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Re: Imperial Winter - where things stand, and how you can help.
Posted: 26 Jan 2011, 12:23
by Warlord Zsinj
Thanks for the offer Jazcash :) Fortunately though while I'm useless at many things to do with developing a game for Spring, 2D art is something I can actually handle. Feedback from another designer would be helpful, if you want to have a look at the GUI which was linked earlier in this thread...
Given the help offered, probably the one thing that is sorely lacking at the moment is someone to animate the final units.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 01:33
by phas
Warlord Zsinj wrote:
However, given the already very lengthy time of development, and the need for some new blood on the IW development team in order to finish the final 15-20% or so of work that is left before it can be considered 'complete', if the community can help us get IW into a playable state, we would be happy to release IW in its current, unfinished state, as a playable open-beta. Although perhaps 'demo' would be a better term, as we would not be releasing so much for balancing feedback as much as to encourage people to join us to assist with the final development push.
I'm SO glad that you are saying it :)
If there's any way i can help you i will be glad. I got no experience on LUA and springrts mod development (and no time to learn that atm), so the answer is probably "no", but still i'm a computer scientist so, for example, i could have help you with the problems you had setting up the svn repository.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 03:18
by Warlord Zsinj
At the moment we really need people with lua experience. I'm hoping pako will be able to help speed things up. The SVN is fortunately working fine at the moment.
If you wanted to be helpful, you could try to teach yourself animating in Spring - we desperately need people to make our animations.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 03:24
by smoth
I guess I should go ahead and add chili tonight.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 07:24
by smoth
ok it is added, it uses the skin stuff I was doing and not the normal robocracy skin.
I am sure you guys will alter it to your needs.
anyway. The commit is done, I believe at commit #20
gl hf.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 13:32
by phas
Warlord Zsinj wrote:At the moment we really need people with lua experience. I'm hoping pako will be able to help speed things up. The SVN is fortunately working fine at the moment.
If you wanted to be helpful, you could try to teach yourself animating in Spring - we desperately need people to make our animations.
Im totally no in art or art related stuff.
I think i could learn LUA quite easily but my problem is that i usually use osx for coding and as far as i know, i can't work (test) a spring mod on it.
By the way, i'll give a look to a spring mod development tutorial if i cand find one and let you know.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 15:23
by Pako
smoth wrote:ok it is added, it uses the skin stuff I was doing and not the normal robocracy skin.
I am sure you guys will alter it to your needs.
anyway. The commit is done, I believe at commit #20
gl hf.
OK thanks, I got it working but it still needs a custom widgethandler to work properly. I will add one somewhen adding the first chili widget.
The skin seems broken at least chiliguidemo.lua is all wrong and text off, or maybe it's some old CA config file somewhere. Anyhow I will do my own skins with MS paint to get a pixel perfect grafics and optimize the drawings for 1680x1050 and 1280x1024 resolutions. For the dumbs who use smaller screen all but most crucial elemnts can be removed and for bigger res. maybe just some spacing between.
phas wrote:my problem is that i usually use osx for coding and as far as i know, i can't work (test) a spring mod on it.
Modding a game is as easy as playing on osx. Developing the engine is probably a lot easier than on windows.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 16:09
by phas
Pako wrote:Anyhow I will do my own skins with MS paint to get a pixel perfect grafics and optimize the drawings for 1680x1050 and 1280x1024 resolutions. For the dumbs who use smaller screen all but most crucial elemnts can be removed and for bigger res. maybe just some spacing between.
At the moment, most common resolution are 16:9 1280x800 and 1920x1080. (I'm not sure if this comment actually makes sense).
smoth wrote:
phas wrote:my problem is that i usually use osx for coding and as far as i know, i can't work (test) a spring mod on it.
Modding a game is as easy as playing on osx. Developing the engine is probably a lot easier than on windows.
Mmh, but how can you test it? I tried compiling the macports version of spring but with poor results.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 06 Feb 2011, 18:43
by smoth
Pako wrote:OK thanks, I got it working but it still needs a custom widgethandler to work properly. I will add one somewhen adding the first chili widget.
Huh? worked fine for me. Don't go making alterations based on assumptions. What do you see that is broken?
Pako wrote:The skin seems broken at least chiliguidemo.lua is all wrong and text off, or maybe it's some old CA config file somewhere. Anyhow I will do my own skins with MS paint to get a pixel perfect grafics and optimize the drawings for 1680x1050 and 1280x1024 resolutions. For the dumbs who use smaller screen all but most crucial elemnts can be removed and for bigger res. maybe just some spacing between.
huh? it doesn't look like this?

Re: Imperial Winter - where things stand, and how you can help.
Posted: 07 Feb 2011, 05:56
by Warlord Zsinj
Pako, let me know what sort of image files you need me to output out of the photoshop GUI design, most of the buttons etc are set up on layers so that they can be separated.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 07 Feb 2011, 07:06
by smoth
see the picture. that is how the skins are done
by defining four corners and then setting their size. It then scales them when needed and stretches otherwise.
I am not sure what pako is talking about but pretty much going to wash my hands now that you at least have the base code.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 09 Feb 2011, 01:37
by Pako
smoth wrote:Huh? worked fine for me. Don't go making alterations based on assumptions. What do you see that is broken?
Seems to work with the newest portable. Still with my old install it failed cause it uses system.lua from user Luaui. Custom widgethandler is still needed because normal seems to load widgets in "random" order and chili_api can be loaded after chili widgets which is fail, this actually happend for me.
smoth wrote:huh? it doesn't look like this?
It was other skin and complete mess. I dont remember if portable was different but my GPU crashes with Spring so I can't really test anything currently.
Warlord Zsinj wrote:Pako, let me know what sort of image files you need me to output out of the photoshop GUI design, most of the buttons etc are set up on layers so that they can be separated.
Don't know yet and I dont have photoshop either.
phas wrote:At the moment, most common resolution are 16:9 1280x800 and 1920x1080. (I'm not sure if this comment actually makes sense).
http://store.steampowered.com/hwsurvey
1024 x 768 6,95%
1152 x 864 1,35%
1280 x 720 0,73%
1280 x 768 0,73%
1280 x 800 5,81%
1360 x 768 1,41%
1366 x 768 6,16%
23,14%
1280 x 960 1,14%
1280 x 1024 14,00%
1440 x 900 10,12%
1600 x 900 3,82%
29,08%
52,22%
1600 x 1200 0,90%
1680 x 1050 17,90%
1920 x 1080 17,61%
1920 x 1200 6,97%
43,38%
Many players seem to have shit resolution and even more will probably use the Spring default resolution which is 1024x768.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 09 Feb 2011, 14:56
by phas
as you can se the first two are
1680 x 1050 17.90% -0.44%
1920 x 1080 17.61% +1.28%
with 1920x1080 rapidly growing, so i was not so far from the truth.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 11 Feb 2011, 01:08
by Warlord Zsinj
You don't need Photoshop pako, just let me know what raster data you need and I'll export the buttons/windows etc as png's or whatever from photoshop - if gnomre hasn't already done so.
I mocked up ways how the GUI could expand to accommodate widescreen and other large resolution types, I'll upload them later.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 01 Mar 2011, 02:10
by liamdawe
So hows the work going? Would be nice to get to play it this year...
Re: Imperial Winter - where things stand, and how you can help.
Posted: 02 Mar 2011, 23:41
by CarRepairer
liamdawe wrote:this year...
Wow someone's an optimist.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 02 Mar 2011, 23:59
by liamdawe
I do my best :)
Re: Imperial Winter - where things stand, and how you can help.
Posted: 03 Mar 2011, 05:34
by Warlord Zsinj
Pako mentioned he had some RL stuff to deal with before he could move ahead with work.
I've started a new job and am waiting on a new computer. Don't worry though, last time I worked full time (08) was one of my more productive periods.
Re: Imperial Winter - where things stand, and how you can help.
Posted: 03 Mar 2011, 11:47
by liamdawe
Sweet man well i can't wait to play it!
Re: Imperial Winter - where things stand, and how you can help.
Posted: 10 Mar 2011, 01:52
by Acreo Aeneas
Pako wrote:http://store.steampowered.com/hwsurvey
1024 x 768 6,95%
1152 x 864 1,35%
1280 x 720 0,73%
1280 x 768 0,73%
1280 x 800 5,81%
1360 x 768 1,41%
1366 x 768 6,16%
23,14%
1280 x 960 1,14%
1280 x 1024 14,00%
1440 x 900 10,12%
1600 x 900 3,82%
29,08%
52,22%
1600 x 1200 0,90%
1680 x 1050 17,90%
1920 x 1080 17,61%
1920 x 1200 6,97%
43,38%
Many players seem to have shit resolution and even more will probably use the Spring default resolution which is 1024x768.
Just because "full HD" is a growing resolution doesn't mean you should end resolution support at that point. Like many games out there, they are supporting as many resolutions as possible. Often times it just a matter of scaling the interface to match.
I, for one, use a 1920 x 1200 resolution which up until the advent of "full HD" panels, was and I hope still is, a standard display resolution. Therefore, true 16:10 rather than 16:9. And my experience isn't complete in any Spring game without making sure it supports my monitor's native resolution.