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Re: TeamCircles
Posted: 30 Jul 2010, 23:44
by aegis
0.5.5 changelog:
- added support for arbitrary shapes (not just circles), and included rectangles for buildings
- thusly renamed to UnitShapes instead of UnitCircles
- fixed an error involving unitdefs
- fixed bug where newly created units wouldn't instantly have a circle
- reduced highlight brightness by half
- plays better with other opengl code by using push/popattrib
- uses GetVisibleUnits instead of GetAllUnits
Re: TeamCircles
Posted: 30 Jul 2010, 23:50
by Jazcash
Interesting. Most interesting.
Re: TeamCircles
Posted: 31 Jul 2010, 02:44
by aegis
0.5.6:
fixed a possible widget crash
Re: TeamCircles
Posted: 31 Jul 2010, 07:18
by SkyStar
I love it.
Re: TeamCircles
Posted: 31 Jul 2010, 09:11
by manolo_
wow thats awesome and a superb evolution

Re: TeamCircles
Posted: 01 Aug 2010, 00:16
by AF
Epic win!
Re: TeamCircles
Posted: 01 Aug 2010, 20:59
by MisterBenn
I'm really liking this widget. Are the shapes user configurable? I preferred a round shape for buildings as sometimes they are placed in a marginally imperfect grid and the rectangles exaggerate the odd look sometimes.
Re: TeamCircles
Posted: 27 Aug 2010, 22:01
by slogic
Can you disable drawing a shape if object is not visible?
Re: TeamCircles
Posted: 28 Aug 2010, 00:12
by Lelousius
well .. That conflicts with some other idea
I wanted the circle to be allways visible
( it should not be clipped when a unit climbs up a hill )
This results in that you can see that effect when
units are hidden behind some worldgeometry too
Re: TeamCircles
Posted: 29 Aug 2010, 17:40
by aegis
if my engine patch gets accepted/added, I'll update this to show ally selections
MisterBenn wrote:I'm really liking this widget. Are the shapes user configurable?
well, you can edit the widget yourself
it's not hard to find where shape is set to circle or square
I preferred a round shape for buildings as sometimes they are placed in a marginally imperfect grid and the rectangles exaggerate the odd look sometimes.
isn't this due to the building's vertical location? maybe I could smooth it out...
Re: TeamCircles
Posted: 29 Aug 2010, 18:49
by jK
aegis wrote:if my engine patch gets accepted/added, I'll update this to show ally selections
bad luck
I saw this (that selections are broadcasted by the engine) and already tried to remove it, but it seems to be a bit more complicated (trepan's wait commands make usage of it). So I couldn't remove it yet, but it clutters the code that much that it will be removed sooner or later for sure.
Re: TeamCircles
Posted: 29 Aug 2010, 18:55
by aegis
what? spring requires you to know a player's selected units when commands are issued that affect selected units (selections currently only get sent when commands are issued to units)
so I really have no idea what you just said.
Re: TeamCircles
Posted: 29 Aug 2010, 18:59
by jK
aegis wrote:what? spring requires you to know of all players' selected units when commands are issued that affect selected units (selections currently only get sent when commands are issued to units)
That only affects trepan's wait commands and they are integrated in a very unclean way ...
Re: TeamCircles
Posted: 29 Aug 2010, 19:00
by aegis
:/
cleaner SelectionChanged for allies isn't a priority at all? (CA currently uses a selectionsend widget to accomplish exactly this via luamsg)
Re: TeamCircles
Posted: 29 Aug 2010, 19:11
by jK
aegis wrote:cleaner SelectionChanged for allies isn't a priority at all? (CA currently uses a selectionsend widget to accomplish exactly this via luamsg)
no, also lua can do it much better (compressing it etc.)
Re: TeamCircles
Posted: 29 Aug 2010, 19:36
by aegis
and by polling!
Re: TeamCircles
Posted: 31 Aug 2010, 02:22
by Falcrum
This widget need fix for 0.82.3. When I play earlier vesrion of Spring Engine ( BA ) all works good, but now my fps decreased from 100 to 1-3fps with this widget :/
i7 920
GF GTX260
Last drivers
Re: TeamCircles
Posted: 31 Aug 2010, 04:19
by FLOZi
Are you using spring.exe or spring-multithreaded.exe?
Re: TeamCircles
Posted: 31 Aug 2010, 08:09
by Falcrum
It does not matter which ... On both works poorly.
Re: TeamCircles
Posted: 31 Aug 2010, 17:10
by aegis
pretty sure I remember playing fine with 0.82.3 on my 240m