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Domino
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Posted: 01 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Yeah pal, ill fire it you over later on today.. just finish up this part im doing 
_________________ Domino. ______________
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Domino
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Posted: 01 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Yeah things are ok, limited time on a daily basis, but apart from that its all good... i know i have a few projects going :/ its hard work working on them all at once.. specially with the time i have to mod lately.. hopefully in the near future i will get more time.. and things will prgress faster..  how are you pal?
_________________ Domino. ______________
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Domino
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Posted: 01 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Resin_Smoker wrote: Taken a short break for a few days due to work related drama... I should get back into WOF soon and do another release with full support for all units types. Once thats donw I will look at incorperating your unit break up concept... assumming WOF and it are compatable.
Resin good stuff glad everything is ok now  cant wait for WOF!
_________________ Domino. ______________
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Manjensan
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Posted: 01 Mar, 2011
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Joined: 23 Dec, 2010 Posts: 202 Location: UK, London, MI5 HQ
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Should be good when it's complete, the beta really is worth testing if you haven't already Domino! Also good to hear that progress is being made on this mod 
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M11xStryker
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Posted: 01 Mar, 2011
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Joined: 20 Dec, 2010 Posts: 86
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You earn +9001 cookies Though seriously, this is awesome! Keep up the ridiculously good work!
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Domino
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Posted: 02 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Thx for the comments guys  cool! RELEASED NEW BETA IN THE OPPlease read the op again if you have already read it before as i have added more info.. 
_________________ Domino. ______________
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Domino
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Posted: 02 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Resin_Smoker wrote: One thing that I have always hated was the mouse snapback when the spacebar is released. Kill the snapback and release the mod to the world.... After that, I'd dare say you've created one of the most signifigant UI mods in the history of FA ! I cant hook the spacebar iskeydown() without completely overwriting worldview (not hooking it) and returning at the top of the function if iskeydown(SPACE), thats why i put it on a different key.. if you hold down the numpads slash key "/" and use the mouse as if space is held (rotate and pan)... it operates exactly the same as space, except the cam doesnt snap back.. it snaps back if you press space or middle mouse. GPG changed this in sc2, there is a var at the top of worldview that can be set true or false to snap the camera back or not.. GPG hardcoded the keys space and middle mouse in FA to reset the camera :/ so... use the numpad slash / for now until i can find another key.. or a way to hook the iskeydown(space) function.. unless someone knows how to do this.. and wants to lend a hand in telling me 
_________________ Domino. ______________
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Domino
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Posted: 02 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Resin_Smoker wrote: One other thing of note.... When tracking a unit, spacebar or view rotation sometimes breaks the tracking. I'm assuming this is intentional as well ? Ok I have changed that, it wont stop tracking now if you press space and rotate.. however it will snap back still.. there is nothing i can do about the middle mouse as this straffes the cam up/down left/right when held.. so that has to break tracking as the cam is moving maunally.. the only way i could stop the snapback using the numpad slash method was to manually alter the pitch and heading according to the mouse movement.. this has the effect of also breaking tracking.. because i need the cam to focus on one position.. when a cam is tracking its position is changing along with the units position.. ill have to think of a way to detect the new position if tracking.. currently i "freeze" the position to rotate and pan.. ill figure this out.. im like 99% sure that GPG just set a global var in worldview to show that the cam is tracking also cam snapback... sadly they are in the engine.. if we could figure those vars out.. it wouldnt be a problem.. however i dont think we will ever know these..
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Lt_hawkeye
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Posted: 02 Mar, 2011
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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just played a game against some AIs with the new beta, love unit tracking, just makes this thing a whole lot better.
again i only encountered moderate fps slowdown when there was a lot of stuff happening on more than 1 of the screens, other than that it was pretty decent all the way through
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Domino
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Posted: 03 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Lt_hawkeye wrote: just played a game against some AIs with the new beta, love unit tracking, just makes this thing a whole lot better.
again i only encountered moderate fps slowdown when there was a lot of stuff happening on more than 1 of the screens, other than that it was pretty decent all the way through Good stuff!  im glad about that.. i guess we can all handle this kind of mod better now becuase we use far superior gfx cards than when the game first came out.. as for the tracking it defo is better..  and just looks so damn cool.. ive been busy doing the 2nd screen .. after that is done ill release RC1 imma also try adding my idea about the patrolcam thingy.. its all good.. and moving forward nicely.. 
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Domino
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Posted: 03 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, NEW BETA AVAILABLE FOR DOWNLOAD IN THE OPbeta 3 is now available for download from the OP, added tracking on screen 2 ui promtps to show the split is tracking + cleaned up some code, remember that this is still beta.. and id very much like bug feedback if you encounter one.. in my testing its bug free, but that doesnt mean there isnt any..  only thing to add now is the left side 4 way split for LT and ofcourse my idea for the patrol cam.. ill do the left side splits tomorrow night.. so hopefully a new beta will appear then.. if not the next night..  and then public release of RC1 once i get the patrolcam working.. hope you like what ive done with the tracking.. comments welcome as usual.. enjoy!
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Domino
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Posted: 04 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, just a quick update.. fixed the tracking gfx on screen 1 not dissappearing when the screen is split.. added the 5th layout on screen 1 where the 4 way split is on the left.. so now it has left and right splits.. just gonna test everything later for a few hours.. and look over the code again.. then ill upload a new version... hopefully this one is the RC1 everything seems fine in initial testing  
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Domino
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Posted: 05 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, UPDATE TIMEupdated the download link in the op, ive released RC1, if you have downloaded a previous version, please download the link in the op and start using that instead. This is the latest and greatest... and should be 100% working with no bugs.. fingers crossed.. comments and feedback welcome.. also wanted  if you have any more requests for this mod, please let me know. enjoy!
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HTKatzmarek
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Posted: 05 Mar, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Grabbing it now...will be testing it this evening. I'll post and let you know how it works out for everyone.
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Krapougnak
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Posted: 05 Mar, 2011
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Joined: 21 May, 2008 Posts: 706
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COOLNESS ! 
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Domino
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Posted: 05 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Cool, Thx 
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Domino
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Posted: 06 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, It should be compatable with other ui mods pal, its 100% compatable with my custom layout without changing anything in my mods layouts files.. everything is hooked correctly, except for 1 function in tracking.lua which isnt important, as all it does is show the gfx on the ui for screen 1, as soon as screen 1 is split the first time i override it... but like i say it isnt important.. Ive said this before but ill just clarify it again... all most all other ui mods made (well 99% of the ones ive got) modify the default layouts WHICH IS A VERY BAD IDEA because it makes each of these ui mods almost certainly incompatable with each other what we really need/needed is a layout interface/manager that defines which layout we want to use.. all modders should have left the default layouts.. left, right, mini layouts alone and just copied the layout files to a new folder and hooked the 2 files needed to define there layout for use by the player.. doing this would mean ALL ui mods would be compatable with each other.. the user would only have to switch to a new layout which would enable all the cool things that these ui mods bring.. i think ill make a layout interface/manager as we really need one.. ofcourse we can just hold ALT + DOWNARROW to switch but this is prolly rarely used or unknown to many players becuase the ui modders modified the defaults layouts.. .. this key combination by the way rotates the layouts.. anything unit related is 100% compatable as unit scripts cant and dont alter the ui. but anyway.. to answer your question ive tested it with GAZ_UI and it works fine.. this is the only mod ive tested it with.. as gaz_ui alters alot of ui stuff.. there are no conflicts. 
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Domino
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Posted: 06 Mar, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Resin is there something percific you like in the other ui mods.. i could add it to my layouts mod..
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HTKatzmarek
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Posted: 06 Mar, 2011
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Joined: 03 Jun, 2007 Posts: 793
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Tested this mod with my group of friends last night, and everyone loved it. It works great! But we did find something interesting. One player did not have the mod installed at all, and we were unable to enable the mod (gave message that not everyone had the mod) until he had the mod in his game directory. So it appeared, not everyone had to enable it, but everyone had to have it for anyone to enable it?
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