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Re: Red UI widgets

Posted: 14 Aug 2009, 21:31
by Regret
Caydr wrote:I'm sorry, I don't remember you saying that. Are you offended? Really, I'm sorry, I'm new at this and just experimenting.

edit: I've looked through all your posts in the framework thread and this thread, as well as all your PMs, I don't see anything about "don't modify the framework file" or even hinting at that. Are you confusing me with someone else?
Regret wrote:
Caydr wrote:Can I use some or all of your UI in AA? Is it a problem if I modify it, etc? How do you wish to be credited?
It's licensed under GNU GPL so it's free to use/modify :p

You can hack around the individual widgets as much as you want, but please don't mess with the actual framework unless you know what you're doing.
Sent: Wed Aug 12, 2009 7:49 am

Re: Red UI widgets

Posted: 14 Aug 2009, 21:32
by Caydr
Oh, that one was a while ago, I overlooked it. I apologize again. Don't worry, if anything breaks I won't hassle you trying to get you to hold my hand.

edit: or rather, my inbox has been very active lately, so it was not grouped with the other UI-related ones.

Re: Red UI widgets

Posted: 14 Aug 2009, 21:33
by Regret
Caydr wrote:Oh, that one was a while ago, I overlooked it. I apologize again.
Dude, I'm not offended. lol

Re: Red UI widgets

Posted: 14 Aug 2009, 21:36
by Caydr
You see? Many PMs, I just overlooked that "older" one.

Re: Red UI widgets

Posted: 14 Aug 2009, 21:39
by Caydr
Regret wrote:
Caydr wrote:Oh, that one was a while ago, I overlooked it. I apologize again.
Dude, I'm not offended. lol
Oh, good, I'm glad, I would hate to offend someone who's been so helpful.

Re: Red UI widgets

Posted: 14 Aug 2009, 21:41
by imbaczek
regret offended? i'll be glad to live to see that ;p

Re: Red UI widgets

Posted: 15 Aug 2009, 00:18
by Caydr
Most recent version of the modified UI attached

Re: Red UI widgets

Posted: 15 Aug 2009, 17:44
by Regret
Updated all widgets, fixed some bugs, added history browsing to console.

Re: Red UI widgets

Posted: 15 Aug 2009, 22:02
by Caydr
I haven't checked your most recent console update so I apologize if this is already covered, but is there a possibility you might integrate the typing box into the console?

I mean when you push enter, you still get the default spring "type message" thing that goes right off the screen if the message is too long, and overlaps with the console itself, in my case.

Also, I don't mind trying to do this myself - as I said before, I do know some basics - but can you set the UI components each up with a switch to only make the item movable in tweak mode? That way, people who use your UI standalone can use it as it is now, while I can configure it the way I think is best by default in AA but people still have the option of moving things around if they *REALLY* want to.

In case you were wondering about my odd tooltip placement, I had to put it at the top of the screen because of another UI element which takes up the first 50 pixels or so at the bottom of the screen. Since I'm aiming to allow people to run AA, all widgets included, at 1024x768 minimum resolution, there simply isn't enough room at the bottom. In hindsight though I think it's a better choice than at the bottom. I also set both the chat box and the tooltip to be click-through and reduced their opacity slightly so you can basically play the game right through them, issuing build/move orders, etc.

Re: Red UI widgets

Posted: 15 Aug 2009, 22:56
by Regret
Caydr wrote:integrate the typing box into the console?
I wanted to (and probably will) experiment with that after I finish playerlist and minimap.
Caydr wrote:Also, I don't mind trying to do this myself - as I said before, I do know some basics - but can you set the UI components each up with a switch to only make the item movable in tweak mode?
I find tweak mode to be retarded. It should be relatively easy to add that, but no.

Also the UI elements are moved by middle mouse button, which makes is near impossible to accidentally move something.

Re: Red UI widgets

Posted: 16 Aug 2009, 03:29
by momfreeek
Regret wrote:added history browsing to console.
much needed. can we also have (dunno if they're in already):

- separation of chat messages from spring echos somehow. not sure how this would work.. maybe chat messages could just stick around longer than 'game paused'

- messages from annotated points marked somehow and you can click on it to go to the point. I want to be able to read the text and go to the point if it interests me.

Re: Red UI widgets

Posted: 16 Aug 2009, 14:14
by Forboding Angel
Regret wrote: I find tweak mode to be retarded. It should be relatively easy to add that, but no.
Not entirely accurate, but middle mouse is better than jsut moveable altogether. However, a lot of us use middle mouse quite a bit. Setting things up to work in tweak mode would be an ultimately better solution.

Re: Red UI widgets

Posted: 16 Aug 2009, 16:09
by Caydr
I respect your opinion, but as he says, some people (myself included) use middle mouse quite a lot. Maybe you could add it to a todo list for some time after you've addressed all of mankind's other lua-related ills.

Re: Red UI widgets

Posted: 19 Aug 2009, 17:10
by AF
Is it me or are there a lot of posts referring to nonexistant attachments?

Re: Red UI widgets

Posted: 20 Aug 2009, 08:01
by Caydr
If they're from me, I deleted a bunch of my out-of-date attachments. I would've deleted the posts altogether but then it would've looked like Regret was having a personality crisis.

Re: Red UI widgets

Posted: 26 Aug 2009, 11:38
by Caydr
I'm still having the issue with buildpics being darkened seemingly at random. It most often affects the rightmost two or three buildpics on the first and last rows.

You might be able to trigger it by:
/cheat
/give all
then select all and cycle through the build menus a few times.

This happens in single player, I haven't tested in multiplayer yet. The units are still clickable/buildable. I'm wondering if it could possibly be an engine bug rather than a widget bug...
bug.jpg
bug.jpg (11.84 KiB) Viewed 2882 times
I'm using basically 100% unmodified code. All I've changed is screen positioning, sizing, and number of x/y rows. The framework files are untouched.

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edit: I've now confirmed the bug happens just as easily with completely unmodified code, so you should be able to duplicate it.

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edit 2: Unrelated fun fact: setting ordermenu iy to 2 breaks hover/selection overlays. But not on the order menu! On the build menu!

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edit 3: Tested it with BA, no problem there. A widget conflict maybe?

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edit 4: Disabled all other widgets, but the problem remains. There's actually something IN AA that's somehow causing problems... since there's nothing really nonstandard or unusual yet and the problem does not only affect specific units (just units that happen to be listed in specific locations), I'm thinking it's an engine bug... I'll try to figure out the cause. Tomorrow....

Re: Red UI widgets

Posted: 28 Aug 2009, 22:11
by Regret
Updated, made a package out of all widgets + framework. Only minor changes and bugfixes.

Re: Red UI widgets

Posted: 24 Sep 2009, 16:19
by Gota
Can you add music and sound volume support?
If lolui is not too different from red ui you can just add them with small modifications?
here is the sound and music volume add on to lolui in SA:
http://pastebin.com/m621228d5

It works with this music widget:
http://pastebin.com/m40daea6f

Re: Red UI widgets

Posted: 25 Sep 2009, 14:36
by Forboding Angel
Could you please (p[retty please) add a reset button? Anytime spring crashes, redui goes nutzoid.

Re: Red UI widgets

Posted: 25 Sep 2009, 18:06
by Regret
Forboding Angel wrote:Could you please (p[retty please) add a reset button? Anytime spring crashes, redui goes nutzoid.
Elaborate a bit. Also infolog.