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Transporting Display Widget
Posted: 18 Apr 2007, 03:15
by trepan
Screenshot of an inchoate widget:
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.
Posted: 18 Apr 2007, 05:38
by Snipawolf
Nice!
Posted: 18 Apr 2007, 08:23
by KDR_11k
Does it draw s3os correctly?
Posted: 18 Apr 2007, 10:07
by trepan
Posted: 22 Apr 2007, 05:45
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"
Posted: 22 Apr 2007, 06:24
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

Posted: 22 Apr 2007, 06:33
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?
Posted: 22 Apr 2007, 06:36
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.
Posted: 22 Apr 2007, 06:40
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?
Posted: 22 Apr 2007, 06:41
by trepan
SVN already has the culling disabled.
(not that much of a penalty for the SelectionButtons widget, or any of its derivatives)
Posted: 22 Apr 2007, 07:24
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)
Posted: 22 Apr 2007, 17:14
by imbaczek
In the next version mods will be able to provide their own Lua UI scripts, so it's not that bad.