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 Post subject: Widget spam
PostPosted: 04 Jan 2010, 04:14 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
Which widgets are needlessly enabled in CA?

How should we go about streamlining and optimizing CA's Lua?


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 04:21 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
atm? Probably none. All chili widgets are disabled in stable except for gesture menu which isnt real chili widget.


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 14:33 

Joined: 18 Aug 2007, 18:04
MidKnight wrote:
Which widgets are needlessly enabled in CA?

How should we go about streamlining and optimizing CA's Lua?

Make disabled at start/delete these widgets:

Code:
ally cursors
auto skirm
auto swarm
auto group
build bar
build eta
building starter
calayout
camerashake
ceasefire
chili marking menu
cloaker guard
command insert
dc icon
darkening
ghost site
jumjet gui
land fly
lasso terraform gui
local widgets config
minimap events
noduplicateorders
prospector
rank icons
retreat
satellites
selection send
selection buttons
selection circle2
shield guard
smoothscroll
resetstate
statereverse toggle
stereo3d
stockpiler
transport ai
unit mover
voices


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 15:05 
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Joined: 23 Oct 2004, 00:43
Are you kidding? Disable at start? Some of those widgets are important or even essential to CA gameplay - the Jumpjet GUI, land/fly, etc.? Seriously? And is anybody out there really complaining about Ally Cursors?

The problem is how the Widget list is organized - it's cluttered up and a player can't crawl through them. It feels messy. CA is reorganizing the widgets into a nice, user-friendly "options" menu.


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 15:11 

Joined: 18 Aug 2007, 18:04
Pxtl wrote:
Are you kidding? Disable at start? Some of those widgets are important or even essential to CA gameplay - the Jumpjet GUI, land/fly, etc.? Seriously? And is anybody out there really complaining about Ally Cursors?

Yes seriously. Those are all the widget (excluding lups) that bother me about CA. I play without them and they are in no way essential.


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 15:20 
Spring Developer
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Joined: 22 Sep 2007, 08:51
i agree that the list should be better. for example, when i play on a pc with low tech graphics card, i would like to see easily which widgets are graphics only. then there could be a list of widgets that may be CPU intensive.


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 15:42 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
The widget list in ALL games and mods should only include those essential to the game/mod. Everything else should be optional for many reasons.


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 15:53 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Well there is crude menu - its meant to replace widget lists for all but advanced users.

It will include standard options known from normal games instead of chaotic widget list.


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 Post subject: Re: Widget spam
PostPosted: 04 Jan 2010, 19:41 

Joined: 17 Sep 2008, 03:36
Location: your imagination
JAZCASH wrote:
The widget list in ALL games and mods should only include those essential to the game/mod. Everything else should be optional for many reasons.

Regret wrote:
Yes seriously. Those are all the widget (excluding lups) that bother me about CA. I play without them and they are in no way essential.

LuaUI itself is not essential.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 10:17 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
For the future, the player shouldnt have to even look at the widget list. The widget list is a programming-side thing. Everything should be accessible through the menu.

The current crudemenu setup is pretty bad though, some parts of the menu have very little under them and others are buried 5 levels deep.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 14:55 
Map Creator
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
widget spam ownz my fps
the only widgets a real man needs are factory gaurd and metal makers


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 14:59 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
1v0ry_k1ng wrote:
widget spam ownz my fps
the only widgets a real man needs are factory gaurd and metal makers


Metal makers in CA??? get out...

also a real man can macro his metal makers


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 15:11 
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Joined: 07 Apr 2009, 11:43
1v0ry_k1ng wrote:
widget spam ownz my fps
the only widgets a real man needs are factory gaurd and metal makers

I use neither of those


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 17:04 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Saktoth wrote:
buried 5 levels deep.

Which item is buried 5 levels deep?

The less deep it gets, the larger the menu needs to be and people with tiny screens can't see it all.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 18:57 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Thats why there is scrollbar control :)

Treeview will help.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 19:01 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Licho wrote:
Thats why there is scrollbar control :)

I'd like to try to avoid scrolling for menus, you'd have to scroll down every time you start over. That doesn't save you any time over deeper menus. One is more clicking and one as more dragging.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 19:17 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
It does save a lot of time!
You assume people know in which branch it is.
But they dont. So they have to explore each branch without easy way to go back.

Its very frustrating.
Compare that with scrolling which is intuitive since it exists everywhere.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 20:05 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Menu has 3 submenus, the first two with two options.

Menu > settings has 7 submenus.

Lowest Settings has one option.

Video has 9.

Menu > Settings > Video > Graphic detail (4 levels deep). 13 options. These are only for 3-4 options in 3 settings, and would be better served by radio buttons or a drop-down list. The menu is rife with this kind of stuff, actually.

View is similiarly huge.

Effects, however, is back to only two options.

Menu > Settings > Misc > Mouse Settings is large, 4 levels deep.

Okay, so there are none 5 levels deep.

Game, on the other hand, has 10 options and one submenu.

So what does crudemenu need from chilli?

A. Drop-down menus.

B. A way to display toggle buttons on the button itself (All these buttons marked 'Toggle X' is bad, a light or tick boxto the left of the panel or such would be better).

C. Tabs for the menu. You shouldnt have to scroll through options then be taken to a second page, the categories should be on the side or top, with the options in a main panel. You can use a technique other than tabs but you need some way of organizing them. Ideally, you should never have to go two menus deep, everything should be categorized properly. Hell even springsettings does this. A few exceptions may have to be made for things like the Night widget, but all the important stuff should be on the main page.

That may help.


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 20:08 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Modern options often use treeview on left displaying categories and pane on right category content.
Problem is it needs someone to code simple chili treeview which is some 4 hours of work and then integrate it into crude which is *nobodybutcarknowshowhard*


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 Post subject: Re: Widget spam
PostPosted: 05 Jan 2010, 22:19 
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Joined: 23 Oct 2004, 00:43
Honestly, a treeview doesn't seem worth that effort - I usually find treeview-based options panels to be annoying, since you never know whether the options you seek will be located on parent or child levels of the tree.


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