How about a .time command?

How about a .time command?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

How about a .time command?

Post by Targ Collective »

Hey everyone,

Lately I've been thinking about time a great deal. We humans use it all the time - always making it, always wasting it, setting some aside etc. Time is a valuable resource.

So why not have Spring able to read the system time and display it above the .Clock slot? Getting the system time isn't too hard, and it would be a useful utility. What do you say?
User avatar
Cyberwal
Posts: 149
Joined: 31 Jan 2006, 14:42

Post by Cyberwal »

I'd appreciate it if spring showed the real time that passed since the game started and not only the game time :P
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Well, altaclient shows the real time spend in game. You can only enjoy it if you have 2 monitors (or play in windowed mode) tough.
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

...Which most people don't, right?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

you could buy a watch...
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Got one. No, I was thinking in terms of convenience. Having this as part of a GUI would mean you can factor in the time without risking getting blasted to bits in a heavy firefight. Some Spring matches can be really intense, and while I've never been caught out myself I'm sure that there are a few who have lost an important quarter of an hour...
User avatar
Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

Cyberwal wrote:I'd appreciate it if spring showed the real time that passed since the game started and not only the game time :P
/agrees

I am always surprise how late it is after game is finished :p
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

that could go in statistics.
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Continuum had one for the brief time I played it. I thought it was very convienient and useful. I imagine it could be easily implemented into spring.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

If it's a problem I can always set a groupAI to make a marker with the current time follow the cursor......
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Please, no. That would be annoying - the time should be there to refer to, not to assualt your senses every time you do something. Could work if a keypress controls it, but having this native to Spring offers more convenience...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

How about fi it displayed above the attached unti, say you assign it to a widngen adn it displays above the windgen the time, that way you can put ti wherever you want so it doesnt get in the way?
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

That would mean you'd have to go and look. In which case you should just buy a watch!

No, it would have to be linked to the GUI in some fashion. That way it could be used without breaking the flow of a conflict.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well just shove it in a prominent part of your base then that isnt exactly in the way, and if your base is big, have several instances...

Look at it this way, I could have this to you in5 hours when I come back online or you can get it from the spring Devs in 6 months, so suggest solutions.

An alternative may be that it's in the corner of the screen, say I take the mouse as the centre of the screen and offset the marker by say 800/900 ticks to the left/right so that to see it you would put your mouse in the corner else it's offscreen and cant be seen....
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Not a bad idea. Let's say anywhere in the minimap is the target area, toward the top left of the screen.

...The community needs a few more people like you, Alantai. Good job.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

do I sense another map drawing AI coming? :P
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well there's my cursor AI that drew the cursor and a load of tags above units representing what their current commands where (colour coded).

Then there's my TGA drawing routines

Now there's the groupAI to tell the time and any other data that the user may want....
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

AF wrote:How about fi it displayed above the attached unti, say you assign it to a widngen adn it displays above the windgen the time, that way you can put ti wherever you want so it doesnt get in the way?
This would be horribly nice to have.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

And I have it, or so it seems....

It seems I'll have to manually create the necessary lines to draw each letter of the alphabet.

At the moment it uses the label marker thing, but the problem si that everytiem it's used a big beep is played followed by a nice anim on the minimap. And tahts not all, the marker doesnt dissapear when the next marker is ready to be displayed and there's no way of moving ro editing an existing marker. Thus the bit of map offscreem to the top right is filled with markers and they build up, getting very annoying.......

Although this does mean I can add an alert groupAI that makes such markers at a point, erases them, then recreates them, in order to attract the attention of allies....
Post Reply

Return to “Engine”