..:: New GUI Design - in progress ::.. - Page 10

..:: 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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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

oh yeah... e was restore... anyways...

the only reason for a key is for "area effect" orders... or when you want to reclaim something instead of restoring it.
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kujeger
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Post by kujeger »

That looks really, really good!
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

shockingly good! :shock:
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Aun
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Post by Aun »

Ack, you're talking about OTA. >_< =P
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FireCrack
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Post by FireCrack »

Uhhh... OTA had deformable terrain?
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Perhaps have a spare button that can be used by mods for whatever they want? That way they can just hook a command to that button press. Perhaps call it "special" or something. It just adds a little bit of freedom for a mod that doesn't want to recode the whole GUI.

Another suggestion I can tink of is to perhaps keep the word "stance", but rename:

roam -> "Aggressive"
Manuevre -> "Passive"
Hold Position -> "Defensive"

Just an idea, not really a biggie.
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krogothe
AI Developer
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Post by krogothe »

Warlord Zsinj wrote: Another suggestion I can tink of is to perhaps keep the word "stance", but rename:

roam -> "Aggressive"
Manuevre -> "Passive"
Hold Position -> "Defensive"

Just an idea, not really a biggie.
It couldnt be more misleading, no, no NO. You put agressive thinking they will be but they could be on hold fire, you put passive and they arent passive they chase enemies for a while and shoot them, and on defensive they sit there taking fire because the enemy is 1/4 of an inch out of range. just no...
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ginekolog
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Post by ginekolog »

this shit is awsome. nice ice, best ingame gui i have ever seen :)
colorblind
Spring Developer
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Joined: 14 Mar 2005, 12:32

Post by colorblind »

If I'm not mistaken you forgot at least these:

* Take control of unit (the "C" option we have now)
* Change camera modes

Otherwise it's absolutely brilliant.

I take it you did these layouts in Photoshop ... Perhaps it would be prudent to start reading up on CEGUI (as I don't know if you can modify all of the standard widgets to look just like your screenies(.
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Soulless1
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Post by Soulless1 »

wizard8873 wrote:"C" was for capture and "E" was for restore. although, if i remember, if you just move your mouse over a unit or building that was damaged, it went to restore automatically so there was no need for a hotkey. same went for resurrect. then again, its been a while since ive played TA

By restore, you mean repair.

OTA didn't have restore ;)
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wizard8873
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Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

yea thats what i meant. like i said, its been a while since ive played OTA. Spring has just made it unplayable for me
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IceXuick
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Post by IceXuick »

Yes indeed, the cam-mode button must be inserted, and the 'c' take control maybe aswell (dunno howmany use it extensively, although it should be somewhere in the gui for the 'newbs')

Make those one in there in next version.

For all people that like it for modding, it depends a bit on cegui, i really hop it can be fixed in a way, that it only shows buttons that are usable by units, and displays them in the rows that are made for them. So if a unit has more speicals, the size of the specials menu will be accordingly bigger. But as said, i need to start reading myself into cegui a bit, to get to know if this is all possible. Probably some things need to be altered a bit to fit the 'widgets'.

New concept pic tomorrow!
bamb
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Joined: 04 Apr 2006, 14:20

Post by bamb »

Browsed this forum after some pause, really good stuff there Ice! :o
Dwarden
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Post by Dwarden »

IceXuick remember my PM ? :)
DopeFishhh
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Post by DopeFishhh »

I haven't seen anything like it yet, but a construction management window would be very handy. I was thinking that you could hold down a hotkey to bring it up, and from there you could see information on things that are being built (ie progress, how much m/e is being pumped into it per second etc...). It should also allow you to give some limited commands to the builders, or pehaps queue commands for the things being built.

If at a glance you could see the status of all your construction operations thats very handy information, you could even use it to navigate to whats being constructed, queue up factories with new units, or grab other constructors and assign them to assist. All without needing to change the current unit selections you have.

Also another hotkey idea of mine was to have temporary selections. You hold down a button, while it's held down your previous selection is deselected and stored, and you are free to select anything else and do anything with that selection. The moment you release the button that selection is deselected and your old selection is restored. This could be useful for situations where you don't want to loose the selection you had but don't want to bother with making a new hotkey grouping (remember you only have 10 and how often can you miss hit a key and select the wrong group?).

Taking the temporary selection idea further, a system much like the hotkey groupings however they are constant, instead of groups they'd be channels and each channel will remember it's last selection state. You can switch channels by say the F1-F4 buttons when you switch a channel the channel you switched from will save the selection and the channel you are going to will restore it's selection. it does fufill a similar role as hotkey groups, but it is a lot more freeform than affixing a unit to a group.

Finally my last hotkey suggestion is the lock key, it will work as a toggle, and when it's on you will be unable to add to or subtract from a current selection of units. In doing this you free up the right mouse button for other things if you wanted to do some context menus). I guess you could also implement it as a hold down button with a quick press equating to a toggle or a long hold down equating to holding it down. also you could integrate this with the temporary selection and channels idea by granting certain exceptions. for instance you could make the lock channel dependant and so you can lock channels individually, and/or temporary selections will still work like normal (infact i would definately do is if you implemented the lock).

now just some pre-emptive arguments for these ideas:

Despite the increase in complexity people will use them, not straight away but as they get the knack of it they will be able to get the full use out of it.

Apart from the construction menu the selection systems aren't a terribly large amount of work (though i'd imagine some sections will need to be re-written).

None of these systems will be forced upon the player, infact unless you told them they probably wouldn't know about it.

Anyway thats a few ideas i had.
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AF
AI Developer
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Post by AF »

I have an even better idea, your idea of channels is alright, but the way it's working is complex and nasty..

I say keep the first bit on holding a button and selecting a new set of units, and I say you then let go of that button as soon as you've selected them. Doing that will assign them to a group.

Now the channels bit will now simply be groups, and we can forget about channels as you describe them, and instead implement a simply GUI feature. aka mousing over a unit in a group will select the whole group, or perhaps it can work HW2 style select a unti the whol group is selected, select it again or use a drag box then single specific untis are selected.

Then we cna ahev a keycombo that points to last selected, or even a little window with unit images in order of when they where last selected...

Better yet the GUI concept alreayd has those things at the bottom representing groups so you already have this

Ok so to summarize

- key combo to select units and autoplace them in a new group
- Whole Groups selected when one of its members is selected
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krogothe
AI Developer
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Post by krogothe »

AF that might be fine playing vs AIs by yourself, but that would completely fuck the microing for anyone who bothers to do it, no thanks...
holding buttons down=slow=noob-oriented=bad.
Selecting whole group by one unit = comp thinking it knows better than you=windows-vista like=really bad.
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AF
AI Developer
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Post by AF »

mwha, I think it's a good idea, oen thats been implemented in other RTS', and anyways the only bit that even slightly touches from what you mentioned is the select all in a group on selection, which can be avoided by simply turning it off or drag selecting/clicking twice.

Anyways I'd liek to hear your suggestion on what todo if holding buttons down is n00b like, how do you explain shift?
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krogothe
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Post by krogothe »

Clicking twice already selects all units of that type. you suggest us clicking three times on the same unit (that could be a fast moving plane) to select all of the same type? NO THANKS
As for the holding down i thought you meant having to hold a button down for over say a second to get the desired action, my bad, modifier buttons are cool.
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IceXuick
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Post by IceXuick »

How about a priority buildoption.

It works like this. You have multiple nano-lathings going on, but somewhere you need to get a structure or unit ready as fast as possible. (frontline defense-building, or some one has breached your defense, and is going for the 'backyard' of your base and you need to produce defensive units there asap, or someone is nuking, and your anti-nuke needs finishing asap, or scout a (large) base, with a shield generator almost done, that can be destroyed by your BB, but it aint finished yet. There are enough situations to think of in which you temporarily need all of the possible buildpower you have....

You should be able to click the factory, or building that is under construction, and press a key (shift maybe). This shows one or more buttons which let you set the priority of that building. For example 3 buttons:

- Normal priority
- Low priority
- Highest/Supreme priority

Setting this to highest would give that building (and all helping builders) the maximum needed resources. This would get this particular building or buildqueue ready as soon as possible! Setting this to low, it would use 50% less resources than normal priority buildings, not always handy, but if some productions are a bit less important, you could give it a low prio. You could also set a construct unit to these priorities and so his whole production queue would have that priority.

My guess is that this could be very handy, esspecially in tight situations, where timing and fast reaction is crucial. This way you have a bit more control where every resource is going.


About the ideas of DopeFishhh:

- Construction management window could be (quite) handy. I you can remember where you have what factories, you should be able to set buildorders to all those factories in one single building window. Maybe a notification in the minimap when clicking on a specific factory/building in this window.

I would also like it, if you could set some buildings that are under construction, or some buildqueue of an factory to give an alert when it's finished, or show up as a buildprogress bar with small icon on screen. (How often did you have a BB, krogothe or an (anti)nuke ready, but forgot about it, and let it do nothing for some time.) Also some small icons on the right side of the screen could give this information to ya at all times. Normally this should be off, but a choice to let you choose if you want a build progress on it or not.

The rest of your idea about this window is really ok.

- the selection thing and channel thing do not really turn me on. I do know it is sometimes a hassle if you have selected a group with different units, scatttered around the frontline, is hard te re-select them. But my guess is that working a bit more creative with the groups could solve this. Only in large battles, on large maps, this might prove more usefull. However, it could prove quite handy (not that many will know or use this feature), when you need some units (that are not in selection) could be moved around, without losing your previous selection. Suggestions on what key to use?

- the lock idea doesn't really give me goosepumps, sorry.

For all of your idea's someone needs to code it, and that won't be me anyway, for my coding skills are as low as my country's land altitude.

What does the rest think about DopeFishes ideas?
Anybody any reactions on the other ideas i explained?
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