Transporting Display Widget

Transporting Display Widget

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Transporting Display Widget

Post by trepan »

Screenshot of an inchoate widget:

Image

It displays the units being carried by the selected transporter.
Thanks to recent changes in SVN code, you'll also be able to
order the transporter to unload specific units.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Nice!
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KDR_11k
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Post by KDR_11k »

Does it draw s3os correctly?
trepan
Former Engine Dev
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Post by trepan »

http://spring.clan-sy.com/phpbb/viewtop ... ing#176683

You do seem to like asking that question ;)
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

that seems very useful, i have really missed that feature.

but wouldnt it be better to integrate "basic" features like this directly into the engine? If you show Spring to somebody its like
- "Oh, I can't see which units I have selected"
--"Well,download that lua script here"
- "Oh, I can't see which units are inside a transport"
--"Well, download this lua script there"
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

No, it's not better integrate it directly into the engine:

1. dev time (the number or significant committers can be counted on your thumbs)
2. flexibility (would require configuration support code for draw mode, geometry)
3. once stable, it will be included as a default widget
4. 'basic' enough that the game has been played for years without it?
(the same applies the the SelectionButtons widget, which I'm guessing you
are referring to when you say, "I can't see which units I have selected")

You'll really have to start getting used to the idea that LuaUI will always
be enabled. As it becomes more stable and feature complete, it will be
_the_ GUI for the game. Writing redundant engine code for features which
are easily accomplished with LuaUI is a waste of dev time.

P.S. If you really want it, code it yourself ;-)
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

The main problem I see with this stuff is that it all shares the same space and overlaps. Is there an easy way to make the widgets movable?
trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Post by trepan »

Yes, tweakmode is designed to do that (there's even a test setup
build around the FPS widget in the default installation). For lack
of time, it has not been integrated with the widgets yet. MelTrax
is also working on a window manager type top-level widget that
could also be used.
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rattle
Damned Developer
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Post by rattle »

KDR_11k wrote:Does it draw s3os correctly?
I'd like a small widget to turn face culling on and off too.
Why does it invert the normals on s3os anyway?
trepan
Former Engine Dev
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Post by trepan »

SVN already has the culling disabled.
(not that much of a penalty for the SelectionButtons widget, or any of its derivatives)
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

ok, thanks for the answer.
by basic i mean that its confusing to new players if you tell them they need a "plug-in" for "simple" functions they are used to from other RTS.

I personally like how flexible the system is, but it needs a good default-setup.
(The current install has this confussing eyes and a long list of scripts that serve no purpose to the normal i-just-want-to-play-player)
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

In the next version mods will be able to provide their own Lua UI scripts, so it's not that bad.
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