IceUI - Page 26

IceUI

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

Moderator: Moderators

User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: IceUI

Post by Acidd_UK »

Answer to both questions is: you need to play CA.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: IceUI

Post by manolo_ »

one suggestion:

could the controll panel size reduced when the units has less commands, so when i have fighting unit select, the controll panel is smaller and when i select the com it has the full size? atmo its unpossible to give commands wile im over the not used space of the controll panel
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: IceUI

Post by Masure »

manolo_ wrote:one suggestion:

could the controll panel size reduced when the units has less commands, so when i have fighting unit select, the controll panel is smaller and when i select the com it has the full size? atmo its unpossible to give commands wile im over the not used space of the controll panel
IceUI options > control panel > enable select through
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: IceUI

Post by Masure »

Auswaschbar wrote:Meltrac: change line 8

Code: Select all

local volume = Spring.GetConfigInt("SoundVolume", 60)
to

Code: Select all

local volume = Spring.GetConfigInt("snd_volmaster", 60)
I had to change to snd_volmaster in the add_command function too.

Fixed volume.lua in attachment
Attachments
volume.lua
(749 Bytes) Downloaded 65 times
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: IceUI

Post by manolo_ »

Masure wrote:
manolo_ wrote:one suggestion:

could the controll panel size reduced when the units has less commands, so when i have fighting unit select, the controll panel is smaller and when i select the com it has the full size? atmo its unpossible to give commands wile im over the not used space of the controll panel
IceUI options > control panel > enable select through
thx, thats what i searched for :)
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

Gedanken wrote:Also I've been wondering how to change the opacity of the grey background? Is there an option for that? Or any way of turning it off completely?
Go to the options window (ctrl+f11 or through the menu) and select the Colors tab. The tabs are hidden behind the header. I know, that needs some improvement.
el_matarife wrote:I've been playing with my player window sizing issues and I've determined something keeps "snapping" it to zero height.
That's Satiriks code and I'm not really familiar with it. Seems to work fine for most people though. Maybe post your profile so I can check if anything is wrong with it?
el_matarife wrote:What's the config file variable for height of the player window?
["Window Positions"]["Player Info"].size[2] :D
el_matarife wrote:I've also noticed the "builds in progress" window keeps turning back on no matter how many times I've turned it off.
Yeah, that has been reported quite a few times. Just delete the file in the IceUI directory as a workaround for now.
jorenm wrote:How do I get units to have that cool look in the OPs screenshot?
The detailed models are for example in CA or XTA. The effect is the Outline widget and another one. Didn't use them in ages though, so you gotta search for yourself. :)
jorenm wrote:Also, is it possible to replace the various command buttons \ borders with better looking images? If it is, how?
I think you can replace them using some Lua but I don't think there is a "enduser-friendly" way to do it.
Masure wrote:Fixed volume.lua in attachment
Thx. :)
jorenm
Posts: 13
Joined: 01 Dec 2005, 03:57

Re: IceUI

Post by jorenm »

The detailed models are for example in CA or XTA. The effect is the Outline widget and another one. Didn't use them in ages though, so you gotta search for yourself. :)
I found the outline widget, and that looks pretty good. It's definitely not the same as the one in the screenie though.
I think you can replace them using some Lua but I don't think there is a "enduser-friendly" way to do it.
Alright, thanks.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: IceUI

Post by Gedanken »

Sorry if this has been asked, but do you plan to make this compatible with the MT version of spring? Is that a mammoth task that will require a major rewrite?
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: IceUI

Post by Satirik »

Gedanken wrote:Sorry if this has been asked, but do you plan to make this compatible with the MT version of spring? Is that a mammoth task that will require a major rewrite?
works with the MT version here (spams gml error, dunno if they are IceUI ones tough)
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: IceUI

Post by Jazcash »

Satirik wrote:
Gedanken wrote:Sorry if this has been asked, but do you plan to make this compatible with the MT version of spring? Is that a mammoth task that will require a major rewrite?
works with the MT version here (spams gml error, dunno if they are IceUI ones tough)
Yes, it's Ice UI causing the GML errors in the MT version. It would be nice if this could be fixed, I'm having to use 'Separate System Messages' atm which means I can finally read the chat but I can't see any system apart from the constant GML errors :(
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

Yeah, I should fix that. IceUI is creating display lists in the simulation thread. I'll just stop using them and everything should be fine.

I haven't tested the MT version in a while but it used to hang quite a lot when using loads of widgets. After posting a few memory dumps most hangs were fixed but last time I tried it, it was still too unstable to get through a game with it. What are your experiences?
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: IceUI

Post by Jazcash »

MelTraX wrote:What are your experiences?
It's working fine for me, I haven't seen any changes for the worse yet. However, my CPU was displaying 100% in a SM games yesterday but I was getting 126 FPS when usually I get about 1 :P
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: IceUI

Post by el_matarife »

Hey Satirik while you're here mind uploading the latest version of your fork? I can't find it anywhere and I want a clean copy if I reinstall. Also, do you mind taking a look at my "rollup" window bug?
User avatar
Yogzototh
Posts: 37
Joined: 01 Jun 2009, 02:17

Re: IceUI

Post by Yogzototh »

To whoever is deving IceUI:
Could you please make the second info row in playerslist toggleable?
I know its cool to see your allies pings AND resources at the same time, but the shit either occupies too much space, or is impossible to read.
Also, it seems like the basic playerlist is the only playerlist that is able to display players with whom you have ceasefire. (It displays them as E+). Would be great if IceUI's playerlist had some form of indication for ceasefired players too.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: IceUI

Post by Gedanken »

Have you tried replacing it with Advanced Player List?
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: IceUI

Post by MelTraX »

Yogzototh wrote:To whoever is deving IceUI:
Could you please make the second info row in playerslist toggleable?
I'm guessing you mean the second column and that is not from the one deving IceUI (me) but from Satirik.

I agree that quite a lot of IceUI is outdated and I have a lot of nice ideas to improve it. Unfortunately I don't have any time atm. :( I didn't think about ceasefire stuff as of yet so thanks for that suggestion. :)
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: IceUI

Post by manolo_ »

iceui>RL :P
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: IceUI

Post by Gedanken »

I must concur. can i just say right now that meltrax is a BLOODY CHAMP
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: IceUI

Post by Masure »

MelTraX wrote:
Yogzototh wrote:To whoever is deving IceUI:
Could you please make the second info row in playerslist toggleable?
I'm guessing you mean the second column and that is not from the one deving IceUI (me) but from Satirik.

I agree that quite a lot of IceUI is outdated and I have a lot of nice ideas to improve it. Unfortunately I don't have any time atm. :( I didn't think about ceasefire stuff as of yet so thanks for that suggestion. :)
Nevermind Meltrax, IceUI is still a very good and the best UI so far.
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: IceUI

Post by ginekolog »

JAZCASH wrote:
Satirik wrote:
Gedanken wrote:Sorry if this has been asked, but do you plan to make this compatible with the MT version of spring? Is that a mammoth task that will require a major rewrite?
works with the MT version here (spams gml error, dunno if they are IceUI ones tough)
Yes, it's Ice UI causing the GML errors in the MT version. It would be nice if this could be fixed, I'm having to use 'Separate System Messages' atm which means I can finally read the chat but I can't see any system apart from the constant GML errors :(
+1.. I use MT build now, works fine (but not with all widgets like iceui and lups).
I have to use lolui now.. but i like ice better :)
Post Reply

Return to “Lua Scripts”