Build Menus
Moderator: Moderators
- Jonny5isalivetm
- Posts: 186
- Joined: 04 Jul 2006, 02:43
Build Menus
Hi
I know this has already been posted somewhere on the boards but I cant find it anywhere...
Can someone link me to the Topic of Build Menus and where to Download ?
Many thanks
Jonny
I know this has already been posted somewhere on the boards but I cant find it anywhere...
Can someone link me to the Topic of Build Menus and where to Download ?
Many thanks
Jonny
No I think he mans the tech tree, the sort in the modit or modinfo sites.
http://modinfo.unknown-files.net/modit/modit.php
http://modinfo.unknown-files.net/modit/modit.php
- Jonny5isalivetm
- Posts: 186
- Joined: 04 Jul 2006, 02:43
Hi All thanks for all your Kind Replies 
*Jonny brings LOrDo a big fat Juicy SHUBBERY
*
Would you like another Shubbery now ? :D
What I mean folks is ages and ages ago I somehow downloaded a new "build tree" when your in game the thingy you click on to build stuff see piccy...
The menu to the left..
http://homepage.ntlworld.com/jonny.watkins/current.jpg

*Jonny brings LOrDo a big fat Juicy SHUBBERY

Would you like another Shubbery now ? :D
What I mean folks is ages and ages ago I somehow downloaded a new "build tree" when your in game the thingy you click on to build stuff see piccy...
The menu to the left..
http://homepage.ntlworld.com/jonny.watkins/current.jpg
- Jonny5isalivetm
- Posts: 186
- Joined: 04 Jul 2006, 02:43
Well, this is my current file:
It's really not hard to understand.. Just change the values you'd like to change..
Note that I have a widescreen revolution and set the sizes so that the buildpics are squared.. So if you have a "normal" resolution they will look pretty odd.. Just tweak xIconSize and yIconSize in that case :D..
Code: Select all
////////////////////////////////////////////////////////////////////////////////
//
// Spring Control Panel Configuration
//
outlinefont 1
dropShadows 0
useOptionLEDs 1
textureAlpha 1.0
frameAlpha 0.0 // use the GUI alpha if < 0.0
selectGaps 0
selectThrough 1
// newAttackMode 1 // enable attack by area selection
// attackRect 1 // use a rectangular selection
// invColorSelect 1 // use color inversion instead of tinting
////////////////////////////////////////////////////////////////////////////////
//
// Extended 5x11
//
xIcons 5
yIcons 11
prevPageSlot l0
deadIconSlot l2
nextPageSlot l4
xIconSize 0.0325
yIconSize 0.052
textBorder 0.003
iconBorder 0.000
frameBorder 0.000
xPos 0.000
yPos 0.16
xSelectionPos 0.018
ySelectionPos 0.115
////////////////////////////////////////////////////////////////////////////////
Note that I have a widescreen revolution and set the sizes so that the buildpics are squared.. So if you have a "normal" resolution they will look pretty odd.. Just tweak xIconSize and yIconSize in that case :D..
You can post in the Spring chat anything you want, maybe 5% will even consider thinking about possibly entertaining the thought of trying it. You can post anything on the forum you want, but only 1% of Spring players actually read this. You can put anything you want in a readme, but you're the only person who will ever read it.
You'll get >1% of the playerbase using anything that's not mandatory, regardless of how good or bad it is.
Examples? How many people play anthing besides XTA/BA? They play XTA if they like XTA or are super lazy, they play BA if they get frustrated with not being able to get an XTA game going. Nobody plays nanoblobs for instance, regardless of its merits, because they're just too damn lazy. Maps are not AS bad, and the reason is simple - you can download any map in about 2 mouse clicks, thanks to UI integration. But even so, it's not easy to get a new map played, regardless of its merits.
I'm not a developer, maybe you have some clever ideas about UI integration for UI selection, I don't know. But frankly I can't see it getting used much unless it's mandatory with the option of switching to something different. The only reason I say, "with the option of switching to something different" is because I don't want to sound like I'm anti-competitive, but frankly even any option to change the UI isn't going to be used, people are just too lazy.
In fact, I'd go as far as to say, if there's an option to turn a new GUI off, there's a strong possibility that laziness to learn a new GUI might just be the only thing that will ever override a user's laziness to learn how to turn that GUI off.
You'll get >1% of the playerbase using anything that's not mandatory, regardless of how good or bad it is.
Examples? How many people play anthing besides XTA/BA? They play XTA if they like XTA or are super lazy, they play BA if they get frustrated with not being able to get an XTA game going. Nobody plays nanoblobs for instance, regardless of its merits, because they're just too damn lazy. Maps are not AS bad, and the reason is simple - you can download any map in about 2 mouse clicks, thanks to UI integration. But even so, it's not easy to get a new map played, regardless of its merits.
I'm not a developer, maybe you have some clever ideas about UI integration for UI selection, I don't know. But frankly I can't see it getting used much unless it's mandatory with the option of switching to something different. The only reason I say, "with the option of switching to something different" is because I don't want to sound like I'm anti-competitive, but frankly even any option to change the UI isn't going to be used, people are just too lazy.
In fact, I'd go as far as to say, if there's an option to turn a new GUI off, there's a strong possibility that laziness to learn a new GUI might just be the only thing that will ever override a user's laziness to learn how to turn that GUI off.
To this day I receive emails asking where AA should be installed. One time I had an AA version that was an EXE self-installer. People put it in their Mods directory. The EXE file. Like, "Spring/Mods/AA_Installer.exe".ReadMeOrDie.txt in every AA distribution since about 1.0 wrote:This is not a product for Total Annihilation. This is a product for
the open-source Spring RTS engine: http://taspring.clan-sy.com
To install the mod, drop all the AA SDZ files into your Spring\Mods
directory.
To play, start up the Spring Multiplayer Client and either:
a) Join an existing Absolute Annihilation game, -OR-
b) Click Host, then choose Absolute Annihilation or one of its variants
as your dataset. I recommend you play the standard version while you
learn the mod, then start experimenting with the variants.
Please read the manual at least once. It's reasonably short and it's
got a lot of good information, not just a ton of legal junk. You can
find the manual in the "Documentation" folder.
<end>
Be an optimist if you want. All I know is, people don't read anything and won't do anything that requires more than one click. That does not include double-clicks.

So can it be mod-defined, user-overridable or not?
caydr, download gundam, I have a control panel file in it.
The ui can be manipulated mod side and a user can overwrite it on their side. Which as you assume they likely will not do this, I feel that when the ice ui is done many players will have this overriding mod uis and I will comence bitching because that will break gundam which will one day it's own ui...
The ui can be manipulated mod side and a user can overwrite it on their side. Which as you assume they likely will not do this, I feel that when the ice ui is done many players will have this overriding mod uis and I will comence bitching because that will break gundam which will one day it's own ui...
Most options in Spring can be changed by Lua.. Once IceUI progresses I will add an in-game options menu..
It will will probably be a menu button in the top left corner (like in so many games) which pops up a little menu with buttons to link to the widget selector (most likely also integrated with IceUI), the Tweak mode, an options screen for stuff like Shadows/Water/stuff, a save button once resync is implemented, a pause button.. All that stuff you have in most commercial games.. Hopefully those features will be used more often then.. This of course assumes that someday in the future IceUI will be enabled by default..
Smoth: You don't have to wait with the bitching
.. I want to make IceUI configurable by the mod to a certain degree.. For example having custom resource bars defined in a little config file.. Or having detailed descriptions of units to be displayed in-game..
But I'm no modder and I don't know what you'll want to be able to modify.. Well, ofc you want to modify everything and you will be able to disable IceUI and integrate an own GUI but I don't think all mods will.. So it would be cool if some modders made some suggestions what parts of IceUI should be configurable by the mod (preferably in the IceUI thread but I don't know whether all modders check the Lua forum)..
It will will probably be a menu button in the top left corner (like in so many games) which pops up a little menu with buttons to link to the widget selector (most likely also integrated with IceUI), the Tweak mode, an options screen for stuff like Shadows/Water/stuff, a save button once resync is implemented, a pause button.. All that stuff you have in most commercial games.. Hopefully those features will be used more often then.. This of course assumes that someday in the future IceUI will be enabled by default..
Smoth: You don't have to wait with the bitching

But I'm no modder and I don't know what you'll want to be able to modify.. Well, ofc you want to modify everything and you will be able to disable IceUI and integrate an own GUI but I don't think all mods will.. So it would be cool if some modders made some suggestions what parts of IceUI should be configurable by the mod (preferably in the IceUI thread but I don't know whether all modders check the Lua forum)..