The New GUI - Page 13

The New GUI

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jcnossen
Former Engine Dev
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Post by jcnossen »

One thing which i like in spring: i can resize the minimap. And i dont want to lose that feature.
One thing which i hate in spring GUI: i can move the resource bar. And im sure that someone will make it even worser.
I really fear the upcoming GUIs that would be really buggy and unpractical / ugly.

At least make it possible to use own GUI if wanted, shouldnt be hard to code that kind of possibility.
Most of what you say here is complete bullshit/nonsense. You're judging things that don't even exist yet. You should really stop making points here.

Moving resource bars are really annoying yeah. WTF
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TradeMark
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Post by TradeMark »

I dont want to be forced to use one GUI.

I love options.

Thats what im talking about. :?
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AF
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Post by AF »

so everyone agrees with me then?

besides it's not like we're
forced to use one GUI.
by implementing moddable GUI's
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jcnossen
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Post by jcnossen »

TradeMark wrote: 1) I want it to be simple: only one GUI.
TradeMark wrote: I dont want to be forced to use one GUI.
The logic! It's killing me!
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TradeMark
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Post by TradeMark »

I meant that we shouldnt be forced to use many GUIs of different mods without possibility to use one own GUI.

My english aint so good, sorry for that.
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AF
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Post by AF »

lay off him he's just gotten tongue tied and not expressed his opinion as he intended, and his view is perfectly valid and is probably shared by us all.

My solution takes that itno account putting the modders view forward as the priority but giving the user 100% control over what he or she sees.

We should be setting an example and I've resisted the urge to point out the flaws and run with the wind, so should you.
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BvDorp
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Post by BvDorp »

AF wrote:lay off him he's just gotten tongue tied and not expressed his opinion as he intended, and his view is perfectly valid and is probably shared by us all.

My solution takes that itno account putting the modders view forward as the priority but giving the user 100% control over what he or she sees.

We should be setting an example and I've resisted the urge to point out the flaws and run with the wind, so should you.
I'm really sorry to say this, but for the past few weeks I find it harder to understand exactly what you mean. What exactly do you propose here?
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AF
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Post by AF »

AF wrote:SILENCE


Modders will setup the default GUI.
The GUI used will be the one the modder intends
Should the user disagree they can go out of there way to change to another GUI possibly from another mod if the other modder allowed it.

Thus I can use the modders GUI, the GUi the modder used for a different faction, or a GUI I created/downloaded.


That seems fair right?
hmmm I thik i should post my idea, afterall people should know about ideas, I mean if I'd already posted it on the previosu page I'd be fine right?
AF wrote:lay off him he's just gotten tongue tied and not expressed his opinion as he intended, and his view is perfectly valid and is probably shared by us all.

My solution takes that itno account putting the modders view forward as the priority but giving the user 100% control over what he or she sees.

We should be setting an example and I've resisted the urge to point out the flaws and run with the wind, so should you.
2 letters mixed and you the whole post became useles, I should be careful in future.

Honestly, read the thread before you make replies!!!
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BvDorp
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Post by BvDorp »

AF wrote: ...

Honestly, read the thread before you make replies!!!
BvDorp wrote:
Aun wrote:Why don't we just give the player an option to choose their own GUI or use a mod-defined one? If the mod doesn't use a custom GUI it can use the default or something.

Would everybody be happy with what?
This wouldn't work out well, for the CEGUI Gui's will allow for much bigger changes than the standard GUI allows. For example, maybe some new mod will use buildpics with a different aspect ratio than the standard GUI uses.

Anyway, let some nice standard GUI be built (the one Ice designed) and offer mods the possibility to use their own GUI. This would satisfy, wouldn't it?
Point here: ur actually saying the same thing Trade just did, and I stated earlier that i don't think that's going to work. Let the GUI just be mod specific, what's the big deal anyway?
Domipheus
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Post by Domipheus »

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BvDorp
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Post by BvDorp »

Whoa! Great work!
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Das Bruce
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Post by Das Bruce »

TradeMark wrote:I meant that we shouldnt be forced to use many GUIs of different mods without possibility to use one own GUI.

My english aint so good, sorry for that.
Your english is fine, you just don't want people to change the GUI even though any reasonably modable game in existance has allowed it.
Awesome. So its you thats working on it?
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SwiftSpear
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Post by SwiftSpear »

AF wrote:SILENCE


Modders will setup the default GUI.
The GUI used will be the one the modder intends
Should the user disagree they can go out of there way to change to another GUI possibly from another mod if the other modder allowed it.

Thus I can use the modders GUI, the GUi the modder used for a different faction, or a GUI I created/downloaded.


That seems fair right?
Well, theoretically the new GUI should be reskinnable client side for any given mod. But when the new new GUI is finished it will be the modder deciding how it works from a functional perspective. Of course there will be templates used in the default mods spring ships with (if they use the new GUI the presumably won't be OTA any more), and most modders doing traditional RTS TA style mods will probably use variations of this template, but eventually it should come to the point where the modder can pretty much do whatever the hell they want with the GUI and have only fans to answer to.
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Dragon45
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Post by Dragon45 »

Ive always been a beleier in the ideal of

"let the content producer provide a 'contract' for the user that says that XYZ items need to be taken care of. Let the user decide how to provide those items to suit his whims."

The way this owuld work realistically in Spring is that a modder would release a default GUI that would please 75% of the population, not just in look, but in functionality. Then the remaining 25% could rip and reform their interfaces, graphics, and graphical structure - to whatever they pleased through ediatble files.

Not simply cosmetic, but more major functional things - like lets say i wanted to script a command that would select all offensive units on screen with less than 10% health OR less than 20 units of health, and link that to a button or hotkey.

Or, lets say I wanted to create a ctrl-click command that would create a half-box DT formation around whatever structure(s) I wanted...


Or, even more useful/crazy, a console that I coudl enter commands into in real time through some syntax - S ONSC U.AIR & WEAP (Select ifONSCreen && Unit.AirType && HasWeapon.
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Dragon45
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Post by Dragon45 »

Christ i need some sleep i think im just babbling now :oops:
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Maelstrom
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Post by Maelstrom »

Most of that can already be done via the SelectionKeys.exe editor thingy, but tying said commands, or typing them into a console would also be handy.
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clericvash
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Post by clericvash »

I like it!
Needs the actual amount though mabye?

And what is with the - numbers at the end of the bars :?:

Also make it easier to see the +/- amount for each bar, it's really hard to see on the old one and the one you did.
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Masse
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Post by Masse »

the - at the end is the total amount of energy/metal u gain or loose :)
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Michilus_nimbus
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Post by Michilus_nimbus »

So much beauty....
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SwiftSpear
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Post by SwiftSpear »

Maelstrom wrote:Most of that can already be done via the SelectionKeys.exe editor thingy, but tying said commands, or typing them into a console would also be handy.
We should also use a separate editable config for each mod at some point as well. When playing a mod that doesn't use the dgun at all but uses some other similar style attack you may want to be able to remap that attack to 'd', this is just a very small example, as the difference between mods grows larger the logical ways to keep things done down to one key setup will shrink drastically.
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