re: about the newGUI - Page 5

re: about the newGUI

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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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

CrowJuice wrote:Some people are colour blind(like me) so it would be kinda useless. Why not use patterns?
I did suggest keeping the text, I understand your point and I have made some small simple pictures. These will not work yet, but it may be possible to use something similar in the future.

Image

Are they easy to differentiate, even without text is the meaning clear?
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Min3mat
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Post by Min3mat »

i take it all back those symbols are very cool. might widen the interface a bit?
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

There's no humans in TA Spring. And save for the gun, which I understand as fire at will, return fire, hold fire, I don't understand the others. Sometimes text is just easier to understand.
mongus
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Post by mongus »

i understand that... but god its ugly.. :p
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Weaver
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Post by Weaver »

I am aiming for clarity right now, I can tart them up later. In the mean time in response to feedback.

- - Original -- | - Updated - | - - Backlit - -
Image Image Image

Fire
Movement
Coaking
Activation
Repeat

At 16x16 pixels each!

[Edit]

Added Original and Backlit for comparison

[/Edit]
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aTTacK
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Post by aTTacK »

nice except the attack symbol
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FoeOfTheBee
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Post by FoeOfTheBee »

I think the symbols are kind of confusing. Maybe it would be better just to put one dot on the greet light, two on the yellow, and three on the red, with tooltips to show the name of the state (fire at will, hold fire, etc.). Then those who are colorblind will be on equal footing, at least regarding these buttons.
Last edited by FoeOfTheBee on 10 Aug 2005, 00:02, edited 1 time in total.
CrowJuice
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Post by CrowJuice »

Oh I like the symboles! Maybe change a few of them?

Repeat ON could be two arrows going in cercles?
Activation could be like the On/Off buttons on a normal TV?
The cloaked button could be a k-bot that is show as a dithered mesh? Get what I mean?'
The fire buttons look so wrong. Don't fire, fire left, fire right? :wink: But I have no ideas how to make that one look right :(

Some buttons could be just dimmed for OFF and litup for ON. Like pressing a button with a light on it.

To bad we can only use 16x16 :(
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Weaver
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Post by Weaver »

I use 16x16 as that has more chance of fitting into the space we have now. I don't know what options we will have in the new GUI but I am hoping that it will be quite easily reskinnable. That way everyone can have the GUI style they like.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Ok, I didn't have a lot of time to work on this..but here is a few updates.
Perhaps Jouninkomiko will com help me (don't hesitate to pm me..or contact me on msn/icq/jabber :)

So, what's not going right?
* They are problem with + , - keys binding, and perhaps others non-alphanumeric keys.

*The staticics windows crash when no building have been build.

*When you release shift, it should deselect the current command only if command have been qeued.

*The new feature (espacing row building) with button 4 and 5 is not implemented..making it binded shoud be better.

*When feature are reclaimed, they are not updated if you don't move the mouse.

There is a lot of thing to improve and add but they are not crucial.

There are still some issue because I have to keep the compatibility with the actual GUI.
Once the newGUI will be the standard gui, a _BIG_ spring cleaning will be needed to remove unused part of code.

Here is the exe, and a diff file :
http://www.fileuniverse.com/?p=showitem&ID=1321

edit : (oh, shame, I fogot to add the diff file)
Last edited by Torrasque on 16 Aug 2005, 19:54, edited 2 times in total.
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jcnossen
Former Engine Dev
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Post by jcnossen »

So when will the new GUI be the standard?
Btw, is there a way to enable it without recompiling?
Torrasque
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Post by Torrasque »

Zaphod wrote:So when will the new GUI be the standard?
Btw, is there a way to enable it without recompiling?
For the firt one, I don't know...If Jouninkomiko come, I exept to have it in Spring 0.70b1^^

For the second question : No and certainly never.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

is there a change list?
Torrasque
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Post by Torrasque »

NOiZE wrote:is there a change list?
No sorry, they are not a lot of changes...What I remember is :

I've fixed th bug with non-square minimap.
Ctrl and shift now speed up/down the camera
Command is deselected when releasing shift
The number of Nuke are display on the infoselection thingy
esc display "press shift-esc to exit"
It now show firerange and extract range
It show metal/energy of feature
I've added notification on the minimap (I don't know if it work)
Last edited by Torrasque on 16 Aug 2005, 19:57, edited 2 times in total.
jouninkomiko
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Post by jouninkomiko »

I've started work on the new gui alongside torrasque. Right now, i've got alot of catching up to do, such as figuring out what exactly is wrong with the new gui and embedding what torrasque has already done. what changes have you made that are not already in the source tree?
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Could we have some circles of the metal extractor range when building them?
Every map seems to use a different radius, it seems, and it would make the process a bit more intuitive.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

IMSabbel wrote:Could we have some circles of the metal extractor range when building them?
Every map seems to use a different radius, it seems, and it would make the process a bit more intuitive.
Have you try the latest exe?
I've started work on the new gui alongside torrasque. Right now, i've got alot of catching up to do, such as figuring out what exactly is wrong with the new gui and embedding what torrasque has already done. what changes have you made that are not already in the source tree?
Do you mean this :
I've fixed th bug with non-square minimap.
Ctrl and shift now speed up/down the camera
Command is deselected when releasing shift
The number of Nuke are display on the infoselection thingy
esc display "press shift-esc to exit"
It now show firerange and extract range
It show metal/energy of feature
I've added notification on the minimap (I don't know if it work)
Or more technical information? (Have you got any IM account?)
here is the diff file : http://www.fileuniverse.com/?p=showitem&ID=1325
IMSabbel
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Post by IMSabbel »

Could you fix the speedup not working?
jouninkomiko
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Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

The latest cvs source from sf has that working. You can use either shift-= or the actual plus button for speedup, and - for speeddown.

Tor - What do you mean by the statistics crash when no buildings have been built? are you talking about the end game statistics? I don't get a crash when i just self-detonate my com at the beginning of the game...
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Weaver
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Post by Weaver »

Weaver wrote:I found a crash while exploring the interface F6>Player Stats will crash the game if used before anyone has built anything.
I'm thinking he means this one.
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