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Commands FX widget

Posted: 27 Jan 2015, 03:01
by Floris
Improved commands fx widget is here
- rounded start/end of the line + line gets a little thinner while fading away
- textured lines
- disables unit highlight at 8 fps, lines at 4 fps

Image

NOTE:
- made spring default lines a bit less visible
- scaled default queue cmd icons down

EDIT: turned off in cfg:
- a small pulse ring effect, but only for the units you have selected while giving an command.

Re: Commands FX widget

Posted: 27 Jan 2015, 09:57
by PicassoCT
How does this work out performance wise with lots of units selected and lots of orders?

Re: Commands FX widget

Posted: 27 Jan 2015, 16:32
by luckywaldo7
Wonderful work on all your widget projects! All these little polish touches really add up to a big difference!

Re: Commands FX widget

Posted: 27 Jan 2015, 18:25
by Floris
I havent tested endgame 8v8 yet, but the results so far were good.

All detail has been provided with textures instead of lots of vertexes.
It's just a little more expensive than the version that is currently shipped with BA, but not much.

edit: just tested and with large orders given (like big fighterscreen orders) it 'll became the heaviest widget in use for a short period.

Re: Commands FX widget

Posted: 29 Jan 2015, 01:41
by Floris
update:
- made the texture more visible
- more consistent texture speed
- added crosshair as target
- 25% of original line texture size 16x16 instead of 64x64

NOTE:
- made spring default lines a bit less visible
- scaled default queue cmd icons down

Re: Commands FX widget

Posted: 29 Jan 2015, 12:26
by 1v0ry_k1ng
Looks wonderful, all your widgets make me cry happiness. Zero-k needs this love!

Re: Commands FX widget

Posted: 08 Feb 2015, 10:42
by Forboding Angel
An idea would be to make ghost commands that are normally green, teamcolored.

That's a bit much, but whatever, looks fugging fantastic.

Re: Commands FX widget

Posted: 22 Feb 2015, 01:01
by Floris
- lines have a faint little outer dark edge
- smaller lines, and enlarged distance between each 'stripe'
- duration is longer
- reduced glow alpha
- disables unit highlight at 8 fps, lines at 4 fps

(when you reach this lowfps... its the pathing/projectiles calcs that cost a lot, not the widgets, they usually even have less to do because of low fps) That said using gl.Unit() for the highlight does cost much.

Re: Commands FX widget

Posted: 22 Feb 2015, 04:00
by Jools
Floris wrote: (when you reach this lowfps... its the pathing/projectiles calcs that cost a lot, not the widgets, they usually even have less to do because of low fps) That said using gl.Unit() for the highlight does cost much.
Yup, but that's partly because because when you only have 8 fps, the draw only gets called 8 times / s. When you have 60 fps it gets called 60 times. At least this is how I understand it.

gl.Unit and gl.Unitshape really have a huge cost. It's what makes ghosted radar/site widgets very expensive.

Re: Commands FX widget

Posted: 31 Mar 2015, 09:39
by FabriceFABS
So good !!!
What is the next surprise I will discover from you ? :-)

Re: Commands FX widget

Posted: 31 Mar 2015, 14:34
by PicassoCT
He is working on temporary orbital zoom, meaning, you can play orbital, and with one keypress hold (space) have a closeup window where the mousecourser is, you can micro as normal as possible, then release the spacebar, and the window closes
no more cam moving, no more zooming in and out, no more minimap..



Its Either that or he is redoing his RainbowSix Synchronized Attack Widget (utilizing wait)
Ask him himself.

Re: Commands FX widget

Posted: 31 Mar 2015, 15:35
by dansan
One of my favorite games (really): Orbital Eunuchs Sniper