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WTF, i want to choose my own UI

Posted: 29 Jan 2010, 10:32
by Some1Simple
Regret wrote: Not to mention CA disables all your local widgets and you have to know how to re-enable them or you're screwed, yeaaa that's not intrusive.
THIS

:|

Seriously, i haven't played for a while and back then CA (along with XTA) was my favorite Spingmod. Now its just immensly frustrating since i cannot get it to work.
Stop forcing some POS widgets on me, and let me choose my own.

Re: WTF, i want to use my own UI

Posted: 29 Jan 2010, 15:12
by ==Troy==
Get one of the widgets they are using. Open it in a text file or similar, add in your GUI widget.


Or, if you have a usless widget in CA, you can just rename your GUI widget into the *** name and replace the file. Should work just as well. (afaik)


In the end, if nothing works, depending on your frustration, you could simply take spring source and cut out the check for the widgets.

Edit : removed the quote.

Re: WTF, i want to use my own UI

Posted: 29 Jan 2010, 16:27
by zwzsg
Actually, neither will work.

- Local widget files aren't even read, so you can't override CA widgets just by having the same name.

- Modifying and recompiling Spring from its source is not only hard for a normal person, and risky in term of desync, but wouldn't even change CA widget lock, since it's controlled by the widget handler, which is inside the mod archive.

Licho wrote:If you want to enable your own widgets (at your own risk)
create file "UnlockLocalWidgets-IKnowWhatImDoing.txt" in your widgets folder.

If you know some good widgets that are usefull for most players, tell us about it and we might include it in CA by default instead.
Looking forward to hearing from someone simple about how CA is a crap because he got widget conflicts.

Re: WTF, i want to use my own UI

Posted: 29 Jan 2010, 16:31
by ==Troy==
zwzsg wrote:Actually, neither will work.

- Local widget files aren't even read, so you can't override CA widgets just by having the same name.

- Modifying and recompiling Spring from its source is not only hard for a normal person, and risky in term of desync, but wouldn't even change CA widget lock, since it's controlled by the widget handler, which is inside the mod archive.
Hmm, seems that I have missed that one. Will know now thanks. Not a biggie to kill that one either (even if the actual solution was not provided)

Re: WTF, i want to use my own UI

Posted: 29 Jan 2010, 16:43
by trepan
Find lockFile.FileExists() in LuaUI.cpp, adjust to your tastes,
recompile (modifying LuaUI behaviour should not cause desync
issues).

Re: WTF, i want to choose my own UI

Posted: 29 Jan 2010, 16:48
by zwzsg
Oh ok then. I stand corrected.

Re: WTF, i want to choose my own UI

Posted: 29 Jan 2010, 17:08
by Some1Simple
Soooo. This is kinda awkward.

Image

What i did was the following:

I enabled all the stock widget crap (in the hope i missed an usuable GUI), just to find a function of crudemenu "enable local lua" (or similar).
I enabled it, restarted the SP match, whereafter the loading screen hangs on "loading Lua", with 25% cpu usage (quadcore). So i removed the testing version, tried stable, same thing.

So since i really wanted a game of CA, i looked on my backup drive for an old version, and i found Stable-5274, placed it in Mods and there we go. My familiar IceUI.
Everything was working like usual so i tried (no clue why) CA-Testing-6690 again, and totally unexpected, it loaded up IceUI, and all my other mods. Even when i disable "local widgets config"-widget (what does this do?), my own widgets are working fine.

Anyway, im glad that it is working.

Re: WTF, i want to choose my own UI

Posted: 30 Jan 2010, 05:04
by SirMaverick
Some1Simple wrote:Even when i disable "local widgets config"-widget (what does this do?), my own widgets are working fine.
As the name indicates it's a widget for configuration and nothing more.

How to enable local widgets (works with default spring):
Either type "/localwidgetsconfig" or via Crude Menu (hit ESC, Menu -> Settings -> Misc) and select the box that says to enable local widgets.
Needs "/luaui reload" to take effect.