Page 3 of 5
Posted: 26 Sep 2006, 19:09
by LordMatt
FTW!
Posted: 26 Sep 2006, 21:25
by Neuralize
I don't think the buttons on the build menu need to have a stroke applied to them, the white should be just fine, currently it looks kinda dirty, is stroke weight/existence a control in the lua?
Posted: 26 Sep 2006, 22:02
by Caydr
Can you adjust the "On" and "Off" text so it's not so colossal? Maybe try putting:
if you can't control the font size directly.
Posted: 26 Sep 2006, 22:02
by trepan
Neuralize
Stroke = texture ?
The whole point of using a LUA script is configurability.
You can assign any texture you want to any button. You
could even use a build picture for your Stop command if
you so desired.
Posted: 26 Sep 2006, 22:04
by trepan
Caydr
I haven't set it up so that you can change default command names, yet.
A more important aspect to this would be that it would allow for some
internationalization (would need to do the tooltips too).
If I don't get to it, make yourself some On/Off textures, sized to your liking.
P.S. Tried hardcoding a couple of spaces around the On and Off labels,
it does look good enough to commit.
Posted: 26 Sep 2006, 22:35
by Weaver
Stroke = the thickness of edge of the text.
Stroke from 0 - 6

Posted: 26 Sep 2006, 22:47
by trepan
Ah, the drop-shadow. I can easily add an option in ctrlpanel.txt to disable it.
(the control panel button text does not use the new outline fonts technique)
Posted: 27 Sep 2006, 00:17
by pheldens
people with font trouble try vera sans bold: (overwrite the file Luxi.ttf with this)
http://projects.quintagroup.com/product ... format=raw
Posted: 27 Sep 2006, 10:27
by trepan
LUA based button name and tooltip translation:

Posted: 27 Sep 2006, 21:46
by esteroth12
and the /font command? can we switch fonts ingame now, too?
nice GUI, as well! but why is the factory showing your fps?

Posted: 27 Sep 2006, 22:16
by AF
So with this we can make pullout menus and fancy stuff with lua scripts? w00t
Posted: 27 Sep 2006, 23:07
by trepan
esteroth12
Yup, /font does what you think it does. I've also
tweaked the font code to allow characters up to
the numeric value 254 to be used. As to why a
factory would be displaying my FPS ... I'm going
with artistic license (aka: my crappy test setup).
Note that the FPS value is updated in real time
(as can other parameters be).
P.S. The /font command didn't really send any
output to the console, the /echo command did
(I added /echo because I thought it might be useful
for scripted warnings, etc...)
AF
As I mentionned to Smoth, it might be possible to
turn the alpha down on the control panel frame and
run a "fullscreen" control panel, but it wasn't coded
to achieve that goal efficiently. It does work, and if I
have the time I will add a couple of parameters to
help yall along with it.
Posted: 28 Sep 2006, 10:51
by TradeMark
trepan wrote: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.
Hmm, could we have user defined option which allows to turn off all transparency in the GUI?
Also, could we have minimap maximize feature, it means that the minimap is always as big as it can in the limits of objects near it, like resource bar and build menu.
Im writing the code, if you can implement it ?
Posted: 28 Sep 2006, 14:07
by trepan
TradeMark
Hmm, could we have user defined option which allows to turn off all transparency in the GUI?
Shift+> ?
Im writing the code, if you can implement it ?
Huh? Are you asking if I'll commit it if you write it?
Posted: 28 Sep 2006, 14:41
by TradeMark
trepan wrote:Huh? Are you asking if I'll commit it if you write it?
Yeah, i just write the function which returns the right size to the minimap.
I cant compile the game source code, so all i can do is write the code and hope someone can put it in the right place...
You ready to add that kind thing in if i write the code?

Posted: 30 Sep 2006, 05:30
by trepan
Another screenshot, this one with framed buildpics.
The code is already in SVN to do some neat tricks
with the LUA scripting, like placing buttons anywhere
on the screen (well, grided), having buttons represent
a unit's build queue, group buttons (using the buildpic
and a number to show the members of the group),
having separate build and command menus (with their
own page counts), etc...
P.S. I think that the LUA features in SVN can do all that
and more, I may find out that it can't once I try to script it
P.P.S. The page number is setup with the circularthingy.tga
texture slapped on a custom button.

Posted: 30 Sep 2006, 08:14
by Neuralize
I take back the part about the stroke on the text... (Shadow..)
However...
Are the beveled buttons required? Or can we lua them out, additionally, what about the texture on the buttons, right now they look a little ugly and intrusive on the simple Spring minimalist feel.
Keep the gui cohesive, even if it isn't fully customizable, it needs to look clean in screenshots if anyone is going to think about trying this game.
Posted: 30 Sep 2006, 17:58
by esteroth12
eh... before release, try to make it so that the commands and buildpics are on seperate pages (like the other GUI would have been)
like
Code: Select all
COMMANDS
+------+
|CCCCCC|
|CCCCCC|
|CCCCCC|
|CCCCCC|
+------+
|PPPPPP|
|PPPPPP|
|PPPPPP|
|PPPPPP|
+------+
<-- -->
where Cs are things like movement and reclaim, current missiontype, etc., and Ps are buildpice. they would operate on seperate pages, as well.
(unless its too hard to do before release, then have in 0.74b1 please

)
Posted: 30 Sep 2006, 19:05
by Caydr
For snarf sake, make buildpics SQUARE. Really, please, please pretty please. And if they're always going to be a different size than they are to begin with, tell us what the size is so we can resize the pics ourselves rather than have the engine pixelify them. Pleeeease?
Posted: 30 Sep 2006, 19:45
by NOiZE
they are 4:3