Commands FX widget

Commands FX widget

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

Moderator: Moderators

Post Reply
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Commands FX widget

Post by Floris »

Improved commands fx widget is here
- rounded start/end of the line + line gets a little thinner while fading away
- textured lines
- disables unit highlight at 8 fps, lines at 4 fps

Image

NOTE:
- made spring default lines a bit less visible
- scaled default queue cmd icons down

EDIT: turned off in cfg:
- a small pulse ring effect, but only for the units you have selected while giving an command.
Attachments
commands_fx.zip
16 april 2014
(14.13 KiB) Downloaded 5 times
screen00088.jpg
(252.62 KiB) Downloaded 3 times
Last edited by Floris on 16 Apr 2015, 17:42, edited 11 times in total.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Commands FX widget

Post by PicassoCT »

How does this work out performance wise with lots of units selected and lots of orders?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Commands FX widget

Post by luckywaldo7 »

Wonderful work on all your widget projects! All these little polish touches really add up to a big difference!
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Commands FX widget

Post by Floris »

I havent tested endgame 8v8 yet, but the results so far were good.

All detail has been provided with textures instead of lots of vertexes.
It's just a little more expensive than the version that is currently shipped with BA, but not much.

edit: just tested and with large orders given (like big fighterscreen orders) it 'll became the heaviest widget in use for a short period.
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Commands FX widget

Post by Floris »

update:
- made the texture more visible
- more consistent texture speed
- added crosshair as target
- 25% of original line texture size 16x16 instead of 64x64

NOTE:
- made spring default lines a bit less visible
- scaled default queue cmd icons down
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Commands FX widget

Post by 1v0ry_k1ng »

Looks wonderful, all your widgets make me cry happiness. Zero-k needs this love!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Commands FX widget

Post by Forboding Angel »

An idea would be to make ghost commands that are normally green, teamcolored.

That's a bit much, but whatever, looks fugging fantastic.
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: Commands FX widget

Post by Floris »

- lines have a faint little outer dark edge
- smaller lines, and enlarged distance between each 'stripe'
- duration is longer
- reduced glow alpha
- disables unit highlight at 8 fps, lines at 4 fps

(when you reach this lowfps... its the pathing/projectiles calcs that cost a lot, not the widgets, they usually even have less to do because of low fps) That said using gl.Unit() for the highlight does cost much.
User avatar
Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Commands FX widget

Post by Jools »

Floris wrote: (when you reach this lowfps... its the pathing/projectiles calcs that cost a lot, not the widgets, they usually even have less to do because of low fps) That said using gl.Unit() for the highlight does cost much.
Yup, but that's partly because because when you only have 8 fps, the draw only gets called 8 times / s. When you have 60 fps it gets called 60 times. At least this is how I understand it.

gl.Unit and gl.Unitshape really have a huge cost. It's what makes ghosted radar/site widgets very expensive.
User avatar
FabriceFABS
Posts: 354
Joined: 28 Jul 2010, 16:20

Re: Commands FX widget

Post by FabriceFABS »

So good !!!
What is the next surprise I will discover from you ? :-)
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Commands FX widget

Post by PicassoCT »

He is working on temporary orbital zoom, meaning, you can play orbital, and with one keypress hold (space) have a closeup window where the mousecourser is, you can micro as normal as possible, then release the spacebar, and the window closes
no more cam moving, no more zooming in and out, no more minimap..



Its Either that or he is redoing his RainbowSix Synchronized Attack Widget (utilizing wait)
Ask him himself.
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: Commands FX widget

Post by dansan »

One of my favorite games (really): Orbital Eunuchs Sniper
Post Reply

Return to “Lua Scripts”