Chili exploration

Chili exploration

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

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EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Chili exploration

Post by EatMyShrapnel »

Hi, i want to make an UI for s44, so there is my mock-up :
Image
I downloaded IceUI
copied the widget folder into /home/user/.spring/LuaUI
but now i don't know how to set IceUI as the UI I want ingame.
Last edited by EatMyShrapnel on 16 Jun 2011, 02:11, edited 2 times in total.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: UI how to start ?

Post by Forboding Angel »

don't use iceui, that is an awful idea. Use the chili framework. Otherwise you're reinventing the wheel, the hammer, and the axe, and iceui is not suited to be a framework.

Edit: Also, take it from an sc2 player... the sc2 ui is shit. Don't try to emulate it. Players will hate it.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: UI how to start ?

Post by smoth »

I thought his mockup was neat-0
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: UI how to start ?

Post by zwzsg »

It eats lots of screen space. I wish the brown background was transparent, so we'd see the action through.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: UI how to start ?

Post by smoth »

I don't. I think all this want for clear backgrounds is bad. It hurts the visuals as the ui elements will not be cleanly isolated from the stuff going on behind them. It is a distraction.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: UI how to start ?

Post by Forboding Angel »

Smoth, trust me on this. I shared your opinion, until I started playing a LOT of sc2. Transparent and tiny is a very good thing.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: UI how to start ?

Post by smoth »

yeah I am not feeling it forb. Play tons of RTS games it isn't like starcraft is going to change my mind. Either way op, chili is generally stronger than ICE if you can get the items done I can help you execute the skin you want. So I say go for it.
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: UI how to start ?

Post by EatMyShrapnel »

First, ok, if you say that's better to start with chili i'll do. My problem is i tried to search on the forum and web don't found any link to chili. So plz tell me where I can found the last (stable) version of chili, and how to say to spring to use it.

Second, I'm not sure about the link between my UI and your sc2 experience. I never play SC2 so I don't have experience of it, but several other games I played have such UI. Peronnaly I don't like vertical UI for reason I'll explain later. so Is it because i do an horizontal UI ? if yes let me give some explenations. I almost always my camera turns in the direction of the foe like on the next picture :
Image
for me it's better to have the upper of the screen with nothing who can hindering something. So I plan to remove the ressource bar when the mouse come to close and put a mirorred ressource bar at the other upper corner.

third, i forgot to say that the menu at the right lower corner, where you can see several pictures of the same tank hunter, isn't a multiple selected units menu but a construction menu. I use only one icon because i was too lazy to dl more, scale etc.

four, zwzsg to answer, it will not have transparent space.

five, this is only a mockup, the size and location are not fully decided, for exemple the ressource bar has big font on the mockup.

six, I'm a linux user who loves the KISS (arch) concept i prefer i3wm than any other window manager. Ingame I use a lot my keyboard so personnaly i don't need a command menu / build menu. But now, I don't make a such UI, in the futur maybe.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: UI how to start ?

Post by Forboding Angel »

problem is, your horizontal maneuver zone is 1/3rd bigger than your vertical maneuver zone, and compound this with someone using a 16:x monitor/resolution. This creates massive irritations in gameplay.

Also, your ui shape and locations of stuff is a direct rip of the sc2 gui shape, locations and style. Don't tell me you didn't know that. It's not like it matters where the idea came from, but I'm telling you, it;'s a big mistake.

OTA did it right with a horizontal and vertical bar taking up semi equal space. I don't like it, but at least the horizontal and vertical spaces were more or less equal.

Edit: Obviously you are perfectly free to do whatever you wish. I am only trying to give you a reason to stop and think about it as I think that your original idea, while nice, will lead you down the wrong road. Perhaps a melding of both ideas? Or maybe something neither of us has considered?
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: UI how to start ?

Post by EatMyShrapnel »

Forboding Angel wrote:problem is, your horizontal maneuver zone is 1/3rd bigger than your vertical maneuver zone, and compound this with someone using a 16:x monitor/resolution. This creates massive irritations in gameplay.
I think you go a step too far, right now I want to make one UI wich should work on my own screen. After I'll think about how fix resolution problem.
Forboding Angel wrote:Also, your ui shape and locations of stuff is a direct rip of the sc2 gui shape, locations and style. Don't tell me you didn't know that.
again I never play or test or whatever with that game! i running linux since 6-7 years and I didn't play ANY game since the last summer! I didn't said here, but as said on s44 forum, my only ressource was a game called Comagny of heroes, I didn't play it but I saw screenshots when I search screenshot of WW2 games stylish... why do you want I lie? it's so stupid to think so... ho and I already do GUI in my life for my own computer game... and to be honest when I read your comment I think I hallucinating.
Forboding Angel wrote: will lead you down the wrong road.
is not because YOU think I'm wrong that means i'm wrong! i'm not agree with you i'll do an horizontal UI that's sure, as already said about size and position nothing is decided. Maybe when I finish this UI i'll do a vertical version, but not now.

I planed to found a way to hide/unhide the UI, for example by pressing space bar. But i'll surely test another stuff : when you click on a comand, example "move" the UI will be hidden or when you want to build a factory, you click on icon in the construction menu then the UI will be hidden too. When the command is done or canceled (right click) the UI wil be unhidden.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: UI how to start ?

Post by FLOZi »

S44 won't be getting a chilli gui until the new widgethandler is ready.
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: UI how to start ?

Post by EatMyShrapnel »

Guys,

first, please give me a link where I can found this ChiliUI. Even S44 don't want chili, for me that's can be a good start to see how stuff works. I search how to start an UI, I found threads related to ICEui, here people said forget it and use Chili, now you speak about new widgethandler.

second, tell me more about the new widgethandler, where i can get information, like a TODO, where i can get documentation how to use it (Doxygen or something like),...

third, it would be cool for people who can to write tutorials in the wiki :
- Hello world
- adding picture
- adding button
- link basic command to a button
- etc.
Satirik
Lobby Developer
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Joined: 16 Mar 2007, 18:27

Re: UI how to start ?

Post by Satirik »

download and extract Zero-K or GundamRTS both use chili
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: UI how to start ?

Post by FLOZi »

FLOZi wrote:S44 won't be getting a chilli gui until the new widgethandler is ready.

^This doesn't mean you can't try writing one btw, just that it won't be released in S44 main archive.
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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: UI how to start ?

Post by Petah »

Forboding Angel wrote:Edit: Also, take it from an sc2 player... the sc2 ui is shit. Don't try to emulate it. Players will hate it.
FFS, not every one is YOU, and a lot of people like the SC2 UI.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: UI how to start ?

Post by Forboding Angel »

Read the entire post, ass.

@shrapnel, same goes for you.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: UI how to start ?

Post by KaiserJ »

Forboding Angel wrote:horizontal maneuver zone is 1/3rd bigger than your vertical maneuver zone
this is not really true; although you make a point here about clickable aspect it the offset angle of the camera from 90 degrees (which gives you a roughly square region of the battlefield on a widescreen monitor)

anyways. not a critique thread. lets help him with his gui
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: UI how to start ?

Post by smoth »

shrap, from memory...
\luaui\widgets\chili\*.*
\luaui\widgets\api_chili.lua
and pretty much every .lua file in
\luaui\
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: UI how to start ?

Post by EatMyShrapnel »

what i did, but I still have same problem that with iceUI : I don't see Chili in the widget menu (F11). I would like to make a mutator for s44 but I need documentation I don't know which file call wich file and fucntion.. I don't know where I have to say to spring which UI to use etc.. so there is a documentation somewhere ?
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: UI how to start ?

Post by EatMyShrapnel »

here the trick :
I got chili from zerok, but the folder widget in zerok is written with a small 'w' And spring needs a folder with a cap 'W'. So after renamed
  • /home/user/.spring/LuaUI/widgets
by
  • /home/user/.spring/LuaUI/Widgets
I have the widget in the widgets menu (F11).
Now when i click on they turn in yellow but don't appear on the screen.
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