Very nice indeed. For an improvement, you could add user-friendly customisation controls. Maybe just some simple things like two sliders for adjusting radius or glow thickness of the circles.
My main query though before I start using this is, is it more or less CPU intensive than Team Platters? Because I know for a fact that turning Team Platters on drastically reduces my FPS.
Atfirst it used about twice as much as teamplatter.. but with the latest fix Team Circles use a little less than teamplatter
But note: as more units as more resources/cpu-time needed Ok .. if you think the first version is visually fine .. i could apply that speed patch for you and send it to you
To Radar / Jammer : Radar cannot look through hills, but those circles would pretend to do For Jammers it might be fine .. but idk, as i do not use them often
Atfirst it used about twice as much as teamplatter.. but with the latest fix Team Circles use a little less than teamplatter
But note: as more units as more resources/cpu-time needed Ok .. if you think the first version is visually fine .. i could apply that speed patch for you and send it to you
Don't send anything personally, I'm sure there would be more people like me wanting a nice widget that allows easy eye verification of units whilst not damaging FPS too much. Public is profitable, privacy is pitiful.
and optimized opengl slightly but didn't get the bubble behavior working completely yet, so selection circles overlap (inner circles still don't overlap)
And you removed heading and degrot hmm .. ok .. it is not really needed, but it is nice for planes
Hmm .. could this be optimised too? udid = spGetUnitDefID(unitID) => udids[unitID] = spGetUnitDefID(unitID) and use "udids[unitID]" everywhere udid is used?
Ps: It took a while for me to understand your optimised code :)
Changes - Protected selected untis form having an selection circle in them
But not protected circles form being drawn twice (Alpha needs to be set 1 or 0 depending on what you draw (circles or "selected"-circle) but that needs some extra seps in opengl slowing the widget down
Details: - kicked out 2 per-unit-loops (Clear-loop / Draw-selected Loop) - replaced the Cycles per team by only one (wich draws the Alpha) -> The color is now drawn by a large cycle without a hole in the middle
hmm .. idk what to do about bright / snow maps .. we might use black instead of white but that would not fit all the other maps, and would not fit the dark spots on Blindside and nuclear_winter Any color would lead to be misinterpreted
Actually I am very happy of what we managed to code :)
(We should get some cool screenshots presenting this, so everyone gets addicted to it ^^)
one of my test versions used a larger circle of the samecolor and it was easy to spot. I dunno if pure black would be too dark on anything but speedball water and asteroid maps
oh and while the circles look great on units, I think it's weird on some buildings... like I built an aircraft plant and it felt a little awkward having a huge blue circle around it.
aegis' version appears to have trouble handling certain maps:
Code:
[ 6440] Error in Initialize(): [string "LuaUI\Widgets\unit_circle_0.5.2.lua"]:211: attempt to index field '?' (a nil value) [ 6440] Removed widget: Unit-Circles 0.5.1
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