Classes of loadscreens

Classes of loadscreens

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PepeAmpere
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Joined: 03 Jun 2010, 01:28

Classes of loadscreens

Post by PepeAmpere »

Currently all loadscreens lay in ./bitmaps/loadpictures of game/mod file and other may lay in similar subfolder of the map.

I think spring choose only from merged lists of loadpictures from these folders.
  • Is there any way how to choose loadscreen when launching the game with some specific setting/parameter?
  • If theres is only some hacky way how to do that, is possible to add this feature into engine? Would be some dev interested in?
I ask, because I want to prepare specific loadscreens for SP/MP missions and I want to select only subset of all screens that can be used as suitable for given launch.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Classes of loadscreens

Post by FLOZi »

Talk to jk about lua load screens (It's coming at some point)
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PepeAmpere
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Re: Classes of loadscreens

Post by PepeAmpere »

FLOZi wrote:Talk to jk about lua load screens (It's coming at some point)
Any idea which "communication channel" jK likes? I tried lobby pm, battleroom chat, this forum pm, this forum thread... maybe i should try so spring dev lair now.
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smoth
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Re: Classes of loadscreens

Post by smoth »

JK hates pms, generally you can try asking him by name in sy if you have a question if he is around generally he'll answer.
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jK
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Re: Classes of loadscreens

Post by jK »

The thing is a minor stuff is todo: you cannot access map related data except the mapname. Fixing crashes in some lua functions, map selection & lobby support are longterm goals.

But those aren't the reason why I didn't promoted it yet. It's just the fact that my example isn't finished ;)

If you want to see the progress so far:
http://home.arcor.de/jkei/LuaIntro.tar.xz
gajop
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Re: Classes of loadscreens

Post by gajop »

jK wrote:If you want to see the progress so far:
http://home.arcor.de/jkei/LuaIntro.tar.xz
How is this supposed to be used, as a separate folder in the mod, just like LuaUI/LuaRules or should it replace LuaUI?

PS: I'd like to contribute to the official chili branch - I've made editbox and focus detection, as well as file dialogs and combobox which I could translate to pure chili (as well as some minor bug fixes for existing stuff).
I'm in the progress of merging it with my clone of the official chili branch on github, and I'll send a pull request later tomorrow probably. Interested?
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PepeAmpere
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Re: Classes of loadscreens

Post by PepeAmpere »

jK wrote:The thing is a minor stuff is todo: you cannot access map related data except the mapname.


When i was talking about the map-owned loading screen, i mean the thing, that happends for example in map "FrozenFortress_v2" - if you launch the game with this map, sometimes mod-owned loading screen is not used - there is used some in map-archive saved loading screen.
jK wrote: If you want to see the progress so far:
http://home.arcor.de/jkei/LuaIntro.tar.xz
How to use that? :) I was checking it and it looks like more like some intro-mission device, nothing with loading screens. So it looks like more complex and a bit different thing then i need. But maybe im wrong. :)

thx for answer.
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PicassoCT
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Re: Classes of loadscreens

Post by PicassoCT »

Im just a passerby but this looks utterly usefull to telling singleplayerstorys hurray to jK
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knorke
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Re: Classes of loadscreens

Post by knorke »

I just clicked on random files so maybe nonsense:
Looks like there is some new function addon.DrawLoadScreen() and you can put stuff in there and it drawn, like DrawScreen()
There is something to get loadprogress as 0.0 - 1.0 number to make progress bars etc.
There is a function addon.MousePress(...) to play pong or chose your faction in loadscreen.
I guess it will be used by plopping the files into mod (or maybe it will be in engine) and then you just make your loadscreen wupget without thinking about the rest. (as you dont think about unit_script.lua when making scripts for units)
for example in map "FrozenFortress_v2" - if you launch the game with this map, sometimes mod-owned loading screen is not used - there is used some in map-archive saved loading screen.
if the map uses the same filenames as mod then those are replaced. for example all the speedball maps do that.
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jK
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Re: Classes of loadscreens

Post by jK »

gajop wrote:PS: I'd like to contribute to the official chili branch - I've made editbox and focus detection, as well as file dialogs and combobox which I could translate to pure chili (as well as some minor bug fixes for existing stuff).
I'm in the progress of merging it with my clone of the official chili branch on github, and I'll send a pull request later tomorrow probably. Interested?
sure
PepeAmpere wrote:How to use that? :) I was checking it and it looks like more like some intro-mission device, nothing with loading screens. So it looks like more complex and a bit different thing then i need. But maybe im wrong. :)
it's a new Lua instance (next to LuaRules, LuaUI, LuaGaia, ...).
knorke wrote:There is something to get loadprogress as 0.0 - 1.0 number to make progress bars etc.
That's done in lua, there is an addon.LoadProgress(). The Lua caches the times needed for each stage and then interpolates between the times. So you get a smooth and accurate progress.
knorke wrote:There is a function addon.MousePress(...) to play pong or chose your faction in loadscreen.
Playing Pong is not possible, except you pay the license fees of Namco for their `games in loadingscreen patent` or you limit it somehow to none US players (I hardly think the patent is valid in the EU).
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knorke
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Re: Classes of loadscreens

Post by knorke »

it's a new Lua instance (next to LuaRules, LuaUI, LuaGaia, ...).
can the loadscreen lua pass stuff to luarules/luaui or is it disconnected? So that players who score more points in pong can get a stronger commander. (that way it is part of the maingame and no longer a game-in-loadscreen)
If that is not possible, can it write to files for hacky workaround?
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jK
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Re: Classes of loadscreens

Post by jK »

it should be able to send LuaMessages
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smoth
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Re: Classes of loadscreens

Post by smoth »

how about chiliui in load screens
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