Re: Quick comparison with Forged Alliance UI
Posted: 10 Nov 2009, 07:54
I don't run into zoom height limits when I'm playing..
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
I have supcomm. I found the interface much worse than my Spring interface(not default) and the game felt very dumbed down; few units, simple techs etc... but that's not relevant to the interface. Also I don't think you're able to change pitch in supcomm but I can't remember.Gabba wrote:Seriously, try it, it's only 32$ on impulse (the game+expansion), and it's a great lesson in interface design (if nothing else). I haven't even mentioned building templates.Google_Frog wrote:Isn't mouse position already taken into account by zoom?
How does the 'flick of a mouse wheel work'? Does it just detect when the wheel is moved faster than normal? That could be a bit of an annoying feature when you want to zoom out partially and it's easily(I think) luable.
I believe that zooming in is faster when you're more zoomed out, so that's how they achieve the "flick" effect. AFAIK nothing changes if you move the wheel slower or faster.
And as far as the mouse position you do it (more or less) when zooming in, but not so much when zooming out. Someone described it rather well in a past thread that I have a hard time finding. But it was in the Feature Requests forum.
Are you in all my threads?lurker wrote:I don't run into zoom height limits when I'm playing..
This is becoming an argument to reject wholesale any improvement requests.neddiedrow wrote:it doesn't meet the demands of all content packages...
Ah, now we're talking about what you really want. Keep dreaming- neither the game designers nor the engine people want to do that. The more hard-coded UI we have, the more limited the game designs become. UI is one of the key things that puts "can't do so-and-so" limits on an engine, in a big way.Spring would gain a lot from having a nice default interface that satisfies 90% of the user base
Are you sure? In FA, when showing combined ranges including indirect fire (artillery), they do seem to take 3d terrain into account, i.e. the range isn't just circular, and doesn't stop at the base of mountains.neddiedrow wrote:6. Elective information change which can't be accurately and efficiently implemented for weapons with three-dimensional ranges.
Fair enough.7. Not all games use the resource system as presented, many which do use the metal map display this already game-side through lua. See 1944 or SW:IW.
8. Transport design will vary from game to game.
9. Fight move.
I don't really care in which language they write it, I just believe it should be a core engine feature written by core developers.Argh wrote:The zoom thing can be done via Lua, more or less.
I disagree with you completely here. If it benefits everybody, it should be in the engine.The waypoint-dragging feature is pretty cool for RTS designs that allow Patrol, but is something that can be done nicely in Lua... it's just nobody's done it really cleanly yet. It's not a feature the engine needs, though.
I'm not gonna pretend that it doesn't exist and that it has not been near-perfectly implemented in FA. Blueprints are for non-existing stuff, and many people here already own that game.I have no real interest in writing this atm, because it's a fairly marginal use-case, but that's something worth discussing, in terms of "want" items- maybe write a proposal about how it should function, show pictures, etc. to help your argument for this?
No. I really want the individual features too. It's just I wish they were also integrated in a coherent whole.Ah, now we're talking about what you really want.Spring would gain a lot from having a nice default interface that satisfies 90% of the user base
There's already a hardcoded GUI that can be disabled when lua UIs take over. But notice that most Lua UIs and games don't stray far from that default layout. We really need a push for a higher standard. As neddiedrow hinted to, this default GUI could be very modular, and game developers could disable and replace the parts they don't like. But you know what? 90% of them won't if the default is good.Keep dreaming- neither the game designers nor the engine people want to do that. The more hard-coded UI we have, the more limited the game designs become. UI is one of the key things that puts "can't do so-and-so" limits on an engine, in a big way.
This. I don't think it needs to be that way. I haven't tried P.U.R.E., but I imagine you made a rather nice interface for it. But does it really need to be that hard, especially for people who don't have your skills or willingness to learn?The fact that some games look like a patchwork quilt visually and are clearly using a bunch of thrown-together stuff doesn't mean that that is how it has to be. They can, if they want, have a UI that is unified in design, and looks professional. It just takes a hell of a lot of work.
Well, exactly. Instead of waiting for the mythical IP-free project that everybody will play, let's give the most popular games a good-as-hell GUI. It's the best way to attract new players and new developers.Argh wrote: If we write a UI that is game-specific and is designed for one of the games that can be legally redistributed with this engine, then our choices are S'44, which already has an interface and doesn't use OTA stuff, Forb's thing, which is building one, KDR's projects, which don't need one, CA, which is building a very nice one... and NanoBlobs, which nobody actually plays.
The primary projects that would really benefit from a UI project would be... hmm... the commercial game made with this engine (assuming that the UI rocked more than the one I have now) and the game that already dominates MP in the Lobby.
Right back at you, tiger. I'm saying the functionality suggested might be worth adding engine side so custom UI can use it without having to implement it from the ground up.Argh wrote:![]()
You're not getting it. Let me put it more clearly.
Air Raid does not require these. Neither does Com Shooter.And you're forgetting that some features added along the way (FA-style zoom and waypoint dragging, for instance) will benefit everybody.
Don't pick at details, many projects, if not all, would potentially benefit. We all know Chess and Fissure wouldn't either, nor War Evolution.luckywaldo7 wrote:Air Raid does not require these. Neither does Com Shooter.And you're forgetting that some features added along the way (FA-style zoom and waypoint dragging, for instance) will benefit everybody.
Yes... This games that ALREADY are the most played, can't be allowed to get better because its directly away from the proper games...Argh wrote:The primary projects that would really benefit from a UI project would be... hmm... the commercial game made with this engine (assuming that the UI rocked more than the one I have now) and the game that already dominates MP in the Lobby.
clicking the f for attack move shouldnt really hold you down at all i think. And you can assign your own keys however you like, many games dont really have much use for attack move because units can move&fire. And reclaim/repair/assist with fight/patrol happens already.Gabba wrote:Fair enough.
I would be nice to assign an easy shortcut to Fight move (free up alt-click for that?), and to make reclaim-capable, weapon-less units reclaim stuff on the way when doing a Fight move. Right now they just behave as with a normal move.
Exactly.neddiedrow wrote: I'm saying the functionality suggested might be worth adding engine side so custom UI can use it without having to implement it from the ground up.[...]
I know that projects should be responsible for their own UI, I've been saying it at length in every thread for months, but adding functions for any UI to take advantage of engine side is a win-win.
CA already has a lot of IP-free models and seems on the right way.JohannesH wrote:Yes... This games that ALREADY are the most played, can't be allowed to get better because its directly away from the proper games...Argh wrote:The primary projects that would really benefit from a UI project would be... hmm... the commercial game made with this engine (assuming that the UI rocked more than the one I have now) and the game that already dominates MP in the Lobby.
Hmm, you're right, I tested it again and it works with fight. My bad.And reclaim/repair/assist with fight/patrol happens already.
If they want to get better, it should be through their own effort, in this area. This isn't a feature request that benefits everybody equally, and therefore is dubious from the start.Yes... This games that ALREADY are the most played, can't be allowed to get better because its directly away from the proper games...
It isn't that hard, tbh. Some newbie took my source and made an alternate BA-friendly UI as a first-project thing.But does it really need to be that hard, especially for people who don't have your skills or willingness to learn?
PURE, GundamRTS, SWIW, and the test version of CA all have purdy custom ui's already (evo also uses IceUI as default iirc, and its not half bad) They are all quite different as well. Gundam uses a completely different resource system, CA has a radial menu, etc... etc...This. I don't think it needs to be that way. I haven't tried P.U.R.E., but I imagine you made a rather nice interface for it. But does it really need to be that hard, especially for people who don't have your skills or willingness to learn?
If a good default (FA-inspired?) GUI is made, at least we'll probably see BA, CA, BOTA, NOTA, EE, *A, and maybe (?) Evolution RTS, Gundam and Star Wars Spring adopt it with few modifications, thus instantly improving the image of Spring. Or, we can wait for something decent to slowly standardize... which sounds better?
F + click is too hard?I would be nice to assign an easy shortcut to Fight move (free up alt-click for that?), and to make reclaim-capable, weapon-less units reclaim stuff on the way when doing a Fight move. Right now they just behave as with a normal move.
Didn't the latest version of BA have lolui as default? It is simple, but very nice.Well, exactly. Instead of waiting for the mythical IP-free project that everybody will play, let's give the most popular games a good-as-hell GUI. It's the best way to attract new players and new developers.
Why the hell does it matter where it comes from if it already exists and is working perfectly now? Why waste developer time on things that have already been done fine. No use re-inventing the wheel imo.I don't really care in which language they write it, I just believe it should be a core engine feature written by core developers.