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Posted: 15 Sep 2006, 19:50
by Caydr
Caydr wrote:Probably not:

Engine defines default, mod overrides engine, user overrides mod

is it? :(

Posted: 16 Sep 2006, 11:40
by Tobi
The VFS works like this:

Real files override VFS.

In the VFS, the mod overrides it's dependencies, dependencies override dependencies' dependencies etc. (not sure if the latter is breadth first or depth first tho, but I'm pretty sure you don't really care about that :P )

Posted: 16 Sep 2006, 12:23
by KDR_11k
Unfortunately real files in the base directory still override the mod VFS, don't they?

Posted: 16 Sep 2006, 12:25
by Tobi
Yes.
Tobi wrote: Real files override VFS.

Posted: 18 Sep 2006, 00:30
by trepan
Another tiny option:

Image

Posted: 18 Sep 2006, 05:34
by el_matarife
Why isn't gravity on the info screen expressed the same way as it is in the lobby? The info screen has what I think the actual effects on ballistic trajectories are, but that's not quite as useful as a point of comparison as the normal 100-whatever gravity scale.

Posted: 18 Sep 2006, 06:31
by trepan
The source in SVN has been modified so that the GameInfo
panel now displays gravity in its original units (ie: its now fixed)

Posted: 18 Sep 2006, 11:39
by NEWSBOT3
the traffic lights on buttons are a great touch.

Posted: 18 Sep 2006, 12:01
by espylaub
Info screen is a good idea.
a: eh, anyone know the wind speed?
a: argh, forgot to look
a: me too
a: anyone in window mode who can check?
etc.
We've all seen it :wink:

Posted: 18 Sep 2006, 17:04
by el_matarife
trepan wrote:The source in SVN has been modified so that the GameInfo
panel now displays gravity in its original units (ie: its now fixed)
Thanks, I hadn't noticed that was fixed.

Posted: 21 Sep 2006, 18:49
by chlue
I think the font on all buttons should have the same size or more practicall, limit it to three different sizes.
Currently the buttons impress like a collection of indepentant stuff.
Same for the state indicators.

This would waste some pixels, but I am sure the design will look much more uniform.

Posted: 21 Sep 2006, 21:10
by TradeMark
Nice, finally i dont need to press alt+tab to see the stats, like com ends, or wind.

Ah and finally the chat doesnt have any background colors!

That menu on the left is kinda messed up now. Should be same as in TA, so commands menu and building menu separately in different pages.

GJ guys.

Posted: 21 Sep 2006, 21:59
by trepan
chlue:
The current font system doesn't make it easy to render small
fonts nicely. Those kinds of changes will have to wait for a
larger rework.

TradeMark:
The outline font option (no background colors), is a bit of a hack.
It should only be used if it doesn't cause rendering slowdowns
(there's a report for a nvidia 5200 that it reduced FPS by 35%).
That being said, I'll note that my 6800GT hardly notices it. It's
heavily dependant on your cards ability to draw blended texture fills.
It is not enabled by default.

The "BuildIconsFirst" option is good enough for command/build
separation for now. It may even be the preferred method for those
who setup their control panel with a lot of buttons.

Posted: 21 Sep 2006, 23:38
by chlue
trepan wrote:chlue:
The current font system doesn't make it easy to render small
fonts nicely. Those kinds of changes will have to wait for a
larger rework.
I think the word 'attack' looks nice enough. So maybee reduce the fontsize of the smaler words to that? I am quite sure it will still look better together; despite the fact, that the letters may be not that smooth then.

Posted: 21 Sep 2006, 23:43
by trepan
chlue:
You've tested on how many configurations?
(screen size, minor GL filtering variations, etc...?)

It isn't worth doing until the fonts are improved.

Posted: 22 Sep 2006, 05:26
by Gabba
This "almost-new" gui looks really nice.

Posted: 26 Sep 2006, 13:16
by trepan
Here's a screenshot of a feature that's almost ready to commit.
You'll be able to control how buttons are layed out, and how they
look by using a LUA script. That means that you can setup a
"command" menu, a "build menu", etc... The commands can
also be given a background texture, or just use a texture and
skip the default text.

I also took it a step farther and allowed for custom user buttons /
commands. That means that you can setup buttons for viewmodes,
toggling shadows and water mode, kicking players, etc... A custom
command can be setup to run several actions with a single click.

The commands to get the current selection and group info have
also been made available, so a menu showing currently defined
groups is possible. You can also setup a menu to show the units
within a group, collated by type.


Working test lua script:
http://trepan.homelinux.net/spring-diffs/ctrlpanel.lua


Image

Posted: 26 Sep 2006, 14:06
by danzel
:shock: :shock: :shock: :shock: :shock:
Nice.

Posted: 26 Sep 2006, 17:11
by BvDorp
woot! meh so wants this.. include this in the new version asap!!!!

Posted: 26 Sep 2006, 18:25
by chlue
I tried "spring_0.73b1_dev" and I am not sure if this aply to this version too.

When you maximize the minimap the button to restore the minimap to the old size is hidden under the energie/metal-bar. So you first have to move the bar out of the way, klick the button and move the bar back. I would suggest to use the button in the botton-right of the minimap to restore in this case. "Change size" is not used if the map is maximized anyway.