If it will compare it, then it will say that you should update, which is good. I don't really care about spring downloader distribution anyway.manolo_ wrote:tbh i dont care, but its some kind of service :D and also the downloader will check the luas (i think the checksum of the data) and compare them to the installed one
Red UI widgets
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Re: Red UI widgets
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Red UI widgets
Yes it gets MD5-hashed. Another advantage is that people can downgrade to any specific version if they have problems with the latest version.manolo_ wrote:tbh i dont care, but its some kind of service :D and also the downloader will check the luas (i think the checksum of the data) and compare them to the installed oneRegret wrote:Just add random data into a .lua file and say that is the older version.manolo_ wrote:so people with the older widget see that they could to update (yellow), if i dont have the older version they will see this blue circle in the spring downloader for unknown version
At best it will be detected as "unknown version".Regret wrote: If it will compare it, then it will say that you should update, which is good. I don't really care about spring downloader distribution anyway.
Okay no problem if you expect people to come to this thread to download it...
Re: Red UI widgets
It will be eventually included in BA as a replacement for LolUI, so I don't really mind if they won't download it in the meantime.very_bad_soldier wrote:Okay no problem if you expect people to come to this thread to download it...
Re: Red UI widgets
Here's a shot of all the widgets working together. Coincidentally it's AA. What?
Re: Red UI widgets
I must compliment myself that it indeed does look good. Also, you lowered the transparency of buildmenu? For some reason it looks bland, might be the contrast with bright icons.Caydr wrote:Here's a shot of all the widgets working together. Coincidentally it's AA. What?
Re: Red UI widgets
Regret wrote:Caydr wrote: Also, you lowered the transparency of buildmenu? For some reason it looks bland, might be the contrast with bright icons.

I.... might've? I don't know what the hell I'm doing

Is it possible to not draw some of the orders? For instance, I can see no benefit to having a guard option since it's right-click contextual in pretty much any situation you'd want to use it.
edit: Yes indeed it looks like I lowered the opacity to 0.25, probably just experimenting with it. Bumped back up to 0.5. Some of the apparent blandness might be because I removed the space between unit icons, I found it distracting that the tooltip would constantly flash as I rolled over various items in the build menu.
Re: Red UI widgets
I removed it in the latest version for this exact reason. Will probably fix that flickering later.Caydr wrote:I removed the space between unit icons, I found it distracting that the tooltip would constantly flash as I rolled over various items in the build menu.
Yes. At line #468 starts a table called "hiddencmds". Contains a list of cmd IDs that are not displayed.Caydr wrote:Is it possible to not draw some of the orders?
Here are some IDs (used the widget to dump them from latest BA):
Code: Select all
"Stop" ID = "0"
"Wait" ID = "5"
"TimeWait" ID = "6"
"DeathWait" ID = "7"
"SquadWait" ID = "8"
"GatherWait" ID = "9"
"SelfD" ID = "65"
"Fire state" ID = "45"
"Repeat" ID = "115"
"Cloak state" ID = "95"
"Move state" ID = "50"
"Load units" ID = "76"
"Move" ID = "10"
"Patrol" ID = "15"
"Fight" ID = "16"
"Guard" ID = "25"
"Repair level" ID = "135"
"Land mode" ID = "145"
"Area attack" ID = "21"
"Attack" ID = "20"
"Repair" ID = "40"
"Reclaim" ID = "90"
"Restore" ID = "110"
"Load units" ID = "75"
"Unload units" ID = "80"
"Active state" ID = "85"
"apLandAt" ID = "34569"
"apAirRepair" ID = "34570"
"Automatic Mex Upgrade" ID = "31243"
"Upgrade Mex" ID = "31244"
"Area Attack" ID = "39954"
"Trajectory" ID = "120"
"Resurrect" ID = "125"
"0/0" ID = "100"
"Stagger" ID = "34566"
"DGun" ID = "105"
"ntPassiveMode" ID = "34571"
"Capture" ID = "130"
Re: Red UI widgets
You are sex.Regret wrote:Caydr wrote:Yes. At line #468 starts a table called "hiddencmds". Contains a list of cmd IDs that are not displayed.Caydr wrote:Is it possible to not draw some of the orders?
Here are some IDs (used the widget to dump them from latest BA):Basically you just add the number of the cmd you don't want to see to the mentioned table.Code: Select all
"Stop" ID = "0" "Wait" ID = "5" "TimeWait" ID = "6" "DeathWait" ID = "7" "SquadWait" ID = "8" "GatherWait" ID = "9" "SelfD" ID = "65" "Fire state" ID = "45" "Repeat" ID = "115" "Cloak state" ID = "95" "Move state" ID = "50" "Load units" ID = "76" "Move" ID = "10" "Patrol" ID = "15" "Fight" ID = "16" "Guard" ID = "25" "Repair level" ID = "135" "Land mode" ID = "145" "Area attack" ID = "21" "Attack" ID = "20" "Repair" ID = "40" "Reclaim" ID = "90" "Restore" ID = "110" "Load units" ID = "75" "Unload units" ID = "80" "Active state" ID = "85" "apLandAt" ID = "34569" "apAirRepair" ID = "34570" "Automatic Mex Upgrade" ID = "31243" "Upgrade Mex" ID = "31244" "Area Attack" ID = "39954" "Trajectory" ID = "120" "Resurrect" ID = "125" "0/0" ID = "100" "Stagger" ID = "34566" "DGun" ID = "105" "ntPassiveMode" ID = "34571" "Capture" ID = "130"
I think you mentioned to me you were going to do a chat widget at some point right? I've tweaked the three you've made perfectly now but I really need a chat widget... wink wink.... nudge...
This is how I've got it laid out now, what do you think?
Notice I made a 2 pixel space at the top and side of the screen - I noticed that if you maximize the minimap it's impossible to un-maximize it because the button for doing so is covered. This is especially important for because I'll be locking the windows in place.
Reduced the font size to 11, I think it was, because it has always bugged me that the text size is all over the place by default in all Spring UIs. Haven't figured out how to center the text though...

Re: Red UI widgets
Is it possible to change what the text for an order is? For instance, "load unit" "unload unit" could just as easily be "load" "unload", and it would allow me to bump up the font size.
Also, any idea why buildpics are darkening themselves? It seems to happen at random and it doesn't go away until I restart the game.
Everything's normal: A few minutes later I click the same unit again:
Also, any idea why buildpics are darkening themselves? It seems to happen at random and it doesn't go away until I restart the game.
Everything's normal: A few minutes later I click the same unit again:
Re: Red UI widgets
Know that many users prefer their UI components to be in a certain place, because of habit from playing with the default Spring UI, I myself would find it very hard to play if someone decided that resource bars HAVE to be placed like that, or menus.Caydr wrote:Notice I made a 2 pixel space at the top and side of the screen - I noticed that if you maximize the minimap it's impossible to un-maximize it because the button for doing so is covered. This is especially important for because I'll be locking the windows in place.
I didn't make it so you could set the fontsize of the order icons. I guess you modified the mechanics somehow, which would also bork the automatic resizing/centering.Caydr wrote:Reduced the font size to 11, I think it was, because it has always bugged me that the text size is all over the place by default in all Spring UIs. Haven't figured out how to center the text though...
I think you changed something to cause that to happen. The darkening is only applied to disabled buildings/units/orders (i.e. those that can't be build due to host settings).Caydr wrote:Also, any idea why buildpics are darkening themselves? It seems to happen at random and it doesn't go away until I restart the game.
Also I find your icons absurdly bright, take a look at BA icons, you might want to adjust the brightness.
Re: Red UI widgets
so hows the performance compared to iceui?
Re: Red UI widgets
These widgets perform much better than IceUI. Try it yourself.manolo_ wrote:so hows the performance compared to iceui?
Re: Red UI widgets
ill try this afternoon, so does it have the same functions as iceui?Regret wrote:These widgets perform much better than IceUI. Try it yourself.manolo_ wrote:so hows the performance compared to iceui?
Re: Red UI widgets
Different functions. Try it out and then ask.manolo_ wrote:ill try this afternoon, so does it have the same functions as iceui?
Re: Red UI widgets
suggestion:
-could u group them together to something like red ui and could u make a widgets list like iceui (btw personalize all that stuff ? )
-could u group them together to something like red ui and could u make a widgets list like iceui (btw personalize all that stuff ? )
Re: Red UI widgets
I will release it in a package once all the major widgets are done.manolo_ wrote:suggestion:
-could u group them together to something like red ui and could u make a widgets list like iceui (btw personalize all that stuff ? )
Ingame customization will come later, currently you can edit the config table inside the .lua files, it's right at top.
Re: Red UI widgets
Flying hot secks. Thanks for the chat widget, AA is really coming together nicely and a big part of it is the great new UI.
My font size modification was done to Red_UI_Framework:
My build icons ARE absurdly bright, but they're also quite small. I find that the different units/structures are easier to tell apart than when they are at the default brightness. And I made BA's buildpics so I know exactly what they look like 
I will try reverting to the original build menu/framework files and see if I can get the darkening to go away. What's weird is, it's totally random, sometimes bps will be dark, sometimes (absurdly, correctly) bright. Though as the game goes on it's like more and more of them get dark. It's a pity all my breakthroughs in LUA so far have been new and innovative ways to break things...
I'm going to try (hahahaha) to set a special font for buildpics, white with a black outline. Let's see if I'm uberl33t yet...
My font size modification was done to Red_UI_Framework:
Code: Select all
if (o.caption) then
local px2,py2 = px,py
local text = o.caption
local width = glGetTextWidth(text)
local linecount = getLineCount(text)
>>>>>>local fontsize = 9
local height = linecount*fontsize
if (height > sy) then
fontsize = sy/linecount
px2 = px2 + (sx - width*fontsize) /2 --center
else
py2 = py2 + (sy - height) /2 --center
end
Text(px2,py2,fontsize,text,o.options,captioncolor)
o.fontsize = fontsize
end

I will try reverting to the original build menu/framework files and see if I can get the darkening to go away. What's weird is, it's totally random, sometimes bps will be dark, sometimes (absurdly, correctly) bright. Though as the game goes on it's like more and more of them get dark. It's a pity all my breakthroughs in LUA so far have been new and innovative ways to break things...
If you're going to release a bunch as a group I would be happy to share my modified files with you if you like anything you see.Regret wrote:I will release it in a package once all the major widgets are done.manolo_ wrote:suggestion:
-could u group them together to something like red ui and could u make a widgets list like iceui (btw personalize all that stuff ? )
Ingame customization will come later, currently you can edit the config table inside the .lua files, it's right at top.
I'm going to try (hahahaha) to set a special font for buildpics, white with a black outline. Let's see if I'm uberl33t yet...
Re: Red UI widgets
I explicitly told you not to do that since you have no idea what you're doing.Caydr wrote:My font size modification was done to Red_UI_Framework:
Re: Red UI widgets
I'm sorry, I don't remember you saying that. Are you offended? Really, I'm sorry, I'm new at this and just experimenting.
edit: I've looked through all your posts in the framework thread and this thread, as well as all your PMs, I don't see anything about "don't modify the framework file" or even hinting at that. Are you confusing me with someone else?
Although I'm inexperienced I'm not a total write-off, I really do understand at least the basics of how scripting languages work. My problem is mainly not knowing what they're capable of because I don't have all the commands memorized.
edit: I've looked through all your posts in the framework thread and this thread, as well as all your PMs, I don't see anything about "don't modify the framework file" or even hinting at that. Are you confusing me with someone else?
Although I'm inexperienced I'm not a total write-off, I really do understand at least the basics of how scripting languages work. My problem is mainly not knowing what they're capable of because I don't have all the commands memorized.
Last edited by Caydr on 14 Aug 2009, 21:31, edited 1 time in total.