re: about the newGUI - Page 3

re: about the newGUI

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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Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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.
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

Nice!
Spring is a whole other experience with the new gui.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

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)
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

No screeny? :(
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

IMS, about number 4 most building will probably be done by using the space menu.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

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...
Last edited by IMSabbel on 03 Aug 2005, 23:53, edited 2 times in total.
Gunthahaha
Posts: 25
Joined: 26 Jul 2005, 11:37

Post by Gunthahaha »

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 :?

And in the current GUI, I love to resize the minimap....
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

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)
Gunthahaha
Posts: 25
Joined: 26 Jul 2005, 11:37

Post by Gunthahaha »

IMSabbel 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)
I had lots of problems with that too :?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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.

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)
I should really fix this one...I've made a bad fix...it was not the good solution^^
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?)
Hum, shame on me, I didn't try on non square map.
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...
You can mod it as you like. Just modify standart.tdf. It's the good thing about newGUI, everyone place button where they like.
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)
It's on my list :) I thinked about :
*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...
And in the current GUI, I love to resize the minimap....
You can move or rezize with the 3rd button.
Magnify...no, at least, not in a near future.
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
"use shift+esc to exit" added :)
Speed up and down via + and - dont work
you can add :
+_release=speedup;
-_release=slowdown;
in binding.tdf
"stockpiling" nukes gives no feedback of how many are in queue, nor shows it how much are already finished.
Shame on me, I don't make nuke^^ I'll add it.
Last edited by Torrasque on 04 Aug 2005, 01:24, edited 3 times in total.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

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...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

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
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

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...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

You can resize minimap and most other stuff using middle mouse button in the lower right corner of their windows.

I guess setting of that many large scars in one place will cause a lot of overdraw, havent really tried to optimize it in any way.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Please, for this point :
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)
can you try to add this in bindings.tdf

Code: Select all

shift__release=stop_command;
And see if it work as you want ? thanks
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Ah. yes. Now it works like it did before.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I've got strange issue with the minimap and non squart map.

ok, non-square minimap fixed.
Last edited by Torrasque on 16 Aug 2005, 17:28, edited 1 time in total.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I just noticed the _really_ cool after-game statistics.
Way to go!

Would it be possible to dump them somehow into a report? Just writing down the graphs as png and some html glue?
Or allow showing them while replaying a game?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Just press F6 to have it when you want.
I think someone wich know about html could do it.
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