The New GUI
Moderator: Moderators
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
I was just looking at that :) Great idea though. It'll prolly serve as the start code to the test gui, since I will probably need to write up a few custom widgets. For example, the minimap, and resource sliders. I will stick them in a dll, and I think Falagard can load them straight from the dll if it is done properly. About the minimap though, by default it won't be able to load the mini.dds, but I can put the functionality into the dll (but I need to get more info from the cegui folk)renrutal wrote:Also for anyone who wants to test CEGUI in a standalone app first, I suggest downloading the CEGUI source code, and build the Samples directory.
Falagard demo and Demo8 are really great testing cases. Specially Demo8 which uses the Lua scripting language to handle all the gui code.
Jouninkomiko, you could use Demo8 as the basis of Spring's GUI code.
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
if anyone can get a win32/opengl (non glut) app with cegui running, please let me know. whenever i link in the openglguirenderer lib i can't get the program to run after compiling and linking.
**frustrated**
I get
"The application failed to initialize properly (0xc0000005). Click on OK to terminate the application."
as long as i'm having this issue, work on the gui can't continue.
**frustrated**
I get
"The application failed to initialize properly (0xc0000005). Click on OK to terminate the application."
as long as i'm having this issue, work on the gui can't continue.
http://www.cegui.org.uk/modules/mydownl ... d=4&lid=56
The pre-compiled demo's in that file work fine for me. I havnt tried compiling anything myself though, as I dont know how (not into c++).
Im running win 2k, latest DirectX version, and a 6600 GT. It didnt work when I first downloaded it, but downloading the latest DirectX drivers fixed that.
The pre-compiled demo's in that file work fine for me. I havnt tried compiling anything myself though, as I dont know how (not into c++).
Im running win 2k, latest DirectX version, and a 6600 GT. It didnt work when I first downloaded it, but downloading the latest DirectX drivers fixed that.
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
Just an update: I've worked on making a control for the tri state button that every TA player should be aware about (the attack mode button, which has roam, fire at will, return fire, etc). this part is pretty undocumented, but as soon as its done, i should have a layout done and rendered for you all to look at. on a side note, id've prolly been done, but i lost my computer last week :/ bugger died completely. a positive note is that i built a new one, just about finished installing everything late last night.
Stats:
A8N-SLI Premium motherboard
Athlon64 4200+ X2 (dual core)
1 GB Corsair PC3200 ram
eVga GeForce 7800 GT (PCI-Express x 16)
:) :) i wonder how well itll run spring...
Stats:
A8N-SLI Premium motherboard
Athlon64 4200+ X2 (dual core)
1 GB Corsair PC3200 ram
eVga GeForce 7800 GT (PCI-Express x 16)
:) :) i wonder how well itll run spring...
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
There are 2 tri state buttons, not just one. «Roam», «fire at will» and «return fire» are not from the same set of orders. The 2 sets are these ones:jouninkomiko wrote:... the tri state button ... (the attack mode button, which has roam, fire at will, return fire, etc). ...
1- Firing orders:
Fire at will, Return fire, Hold fire
2- Move orders:
Roam (persue enemies forever), Manuver (persue for a while), Hold position (hold)
And good luck with the new computer. Putting Windows to feel again like we got used to can be one hell of a task, installing all the programs, configuring all the stuff, disabling annoying services (like the auto report application crashes), etc.
I really hope the new new gui will support a lightweight interface with transparent windows etc as the current one. It is so old fashioned to have a bloated GUI where some parts are always visible even though you don't use them.
The window showing the selected units in the old Warcraft (and Starcraft?) series is a good example of this. The build menu in TA is better than many other build menus in other games but still...having to browse to different menus etc searching for the unit to build is so...old. It might look pretty to some people but it really sucks IMHO
I believe in a GUI that is lightweight, totally configurable and context sensitive. For example, it would be nice if all possible build alternatives are presented at once when requested. The old new gui had some of this stuff so I hope it can be implemented with CEGUI (I guess so).
Of course, people prefer the "old style" GUI should be able to configure the GUI to make some windows sticky etc.
Check out my comments in this old thread for some more information on what I mean.[/url]
The window showing the selected units in the old Warcraft (and Starcraft?) series is a good example of this. The build menu in TA is better than many other build menus in other games but still...having to browse to different menus etc searching for the unit to build is so...old. It might look pretty to some people but it really sucks IMHO

I believe in a GUI that is lightweight, totally configurable and context sensitive. For example, it would be nice if all possible build alternatives are presented at once when requested. The old new gui had some of this stuff so I hope it can be implemented with CEGUI (I guess so).
Of course, people prefer the "old style" GUI should be able to configure the GUI to make some windows sticky etc.
Check out my comments in this old thread for some more information on what I mean.[/url]
Amen to that!JeeZ wrote:I really hope the new new gui will support a lightweight interface with transparent windows etc as the current one. It is so old fashioned to have a bloated GUI where some parts are always visible even though you don't use them.
The window showing the selected units in the old Warcraft (and Starcraft?) series is a good example of this. The build menu in TA is better than many other build menus in other games but still...having to browse to different menus etc searching for the unit to build is so...old. It might look pretty to some people but it really sucks IMHO Smile
I believe in a GUI that is lightweight, totally configurable and context sensitive. For example, it would be nice if all possible build alternatives are presented at once when requested. The old new gui had some of this stuff so I hope it can be implemented with CEGUI (I guess so).
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14