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 PostPosted: 19 May, 2008 
 
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Hmmm, I have no idea, I cant reproduce it at all.

Did you answer my question about whether you're using other mods at the same time?

I'm not sure what happens if you delete game.prefs (back it up first of course), but hopefully it will generate a new default one for you.

Then activate only GAZ_UI, and see what happens.

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http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 19 May, 2008 
 
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AdmiralZeech wrote:
Hmmm, I have no idea, I cant reproduce it at all.

Did you answer my question about whether you're using other mods at the same time?

I'm not sure what happens if you delete game.prefs (back it up first of course), but hopefully it will generate a new default one for you.

Then activate only GAZ_UI, and see what happens.


Ok I am made of epic fail. The Advanced Grouping mod uses Ctrl-D and Ctrl-G...no wonder these two don't work.

Case closed....

*Selects self*
*Presses Ctrl-K*


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 PostPosted: 19 May, 2008 
 

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Wow, version 4 already. Thanks for adding my stuff ;)

Warma: this is interesting, it also made me think of something a bit different.
Back to what you said before, maybe only some group splitting functionnality could be integrated into GAZ_UI?
At least for a start. If it is made independent of how control groups are managed, users would be free to use either AZ or Goom's grouping mod as well.

For example, with some units selected:

- Press Alt-D to split selection into 2 sub-groups, then 3 sub-groups, etc. Unit types are divided equally among sub-groups.
OR: Press Ctrl-Alt-D to put each unit in its own sub-group (for tmls for instance)

- Press D to switch between these sub-groups.

- If initial selection is a control group, save sub-groups for future use. They can be selected by getting the control group first, then using D as before.

Using D as an example, it must be possible to reassign of course
(edit: plus it is used by Goom's Advanced Grouping, says SyDaemon ;) )

Any thoughts?


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 PostPosted: 19 May, 2008 
 
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I assigned screenshot (originally Ctrl-F) to be Ctrl-/

Then I edited the lua script for Advanced Grouping to have Ctrl-D (disband squad) assigned to Ctrl-F.

This frees up Ctrl-D for my Select All Land action at last.


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 PostPosted: 19 May, 2008 
 
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norem wrote:
Wow, version 4 already. Thanks for adding my stuff ;)
For example, with some units selected:

- Press Alt-D to split selection into 2 sub-groups, then 3 sub-groups, etc. Unit types are divided equally among sub-groups.
OR: Press Ctrl-Alt-D to put each unit in its own sub-group (for tmls for instance)

- Press D to switch between these sub-groups.

- If initial selection is a control group, save sub-groups for future use. They can be selected by getting the control group first, then using D as before.

Using D as an example, it must be possible to reassign of course
(edit: plus it is used by Goom's Advanced Grouping, says SyDaemon ;) )

Any thoughts?


Sounds good, like a variation on your "switch between land/air/sea" thing.
I dont know if I want the control group part though, seems like an overlap with TG.

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MY UI MODS (for FA):
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- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 19 May, 2008 
 

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AdmiralZeech wrote:
I dont know if I want the control group part though, seems like an overlap with TG.

Hm, you're right. The idea was to make it independent from control groups :?
Without the persistent aspect, I wonder if it's worth it. Goom's AG mod already does selection split, though maybe a little differently.
Haven't used it for a while, I'll have to check.


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 PostPosted: 20 May, 2008 
 

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I've rebuilt AZ's mod a lot and added a lot of features, but we've already agreed that this will be separate from GAZ_UI. I will not implement or suggest implementing overlapping functionality to GAZ_UI itself, because the mod is, for an ordinary user, completely transparent with the regular game. Once I/we get it released, you're better off just trying it out and decifing for yourself if you need the features.

Goom's mod does a selection split but inefficiently, as you can only have one set of subgroups at a time and these are not tied to any specific group. This part of it is a rather quick hack. Our implementation has an arbitary number of supergroups with their respective subgroups, and allows for much greater control.

However, Goom's mod has another advanced group function that allows one-key definion of any set of units into a dynamically named group independent from the normal groups. All of the units in a group thus made are then selected when any of the units in that group are selected. This allows for several quick box selections and keypresses, after which you can order groups of units around with just the mouse.

Our mod does not have this functionality, mostly because I didn't see the point and also because I felt it would be tedious to implement over the present stuff. I also don't know if people actually want that functionality, as I haven't hear of anyone using it even when they did use Goom's AG mod.

Anyway. I will implement that if people say that it is useful enough, just not in the first release version.


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 PostPosted: 20 May, 2008 
 
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Warma wrote:
Advanced Group stuff.


Just thought I'd explain the reasoning behind the way I did the features in that mod.

Selection splitting - the only real use I ever found for this was for splitting up groups of bombers and attacking multiple targets quickly. Since bombers die 99% of the time on an attack, I never found any need for more than one set of subgroups at a time.

Squad stuff - I really did this as an experiment, to see if you could get dawn of war style squads working in supcom. It was pretty successful I thought, but not being able to change the strategic icons in any way spoiled it a bit for me. Anyway loads of people requested it, and I got absolutely stacks of praise for this feature. I've no idea why as I never really found a use for it myself, but I had fun implementing it :lol:.

Anyways, it's really good to see more people carrying on the UI development here :D.


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 PostPosted: 20 May, 2008 
 

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Hi Goom, it's nice to see you around :)
Goom wrote:
Anyways, it's really good to see more people carrying on the UI development here

Well, thanks for your awesome mods, that's what motivated me to learn :wink:

About the squad stuff, it was a good idea imo and I used it a lot at first. Then I noticed those damn dots die really fast, so now I seldom bother creating groups/squads anymore.


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 PostPosted: 22 May, 2008 
 

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This very mod would be of great use to everyone too, a sequential building upgrader
http://forums.gaspowered.com/viewtopic. ... 274#419274


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 PostPosted: 22 May, 2008 
 
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AZ you can integrate the sequential building upgrader into this mod if you want.

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 PostPosted: 22 May, 2008 
 

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Please do not integrate that one. :?

Is there a mirror for v4? RS or any place.

Moritz


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 PostPosted: 22 May, 2008 
 
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Grogyan wrote:
This very mod would be of great use to everyone too, a sequential building upgrader
http://forums.gaspowered.com/viewtopic. ... 274#419274


Sorry, Goom's policy, which I will continue, is to not integrate any features that offer too much automation, for various reasons. One of the reasons is that we dont want the mod banned from tournaments / give too much of a mod-based advantage to people.

Another reason is I wont integrate anything that's optional, has multiple mods that do similar things, and works fine as a seperate mod. (which is why my own Tiered Grouping, and Eco Tools arent integrated either)

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- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 22 May, 2008 
 
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Is it possible to have a zip file of the latest version uploaded in the original post?


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 PostPosted: 22 May, 2008 
 

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AdmiralZeech wrote:
Grogyan wrote:
This very mod would be of great use to everyone too, a sequential building upgrader
http://forums.gaspowered.com/viewtopic. ... 274#419274


Sorry, Goom's policy, which I will continue, is to not integrate any features that offer too much automation, for various reasons. One of the reasons is that we dont want the mod banned from tournaments / give too much of a mod-based advantage to people.

Another reason is I wont integrate anything that's optional, has multiple mods that do similar things, and works fine as a seperate mod. (which is why my own Tiered Grouping, and Eco Tools arent integrated either)


Ok I see.

I still need though the feature on factories to have a draggable build queue added to the engineers as well for buildings, is that in anyway possible?

Thanks


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 PostPosted: 23 May, 2008 
 
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If I get a chance I'll see how hard it is, but like I said I'm not heavily developing the mod myself, sadly. If someone else does it I'll integrate it.

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- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 23 May, 2008 
 

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I tried to do it some time ago, without much success.
Using Goom's existing code, drag & drop works and the display of the build queue is updated correctly (as you would expect).
It's changing the order of the actual commands that I couldn't figure out (heh).

I'm working on other things right now, but maybe someone will know how to do it ?


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 PostPosted: 23 May, 2008 
 
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You should add Regen Rate and Buildrate to the UI. They were in the Total Vet mod UI but it's not stand alone so you must have Total Vet enabled for the UI to work.

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 PostPosted: 24 May, 2008 
 

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Goom: So it was used a lot and deemed useful. That means that I will implement it once time allows. It would be great to have this stuff bindable in the UI too, as most people probably don't want to mess with the .lua files.


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 PostPosted: 25 May, 2008 
 
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Legion Darrath has mirrored the mod for me, so a direct download is now available! :D

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MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 25 May, 2008 
 
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You might want to edit the first post and make the link into something like this instead of the full link :p

anyway, if you need to get an update up, let me know :)

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 PostPosted: 31 May, 2008 
 

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Any comparison screenshots for a newbie like myself?


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 PostPosted: 03 Jun, 2008 
 

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How do I install this mod?

Thanks for the help :)


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 PostPosted: 03 Jun, 2008 
 

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jpinard wrote:
Any comparison screenshots for a newbie like myself?

If you want more details about what the mod does exactly, AdmiralZeech put a link to the former GUI mod topic in his original post. You will find instructions & screenshot there.
jpinard wrote:
How do I install this mod?

Thanks for the help :)

It's easier to install and update from the Vault.
Start GPGNet and click on the Vault button at the bottom. Then do a search for GAZ_UI, and install the latest version.


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 PostPosted: 13 Jun, 2008 
 

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umm, still don't understand how to install.
after the unzip, I got :
6 folders : hook, modules, textures, V001, V003, V004.
3 files : mod_icon.dds, mod_info.lua, README.text
I tried copying all of the above to the gamedata folder, didn't work
:shock:

pls explain in plain instructions, like, how to move the mouse, in which direction, where to click ...

:roll:

Thx !


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