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

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Argh
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Joined: 21 Feb 2005, 03:38

OptionsMenu

Post by Argh »

It looks like this (and can be reskinned of course, it's just a bitmap):
ImageSource will be available in the next version of P.U.R.E., IDK whether I will add stuff regarding some stuff I don't use / don't care about in P.U.R.E., but feature requests are welcome. I should admit first that I absolutely can't guarantee when I'll have time again, I'm back to the content-dev side right now.
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Sabutai
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Joined: 18 Dec 2005, 05:55

Re: OptionsMenu

Post by Sabutai »

A menue... did we not anticipate this moment? :)

Is it me or does the minimap look blank?
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Argh
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Re: OptionsMenu

Post by Argh »

The minimap's blank, aside from the unit icons in the upper right. World Builder objects do not have visible icons.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: OptionsMenu

Post by Beherith »

Your options menu looks very nice. I hope it gets used by many other mods.

If I recall correctly you can set the mini map to any image you want. I did it once on one of my maps, but I forgot how. I think it had something to do with setting the mini.DDS files to read-only.
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Argh
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Re: OptionsMenu

Post by Argh »

If I recall correctly you can set the mini map to any image you want. I did it once on one of my maps, but I forgot how. I think it had something to do with setting the mini.DDS files to read-only.
That's a thought. I'll look into that as soon as I can get to it.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: OptionsMenu

Post by lurker »

What are your caps for terrain detail?
Does unit distance use icons or those godawful squares?
Which water options are you using?
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Otherside
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Re: OptionsMenu

Post by Otherside »

Imo sliders are necessary
Sheekel
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Joined: 19 Apr 2005, 19:23

Re: OptionsMenu

Post by Sheekel »

it looks a bit busy, you've tried to fit all the options on there at once.

imo follow menu standards ie separate pages for graphics, sound, game, ai, widgets, etc
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: OptionsMenu

Post by Pxtl »

It looks busy because there's no space between one option and the next, not because of a lack of grouping. Wouldn't look half as busy if there was a bit of whitespace between each Game Settings option.
BaNa
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Joined: 09 Sep 2007, 21:05

Re: OptionsMenu

Post by BaNa »

I agree with the comment about a bit more space. Otherwise it is looking good.

I prefer the low/medium/high settings to sliders, because the people using this type of menu will most likely have no idea about specifics and they will benefit much more from concrete options.
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manolo_
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Re: OptionsMenu

Post by manolo_ »

BaNa wrote:I agree with the comment about a bit more space. Otherwise it is looking good.

I prefer the low/medium/high settings to sliders, because the people using this type of menu will most likely have no idea about specifics and they will benefit much more from concrete options.
if they are pros they could use the normal settings, normal players will benefit from this easy seperation (i also vote for graphic/music/...)
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Otherside
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Re: OptionsMenu

Post by Otherside »

sound should always have sliders
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Argh
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Re: OptionsMenu

Post by Argh »

All of its logical presets, guys.

For example, maxparticles is 500, 3000, 7500.

Water is 0,1,3,4 (not even bothering with 2 until it runs on high-end machines without dragging them down).

Sound's not on sliders mainly because I haven't studied how to develop one yet. I'll get to that, when I come back to this. If anybody just happened to give me a (very simple) example of source for a slider that can be used to change a number to play with, I'll do it faster.
separate pages for graphics, sound, game, ai, widgets, etc
That's all planned, I just haven't had time yet. I'm just showing what I've got.

Some things about developing this are irritating because they cannot be changed dynamically in-game. Spoke to Tobi about that, it sounds like some of it is just going to have to stay that way. And it took a lot longer than I would have liked, just to get it this far- had to develop better tools for designing UIs interactively in Spring before I could proceed.

Speaking of which, if there are any people out there who are more interested in that topic, I think that we should talk about it, or at the very least I can release my source when it's a little bit less orkish get-it-done code.
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aegis
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Re: OptionsMenu

Post by aegis »

:/ I can run 2...
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Argh
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Re: OptionsMenu

Post by Argh »

Well, most users can run it, technically, but the game's FPS is too choppy. When I tested on a 9800GTX, it was still slow enough that I'm really hesitating including it- people with that or greater are a tiny minority of the available hardware.

I'll change that if I see evidence to the contrary, I'm certainly open to it. Just afraid of disappointing end-users who aren't familiar with the engine.
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