Rezzing progress bars
Moderator: Moderators
Rezzing progress bars
I assume there are multiple widgets that do this already, but shouldn't it also be built into the engine? Sometimes it is essential to know whether a corpse can be rezzed in reasonable time. I can add it, just want to hear what u think...
Re: Rezzing progress bars
fine for me 
but i am sure that it has to be configurable, through mod-config or settings or all together, as otherwise ppl will not be happy :D
for me it would be ok, no matter how configurable.

but i am sure that it has to be configurable, through mod-config or settings or all together, as otherwise ppl will not be happy :D
for me it would be ok, no matter how configurable.
Re: Rezzing progress bars
Ok, I know this sounds stupid, but could someone link me to a version of healthbars that:
Doesnt display 100% health
Displays reclaim and rezz
Doesnt display 100% health
Displays reclaim and rezz
Re: Rezzing progress bars
hi,
i use the healthbar of xta (took from the archive)
i use the healthbar of xta (took from the archive)
Re: Rezzing progress bars
Yeah, my plan was to include reclaim info in the bar as well. Initially there will be no bars, but if you start reclaiming or rezzing, the bar appears. And it will be optional of course.
Re: Rezzing progress bars
i think the xta-version supports that, ask the dev of ur fav mod to include it as gadget or use it as widget, dunno why this should be implemented into engine
Re: Rezzing progress bars
Why do you want everything in the engine?
There is the widget, it works fine, it's pretty fast after multiple optimizations and then it's even included with nearly all mods.
There is the widget, it works fine, it's pretty fast after multiple optimizations and then it's even included with nearly all mods.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Rezzing progress bars
can't the widget be bundled with spring?
Re: Rezzing progress bars
If it is something that most users want to have, it should be in the engine imo. Lua may be fast, but not as fast as the engine.jK wrote:Why do you want everything in the engine?
There is the widget, it works fine, it's pretty fast after multiple optimizations and then it's even included with nearly all mods.
Re: Rezzing progress bars
What about all of us who are building games where we don't need that feature, and don't want to spend the CPU cycles on a feature we don't need and don't want, built for a game we don't play?
This is what Widgets are for, basically. Things concerning UI should all be Widgets, imo. The engine does not need to do lots of built-in drawing tasks any more, and (imo, at least) should slowly get out of the drawing business entirely (there are other ways to provide that speed, such as library support, for things where C++ performance is utterly crucial).
If speed's an issue, then the place to look is the Lua --> OpenGL interface, because a well-designed Widget is not touching the CPU a great deal anyhow.
But jK's Healthbars Widget (or, for that matter, mine) is pretty much zero load. So, you're asking everybody working on every game to support extra display steps and more loop cycles on something that not all of us want, simply because a of a speed issue that doesn't exist in the first place.
I do apologize, if it seems like I'm being a troll, but you've gotta understand the issue here. I don't want the engine to waste cycles on stuff that isn't universally useful. I think that the engine's better that way than it's ever been, and that that is a trend that should continue to be pushed.
This is what Widgets are for, basically. Things concerning UI should all be Widgets, imo. The engine does not need to do lots of built-in drawing tasks any more, and (imo, at least) should slowly get out of the drawing business entirely (there are other ways to provide that speed, such as library support, for things where C++ performance is utterly crucial).
If speed's an issue, then the place to look is the Lua --> OpenGL interface, because a well-designed Widget is not touching the CPU a great deal anyhow.
But jK's Healthbars Widget (or, for that matter, mine) is pretty much zero load. So, you're asking everybody working on every game to support extra display steps and more loop cycles on something that not all of us want, simply because a of a speed issue that doesn't exist in the first place.
I do apologize, if it seems like I'm being a troll, but you've gotta understand the issue here. I don't want the engine to waste cycles on stuff that isn't universally useful. I think that the engine's better that way than it's ever been, and that that is a trend that should continue to be pushed.
Re: Rezzing progress bars
It's good to hear different opinions, Your reasoning makes me think we should remove the health bars from the engine.
Re: Rezzing progress bars
I would support that, and removing the Console, resource bars, ground display rings (heck, even stuff like metalmap display, although frankly I see no need) etc., frankly.
Practically all of that can be drawn with Lua, no exotic / crash-prone code or fancy OpenGL is required.
Practically all of that can be drawn with Lua, no exotic / crash-prone code or fancy OpenGL is required.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Rezzing progress bars
I can make all the healthbars in the world in lua but I can't patch the engine. I'd rather see spring devs work on stuff I can't do instead of the very same stuff I'm already working on. Seems to be a complete waste.