->screenx*0.18), //0.18 is the width of the build menu in GuiHandler.cpp width(gu->screenx*0.18), //multiply by the screenx for the height too to keep it square ---- Makes the minimap default to the same width and height as the build menu. Also makes it stay the same relative size in different resolutions by default. ln 84: ypos=gu->screeny-height-10; --> ypos=gu->screeny-height; these should put the minimap in the corner of the screen rather than having a space around them. MouseHandler.cpp ln 539-540: changed: ---- sprintf(tmp,"\nHealth %.0f/%.0f \nExperience %.2f Cost %.0f Range %.0f \n\xff\xd3\xdb\xffMetal: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f\xff\xd3\xdb\xff Energy: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f", unit->health,unit->maxHealth,unit->experience,unit->metalCost+unit->energyCost/60,unit->maxRange, unit->metalMake, unit->metalUse, unit->energyMake, unit->energyUse); ---- to: ---- sprintf(tmp," - Experience %.2f - Cost %.0f - Range %.0f \nHealth %.0f/%.0f Metal: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f\xff\xff\xff\xff Energy: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f", unit->experience,unit->metalCost+unit->energyCost/60,unit->maxRange,unit->health,unit->maxHealth, unit->metalMake, unit->metalUse, unit->energyMake, unit->energyUse); ---- puts the unit info text on mouse over on two lines ResourceBar.cpp ln 14-17: changed: ---- box.x1 = 0.26f; box.y1 = 0.96f; box.x2 = 0.98f; box.y2 = 0.99f; ---- to: ---- box.x1 = 0.18f; box.y1 = 0.97f; box.x2 = 1; box.y2 = 1; ---- to align the resource bar to the upper right corner across the whole of the screen (with minimap at default) ln 45: glColor4f(0.2f,0.2f,0.2f,0.4f); --> glColor4f(0.0f,0.0f,0.0f,1.0f); make the background of the resource bar black ln 60: GLfloat metalbarx2 = box.x1+(box.x2-box.x1)/2.0-.03f; --> GLfloat metalbarx2 = box.x1+(box.x2-box.x1)/2.2-.03f; the metal bar overlapped the word "Energy" a bit ln 102: changed: ---- glColor4f(0,0,0,0.5f); font->glPrintAt(metalx-0.004,metaly+.005f,0.7f,"Metal"); ---- to: ---- glColor4f(1,1,1,0.8f); font->glPrintAt(metalx-0.004,metaly+.005f,0.7f,"Metal"); ---- to maintain the color of the word "Metal" on the resource bar. empty part of metal resource bar, made to translucent black ln 120: GLfloat energyx = box.x1+0.37f; --> GLfloat energyx = box.x1+0.42f; solves overlapping problems ln 134: glColor4f(1,1,1,0.8f); --> glColor4f(0,0,0,0.5f); same as above, but for energy. As energy was already a diff color, it didn't need as drastic of a change. SelectedUnits.cpp ln 453: sprintf(tmp,"\nHealth %.0f/%.0f \nExperience %.2f Cost %.0f Range %.0f \n\xff\xd3\xdb\xffMetal: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f\xff\xd3\xdb\xff Energy: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f", --> sprintf(tmp," - Experience %.2f - Cost %.0f - Range %.0f \nHealth %.0f/%.0f Metal: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f\xff\xff\xff\xff Energy: \xff\x50\xff\x50%.1f\xff\x90\x90\x90/\xff\xff\x50\x01-%.1f", exp/num,cost,range/num,curHealth,maxHealth, metalMake, metalUse, energyMake, energyUse); makes the bottom data bar two lines, displays clicked on unit data on said two lines rather than 4 ShareBox.cpp ln 80: glColor4f(0.2f,0.2f,0.2f,0.4f); --> glColor4f(0.0f,0.0f,0.0f,1.0f); Share units/resources dialog ('h' key) successfully changed, black with no translucency TooltipConsole.cpp ln 26: glColor4f(0.2f,0.2f,0.2f,0.5f); --> glColor4f(0.0f,0.0f,0.0f,1.0f); make the tooltip box solid black ln 29-32: changed: glVertex3f(0.01f,0.01f,0); glVertex3f(0.41f,0.01f,0); glVertex3f(0.01f,0.1f,0); glVertex3f(0.41f,0.1f,0); to: glVertex3f(0,0,0); glVertex3f(1,0,0); glVertex3f(0,0.1f,0); glVertex3f(1,0.1f,0); Stretches the databar across the entire bottom of the screen, makes it less tall. ln 35: glTranslatef(0.015f,0.08f,0); --> glTranslatef(0.015f,0.026f,0); Properly aligns the tooltip text into the tooltip box