re: about the newGUI - Page 7

re: about the newGUI

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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IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

i complained about this weeks ago, because i didnt realize there is a hotkey:

Try hitting space while selecting a builder....
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

ah, cool
colorblind
Spring Developer
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Post by colorblind »

Dunno if this has been posted before, but I just realized that the F6 stats reveal the strength of your oppenent. It is perhaps a good idea to hide them until the game is over or until your team is dead.
jouninkomiko
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Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

kinda like .units :)
SJ
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Joined: 13 Aug 2004, 17:13

Post by SJ »

Well its worse than .units and we removed .units ...
jouninkomiko
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Post by jouninkomiko »

just bumping this up so i don't have to keep finding it each time...
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munch
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Post by munch »

colorblind wrote:Dunno if this has been posted before, but I just realized that the F6 stats reveal the strength of your oppenent. It is perhaps a good idea to hide them until the game is over or until your team is dead.
The obvious thing is to only show stats for your allies - it's kind of useful to know how your teams metal/energy is going, and certainly from a spectator/replay viewer point of view it's key being able to know how each of the economy's are doing.

When I lose a game and go check the replay, I'd love to be able to see the stats and find out how I was doing on my economy verses my opponent. At the moment, I keep having to do .team all the time to hop around the various players so I can see how their economies are doing.

Maybe an easy fix would be to only make them visible to spectators?

Munch
jouninkomiko
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Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

Yea, I'm making that change, unless someone can give me a compelling reason not to ;)
colorblind
Spring Developer
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Post by colorblind »

Oh, and be sure to fix that annoying bug that made it crash when there's a warning on the minimap (e.g. when one of your units is attacked).

And perhaps it's a good idea to replace the way .info and .clock are displayed on-screen in the new GUI ...
TARevenger
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Joined: 23 Jan 2005, 00:09

Post by TARevenger »

does the new gui include a point and click interface for the single player side of Spring?
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AF
AI Developer
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Post by AF »

no, not unless someone is willing to write a seperate program or fiddle around, the only improovements made have been scrolling text on the menus.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

(no relation with the newGUI)

Why not take separatly the battlescreen form from tasclient. And make it work offline?

(relation with the newGUI)

Hey, Juninkomikom how is things going? I hope you're not again ill :(
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

I;m doing very well in fact. I'm working on Spring whenever I have spare time. There's an iissue thats pretty much blocking work on the newgui: the key handling really doesn't work that well. pressing buttons, sending commands immediately, not maintaining any state about the commands that need stop commands (like moving the camera). it just needs to be rewritten, so im racking my brain to figure out a good way to do it.
el_muchacho
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Joined: 30 Apr 2005, 01:06

Post by el_muchacho »

zwzsg wrote:I prefer old. Easier to read.
Maybe it's only a matter of making the change between black and gray zones within the buttons softer.
I personnally much prefer the text buttons to the icons, unless the icons are made with 3D icons, to keep visual coherence with the unit buttons.
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

I think I've figured out how I'm going to redo the input handling, which will allow for key/mouse button reassignments. I suppose there is a unanimous desire to view/possible change key assignments in game?
Snooky
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Joined: 12 Apr 2005, 19:28

Post by Snooky »

Yes! :-)
IMSabbel
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Post by IMSabbel »

Would help very much. Not everybody like messing with config files for elementary stuff like key-binding, plus the syntax wasnt exactly foolproof (not to mention that there were strange things depending on language setting of windows when editing cfg files, like + not working on keypad &co)
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

Yea, I figured as much. My first priority is to get the input working MUCH better, and then work my way up to adding a gui feature to allow key bindings to be viewed/edited in game. Quick question to those out there though: holding ctrl/shift while moving the camera is supposed to gradually accelerate/decelerate the camera's movement, so do you still want it to work that way? I mean, would you rather have a control which allows you to manually set the camera speed, much like the game speed? Basically, the first is impossible to do with the current input handling, and its pretty awkward with other certain key combos. I'd like to take that into account when reimplementing...
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I dont quite remember it "gradually" increasing.

But imho, the gui for a strategy game should have basic stuff like scrollspeed, gamespeed, _sound volume_, AND all those stuff the host can set during a game (minspeed, maxspeed, ect. I alwas forget if its .cheats or .cheats 1, for example, and which is toggleble and which is not. A nice dialog with checkboxes and sliders/input fields where appropiate would make the whole thing MUCH more accessible.

And _please_ make top-down camera standart. Yesterday i had again somebody in a game who was close to quitting because he couldnt get the camera working.

Sure reading the readme would help, but obvious stuff should default to obvious setting. And a camera mode that doesnt allow N/S/E/W scrolling while showing anything but the horizon isnt a good default mode for a RTS.
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AF
AI Developer
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Post by AF »

Why not both? On many games simply rpessing shift doubles camera movement speed, and thats what ti seems like, We should just be able to set the average speed and have the option to temporarly boost it using shift btu not slow it down, as thats's silyl unless it's fast by default.
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