Maps/Ideas for Menu Backgroud
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Re: Blank and/or Quick loading Map
With a nice camera angle, the Depth of Field shader could spice things up. (with some optimisation)
Re: Blank and/or Quick loading Map
how about not needing a map at all.
its super low hanging fruit as far as code goes.
ie, if no map, generate a nothing map.
its tecnically easy as pie. and solves the easy case, could be generalised to further to reduce dependance on smf/smt altogether. and specify all resources for maps in lua.
I could get a pull request for the easy case in a night if you can get dev support I will do it if its wanted. I'm working on something else right now or i would do it for the shits and giggles*
*Australian slang, alternatives would be "for the hell of it", " do it just because", " for the lols" etc.
its super low hanging fruit as far as code goes.
ie, if no map, generate a nothing map.
its tecnically easy as pie. and solves the easy case, could be generalised to further to reduce dependance on smf/smt altogether. and specify all resources for maps in lua.
I could get a pull request for the easy case in a night if you can get dev support I will do it if its wanted. I'm working on something else right now or i would do it for the shits and giggles*
*Australian slang, alternatives would be "for the hell of it", " do it just because", " for the lols" etc.
- Funkencool
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- Joined: 02 Dec 2011, 22:31
Re: Blank and/or Quick loading Map
I guess it all depends on how much load time that would actually save. I'm just now testing the blank maps (any minute) so I'm not sure how fast it is yet.enetheru wrote:I could get a pull request for the easy case in a night if you can get dev support I will do it if its wanted.
Funny, here in North Dakota (US) we say "for shits and giggles" - theenetheru wrote:for the shits and giggles*
I think I'll also stick with those ( or the above) but this thread is still useful for other ideas, non-default ones.gajop wrote:I think enetheru/Silentwings' blank maps are ideal for this.
At least I don't want a (visible) map as a default.
I updated OP with everything mentioned so far
Re: Blank and/or Quick loading Map
load time savings would be negligible.Funkencool wrote:I guess it all depends on how much load time that would actually save. I'm just now testing the blank maps (any minute) so I'm not sure how fast it is yet.enetheru wrote:I could get a pull request for the easy case in a night if you can get dev support I will do it if its wanted.
what I originally meant that was if spring cant find certain elements of a map it just fills the array's with zeroes and moves on. making it so spring doesnt crash oif there is no map found, or if it cant load a map properly.
could achieve the same thing by keeping an empty map in the base files and loading it if no map is found I guess.
But thinking about it for normal end users, if map load failed, you would want to stop loading the current map and load the empty map again. Only for edbug purposes would you want to load broken maps to see whats missing.
anyway just musing.
- Funkencool
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- Joined: 02 Dec 2011, 22:31
Re: Blank and/or Quick loading Maps
Seems that would be easy enough that code change wouldn't really be necessary.could achieve the same thing by keeping an empty map in the base files and loading it if no map is found I guess
On a similar note:
It seems the blank maps and most small maps load in about the same amount of time (a few seconds), at least for me.
- Funkencool
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Re: Blank and/or Quick loading Maps
I wonder how much detailed skyboxes would effect load time?
A void map with a nice skybox and some subtle camera movement would look really nice.
This seems like something I've seen on here before, maybe I'll have a look around and see if I can find one
A void map with a nice skybox and some subtle camera movement would look really nice.
This seems like something I've seen on here before, maybe I'll have a look around and see if I can find one
- Silentwings
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Re: Maps/Ideas for Menu Backgroud
Skyboxes: viewtopic.php?f=56&t=11009
But I'm not sure how good it will look, maybe without the map there the corners/joins in the skybox would show.
But I'm not sure how good it will look, maybe without the map there the corners/joins in the skybox would show.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Maps/Ideas for Menu Backgroud
Apophis looks pretty good, plus it even has background music and shooting stars built in. For me at least the load time really isn't to bad, or is at least worth the wait.
Last edited by Funkencool on 07 Mar 2015, 17:29, edited 1 time in total.
Re: Maps/Ideas for Menu Backgroud
Each game should have its own client, but you could make a general client for people who like to play multiple Spring games like a lot of the people on this forum.
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- Example.png
- (1.01 MiB) Not downloaded yet
- Funkencool
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- Joined: 02 Dec 2011, 22:31
Re: Maps/Ideas for Menu Backgroud
Most definitely but if the client is in-game; people need a way of getting into that. That leads to the biggest question of:Jazcash wrote:Each game should have its own client, but you could make a general client for people who like to play multiple Spring games like a lot of the people on this forum.
How will the engine know the user wants to play only BAR?
Well it can't really, without that engine being dedicated to only BAR (or by running a custom script/shortcut). Which is up to the developer. Either way the engine needs to be manipulated to do this, and it can't be default behavior.
So what I'd like is some way for a non-dedicated spring to still be able to access these menus, and or launch into these menus, easily.
If a game dev wanted to they could easily bypass this to go straight into their menu. They would just need to configure spring correctly.
So my proposal would be for spring to scan game archives and grab these menus, while also providing a simple way to access them.
Simply put, a non-configured spring could look something like this.
The menu bar on top could even be minimized, or a 'back' button placed somewhere. You could even make it so when the user clicked the 'BAR' button, it reloads spring into bar which handles it's menu system however it feels.
And the user could still easily switch between different menus.
If the game dev want's spring to skip all this and go straight into their menu; they would only need to configure spring to do that. Then they could rename spring.exe into nameofgame.exe and it would be like a real game, with it's own executable
Nice mockup btw
Could a moderator by any chance move mine and jazcash's post's to my other thread viewtopic.php?f=23&t=33238 where it would fit in a little nicer?
Re: Maps/Ideas for Menu Backgroud
A few things:
1) Enetheru's map's filename is called Blank v2 but it's actually Blank v1
2) Both maps have the same name => conflicting
3) Both maps have the sky (although seems like enetheru's has more => I don't want any)
4) Enetheru's map has grass
PS: Both maps have this weird blue off-map thingie when using my lobby instead of funken's. Is it knorke's widget that's killing off-map blueness?
1) Enetheru's map's filename is called Blank v2 but it's actually Blank v1
2) Both maps have the same name => conflicting
3) Both maps have the sky (although seems like enetheru's has more => I don't want any)
4) Enetheru's map has grass
PS: Both maps have this weird blue off-map thingie when using my lobby instead of funken's. Is it knorke's widget that's killing off-map blueness?
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- ingame_lobby.png
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- enetheru.png
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- silentwings.png
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Re: Maps/Ideas for Menu Backgroud
make the name anything you like, its irrelevant. the only name thats relevant is the smt file because its saved in the smf, but you can override that in the smd/mapinfo.luagajop wrote:1) Enetheru's map's filename is called Blank v2 but it's actually Blank v1
smf files have a unique ID, why not use it? https://springrts.com/wiki/Mapdev:SMF_formatgajop wrote:2) Both maps have the same name => conflicting
entirely controlled with the mapinfo.lua/mapname.smd, just choose the settings you want. there will always be sky afaik, just make it as invisible as we can.gajop wrote:3) Both maps have the sky (although seems like enetheru's has more => I don't want any)
weird.gajop wrote:4) Enetheru's map has grass
I believe both maps were using the smd file instead of lua, so its not in our archives whatever the problem is.gajop wrote:PS: Both maps have this weird blue off-map thingie when using my lobby instead of funken's. Is it knorke's widget that's killing off-map blueness?
Re: Maps/Ideas for Menu Backgroud
I checked my map, it doesnt specify a grass map at all, so I conclude that its a bug in spring engine.gajop wrote:4) Enetheru's map has grass
Re: Maps/Ideas for Menu Backgroud
I just wanted to say that you can't have both maps in the Spring maps folder and have it detected by the engine. I'm also pretty sure all Spring archives need to have a unique (name + version) field.enetheru wrote:smf files have a unique ID, why not use it? https://springrts.com/wiki/Mapdev:SMF_formatgajop wrote:2) Both maps have the same name => conflicting
/Shrugenetheru wrote:I believe both maps were using the smd file instead of lua, so its not in our archives whatever the problem is.gajop wrote:PS: Both maps have this weird blue off-map thingie when using my lobby instead of funken's. Is it knorke's widget that's killing off-map blueness?
Just want to add that I'll probably be using a default background image, so these fixes aren't critical for me.
- Silentwings
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- Joined: 25 Oct 2008, 00:23
Re: Maps/Ideas for Menu Backgroud
Your image of my Blank v1 looks black to me! The map contains no lua, has perfectly black lighting and a perfectly black texture, so if it looks dark blue to you I guess it must be a user widget or some other local thing. Didn't realize I needed to explicitly turn off clouds, can do that.
Afaik all types of Spring archive need a unique name+version combination, or there will be collisions/desyncs.
Afaik all types of Spring archive need a unique name+version combination, or there will be collisions/desyncs.