Unfitting and fitting Widgets

Unfitting and fitting Widgets

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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Unfitting and fitting Widgets

Post by zwzsg »

There's plenty of widgets out here and I don't know them all. Most of them are written with other mods in mind, and may not be fit for KP.

I would like lists of:

- Widgets that cause issues in Kernel Panic.
- Widgets that are common and useless in Kernel Panic
That way I'll make next KP version disable (yellow) them for the duration of the game.

- Widgets that are useful, even in Kernel Panic
That way I may add them to KP installer.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Unfitting and fitting Widgets

Post by lurker »

Do you have any widgets in the installer or in KP right now? Custom formations is almost mandatory.
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Unfitting and fitting Widgets

Post by zwzsg »

Right now, I have:

Because I found them useful:
- unit_healthbars.lua
- gui_advplayerslist.lua (modified to remove M/E sharing)
- gui_build_eta.lua (disabled)
- gui_center_n_select.lua
- unit_customformations.lua
- init_start_point_remover.lua
- autoquit.lua
- gui_redo_teamcolors.lua (disabled)

Because they were in Spring official installer that I based mine on:
- camera_shake.lua (disabled)
- camera_smooth_move.lua (disabled)
- gui_hilight_unit.lua (disabled)
- gui_selbuttons.lua (disabled)
- minimap_relative.lua (disabled)
- minimap_startbox.lua
- unit_immobile_buider.lua (disabled)

Present in Spring official installer but not in KP installer because they are useless for KP or because I dislike them:
- gui_comm_ends.lua
- gui_team_platter.lua
- gui_xray_shader.lua
- unit_factory_guard.lua
- unit_metal_maker.lua
- unit_stockpile.lua
But these don't have to be disabled if they were present, they're not included to avoid the clutter in F11 widget list, but if people have them on, unless I missed something, no reason to force-disable them (actually, now I see some those names, stuff like factory guard probably is no good since KP's builders can't assist.)
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Unfitting and fitting Widgets

Post by Google_Frog »

I use unit_dontmoveeverything.lua to set everything to hold posistion.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Unfitting and fitting Widgets

Post by imbaczek »

i use smoothscroll for windowed play.
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Unfitting and fitting Widgets

Post by Google_Frog »

I fixed factory guard to check if builders can assist and whether the factory can be assisted. For the rest of my widgets I do a mod short name check when initialized and disable them automatically, it's the next best thing to mod specific lua settings.
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Unfitting and fitting Widgets

Post by zwzsg »

I was about to ask where to find SmoothScroll, as I couldn't find it on JobJol, inside Ca, with a forum search, or with Spring Downloader. But then I found out it's one of the widget installed by default.
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