GUI Needed!!!! Someone Step up !!!!!
Moderator: Moderators
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I liked that too, but I've always lvoed the way populous 3 the beginnign handled the camera, it just seemed so natural, and it was so much easier to deal with the 3D landscape without going into topdown mode.
But given the GUI extension suggestion, both could be implemented, and infact there's nothgin stopping it beign done now, I tried writting a populous camera mode a while back....
But given the GUI extension suggestion, both could be implemented, and infact there's nothgin stopping it beign done now, I tried writting a populous camera mode a while back....
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Things that use Shift/Ctrl/Alt:
Selecting unit groups. More info on this in the wiki article.
Building Things. Again more info in the wiki, but I foget how the square building works.
Camera Controls. Shift for speed up (very useful) and ctrl for slow down (not as usefull, but still good).
Changing Camera modes. Shift+J/MMB changes camera modes.
All of these activate as soon as you press shift/ctrl.
Selecting unit groups. More info on this in the wiki article.
Building Things. Again more info in the wiki, but I foget how the square building works.
Camera Controls. Shift for speed up (very useful) and ctrl for slow down (not as usefull, but still good).
Changing Camera modes. Shift+J/MMB changes camera modes.
All of these activate as soon as you press shift/ctrl.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Maby I'm just being nubby, but can't that be done with the crosshair toggle middle click and release currently does?PauloMorfeo wrote:I became extremely dependant on middle-mouse scrooling. In the TA camera view, hold middle-click and move mouse around. I find this feature extremely usefull and, if possible, i would rather have it as default than any other middle-mouse function.
We should ahve mouse profiles for different game styles, sucha s OTA style, Homeworld, Current. I liked how middle click in HW centred ont eh uti and followed, and how I could zoom out etc but in some situations I'd prefer the current style. This way we can chosoe whcih game style we're most familiar witht ehn mix and match our own profiles.
Actually thats seems liek good practise, it's got good mapping of action to function, I can onyl suggets that the order of the commands be re-arranged to suit the general theme so that offensive orders are grouped with other offensive roders rather than simply keeping that roder, s it makes it easier for ne players or players unfamiliar with the system...
Attack
D-Gun
capture
FPS mode
guard
patrol
move
stop
reclaim
repair
restore
That and FPS mode be a button just like all the other atatck stop etc buttons, it gives users a clear entry into the FPS mode, and it gives the user the knowledge that such a feature exists. Most new players arent aware spring has an FPS mode nevermind how to use it.
There also needs to eb a basic menu, with exit to windows exit to lobby restart pause etc, and space for a future ingame options dialog.
Also, jouninkomiko, do you intend to use eddies interface to address the offline running spring.exe directly issue? I wouldnt midn havign a ncie pretty GUi running spring.exe directly and having a battle itnerface and so on, and maybe a laoding screen with a progress bar, or some other feedbakc as to what is hapepning, such as a percentage or an animation of sorts.
Attack
D-Gun
capture
FPS mode
guard
patrol
move
stop
reclaim
repair
restore
That and FPS mode be a button just like all the other atatck stop etc buttons, it gives users a clear entry into the FPS mode, and it gives the user the knowledge that such a feature exists. Most new players arent aware spring has an FPS mode nevermind how to use it.
There also needs to eb a basic menu, with exit to windows exit to lobby restart pause etc, and space for a future ingame options dialog.
Also, jouninkomiko, do you intend to use eddies interface to address the offline running spring.exe directly issue? I wouldnt midn havign a ncie pretty GUi running spring.exe directly and having a battle itnerface and so on, and maybe a laoding screen with a progress bar, or some other feedbakc as to what is hapepning, such as a percentage or an animation of sorts.
New GUI would be nice, as for spawning ids for it. I would like shortcuts for buildings.
alt+k: k-bot lab (forge)
alt+v: vehecle fac.
alt+a: airfield
alt+m: mex
alt+s: solar
alt+w: windgen
alt+l: LLT
alt+h: HLT
alt+r: radar
alt+d: dragon teeth
preferable adjustable.
And a way you can select all the units of the same type on the screen.
alt+k: k-bot lab (forge)
alt+v: vehecle fac.
alt+a: airfield
alt+m: mex
alt+s: solar
alt+w: windgen
alt+l: LLT
alt+h: HLT
alt+r: radar
alt+d: dragon teeth
preferable adjustable.
And a way you can select all the units of the same type on the screen.
well, let's think about it for a second, what do these two "offensive" items have in common that other buildings don't? A weapon.Das Bruce wrote:Why the hell is the LLT and Torpedo Launcher in offencive?
Unless you are trying to make a statement that LLTs and torpedo launchers aren't used 'offensively,' in which case you would just be nitpicking.
How is that nit picking? They're defencive units.FizWizz wrote:well, let's think about it for a second, what do these two "offensive" items have in common that other buildings don't? A weapon.Das Bruce wrote:Why the hell is the LLT and Torpedo Launcher in offencive?
Unless you are trying to make a statement that LLTs and torpedo launchers aren't used 'offensively,' in which case you would just be nitpicking.
This idea i really like i think this should be added in aswell to make things a hell of alot easierZenka wrote:New GUI would be nice, as for spawning ids for it. I would like shortcuts for buildings.
alt+k: k-bot lab (forge)
alt+v: vehecle fac.
alt+a: airfield
alt+m: mex
alt+s: solar
alt+w: windgen
alt+l: LLT
alt+h: HLT
alt+r: radar
alt+d: dragon teeth
preferable adjustable.
And a way you can select all the units of the same type on the screen.
Just a note when adding stuff to the wiki:
If it a feature currently in the Spring GUI, add it in the 'Current GUI' section. If it is NOT in the current Spring GUI, add it in the 'Requests' section. Then, jouninkomiko knows what HAS to be done, and what would be nice to have.
Those shortcut keys sound good, but they really do need to be set by the mod maker. Same with the menu layout.
If it a feature currently in the Spring GUI, add it in the 'Current GUI' section. If it is NOT in the current Spring GUI, add it in the 'Requests' section. Then, jouninkomiko knows what HAS to be done, and what would be nice to have.
Those shortcut keys sound good, but they really do need to be set by the mod maker. Same with the menu layout.
patmos ur idea is good just until moment you got more than 50 units producing stuff .... but that problem can be solved by scrollbar ...
another option is create standalone "screen" for economy etc. related stuff ...
that screen can use scrollbars and buttons to contain huge ammount of data on multiple pages / screens etc ...
another option is create standalone "screen" for economy etc. related stuff ...
that screen can use scrollbars and buttons to contain huge ammount of data on multiple pages / screens etc ...