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Posted: 31 May 2007, 18:49
by Slamoid
Acutally, the menu can't read .SD7 or .SDZ archives YET. It must be in an actual directory, maps/previews or mod/previews, but yes, that's correct.

Posted: 31 May 2007, 21:21
by smoth
what about the mod maplist?

Posted: 01 Jun 2007, 00:27
by BrainDamage
if you don't mind a bit brainstorming :P, if i'm not mistaken, python can load c code.

lua engine is written into c

if the mod makers define some special LUA functions in theyr mods in lua to specify settings for difficulty level, the launcher could load them and change settings accordingly.

also would make the campaign mode very flexible

Posted: 01 Jun 2007, 02:28
by Slamoid
Brain Damage wrote: if the mod makers define some special LUA functions in theyr mods in lua to specify settings for difficulty level, the launcher could load them and change settings accordingly.
Noted for a future feature.

Posted: 01 Jun 2007, 02:31
by AF
Try not to do things that would need agreement from the devs of 6 or 7 projects without discussing it. Mod previews was discussed by me hollowsoul and betalord with no suitable agreement reached. The fact nobody was currently trying to use it but all had planned it meant beyond the initial discussion there was no momentum gained.

Posted: 01 Jun 2007, 13:03
by BrainDamage
smoth wrote:what about the mod maplist?
i must have missed this

what do you mean with maplist?

if you mean a list of maps compatible with the mod, i think that it's better if it's the map-maker wich defines a mod-compatibility, rather than a mod-maker wich defines a map compatibility.
We constantly get new maps by mappers and it would be silly to constantly push out a mod revision, just to keep in track with the map list, afterall it's the map maker wich makes his map with the goal of the use with a certain mod(s)

if you mean a list of SUGGESTED maps, then i'm ok with it

Posted: 01 Jun 2007, 16:14
by Slamoid
Filtering maps by current mod will be done via small .cfg file for each mod, along with the side names and the preview .Gif. If this .cfg file is not present, than OTA sides will be assumed, no maps filtered, no preview .GIF given, and default music selection.

I'm having trouble with the layout of the GUI, simply because it's too big. What is everyone's screen resolution? I'll try to do the layout accordingly.

Most current screencap:
Image

Whether you use Linux or Windows, the resolution problem will be the same for both. If you have any interest in this menu, please post your native resolution. I don't think everyone runs at 1440x900 like me. :p

Posted: 01 Jun 2007, 16:31
by Agon
I use 1280*1024. For me 1024*768 is to small 8) .

Posted: 01 Jun 2007, 17:36
by smoth
1400X900 *2

Posted: 01 Jun 2007, 19:07
by FLOZi
Why GIF? :?

Posted: 02 Jun 2007, 17:23
by Slamoid
Thanks for the resolutions guys.
FLOZi wrote:Why GIF? :?
Because it's easy, free, portable, common, and already animated. The animations would have been tough, and GIF is just plain easier. Sorry.

I made a few modifications/enhancments to the datafile interface. The menu system is now reading from Spring's archive cache for map name, and probably will implament mod info this way too. Saves loading times, and will be compatable with all maps. This means another GUI overhaul, so it'll be a couple days before any new screenshots. I'll try to implament the music player this weekend also.

Posted: 02 Jun 2007, 17:37
by Dragon45
Yes, but GIF is patented :|

use PNG. It's better (minus the animation), plus IE7 supports it :P

besides, its python right? a script to load 4-5 png images into memory and then cycle through them at a specified rate cant be more than four lines or so using a generator function...

Posted: 02 Jun 2007, 18:00
by Peet
Slamoid wrote:Thanks for the resolutions guys.
FLOZi wrote:Why GIF? :?
Because it's easy, free, portable, common, and already animated. The animations would have been tough, and GIF is just plain easier. Sorry.
http://slashdot.org/articles/99/08/31/0143246.shtml

Posted: 02 Jun 2007, 19:22
by FLOZi
But why do we even need animation for the preview, really?

edit: and it'll be easier for a modder to make several frames that are animated together than an animated gif anyway.

Posted: 03 Jun 2007, 03:02
by Slamoid
Alright, it will support both GIF and JPG. but no slideshow for JPG yet.

Posted: 03 Jun 2007, 04:17
by Dragon45
Someone noted Python can load C code:

Yes, it can. Via SwiG and CTypes. But its a PITA. A real, real PITA. Even if you know how to use it (I more or less do).

Posted: 03 Jun 2007, 08:08
by Slamoid
For everyone who's complaining:

Remember, this is open-source. I'm making this because no one else is. If you don't like it, fix it, stop complaining and do it yourself.

On another note:

Music player will take a long time, so it won't be included in the first release. I'm shifting to a new alliance system and I already changed the map/mod selection system AGAIN. First release will suck, but is coming soon. I also am including a button to launch the dedicated Spring Settings Changer binary just released.

Posted: 03 Jun 2007, 11:37
by FLOZi
Slamoid wrote:Alright, it will support both GIF and JPG. but no slideshow for JPG yet.
yaaaaay. :-)

Posted: 03 Jun 2007, 14:12
by Agon
Music player will take a long time, so it won't be included in the first release.
Why a music player? I have my own and I can listen to music and in game sound from spring at the same time because of this s**t problem with the sound system and OpenAl config.
A music player cost a lot of time to program and I can´t imagine that someone will use it. Under Windows they use Windows Media Player (Pls stop :evil: ) or Winamp and Linux has it own good music player. I will use amarok!

Posted: 03 Jun 2007, 18:00
by SinbadEV
I was thinking for music for mission briefings and campaigns