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 PostPosted: 19 Feb, 2011 
 
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Makes me wish i was not on my deployment so I could use my desktop with twin Viewsonic 22" monitors.

Resin

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 PostPosted: 19 Feb, 2011 
 

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Hi,

Resin_Smoker wrote:
Makes me wish i was not on my deployment so I could use my desktop with twin Viewsonic 22" monitors.

Resin


:(

atleast you can use the splits on one screen :)

on a side note..
you aked if i could stop the window snapping back when you rotate the camera..
the answer to this is no.. although with time and patiance i "MIGHT" be able to override the spacebar hotkey to call our own function.. and rotate it using our own code/function.. sadly the function used by the spacebar hotkey is in the engine..

so we owuld have to override it.. it is possble to do it.. i just dont know to code that right now..

on an upnote i have found the function what handles mouse wheel zooming..
so thats half the problem solved..

we could do the same with freecam mode so it doesnt remove strat/mex icons
ill look further into this when this mod is complete if you like.. although ill need some ui coding help.. for a few things.. i think this is completely possible too..

also figured out how they added the blue mesh thing when you zoom out in supcom 2.. i could prolly add this to fa... if wanted.. :)

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 PostPosted: 19 Feb, 2011 
 
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Take a look at My area commands mod, I override several buttons to get it to work. the file you need to start looking at is gamemain.lua in the hook/lua/ui folder.

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 PostPosted: 19 Feb, 2011 
 

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seiya wrote:
Take a look at My area commands mod, I override several buttons to get it to work. the file you need to start looking at is gamemain.lua in the hook/lua/ui folder.



which did you override pal, the freecam or the snapback?
im not on my own pc right now so i cant look ...

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 PostPosted: 19 Feb, 2011 
 
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Hmm, I may have misunderstood what you were looking to change. I am refer,ing to overriding the default action of keys. An my case the z, x,c keys were remapped to change to different cursors.

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 PostPosted: 19 Feb, 2011 
 
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Omni Perception!

That reminds me the E3 Trailer.

THIS IS...SUPREME COMMANDER!

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 PostPosted: 19 Feb, 2011 
 

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Hi,

seiya wrote:
Hmm, I may have misunderstood what you were looking to change. I am refer,ing to overriding the default action of keys. An my case the z, x,c keys were remapped to change to different cursors.


ahh, i was reffering to the space hotkey and what it does.. also freecam mode, when activated.. we lose strat/mex icons on the worldmap,

regards to hotkeys, i havent looked how you did it.. but i did it this way

Code:
local oldCreateUI = CreateUI

function CreateUI(isReplay)
    oldCreateUI(isReplay)
      
   local trackMap = {      
      ['Ctrl-Alt-1'] = {action =  'UI_Lua import("/lua/ui/game/tracking.lua").OnTrackUnit("WorldCamera1")', category = '<LOC keymap_category_0025>Camera', order = 14,},
      ['Ctrl-Alt-2'] = {action =  'UI_Lua import("/lua/ui/game/tracking.lua").OnTrackUnit("WorldCamera2")', category = '<LOC keymap_category_0025>Camera', order = 15,},
      ['Ctrl-Alt-3'] = {action =  'UI_Lua import("/lua/ui/game/tracking.lua").OnTrackUnit("WorldCamera3")', category = '<LOC keymap_category_0025>Camera', order = 16,},
      ['Ctrl-Alt-4'] = {action =  'UI_Lua import("/lua/ui/game/tracking.lua").OnTrackUnit("WorldCamera4")', category = '<LOC keymap_category_0025>Camera', order = 17,},
      
      ['Home'] = {action =  'UI_Lua import("/mods/multi_screen/lua/ui/game/borders.lua").SplitMapGroup(true, true)', category = '<LOC keymap_category_0025>Camera', order = 18,},
      ['End'] = {action =  'UI_Lua import("/mods/multi_screen/lua/ui/game/borders.lua").SplitMapGroup(false, false)', category = '<LOC keymap_category_0025>Camera', order = 19,},
   }
   IN_AddKeyMapTable(trackMap)

end


Merak wrote:
Omni Perception!

That reminds me the E3 Trailer.

THIS IS...SUPREME COMMANDER!


indeed.. Every RTS should have this ability.. its essentail + adds a different feel to supcom.. well from my testing it certainly feels better.. i feel like i have more control
on what is happening on the map.. defo better for intel scouting.. or watching enemy units..

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 PostPosted: 21 Feb, 2011 
 

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Btw, how are the beam fences coming along ?


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 PostPosted: 21 Feb, 2011 
 

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Hi,

Krapougnak wrote:
Btw, how are the beam fences coming along ?


i have a working version here, i just need the meshes and textures finishing for each faction... i would have worked harder on it BUT im not happy with the code..
im sure there is an easier way to do what i have done.. i WILL get back to it..
i have around 5 mods here that ive started and not completed.. its not good.. :/
that doesnt mean to say i wont finish it cause i will.. just other more important things seem to come up as im modding.. + my time is rather limited of late with real life stuff..

ill finish it over the next few weeks and get it released.. :)

Regards split screen.. its coming along nicely.. ive now sorted both screen splits out.. and you can choose which split layout you want by tapping the same hotkey,
each screen has 4 layouts.. which are are independant.. the layouts are full screen, 2 splits, 3 splits (2 top, large bottom), and 4 splits.. screen 1 hotkey is home and screen 2 is end.. you just press the hotkey a few times to set your desired layout..

obviously because were rendering multiple splits there is a performance hit.. specailly with 8 splits.. 1x1 2x2 and 1x3 and 2x3 are ok.. atleast on my system. with a quad core, nvidia gtx 260 using XP, 4gig ram + core maximizer.. ill try it with win7 with 8 gig mem.. and see if there is any differance although i suspect there wont be.. just be aware of the performance hit..

maybe later on tonight ill release a test candidate.. ill have to see how much time i have later on (after 6pm gmt) if not tonight hopefully tomorrow..

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 PostPosted: 21 Feb, 2011 
 
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Nice work :)

Domino wrote:
also figured out why the mini-map can only do cartagraphic view its because you cant layer 2 different cams ontop of each other.. i think this flaw also resides in supcom vanilla but as the ui is different in vanilla it was never noticed.. ie the worldview is much smaller in vanilla and the mini-map is top left (not overlapping worldview)

regards vanilla its a guess.. but for fa that is the problem with the mini-map
ill add also that the mini-map uses the exact same tecnique for showing the map
as i have done here.. with the four way split..

Yes, the devs stated years ago, that the engine can't to multiple, full render passes on top of each other. Only the cartographic mode would work. And yes, you are right, in SupCom, the Minimap is not on top of the main view, that's why it is able to do a full render pass.

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 PostPosted: 21 Feb, 2011 
 
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very nice to hear that, i figured there might be a performance drop with 8 splits, but hell i prolly won't even use that, unless things get really really crazy

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 PostPosted: 21 Feb, 2011 
 
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Domino wrote:
http://www.youtube.com/watch?v=bXbvryyYu0g

Yes its tracking 4 different units at the same time.. in real time!

comments?


Looks like you smartly used the splitscreen script...

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 PostPosted: 21 Feb, 2011 
 

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Hi,

Spooky wrote:
Yes, the devs stated years ago, that the engine can't to multiple, full render passes on top of each other. Only the cartographic mode would work. And yes, you are right, in SupCom, the Minimap is not on top of the main view, that's why it is able to do a full render pass.


Thx, and i thought as much :)

Lt_hawkeye wrote:
very nice to hear that, i figured there might be a performance drop with 8 splits, but hell i prolly won't even use that, unless things get really really crazy


;)

Manimal wrote:
Looks like you smartly used the splitscreen script...


indeed, after i had to look at how the screens were setting them selves up i actually stumbled upon it by accident and soon realised how easy it would be to add more splits.. although its not hard to split the world map, the tedious part is adding all the controls for all the splits.. im just doing contract and expand now..
i think there is 5 more functions or so in the same file to do then it should be 100% perfect with nothing missed.. :) fingers crossed.. i dont think half of them need changing for skirmish/mp games.. but ill do them anyway incase someone uses the mod with the campaign mod enabler thingy..

there is a very small problem.. because the game was set up with 2 cameras in mind (well 3 including the second screen but no controls use this camera by name in game) almost all camera related stuff in the game call screen 1 camera by name which is Worldcamera i kept this camera name it will always be the left split or the top left split if using 3 or 4 splits on screen 1.. its not a problem for screen 2.. because all GPG did was enable a worldview on that screen.. with nothing else..
through doing this mod ive got quite a good understanding on how the ui system is set up... it is rather simple.. the hard part is understanding how all the controls are linked together. again its a case of tracing back to the first element.. which as it happens is in createui in gamemain anyway... back to work :)

thx for the comments.. :)

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 PostPosted: 22 Feb, 2011 
 

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Hi Everyone,

news update,

i know i promised a beta release tonight, sadly there wont be a release tonight,
today i got an email off furyofthestars who surgested a different layout for the 4 way split.. i agreed it was a better layout so ive been busy changing all the code to accomadate this new layout.

the new layout is as follows for the 4 way split..
it will have 1 main large view and 3 smaller views stacked on the left of the screen.
this will only happen on screen 1 screen 2 will split into 4 like in the video.

i personally think this layout on screen 1 looks rather good..
it means we still have a large display on screen 1 with 3 smaller splits.. in quad view
if you have a second screen.. you can go full quad view on that screen.. as well as use all the other split layouts on either screen.. im also gonna try adding double click on any smaller screen zooms the largest screen of that layout to that location.
im also adding a lil dialogue that sits at the top is each split telling us if that split is tracking a unit... this is proving difficult however.. ive started adding code for this already and prolly wont be complete until version 2.

dont worry though progress is being made quite rapid for what im doing...
and a release should come soon.. defo in the next few days.. guaranteed!!

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 PostPosted: 22 Feb, 2011 
 
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ah i get it, yea that does seem like it would be better for those that only have or use 1 screen, awesome work can't wait.

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 PostPosted: 22 Feb, 2011 
 

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Hi,

Lt_hawkeye wrote:
ah i get it, yea that does seem like it would be better for those that only have or use 1 screen, awesome work can't wait.


:D

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 PostPosted: 24 Feb, 2011 
 

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Y U NO GIVE ME AWESOME!?
Though all jokes aside, good work! I can't wait to this to release.
Albeit it would have been nice if you had released the old version first, then released your newer version so we could mess around with the first one. Nevertheless, it's your mod so your call. Keep up the good work :D


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 PostPosted: 24 Feb, 2011 
 

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Hi,

im taking surgestions for the action that happens when you double click a split screen.. what do you want to happen...

currently i have a nifdy little thing in place... it takes 2 different double clicks of the mouse... on the first double click it zooms in close to the location you clicked on.. if you double click again while the cam is close it will zoom out to just above strat icon activation ... so strat icons are visable...

furyofthestars surgested that on double click of a split the main camera.. (bigest view) should jump to this position.. i could put this funciton on a hot key or replace the above double click... just think about it for a second.. the auto zooming via a double click is very usefull.. for micro and large army movement.

ill let you decide what happens... so.. say what you think :)

ok seeing as im talking about cams... (This is mainly for resin) ive adding something else.. its... kinda like the cam_Free mode... it lets you rotate the cam in focus on both up/down and left/right axis ... (kinda like holding space and moving the mouse) it works exactly the same but the cam doesnt snap back until you press space or the middle mouse button.. this is usefull.. for viewing the battles from different angles .. so thats that said.. oh... it also doesnt remove strat icons.. like cam_Free mode.. BONUS!!

ok so what about the double click split function what do you want..?

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Last edited by Domino on 24 Feb, 2011, edited 1 time in total.

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 PostPosted: 24 Feb, 2011 
 

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M11xStryker wrote:
Y U NO GIVE ME AWESOME!?
Though all jokes aside, good work! I can't wait to this to release.
Albeit it would have been nice if you had released the old version first, then released your newer version so we could mess around with the first one. Nevertheless, it's your mod so your call. Keep up the good work :D


LOL, i can feel a release coming very soon.. :D
just a few more things to do..

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 PostPosted: 24 Feb, 2011 
 

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I like how you have the double clicks defined currently. I think you could put Fury's suggestion on a hot key. Although, without seeing this in action, it's hard to picture..lol


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 PostPosted: 24 Feb, 2011 
 

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Hi,

BETA RELEASED

in the OP

i released this quick version cause i dont have alot of time tomorrow for modding.. if at all.. :( so i released this beta so you aint waiting another few days for something.

enjoy

All Comments welcome.

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 PostPosted: 24 Feb, 2011 
 
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haha, oh man, so awesome. don't have time to fully test it, was just playing with it for a little bit, but oh man so very awesome.

question, for the main view split, is it possible to squish the UI so it only shows up on the large display? currently you end up with avatars and build menus overlapping the three splits on the right.

that would be a nice improvement imo. also, personally, i feel that the main screen split should have the three smaller screens on the left with the large one on the right, dunno how other people about this though.

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 PostPosted: 24 Feb, 2011 
 

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UI only?

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 PostPosted: 24 Feb, 2011 
 

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Lt_hawkeye wrote:
haha, oh man, so awesome. don't have time to fully test it, was just playing with it for a little bit, but oh man so very awesome.

question, for the main view split, is it possible to squish the UI so it only shows up on the large display? currently you end up with avatars and build menus overlapping the three splits on the right.

that would be a nice improvement imo. also, personally, i feel that the main screen split should have the three smaller screens on the left with the large one on the right, dunno how other people about this though.


Hi LT,

i can add in another layout to have the 4 way on the left if you want it.. it would just take another tap of the home key..

i can also resize the construction bar.. although this is alot of work.. and.. could potentially break all other ui mods out there..

the problem with changing the ui is that other ui modders in the past DIDNT add there own layouts they edited the default Left, Right, Mini layouts.. this means..
that 2 mods cant alter the same control in the same layout.. EX one mods changes the construction bar smaller another makes its longer.. which one will win.. :| incompatable mods.. i can make you a new layout.. but you would have to switch to this layout manually using ctrl + down arrow.. i could add in to this mod that the layout will change when a certain cam layout is selected.. but if your using other ui mods.. it could potentailly break it. unless you manually change the ui layout manually.. which wont be a problem then.. cause id make you a completely new layout.. and would take me maybe 2 hours.. to do that for you.. ill do it... but only if your gonna use it.. :)

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 PostPosted: 24 Feb, 2011 
 

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Hi,

bioemerl wrote:
UI only?


Yes it is, however i havent marked it as such in mod_info :/ sorry..

next release will be.. :)

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