Better loading texts

Better loading texts

Requests for features in the spring code.

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Better loading texts

Post by Caydr »

MTR you say? I'd agree, but 1) it's been forgotten about and 2) there's some original ideas here.

Can a system be set up to do something better than just an indication of what's currently loading?

One way it'd be useful is to have random text messages - I think every mod out there has got like 20 starting screens just for the sake of having more gameplay hints. That's like 150 KB minimum just to display 2 KB max of text.

Another good thing would be if there were variables, like:

%mod% - displays the mod's name
%map% - displays the map's name
%commdeath% - displays the comm death status

and more for pretty much everything else you can think of.

Then you need a very basic positioning system. I'd recommend just a super simple screen centering, both horizontal and vertical. Fancy stuff can come later.

Then move the loading status text to the bottom of the screen, just above the Spring version number.

This way you could have things like:
%tip%

You are playing %mod%
on %map%.

Commander death is %COMMDEATHSTATUS%,
D-Gun limiting is %DGUNLIMITING%.
Note that I put comm death status and d-gun limiting in all-caps, meaning that it would appear as "ON" or "OFF" instead of "on" "off". Perhaps also make it bold. Maybe %Commdeathstatus% gives you "ON"/"OFF", and %COMMDEATHSTATUS% gives you "ON"/"OFF". %tiP% might give you the tip in italics.

Tips would be defined in the same format as the death message list.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I vote for lua loading screens! Otherwise everyone is going to have remarks about the layout anyway.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

jcnossen wrote:I vote for lua loading screens! Otherwise everyone is going to have remarks about the layout anyway.
+1
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

jcnossen wrote:I vote for lua loading screens! Otherwise everyone is going to have remarks about the layout anyway.
+1 is the only sensible answer.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

At least have the option to outline it, having white text borderless text in the middle of a big white nuke explosion doesnt do well for the eyes.

Or at least move it out of the way to the side.
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

I made some modifications to the code some time ago which allowed the mod to change the size and position of the loading text. Nobody showed interest back then, and unfortunately I lost it :(
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

I did but I also did not hear much else about it.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

And you could have cool loading animations as well.. progress bars and such..

trepan? :-)
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Well if you want to talk about cool stuff, why not have a mod-defined "whatever.cob" running a mod-defined "whatever.3do"? Have some ninja peewee action going on during the loading sequence!

...Or we could just have text.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Ya, I almost posted a "you could use lua to script this" message
myself, but I figure folks I tired of hearing it from me. I'm glad you
stepped up instead ;-)

This would be quite easy. The LuaOpenGL library is reuseable,
except for a few calls that depend of the mod being loaded (like
gl.Unit(), gl.UnitShape(), and gl.DrawListAtUnit()). You could
load some of the other libraries as the related initializations were
completed (LuaUnitDefs, LuaFeatureDefs, etc...). This would get
you a little more information to play with.

A lot of the call-outs in LuaSyncedRead would have to be nil'ed,
or the LuaLoadScreen could provide its own calls instead.

jcnossen: so there you have it ... but I'm otherwise occupied.
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

What about having unit stats

(i dont care if i put the wrong the stat numbers, this is an example.)
Example:

Zeus
Health:180
Strength:50
Speed:20
Tip:Best used for light attacks blah, blah, blah, etc.

And you have an awesome pose or something of the units being described or something of that nature. :-)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Put down comparisons then, not plain stats. I don't think people will learn really much from the raw numbers...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Since Dune2, I hate units info screen that reads like:

Heavy Tank:
armor: heavy
weapons: heavy
movement: slow

And much prefer raw stats. With the actual numbers, I can make out the difference between two heavy tanks, or know exacly how much heavier than a medium tank it is.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

What about a combination of both?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

zwzsg wrote:Since Dune2, I hate units info screen that reads like:

Heavy Tank:
armor: heavy
weapons: heavy
movement: slow

And much prefer raw stats. With the actual numbers, I can make out the difference between two heavy tanks, or know exacly how much heavier than a medium tank it is.
Maybe I didn't put it clearly enough, but raw stats are fine IMHO, just not for a single unit only. There should be some units next to each other so you can think like 'hey, the jeffy is faster then the flash but has less health'. (This is especially so because players don't know the scale of all stats since it are (almost) all fictional scales).

If you put down the stats of a single unit you assume the player is capable of memorizing all stats until he sees a loadscreen with a different unit on it.
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

What about having an Arm and Core comparison.
Jeffy Weasel
Side:Arm | Side:Core
HP:50 | HP:50
etc | etc
yadda, yadda, so on and so forth.

Get what im saying?
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I would like to add that all info screens should be viewable ingame in some capacity. Because I know that many people will want that info on-call at some point or another (especially if the map/etc loads quickly).
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Dragon45
That would be a simple LuaUI widget.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Kinda like this (only works with SVN builds):
http://trepan.homelinux.net/spring/gui_loadscreens.lua
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