GUI Needed!!!! Someone Step up !!!!!
Moderator: Moderators
GUI Needed!!!! Someone Step up !!!!!
ok ive heard this over and over again and i just keep saying the same thing over and over. Why dont we get all the Best programers here and make the GUI ourselves i am sure we have all the people we need.
Once this is done then we can finally move on to the next thing because i see a bunch a threads with people say that the GUI and badly needed so someone should step up and make one because The guy that was soppose to do it has desided to go galavanting or something.
so like i said some one else should step up and take command Lets say you!!!!!!!!!
Once this is done then we can finally move on to the next thing because i see a bunch a threads with people say that the GUI and badly needed so someone should step up and make one because The guy that was soppose to do it has desided to go galavanting or something.
so like i said some one else should step up and take command Lets say you!!!!!!!!!
I think getting it so that Windows and Linux players can play together is more of a priority. 
It all depends on how you look at it. A new, stable, and useful GUI is a long ways off. From what Jounin has said, the way spring handles input makes it very difficult to code a good GUI.
There are more fundamental things (new netcode, and input handling) that need to be fixed before a new GUI can be developed. At that point in time, someone (probably from the existing dev team) can step up and get it done.

It all depends on how you look at it. A new, stable, and useful GUI is a long ways off. From what Jounin has said, the way spring handles input makes it very difficult to code a good GUI.
There are more fundamental things (new netcode, and input handling) that need to be fixed before a new GUI can be developed. At that point in time, someone (probably from the existing dev team) can step up and get it done.
http://taspring.clan-sy.com/wiki/Monthly_Topic_Rotation
Score!
Its being worked on, but it has to be completely redone, but atleast they've started.
Score!
Its being worked on, but it has to be completely redone, but atleast they've started.
DeathHawk, I cant do it, I highly doubt you could do it if you're skills arent too sharp.
I think fi you do attempt to do anythign the best thgin yuo cna do is comment the code. If the code was commented then I'd be able to understand ti then I'd start working on it but there is no explanation as to how the damned thign works, and everytime i ask for one I get a description of what the NewGUI is and not how it works.
As for Pius II, Noize contacted him and pius never did finish the New GUi at all, he gave ti to SJ then went off somewhere else, he says he did all that then the SY's simply said it doesnt look the same and then he left, something about wanting to code in a crossplatform way that was true to C++ and saying the SY's where only bothered about it compiling in VS .Net 2003....
Eitherway the code needs cleanign upa dn commenting badly, otherwise any new people will look at it throw up and run away.
I think fi you do attempt to do anythign the best thgin yuo cna do is comment the code. If the code was commented then I'd be able to understand ti then I'd start working on it but there is no explanation as to how the damned thign works, and everytime i ask for one I get a description of what the NewGUI is and not how it works.
As for Pius II, Noize contacted him and pius never did finish the New GUi at all, he gave ti to SJ then went off somewhere else, he says he did all that then the SY's simply said it doesnt look the same and then he left, something about wanting to code in a crossplatform way that was true to C++ and saying the SY's where only bothered about it compiling in VS .Net 2003....
Eitherway the code needs cleanign upa dn commenting badly, otherwise any new people will look at it throw up and run away.
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
cool then. what i need from you guys is... somewhat of a list :)
i need a full list of gui components that are necessary (even obvious ones) such as "minimap", or "energy/metal bar" and so on. Furthermore, I need a list of commands that will need to be mapped to keys/mouse/mouse buttons etc. for example: attack, guard, move camera, select unit/issue default command, etc. it will be useful to have all of this in one central location, so i can put most of what we need right in from the get go, and have a default mapping xml for testing purposes. if someone would like to be the compiler of this list, that would be awesome :)
i need a full list of gui components that are necessary (even obvious ones) such as "minimap", or "energy/metal bar" and so on. Furthermore, I need a list of commands that will need to be mapped to keys/mouse/mouse buttons etc. for example: attack, guard, move camera, select unit/issue default command, etc. it will be useful to have all of this in one central location, so i can put most of what we need right in from the get go, and have a default mapping xml for testing purposes. if someone would like to be the compiler of this list, that would be awesome :)
Cool, Juonin ;)
Cool, Juonin
So what's Eddi's GUI system?
I hope the new GUI system will be expandable (maybe by scripts) so you could add your own GUI elements(buttons, sliders...)/tie commands and entire functions/behaviours to keys and do this without needing to recompile the engine.
Among the not-so-obvious GUI elements (except those that are present now+minimap orders) it would be nice to have:
-hotkeys to select group AIs
-a strategic map/minimap where all your armies and buildings are schematicaly shown for orders across all map
-hotkey to go to marker "a" for example
-Waypoints for armies that you could save and edit, so you can later send another unit on the old waypoint- much more usefull than just "patrol" command
-maybe a split view (1 has base with managing resouces, 2-nd has fighting
But this mught be in the long run... Just make the GUI very customizable and not too hard-coded

I hope the new GUI system will be expandable (maybe by scripts) so you could add your own GUI elements(buttons, sliders...)/tie commands and entire functions/behaviours to keys and do this without needing to recompile the engine.
Among the not-so-obvious GUI elements (except those that are present now+minimap orders) it would be nice to have:
-hotkeys to select group AIs
-a strategic map/minimap where all your armies and buildings are schematicaly shown for orders across all map
-hotkey to go to marker "a" for example
-Waypoints for armies that you could save and edit, so you can later send another unit on the old waypoint- much more usefull than just "patrol" command
-maybe a split view (1 has base with managing resouces, 2-nd has fighting
But this mught be in the long run... Just make the GUI very customizable and not too hard-coded
Cool, Juonin ;)
Oops, doubleposted, some bug in the PHP or smth..
http://www.cegui.org.uk/
It's all customizable from XML (or was it LUA? I forget) definition files. It has to be tied in to recognize commands from the user, but once that's done it's fully customizable. Juro plans on rewriting significant portions of the engine for this, however, to clean things up.
It's all customizable from XML (or was it LUA? I forget) definition files. It has to be tied in to recognize commands from the user, but once that's done it's fully customizable. Juro plans on rewriting significant portions of the engine for this, however, to clean things up.
A joystick compatibility because "It would be cool", or because "There are people who are going to use it"?Isaactoo wrote:Could Spring possibly have joystick compatibility? Sorry if this is the wrong place/time to ask...jouninkomiko wrote:...Furthermore, I need a list of commands that will need to be mapped to keys/mouse/mouse buttons etc...
I fully agree with Gnome's idea in a way, instead of coding your own GUIs, please do search for a fully portable GPL-compatible modular GUI. Don't spend your time coding if there are better things available.Gnome wrote:http://www.cegui.org.uk/
It's all customizable from XML (or was it LUA? I forget) definition files. It has to be tied in to recognize commands from the user, but once that's done it's fully customizable. Juro plans on rewriting significant portions of the engine for this, however, to clean things up.
You guys are opensource now, the first thing you should check before implementing anything new is if it's already done somewhere else.
Id use a joystick for FPS mode. I dont think it would work as a replacment for the mouse in the normal view, but it would be sweet to be able to use in in FPS mode.
This post is no longer bing updated. Use this wiki page instead:
http://taspring.clan-sy.com/wiki/New_GUI
Current GUI
GUI Elements:
Minimap + minimap controls (resize, move, minimize, ect) - Mouse controlled only, with the white squares
Energy/Metal Bar - Mouse only, can be dragged around. Red bars indicate resource sharing levels
Commands Bar (see below for more on this)
Chat Window.
Tool Tip window. Docked window down the bottom. Non-interactive
Share units/resources window - H
Controls:
Attack - A
Defend - ?
Guard - G
Patrol - P
Move - M
Repair - R
Stop - S
Ressurect - ?
Wait - W
Reclaim - E
D-Gun - D
Self Destruct - Ctrl+D (cancels if issued again before timer expires)
Focus on Commander - Ctrl+C (in most mods anyway)
Pause - Pause
Chat (Buttons for Normal, Allies, and Spectators would be good) - Enter. Possibly change to T and Y like most games have?
Debug Mode - B
Video recording - F10
Take screenshot - F12 (and F11. F11 cvan be used for something else though)
Track unit - T
FPS unit - C
Show the share units/resources window - H
Quit - Shift+Esc
Game Speed Up/Down - Keypad +/-
Elevation map - F1
Path map - F2
Metal map - F4
LOS view - L
Show/Hide GUI - F5
Show/Hide health bars - F9
Enable/Disable Sound - F6?
Enable/Disable Dynamic Sky - F7? (may have mixed this and sound up)
Group assign (ctrl+1 to 9)
Group insert (shift+1 to 9)
Group selection (1 to 9)
Map drawing buttons - ~
Goto last message position(Unit Message or Marker Location) - F3
Camera Controls
Forwards/Backwards/Left/Right - Arrow Keys
Slow/Fast - Ctrl/Shift respectivley
Up/Down - Page Up/Down respectivley
Increase/Decrease View Radius. - Insert/Home respectivley
Selecting Units:
Click to select.
Click+drag to select a box of units
Ctrl+click to deselect units.
Shift+Click to add units to selection.
Building:
Click to build
Shift Click to add to the end of the cue
Alt Click to add to start of cue (only for factories)
Shift+drag to Build a line of units
How do the squares work? I forget
Requests:
Chat Window. Needs to be full width, and smaller text. (Also needs to be more transparent and less blue, more grey)
Tool Tip window. A docked one for GUI information, and one the follows the mouse for Map information.
Give orders from minimap
Dynamic ingame alliances.
(Updated)
If anyone else posts some, ill add them.
This post is no longer bing updated. Use this wiki page instead:
http://taspring.clan-sy.com/wiki/New_GUI
Current GUI
GUI Elements:
Minimap + minimap controls (resize, move, minimize, ect) - Mouse controlled only, with the white squares
Energy/Metal Bar - Mouse only, can be dragged around. Red bars indicate resource sharing levels
Commands Bar (see below for more on this)
Chat Window.
Tool Tip window. Docked window down the bottom. Non-interactive
Share units/resources window - H
Controls:
Attack - A
Defend - ?
Guard - G
Patrol - P
Move - M
Repair - R
Stop - S
Ressurect - ?
Wait - W
Reclaim - E
D-Gun - D
Self Destruct - Ctrl+D (cancels if issued again before timer expires)
Focus on Commander - Ctrl+C (in most mods anyway)
Pause - Pause
Chat (Buttons for Normal, Allies, and Spectators would be good) - Enter. Possibly change to T and Y like most games have?
Debug Mode - B
Video recording - F10
Take screenshot - F12 (and F11. F11 cvan be used for something else though)
Track unit - T
FPS unit - C
Show the share units/resources window - H
Quit - Shift+Esc
Game Speed Up/Down - Keypad +/-
Elevation map - F1
Path map - F2
Metal map - F4
LOS view - L
Show/Hide GUI - F5
Show/Hide health bars - F9
Enable/Disable Sound - F6?
Enable/Disable Dynamic Sky - F7? (may have mixed this and sound up)
Group assign (ctrl+1 to 9)
Group insert (shift+1 to 9)
Group selection (1 to 9)
Map drawing buttons - ~
Goto last message position(Unit Message or Marker Location) - F3
Camera Controls
Forwards/Backwards/Left/Right - Arrow Keys
Slow/Fast - Ctrl/Shift respectivley
Up/Down - Page Up/Down respectivley
Increase/Decrease View Radius. - Insert/Home respectivley
Selecting Units:
Click to select.
Click+drag to select a box of units
Ctrl+click to deselect units.
Shift+Click to add units to selection.
Building:
Click to build
Shift Click to add to the end of the cue
Alt Click to add to start of cue (only for factories)
Shift+drag to Build a line of units
How do the squares work? I forget
Requests:
Chat Window. Needs to be full width, and smaller text. (Also needs to be more transparent and less blue, more grey)
Tool Tip window. A docked one for GUI information, and one the follows the mouse for Map information.
Give orders from minimap
Dynamic ingame alliances.
(Updated)
If anyone else posts some, ill add them.
Last edited by Maelstrom on 18 Dec 2005, 06:14, edited 4 times in total.
You should really list their current keys too --
Maelstrom wrote:GUI Elements:
Minimap + minimap controls (resize, move, minimize, ect) - Mouse controlled only, with the white squares
Energy/Metal Bar - Mouse only, can be dragged around. Red bars indicate resource sharing levels
Commands Bar (see below for more on this)
Chat Window. Needs to be full width, and smaller text. (Also needs to be more transparent and less blue, more grey)
Possibly a seperrate area for unit messages ect. (DEFINITELY)
Tool Tip window. A docked one for GUI information, and one the follows the mouse for Map information.
Share units/resources window - H
Controls:
Attack - A
Defend - (what's the difference?)
Guard - G
Patrol - P
Move - M
Repair - R
Stop - S
Ressurect - ?
Wait - W isn't it?
Reclaim - E
D-Gun - D
Self Destruct - Ctrl+D (cancels if issued again before timer expires)
Focus on Commander - Ctrl+C (in most mods anyway)
Pause - Pause
Chat (Buttons for Normal, Allies, and Spectators would be good) - Enter (I agree on seperate keys)
Debug (possibly hidden?) - ?
Video recording - F10
Take screenshot - F12 (F11 too, still?)
Track unit - T
FPS unit - C
Show the share units/resources window - H
Quit - Shift+Esc
Game Speed Up/Down - Keypad +/-
Elevation map - F1
Path map - F2 right?
Metal map - F4
LOS view - L
Show/Hide GUI - F5
Show/Hide health bars - F9
Enable/Disable Sound - F6?
Enable/Disable Dynamic Sky - F7? (may have mixed this and sound up)
Group assign (ctrl+1 to 9)
Group insert (shift+1 to 9)
Group selection (1 to 9)
Map drawing buttons - ~
I don't know the keys for these last ones:
Goto last message position
Camera Controls
Forwards/Backwards/Left/Right
Slow/Fast
Up/Down
Increase/Decrease View Radius.