IceUI - Page 11

IceUI

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

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MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Yeah, it bothers me aswell.. There will be an option to change the amount of text lines but that probably won't be any time soon..

I'll also add the ability to make windows not eat mouse-clicks so you can just click through the chat window.. Combined with transperency and decaying messages that should be even better (these two are already possible)..
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Thank you, then, in advance!
MelTraX
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Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Now you can click through the console/chat/text window..
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

I noticed the coding on the old playerinfo was radically different, such that I couldn't even figure out where or if there was a simple tag (like the other one) that would let me see global kill and death scores. That and the inablity for me to resize the minimap are all I've got to complain about. You've done a great job.



I have a question though, when I use the "tweak" setting, what are the empty invisible boxes I find in the lower left corner? There's two of them and I have no idea what they are or why they're there. Can you elaborate?
MelTraX
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Joined: 02 Jan 2007, 16:18

Post by MelTraX »

In the lower left corner are the tooltip and a little buildpic of the currently hovered unit.. Everything else is not part of IceUI..

For example the FPS widget contains example code that shows how to use the Tweak-Mode.. That is a (blue I think) box in the lower left corner.. Maybe I should ask trepan to remove it because it was only an example for widget authors and I think there are enough examples out there now (*hint* *hint*)..
trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Post by trepan »

Consider it gone for the next release.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Now that was way too easy.. :wink:
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Stuff like Dragon's Teeth counts as a loss in the kill section of playerinfo. I don't really know if it's possible to fix or easy but I thought I'd point it out.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Just don't count units with "isfeature" for the bodycount?
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Oops, sorry, I didn't notice anyone posted here..

I don't count the units myself.. It's just another Lua callout..

I could of course write an own counter but it would restart if IceUI/LuaUI is reloaded during a game and I prefer to use the callout..

In other news:

I'm sorry that there hasn't been any progress on IceUI lately.. I will continue work, I promise. It's just that I've been busy with the ladder and my Lua lobby bot. Both of them are far less complex than the lobby and as soon as they are "feature-complete", I will return to IceUI work.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

Why do I get like a 40 FPS increase if I alt-tab out of Spring and then back to it with IceUI enabled?
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

You can get the same effect with /luaui reload. It's not MelTraX's fault, but the engine is inefficent at rendering some things.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I found myself disabling IceUI when playing E&E because it doesn't display the fuel at all. Also would be useful to have the unit description show up for units too instead of only on buildpics. I think the description and fuel are a buit more important than that huge E/M display (would it be possible to hide values there that are 0 anyway? No point in showing the M production of a solar).
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

iceui eats fps ^^
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Post by BlueTemplar »

Yep. That's why i don't use it. But I have an old computer...
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

I agree that the tooltip for units is far from optimal.. I just displayed what IceXuick included into his design but I guess he either didn't think about the different unit types or it was just for one unit type..

Anyway, you can switch to the "normal" tooltip in tweak-mode (after right-clicking the tooltip) and I will improve it when I'll have some time..

There's still so much to do and I barely have any free time since I'm studying and working atm..

Btw, my local copy displays the mod sidepics now if it doesn't have own icons.. Problem is that the colour isn't shown at all then.. Once that is resolved I will commit that little change (and optional support for jKs BlurApi to blur window backgrounds)..
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LordMatt
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Post by LordMatt »

MelTraX wrote: There's still so much to do and I barely have any free time since I'm studying and working atm..
noes someone give MelTraX some more holidays :-)

I have a minor bug to report: in the tooltip if you mouse over the unit of another player it still shows your color in the icon.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Hmm.. I know that it happens if you hover a unit on the minimap because rays on it couldn't be traced in 0.75b2 (afaik) and I don't know if it's supported in the next version..

It should, however, work fine for units in the normal viewport.. Maybe it only works while specing (I should really play some more)..
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

DOT wrote:iceui eats fps ^^
So does shadows, water, ground decals, high resolution, antialiasing, etc.

It's a small price to pay for the extended functionality and customizability really.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I don't think it's the fact it takes up a resource footprint, but rather that the amount it takes is disproportionate to what's expected.

By what this thread suggests, IceUI is a bigger performance hit than reflective water is over basic water.
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