re: about the newGUI
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Ok, I just popup this thread to inform I'm still working on it. I'm just working very slowly^^
I hope the AI behave as it have to. There there is a green arrow with simple formation (is this the CMDTYPE_ICON_FRONT?).
There are still problem with the "defaut" AI, but the actual have problem too. (when you select 2 times "defaut")
I've added firerange, and rightclick to deselect building or command shifted. (I'll see if I can deselect them when shift is released).
I've added an "infoSelection" thingy for the fun. It just show the buildpics of selected units and how many you have.
I'll post some files tomorow.
I hope the AI behave as it have to. There there is a green arrow with simple formation (is this the CMDTYPE_ICON_FRONT?).
There are still problem with the "defaut" AI, but the actual have problem too. (when you select 2 times "defaut")
I've added firerange, and rightclick to deselect building or command shifted. (I'll see if I can deselect them when shift is released).
I've added an "infoSelection" thingy for the fun. It just show the buildpics of selected units and how many you have.
I'll post some files tomorow.
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Ok, here is a new exe. It's fairly playable, but some work are needed to make it played like the actual one.
It's up to date with the cvs, so I don't know if I have added all the files needed for scars.
Here is the link : http://www.fileuniverse.com/?p=showitem&ID=1259
It's up to date with the cvs, so I don't know if I have added all the files needed for scars.
Here is the link : http://www.fileuniverse.com/?p=showitem&ID=1259
Cool!
Very much better than the current one, but i noticed some problems:
1. minimap on shoretoshore warped,and no way to correct it.
2. Overlays showing strange stuff on minimap (also shoretoshore, maybe a problem with very-non-square maps?)
3. The new buildmenu is very cool, but it would be nice to also at least show the basic order buttons, too. At 1280x1024, the building options of even the most verbose factories dont fill half the bar...
4. even if not, make the list autoselect orders when selecting a non-builder unit. Right now, after building something, you need to switch back to "orders" per hand when you select a military unit.
5. The top right feature of selected units rules! But even better would be selecting units by clicking on the that list! (like selecting the whole area where the planes landed, and clicking on the brawler in the top right to select the 35 brawlers amoung the bulk, for example)
Very much better than the current one, but i noticed some problems:
1. minimap on shoretoshore warped,and no way to correct it.
2. Overlays showing strange stuff on minimap (also shoretoshore, maybe a problem with very-non-square maps?)
3. The new buildmenu is very cool, but it would be nice to also at least show the basic order buttons, too. At 1280x1024, the building options of even the most verbose factories dont fill half the bar...
4. even if not, make the list autoselect orders when selecting a non-builder unit. Right now, after building something, you need to switch back to "orders" per hand when you select a military unit.
5. The top right feature of selected units rules! But even better would be selecting units by clicking on the that list! (like selecting the whole area where the planes landed, and clicking on the brawler in the top right to select the 35 brawlers amoung the bulk, for example)
oh...
i never noticed a space menue...
Wow. Its quite cool...
But how about including an option to magnify the minimap? or display the minimap fullscreen?
It was quite cool with the current gui, especially while doing a replay...
Also: nice, move commands into the minimap work now!
But: camera control... with space for the build menu, and shift for build queueing, one has to use the left shift.. so the cursor keys arent in reach. Also, shift doesnt accelerate scrolling anymore...
And a last one: would it be possible to make the gui elements "magnetic, and snap to each other and the screen border? I accidently moved the minimap while wanting to move a unit via the minimap, and had the fiddle it back into the gap... a nice snap in would be cooler...
i never noticed a space menue...
Wow. Its quite cool...
But how about including an option to magnify the minimap? or display the minimap fullscreen?
It was quite cool with the current gui, especially while doing a replay...
Also: nice, move commands into the minimap work now!
But: camera control... with space for the build menu, and shift for build queueing, one has to use the left shift.. so the cursor keys arent in reach. Also, shift doesnt accelerate scrolling anymore...
And a last one: would it be possible to make the gui elements "magnetic, and snap to each other and the screen border? I accidently moved the minimap while wanting to move a unit via the minimap, and had the fiddle it back into the gap... a nice snap in would be cooler...
Last edited by IMSabbel on 03 Aug 2005, 23:53, edited 2 times in total.
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- Posts: 25
- Joined: 26 Jul 2005, 11:37
Some more obervations:
Speed up and down via + and - dont work
"stockpiling" nukes gives no feedback of how many are in queue, nor shows it how much are already finished.
There is a GUI inconsitence when building via the space menue: if you select a unit build ONE building, and want to deselect the builder, you have to press the left mouse buttom.
But if you queue building via shift, then after positioning the last building, you have to press the RIGHT button the cancel the still active template. If you press the left button (as you would normally do to deselect), the builder MOVES to the clicked location (although left click doesnt give a move order)
Speed up and down via + and - dont work
"stockpiling" nukes gives no feedback of how many are in queue, nor shows it how much are already finished.
There is a GUI inconsitence when building via the space menue: if you select a unit build ONE building, and want to deselect the builder, you have to press the left mouse buttom.
But if you queue building via shift, then after positioning the last building, you have to press the RIGHT button the cancel the still active template. If you press the left button (as you would normally do to deselect), the builder MOVES to the clicked location (although left click doesnt give a move order)
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- Posts: 25
- Joined: 26 Jul 2005, 11:37
I had lots of problems with that tooIMSabbel wrote: But if you queue building via shift, then after positioning the last building, you have to press the RIGHT button the cancel the still active template. If you press the left button (as you would normally do to deselect), the builder MOVES to the clicked location (although left click doesnt give a move order)

Ok thanks for your answer.
For those who think "this is too big, this shouldn't be there etc..." you can change it as you like in standart.dtf. Distribute it if you make one better.
*click on a build pic = select all those units
*shift_click on a build pic = deselect all those units
*ctrl_click = set this unit on the top of the list. (I assume the unit on the top of the list choose the defaut command) SJ, can you confirme?
Magnify...no, at least, not in a near future.
+_release=speedup;
-_release=slowdown;
in binding.tdf
For those who think "this is too big, this shouldn't be there etc..." you can change it as you like in standart.dtf. Distribute it if you make one better.
I should really fix this one...I've made a bad fix...it was not the good solution^^But if you queue building via shift, then after positioning the last building, you have to press the RIGHT button the cancel the still active template. If you press the left button (as you would normally do to deselect), the builder MOVES to the clicked location (although left click doesnt give a move order)
Hum, shame on me, I didn't try on non square map.1. minimap on shoretoshore warped,and no way to correct it.
2. Overlays showing strange stuff on minimap (also shoretoshore, maybe a problem with very-non-square maps?)
You can mod it as you like. Just modify standart.tdf. It's the good thing about newGUI, everyone place button where they like.3. The new buildmenu is very cool, but it would be nice to also at least show the basic order buttons, too. At 1280x1024, the building options of even the most verbose factories dont fill half the bar...
It's on my list :) I thinked about :5. The top right feature of selected units rules! But even better would be selecting units by clicking on the that list! (like selecting the whole area where the planes landed, and clicking on the brawler in the top right to select the 35 brawlers amoung the bulk, for example)
*click on a build pic = select all those units
*shift_click on a build pic = deselect all those units
*ctrl_click = set this unit on the top of the list. (I assume the unit on the top of the list choose the defaut command) SJ, can you confirme?
But how about including an option to magnify the minimap? or display the minimap fullscreen?
It was quite cool with the current gui, especially while doing a replay...
You can move or rezize with the 3rd button.And in the current GUI, I love to resize the minimap....
Magnify...no, at least, not in a near future.
"use shift+esc to exit" added :)I think the window for units's informations is too big :p And when we press "esc", we don't see at the top of the screen "use shift+esc to exit", it may be a problem for newbies Confused
you can add :Speed up and down via + and - dont work
+_release=speedup;
-_release=slowdown;
in binding.tdf
Shame on me, I don't make nuke^^ I'll add it."stockpiling" nukes gives no feedback of how many are in queue, nor shows it how much are already finished.
Last edited by Torrasque on 04 Aug 2005, 01:24, edited 3 times in total.
And another one:
The tooltip for terrain features is great. And finally a reclaiming progress indicator!
There is something _very_ wrong with scars...
I just did my usual stresstest (loading small divide, plant 50 nuclear mines and watch the fun), and it went down to 0.5-1 fps after that.
I cannot really find a reason for this, because even if it were creating a new texture for each decal, the gfx memory would still be big enough, and it shouldnt be overdraw-related either, because its even slower than the usual transparent smoke...
The tooltip for terrain features is great. And finally a reclaiming progress indicator!
There is something _very_ wrong with scars...
I just did my usual stresstest (loading small divide, plant 50 nuclear mines and watch the fun), and it went down to 0.5-1 fps after that.
I cannot really find a reason for this, because even if it were creating a new texture for each decal, the gfx memory would still be big enough, and it shouldnt be overdraw-related either, because its even slower than the usual transparent smoke...
About scars, do you think it's this newGui?
If no, it could be better to post there : http://taspring.clan-sy.com/phpbb/viewt ... c&start=20
If no, it could be better to post there : http://taspring.clan-sy.com/phpbb/viewt ... c&start=20
yeah, i guess it has nothing to do with the gui.
But about the tooltip that appears when mouse hovers above a unit... Its to wide, there is a lot of empty space to the right. But i noticed that the size changes with the lenght of the text that is displayed... so its seems somewhere there is a +100 instead of +10 pixels for the right border or something to equivalent....
And about the stockpiling...
A space menue for EMPs, (anti)Nukes, ect would be nice. And i also dont think that a small little "stockpile" button is that usefull... the old way, there is a nice big graphical button...
But about the tooltip that appears when mouse hovers above a unit... Its to wide, there is a lot of empty space to the right. But i noticed that the size changes with the lenght of the text that is displayed... so its seems somewhere there is a +100 instead of +10 pixels for the right border or something to equivalent....
And about the stockpiling...
A space menue for EMPs, (anti)Nukes, ect would be nice. And i also dont think that a small little "stockpile" button is that usefull... the old way, there is a nice big graphical button...
Please, for this point :
And see if it work as you want ? thanks
can you try to add this in bindings.tdfBut if you queue building via shift, then after positioning the last building, you have to press the RIGHT button the cancel the still active template. If you press the left button (as you would normally do to deselect), the builder MOVES to the clicked location (although left click doesnt give a move order)
Code: Select all
shift__release=stop_command;