re: about the newGUI - Page 6

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 »

Weaver wrote:
Weaver wrote:I found a crash while exploring the interface F6>Player Stats will crash the game if used before anyone has built anything.
I'm thinking he means this one.
Yeah, you can have the end game statistic before the end with F6.
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

Ok, I fixed that bug and cleaned up some other stuff. I haven't really given the new gui a ride for a game or anything, just cleaning up the list I saw earlier and obvious stuff that can be checked at bootup. I'll be putting a zip of the executable and new files you'll need if you want to try out the new gui and provide bugs for us to work on.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

If i want to try the new gui and tha AI released by zaphod, i ged a "wrong global ai version" error. Some check that hasnt been updated to the latest version?
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I sent SJ a patch, so there is a slightly different AI interface now. I'm currently postponing using that until 0.70b1 comes out, since I've enough other AI stuff to focus on.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Hi, Jou, have you seen that the rectangle for the selection is not displayed?

And there is a little error in GUIGame::tooltips (a bit of code to move)

Alt button don't behave like shift or ctrl (it could be cool to bind it to show healthbar like in war3)

For me, the repeat feature is more a state than a button.
You can quickly add a Hight Trajectory state in standard.tdf


Hehe, that's my turn to complain ^^
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

What do you mean the alt button doesn't behave like shift or ctrl? Also, I'm not familiar with what repeat is supposed to do, so what do you mean by it being a state instead of a button? Finally, height trajectory?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

When you press shift, it will search for a command named shift__press.
When you press alt, it do nothing.

For the high trajectory, there the command is not defined in standart.tdf .
Just add something like that :

Code: Select all

[gadgete]
	{
		type=state;
		x=0;
		y=80;
		w=1.0;
		h=20;
		id=selection_trajectory;
		[states]
		{
			first=Off;
			second=On;
		}

	}
For the repeat button, it's perhaps a personal taste. I like have switch for state (like high trajectory, repeat) and buttons for actions, like attaque, reclaim etc.

The unit wich is in repeat mode will redo all his command queud after it has finnised his last.
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

i guess i've been out of the TA:S loop for a while, but i can't even fathom what the high trajectory feature does, or is used for.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

jouninkomiko wrote:i guess i've been out of the TA:S loop for a while, but i can't even fathom what the high trajectory feature does, or is used for.
Oh shit^^

Take artiellery kbot, if you set them to HT, they can fire to the vertical to shoot over units and wreckage. (But I'm sure this feature was there in the first beta).
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Its for ballistic waepons, sometimes its nice to fire over things.

Image
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

I think I've fixed all the bugs in the new gui... so it's time to test so we can release this thing
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Just post something, so it can be tested :)

But it would be nice to make a check with zaphod, a working ai opponent would make testing a bit easier (the last gui build gave some "wrong ai dll version" error...)
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

It's in the CVS (or so it appears), so you can compile it from there. But I think it would be better if jouninkomiko would release some temporary .exe, and we (i.e. the community) could play with it online, simply using NewGUI_only as the hostname of a battle.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, its in the cvs, but i _cannot_ compile it, as i dont own visual studio.net (only 6.0) and a freeware RTS isnt worth several 100 euro to me :)
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

Okay, here are the files you need to use the new gui: http://taspring.clan-sy.com/dl/spring_newgui.zip there is an exe, as well as two files in a guis directory, which the newgui reads its configuration stuff from. Let me know if anyone has problems using this. Also - it should be compatible if playing people with the old gui.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

this would mean that it should also playback demos correctly (right?)

The last version of the new gui did get out of sync when replaying...
Did you do anything to fix it, or do you just assume that its compatible?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

ok Jouninkomiko , here is the diff file : http://www.fileuniverse.com/?p=showitem&ID=1361
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

minimaps arent correctly proportioned (ex, shoretoshore) and if possible, i'd like the old shift+backspace (same as shift+j) shortcut back.
shnorb
Posts: 147
Joined: 04 Jun 2005, 07:25

Post by shnorb »

wow! i really like what has been done here! looks great and runs very smoothly. of course i do have a few things to complain about though =D

-no resizeable minimap?
-the size of tooltips is usually quite larger than necessary
-i guess there isnt anything to be done to arrange the orders buttons together and at the top

also! what i really look forward to is the good old ota spacebar activated stats thing. it would show kills/losses/unit count/time and all that jazz... is that going to be incorporated at all?
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

oh, it would be nice to have a hotkey to switch between "build" and "orders", also, always be in orders for units that cant build stuff.
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