re: about the newGUI
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ah, thanks.Torrasque wrote:Just press F6 to have it when you want.
I think someone wich know about html could do it.
How about making holding shift while scrolling speed up again?
Edit:
wow, just created a local game, pressed F6, clicked on "sum", and spring created a protection fault and closed.
EDIT: It seems it has no sanity checking... it crashed if there isnt enought data available yet, for example when opening just after beginning of the game, or opening player stats before units have been killed)
Also, i cannot enter a filename when selecting not to be host. Backspace for deleting the standart "test.sdf" works, but not entering something else.
Also (2) for some reason, the game seems to be a mixture between xta and OTA after downloading the new data... Commander can build advanced plants, large berta models, but Fusions only output 1500, no immolator, ect.
Last edited by IMSabbel on 05 Aug 2005, 17:42, edited 1 time in total.
I think it happen when the game were on "press enter to start"IMSabbel wrote: wow, just created a local game, pressed F6, clicked on "sum", and spring created a protection fault and closed.
Certainly a div 0 error.
It's easy to fix...I didn't change it because I don't want to break compatibility with the actual GUI.IMSabbel wrote: Also, i cannot enter a filename when selecting not to be host. Backspace for deleting the standart "test.sdf" works, but not entering something else.
You can always use Ctrl-C.
Are you sure it is an newGui error?IMSabbel wrote: Also (2) for some reason, the game seems to be a mixture between xta and OTA after downloading the new data... Commander can build advanced plants, large berta models, but Fusions only output 1500, no immolator, ect.
Well, im quite sure, because i created a new, clean 0.60b install and copied you files into it...
So it at least has something to do with your files (how they were compiled, which ressources, ect).
But cool, i noticed resizing of the map with middle mouse button, and it also works with the command bar (left). The only annoying thing: it just cuts off the lower area, instead of moving it into the empty space in the middle, so its not possible to create a larger minimap per hand while still being able to use the command buttons.
But how about a new version? There seems to be lots of little things fixed already, and it would help for non-redundant bug search...
ah, and .spectator doesnt seem to work when playing a demo
and you might consider some other line choice for the while team, invisible isnt that hot :D
So it at least has something to do with your files (how they were compiled, which ressources, ect).
But cool, i noticed resizing of the map with middle mouse button, and it also works with the command bar (left). The only annoying thing: it just cuts off the lower area, instead of moving it into the empty space in the middle, so its not possible to create a larger minimap per hand while still being able to use the command buttons.
But how about a new version? There seems to be lots of little things fixed already, and it would help for non-redundant bug search...
ah, and .spectator doesnt seem to work when playing a demo
and you might consider some other line choice for the while team, invisible isnt that hot :D
Small things around the blue lights, made even harder to see by the jpeg compression of the SS.Min3mat wrote:whats the difference between new and edit? they are both good IMO anyway
[Edits]
I found a crash while exploring the interface F6>Player Stats will crash the game if used before anyone has built anything.
And a graphical bug, the check button, when selecting "share selected units" is odd.
The new GUI is pretty much unusable below 1024x768 owing to overlapping items.
[/Edits]
But still something has to be done.
its just button-creep. To much clutter.
(and i also thing that self-destruction shouldnt get a button)
Also, the selectors arent winners concerning usability... I mean, a button named "uncloaded" with a blue light right... does it mean click to uncloak?, ect (yeah, i know one does know it, but if you argue that way, one could leave out the gui and make it short cut only.)
Much more sensible would be a Cloaking: (On/Off) style selector, same for radar, ect.
its just button-creep. To much clutter.
(and i also thing that self-destruction shouldnt get a button)
Also, the selectors arent winners concerning usability... I mean, a button named "uncloaded" with a blue light right... does it mean click to uncloak?, ect (yeah, i know one does know it, but if you argue that way, one could leave out the gui and make it short cut only.)
Much more sensible would be a Cloaking: (On/Off) style selector, same for radar, ect.
Interesting points IMS
The standing orders buttons have always shown the current state.
"Uncloaked" is pretty clear to me, what the lights show is the number of possible states. One light position lit to show the active state would do for single unit. But multiple units in a group may have different states and this was shown in Old TA by having more than one light lit and changed button text. (currently not working in this GUI)
You suggest "Cloaking On/Off" this has more ambiguity, does that mean cloaking is on or click to turn cloaking on?
What might help if we can standardise, is more light colours, so that we can reconise state from the colour as the position is less obvious at a glance. We still need to keep the text for those that like it and those that cant see all colours.
I suggest these colours;
Green = On / Active / Roam
Yellow = Return Fire / Maneuver
Red = Off / Inactive / Hold Fire or Position
We can use more colours if we need them.
The SelfD button is a little scary, I might agree on this one.
The standing orders buttons have always shown the current state.
"Uncloaked" is pretty clear to me, what the lights show is the number of possible states. One light position lit to show the active state would do for single unit. But multiple units in a group may have different states and this was shown in Old TA by having more than one light lit and changed button text. (currently not working in this GUI)
You suggest "Cloaking On/Off" this has more ambiguity, does that mean cloaking is on or click to turn cloaking on?
What might help if we can standardise, is more light colours, so that we can reconise state from the colour as the position is less obvious at a glance. We still need to keep the text for those that like it and those that cant see all colours.
I suggest these colours;
Green = On / Active / Roam
Yellow = Return Fire / Maneuver
Red = Off / Inactive / Hold Fire or Position
We can use more colours if we need them.
The SelfD button is a little scary, I might agree on this one.
Yeah, colour coding can really help making it more intuitive.Weaver wrote: I suggest these colours;
Green = On / Active / Roam
Yellow = Return Fire / Maneuver
Red = Off / Inactive / Hold Fire or Position
We can use more colours if we need them.
The SelfD button is a little scary, I might agree on this one.
Also, it might help to give toggle buttons different styles, by function.
Right now, every units has several switches that look the same, only with different text. So one _has_ to read the text in order not to make mistakes, which negates the whole reason why there are graphical buttons.
Some people are colour blind(like me) so it would be kinda useless. Why not use patterns?Weaver wrote: What might help if we can standardise, is more light colours, so that we can reconise state from the colour as the position is less obvious at a glance. We still need to keep the text for those that like it and those that cant see all colours.
I suggest these colours;
Green = On / Active / Roam
Yellow = Return Fire / Maneuver
Red = Off / Inactive / Hold Fire or Position
We can use more colours if we need them.
I considere all your point guys, but, for the beggining, I'll try to make the newGui acting like the current and without bug.
After being merged, I'll try to make some of your suggestions.
Saddly, I'll not really able to work on this this week
And I'll have to implement the cool new stuff in the CVS :)
After being merged, I'll try to make some of your suggestions.
Saddly, I'll not really able to work on this this week

And I'll have to implement the cool new stuff in the CVS :)