IceUI - Page 18

IceUI

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

Well, for center and select you can just press both buttons.. A little more patience for the saving ;)..

The linking of the bot should be fixed now.. Next revision hopefully works..

I will test the disabling thing.. Thanks for the report :)

edit: Disabling the unit collections window works for me without a problem.. What was your problem? Or is it fixed for you now?
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: IceUI

Post by ZellSF »

It just wouldn't keep disabled after restarting Spring no matter what I did. Can't test it now, not until you give me a direct link to the latest revision.
Rubenes
Posts: 84
Joined: 27 Apr 2005, 14:28

Re: IceUI

Post by Rubenes »

I have a strange problem:

While playing Spring, after 1-2 minutes into the match, IceUI dissapears, but for some strange reason everything reappears except the build menu when I press SHIFT. All hotkeys and commands continue working.
When I type /luaui reload, Spring crashes.

I have included my infolog.txt with info on the crash.

Rubenes
Attachments
infolog.txt
(68.48 KiB) Downloaded 14 times
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

The most important question first: Do you have ground decals enabled?

It looks pretty weird.. Judging by the order of loaded widgets, it crashes when loading SA Layout.. Can you reproduce this bug? Can you disable that widget for now and see if it's better?

Edit: Do you also have that problem with other mods?
Rubenes
Posts: 84
Joined: 27 Apr 2005, 14:28

Re: IceUI

Post by Rubenes »

I can definately reproduce the bug, my ground decals are switched to zero, and even stranger is that it happens with the normal GUI as well!
Thus it happens with every mod.


The major difference between your GUI and the standard one seems to be that yours crashes when doing the /luaui reload command, while the standard one completely breaks. Only the minimap works, my cursor and everything else dissapears. Even my allies units dissapear. I thus only see the map, my own units and the minimap.
I don't think this is IceUI related.

Rubenes
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

I also had the problem of disappearing units in other games (at least C&C: Generals).. Should be a driver or even a hardware issue..

One thing I found odd was that you seem to be missing an OpenGL extension for shadows although you have an X1650. I don't know much about graphic cards though so maybe that's normal..
Rubenes
Posts: 84
Joined: 27 Apr 2005, 14:28

Re: IceUI

Post by Rubenes »

Well maybe the fact the X1650 is built-into my MB may have to do something with it...

[EDIT]: There seems to be a fix in the Help & Bugs forum. I'll see if that fixes it.
[EDIT2]: Result - Zero. It still happens. Crappy built-in graphics!

Rubenes
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: IceUI

Post by ZellSF »

yeah, unit collections are still impossible to disable, have to delete the widget. Can you give a direct link to the latest svn already? :/
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

The link in the first post always points to the latest version..

I confirm that the window is reenabled after a restart.. Since there is no easy fix, this will have to wait a few weeks, sorry..
beejayzed
Posts: 27
Joined: 01 Aug 2007, 07:19

Re: IceUI

Post by beejayzed »

I have a strange problem here. When spring first starts, fps is about 40. If I disable and enable IceUI, it jumps to about 60.

Anyone else getting this?
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: IceUI

Post by very_bad_soldier »

Yes, same here. Well known bug :?
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: IceUI

Post by Tribulexrenamed »

I will make a widget that disables and then enables IceUI. Simple.
dzzirrus
Posts: 27
Joined: 12 Jan 2008, 18:49

Re: IceUI

Post by dzzirrus »

Tribulex wrote:I will make a widget that disables and then enables IceUI. Simple.

uve made it?
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: IceUI

Post by Tribulexrenamed »

Yeah
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: IceUI

Post by Acidd_UK »

PUBLISH!
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: IceUI

Post by BlueTemplar »

A weird graphical glitch in the minimap:
SP32-20080615-014611.jpg
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SP32-20080615-014638.jpg
(79.89 KiB) Downloaded 43 times
EDIT: Nevermind, it was the ModelTest widget
Last edited by BlueTemplar on 15 Jun 2008, 04:18, edited 1 time in total.
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BlueTemplar
Posts: 314
Joined: 28 Oct 2007, 22:37

Re: IceUI

Post by BlueTemplar »

Oh, and also I have the retreat command replacing the page number in the unit orders:
SP32-20080615-015246.jpg
(101.5 KiB) Downloaded 41 times
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: IceUI

Post by trepan »

Your weird graphical glitch is the "ModelTest" widget.
I should probably stuff that and a couple of the other
widgets into an 'examples' subdir.
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: IceUI

Post by Tribulexrenamed »

Acidd_UK wrote:PUBLISH!
U can do it, it is 5 lines of code max.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: IceUI

Post by Acidd_UK »

That's like saying I can write a 5 line poem in Japanese
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