Yeah, you can have the end game statistic before the end with F6.Weaver wrote:I'm thinking he means this one.Weaver wrote:I found a crash while exploring the interface F6>Player Stats will crash the game if used before anyone has built anything.
re: about the newGUI
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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.
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 ^^
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 ^^
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- Joined: 26 Aug 2004, 08:11
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 :
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.
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;
}
}
The unit wich is in repeat mode will redo all his command queud after it has finnised his last.
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Oh shit^^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.
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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- Spring Developer
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- Joined: 14 Mar 2005, 12:32
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- Posts: 436
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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.
ok Jouninkomiko , here is the diff file : http://www.fileuniverse.com/?p=showitem&ID=1361
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?
-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?