..:: New GUI Design - in progress ::.. - Page 5

..:: New GUI Design - in progress ::..

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hmm, i disagree with cadyr on all but the move thing.

That said, we need buttons for load, unload, and wait. Those three should get them, and i think all buttons should be in the same panel, no need for a "special" panel.
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IceXuick
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Joined: 14 Mar 2006, 01:46

Post by IceXuick »

okay, well a there is a discussion going on, and thats a good thing!

here are some new designs with some changes. Let me know what you guys think of it:

Image

Image

** load unload is coming **
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Beautifull.

Dont froget wait though, it's a great command, i think the main reason it's underused is because so few people know it exists due to it haveing no button (hotkey w)
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IceXuick
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Post by IceXuick »

yeah indeed! what does it do?, except for me bots to hold on the next waypoint?
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SinbadEV
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Post by SinbadEV »

http://taspring.clan-sy.com/wiki/Using_ ... it_.28W.29
wiki wrote: Wait (W)
Start issuing your chain of commands (Holding Shift). BEFORE a command that you want your units to wait for a go command to execute, hit Shift+W, then continue queuing up orders. Now, to cancel the first wait queued on this group, and have them continue with the rest of the queue, select the units when they're waiting and hit W. Many of these wait waypoints can be chained together. Note that if you hit W before some or all of the selected units have completed the command before the wait, only those that have completed the preceding command will continue.

Units are automatically issued a "stop waiting" command when loaded into and unloaded from a transport.
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IceXuick
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Post by IceXuick »

thx! indeed, just tried it, and a wonderfull command. Very useful in large mobilisations, and where you want all units to arrive in the right formation and approx at the right time.

I'll make it!
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FireCrack
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Post by FireCrack »

Thanks!


It's awesome to sue it to get units to auto airlift over bodies of water.
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FizWizz
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Post by FizWizz »

I disagree with Caydr on the command buttons. All commands need to have a button available for them, for completeness. It is true that many of these (the majority, or hopefully all of them) will be accessible through key commands (or the simple right-click), but for a good GUI, they need to be visible as buttons. That said, I wouldn't mind in the least if all the buttons could be tucked away, for those of us who are already accustomed to the commands and how to access them via keyboard and mouse.
About the Tab key, I think it should function the same as the space bar by default, but be bindable to other things, as with every other command/control.
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IceXuick
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Post by IceXuick »

agreed to FizWizz.

select AI button needs implementation.. anybody suggestions?
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

IceXuick wrote:agreed to FizWizz.

select AI button needs implementation.. anybody suggestions?
Seems a fairly natural place to use a drop-down combo box. (Like the controls in the "Display Posts From" bit below the end of this page of comments.) This would also let you more easily see what Group AI a given group is using.
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IceXuick
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Post by IceXuick »

good idea! will make it in next version!
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FireCrack
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Post by FireCrack »

Oh yeah, and self destruct, cant froget that one...
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

It looks nice, but with buttons that large, don't you have to flip 4-3 pages to find the building your looking for?
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smoth
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Post by smoth »

I like big images. I want to SEE what I am clicking.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

smoth wrote:I like big images. I want to SEE what I am clicking.
norf I don't. I'm not blind. But maybe the size of whe windows can be made adjustable, so you can choose your own size.
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smoth
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Post by smoth »

what is this norf thing?
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

YAY TRANSPARENCY SLIDER! NO MORE CROSS BITCHING!
a self d button would probably do a lot of harm, make it so it needs a double click to activate, especially with thigns like mexes, where you cant exactly cancel it if you press it by accident.
I actually dont have any complaints anymore, its looking really good, with nice readable numbers and info.
Maybe another tab for the players bar with stats (at least for spectators/allies)

oh ah its transparEncy?
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Would it be possible to duplicate or otherwise show some of the command buttons on the build menue?
Things like reclaim, repair etc that are often issued to construction units, as it's a pain to have to flick from one menu to another when issuing a chain of commands.
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

this is just great! Finally we will get a nice GUI. I cant wait to see it ig. Will it be possible to in stall it seperated from spring, or must we wait unitll the next spring version is out? (I want this NOW :D)
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Optimus Prime wrote:this is just great! Finally we will get a nice GUI. I cant wait to see it ig. Will it be possible to in stall it seperated from spring, or must we wait unitll the next spring version is out? (I want this NOW :D)
lol opty i think its just a photoshop sketch of what its going to look like (did you really think the photoshopped explosions were in-game?), AFAIK its nowhere near done, so keep your pants on for now :wink:
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