New GUI testing

New GUI testing

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

New GUI testing

Post by jouninkomiko »

For those of you who'd like to play with the new gui, download the zip here:
http://taspring.clan-sy.com/dl/spring_newgui.zip and extract it to your spring directory. It contains a new spring.exe as well as a dll and a few extra files the new gui depends on. It will overwrite the existing spring.exe, so I suggest you back it up unless you plan on reinstalling to go back to the old gui... We appreciate any feedback and bugs reported so this can completely replace the old gui!

Note that you can NOT play against people who have the regular 0.61b2 version of Spring. So if you want to play multiplayer you will have to use the regular version, or make sure everyone else in the game is testing the new-gui version as well.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I can't seem to get shadows working along with the new GUI. In the old Gui they workd fine.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Spring crashed when i click ''group select'' with a unit that dint have a group.

Ctrl and shift has changed places when screen scrolling concerd. suposed to do that?


IMO the Metal/energy bars are a litthe thin and/or to close to the top of the screen.

Looking great otherwise.

Edit: And the commander pauses when you click away things you dont wanna build. Still great impovement thou.

Edit2: what those the ally resoucse button do? i click it, nothing happening...

Edit3: taking controll of a unit (fps style) dosent work. Atleast nothing happens when i push C...
Last edited by Kixxe on 23 Aug 2005, 18:42, edited 3 times in total.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

- Still not possible to enter a filename when loading demo
- still not possible to speed up time

How about fixing those 2 first?
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

While the new gui might be compatible with the old sync wise the build here is based on new code that is not, so you cant use it to play against 0.61b2 etc. Not working with shadows is because the new files in shaders isnt included, see my post about new textures in the art forum for those.

Also you still cant use ctrl/shift with arrow keys for scrolling.
Keiichi
Posts: 20
Joined: 23 Aug 2005, 18:30

Post by Keiichi »

The client immediately crashes at "creating unit textures"-
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

Actually, you can SJ - I fixed that. I didn't know which was supposed to speed up, so I guess I got them backwards. The fix is pretty easy, so I'll put that in.

-- as far as it crashing at unit textures - i have no idea. Did you unzip this into the latest version?

-- you can speed up time, and slow it down. the keys mapping it are minus (-) and plus (+, or shift-equals)

-- i think the ally resources button pops up a dialog only when you have an ally. i've not tested the new gui in a multiplayer environment yet, so i'm not sure
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

are you hearing me? i am telling the same thing for 2 weeks now: you may have binded "speedup" to the + key, but it slows down instead. So no matter if + or - is pressed it will end up at 10% (or 30%) speed

Also, the problem with shift+keys for scrolling is: you have to press the arrow key first, then shift. If you press both at once (or shift first), it will ignore the arrow key presses and not scroll at all.
Last edited by IMSabbel on 23 Aug 2005, 18:50, edited 1 time in total.
Keiichi
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Joined: 23 Aug 2005, 18:30

Post by Keiichi »

jouninkomiko wrote: -- as far as it crashing at unit textures - i have no idea. Did you unzip this into the latest version?
If you mean by "latest version" 0.61b2 : yup :)

Apart from having all maps, that is a fresh install.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

If you keep an arrow key pressed and then press ctrl/shift they work yes but not if you first press ctrl/shift and then arrow key.

And those crashes at creating unit texture is probably due to the files i mentioned before,
Keiichi
Posts: 20
Joined: 23 Aug 2005, 18:30

Post by Keiichi »

SJ wrote: And those crashes at creating unit texture is probably due to the files i mentioned before,
Works now, except shift-esc won't let me exit the game anymore.
And the usage of the minimap is a bit troublesome : LMB selects units on the minimap and repositions the camera. The camera should be set by RMB as it was in the old client.
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

IMSabel I don't understand what at all you are getting at. +/- speed up and slow down the game respectively for me. As far as the shift, ctrl affecting the speed of the camera - there's a big problem with the way it was put in. I think it'll be a bit of work to fix it properly, so I'm kind of saving it for later after the more important bigs are fixed.

Also, does shift-esc not work for you at all, even when the game starts up?

-- EDIT: Oh wow, that must've broke in the last change I made. Uploading the fixed package now to replace the old one
Keiichi
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Post by Keiichi »

jouninkomiko wrote:I
Also, does shift-esc not work for you at all, even when the game starts up?
Just in-game it won't work anymore.
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

How about a screeny for us too-busy-to-breath folks?

-Buggi
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Buggi wrote:How about a screeny for us too-busy-to-breath folks?

-Buggi
Here is one : http://www.fileuniverse.com/?p=showimage&ID=852
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Buggi
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Post by Buggi »

Sweeeeet!!!!

I like it! Though, is the mini not moveable or stretchable any more?

-Buggi
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

jouninkomiko wrote:IMSabel I don't understand what at all you are getting at. +/- speed up and slow down the game respectively for me. As far as the shift, ctrl affecting the speed of the camera - there's a big problem with the way it was put in. I think it'll be a bit of work to fix it properly, so I'm kind of saving it for later after the more important bigs are fixed.

Also, does shift-esc not work for you at all, even when the game starts up?

-- EDIT: Oh wow, that must've broke in the last change I made. Uploading the fixed package now to replace the old one
Well, for me, it doesnt.
I did even try binding it to other keys ("u_press=speedup;"). It results in a _REDUCTION_ of speed.

Ok, i noticed another thing...

Coult it be that the current build of TASpring doesnt like unicode and gets problems when having the japanese codepage for non-unicode applications when dealing with non-letter keyboard input?

----

2 other things: The tooltip windows are still too wide (about 40% empty space to the right).
When replaying a demo, even with .spectator 1 you cannot get tooltips of teams other than the one you were before. I think .spectator should enable it for everything...
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NOiZE
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Post by NOiZE »

Keiichi wrote: And the usage of the minimap is a bit troublesome : LMB selects units on the minimap and repositions the camera. The camera should be set by RMB as it was in the old client.
this is anoying yes..
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

The tooltip windows are still too wide (about 40% empty space to the right).
When replaying a demo, even with .spectator 1 you cannot get tooltips of teams other than the one you were before. I think .spectator should enable it for everything...
Jou : For the fist think it's because Spring think that color tags ("\xff\xd3\xdb\xffMetal:" is displayed.

For the second, in guigame::tooltip too , there is

Code: Select all

 if(unit && (unit->team==gu->myTeam))
so (unit->team==gu->myTeam) must be changed to not display when it's a blip. (I of course don't know how)


Jou always : I pm you about an updated version of infoselection.cpp ...I don't know if you have seen it. Here it is : http://www.fileuniverse.com/?p=showitem&ID=1359
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

About the tooltips, that was the problem. The width was computed by just relying on the string length instead of ignoring the hex color values. As far as code updates are concerned... can you submit them in patch format to SF from now on? I think it'll probably be easier that way...
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