Separate menu for user-added LuaUI and mod-added LuaUI

Separate menu for user-added LuaUI and mod-added LuaUI

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Separate menu for user-added LuaUI and mod-added LuaUI

Post by YokoZar »

It would be nice if we could filter the F11 menu somehow. The menu is very long as it is - it's also not obvious that it can be scrolled with the mousewheel, especially since on my computer mousewheel down = scroll up for some reason.

Anyway, if there were a separate menu for my own widgets and mod-provided ones it would be much easier for me to find and turn off problematic/conflicting widgets. In general I can trust the mod-provided widgets more than my own, so if they were visually separate somehow it would help.

We can keep both menus on the F11 key too - just put two different menus there (say, on the left and right sides of the screen).
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by Pxtl »

Indeed. The F11 is getting nightmarishly long and is thoroughly opaque - no legend as to the colour-coding, no visible scrollbars, no organization to speak of, etc.
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by Niobium »

All things mentioned already solved: IceUI
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by REVENGE »

Niobium wrote:IceUI
HAET
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by manolo_ »

yeah and then you could make a big window, with STILL many different luas
Ashnal
Posts: 104
Joined: 24 Jun 2008, 00:57

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by Ashnal »

Well if you didn't notice all mod widgets are in the first half of the list with asterisks around them (these *)

All user widgets are in the bottom half without asterisks.

Also, within those two categories they are all in alphabetical order.

The list seems to be organized perfectly fine to me, the only improvements I can think of would be multiple columns, a scrollbar to make scrolling more obvious, and maybe sorting widgets into categories. IceUI does multiple columns and categories, and eliminates the need for scrolling.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by el_matarife »

It would be nice if you could adjust which widgets are turned on from outside the game as well, for troubleshooting. Maybe in Settings++?
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by manolo_ »

el_matarife wrote:It would be nice if you could adjust which widgets are turned on from outside the game as well, for troubleshooting. Maybe in Settings++?
not good, coz with next spring there will be a seperate lua-list for each mod
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Separate menu for user-added LuaUI and mod-added LuaUI

Post by el_matarife »

manolo_ wrote: not good, coz with next spring there will be a seperate lua-list for each mod
I don't know, maybe make the per-mod Lua list editable easily from out of game? I run into a TON of people with LuaUI problems who have to manually troubleshoot by turning LuaUI off or go through it painstakingly widget by widget to figure out what widget causes lockups.
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