GUI Needed!!!! Someone Step up !!!!! - Page 4

GUI Needed!!!! Someone Step up !!!!!

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Alantai Firestar wrote:For those shortcuts, I think those wouldnt really be appropriate to ahrdcode, I think what you're asking for is mod defined shortcuts.
Can the mod-file change the GUI that drasticly then, or should it first be inplanted in the engine. But you're right. other mods means other buildings, so each mod should have it's own set of (still customisable) shortcuts.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

patmos wrote:Here are a few ideas on the Metal / Energy info dropdown. This is just a rough idea but I think you get the picture.

Image

It would also be great if you could toggle items on / off from the dropdown.
a scrollbar like Dwarden suggested would be good. So would user-defined filters, like block things that produce <1M and/or <15E
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'd like the new GUI to be built taking into consideration the fact that every mod in the future of spring might not want to use only 2 resource types...
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Zenka
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Post by Zenka »

SwiftSpear wrote:I'd like the new GUI to be built taking into consideration the fact that every mod in the future of spring might not want to use only 2 resource types...
What evil are you planning?

Every mod I know has 2 resources. It's kinda odd to think diffrently. like playing a mod for Age of Empires 2 with only gold. Or 6 other types of recourses.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Every mod I know has 2 resources. It's kinda odd to think diffrently. like playing a mod for Age of Empires 2 with only gold. Or 6 other types of recourses.[/quote]

This is because TA had a hardcoded two resource system.

I wouldn't mind seeing some different takes on resources. I think AATA is the most radical system currently, and that's a fantastic mod.

The TC I'm puttering along on will only have one resource, if any.
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SwiftSpear
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Post by SwiftSpear »

There's nothing wrong with a 2 resourse system, it's just an unessicary limitation for a game engine to have. I don't think I'd ever want to impose new resourse systems on the current mods, but I can think about several possible things you could do with more resourses. For a short while I was considering how a mod based on MAX would look in a real time spring environment. It's not even really conceavable now because you need some really advaced fusing options for the connector system and also at least 3 resource types, as well as some fun mutator functions to handle all the unit upgrades which were really the meat and potatoes of the game MAX, but I'd like to see a project like that as possible on the spring engine at some point.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Please, please have the ability to put all releveant battle statistics on a second monitor. Metal/energy produced broken down by unit type, the total number of every type of unit, etc etc.

Liek an actual general.

Sigh.

I dream.


It would be the best use of a second monitor in any game. Ever.
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DeathHawk
Posts: 278
Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

Dragon45 wrote:Please, please have the ability to put all releveant battle statistics on a second monitor. Metal/energy produced broken down by unit type, the total number of every type of unit, etc etc.

Liek an actual general.

Sigh.

I dream.


It would be the best use of a second monitor in any game. Ever.
Dude this topic is over if you have sujestion put them in Jouns NEW GUI post :wink:
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

yar. how i wish games made use of dual mons too. not sure codewise how to do that in opengl, since entering fullscreen mode usually takes the option away from rendering pixels elsewhere. maybe having two viewports is possible?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Eitherway allow at leastfor the eventuallity that we've got a nvidia card and a screen twice as wide as it should be (3:8 screen resolution ratio), which is in 99% of cases a sign we've set up twin monitors
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jcnossen
Former Engine Dev
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Post by jcnossen »

It's not possible to simply set the resolution to 2048x768 or something?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

On a geforce card with TV out or twin monitors, you can set them up several ways, dual view etc, but one of them is where it pretends that boths creens are a single screen thats just very wide.

I take it that when you initialise fulslcreen in OpenGL, you have to chosoe a primary driver/ output of sorts? A second monitor should show up as either a screen res with 32:9 or 8:3 size ratios, or two graphics outputs.
el_muchacho
Posts: 201
Joined: 30 Apr 2005, 01:06

Post by el_muchacho »

Since we are discussing GUI, I would like to suggest again what I wrote in this thread :
http://taspring.clan-sy.com/phpbb/viewtopic.php?p=43249

i.e a task list that permits to manage units groups and their associated tasks efficiently. I believe it would be a very good addition to gameplay.

Also, I remember SJ once showed us screenshots of a smoky GUI design that was, IMHO very good looking while being sober.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

hopefully new GUI includes easy to see indicator about players "disconnects" and "idle time" ie no actions time etc...
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