Home » Renegade Discussions » Mod Forum » first picture of the new sidebar
|
|
|
|
Re: first picture of the new sidebar [message #207519 is a reply to message #207464] |
Tue, 11 July 2006 06:34 |
|
Cat998
Messages: 1082 Registered: January 2004 Location: Austria, Vienna
Karma: 0
|
General (1 Star) Moderator/Captain |
|
|
Doitle wrote on Tue, 11 July 2006 08:31 |
Cat998 wrote on Sun, 09 July 2006 22:08 | I fully agree with vloktboky.
You can't steal something that is not public, or would never
get public.
|
Ok, I dont really get into this whole big fight between SK and JW, but... What, the, fuck? You can't steal something that isn't public? Think before you post!
Pepsi goes and steals Cokes secret recipe. "LAWLS ITS NOT STEALING BECAUSE IT WAS A SECRET!"
Pickpockets? "YOU WERENT GONNA SHARE YOUR MONEY SO ITS NOT STEALING MWAHAHA"
Squatters? "SUPRISE COCKFAGS, YOUR NON SHARED PRIVATE PROPERTY IS NOW MINE KEKE!"
|
I knew someone would post this
But you forget something, Coca Cola is RL/business,
and Renegade is NOT. And SK isn't going to make any of the stuff he does public.
When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"
Programming is like sex: one mistake and you have to support it for the rest of your life
Want the best answers? Ask the best questions!
"So long, and thanks for all the fish."
[Updated on: Tue, 11 July 2006 06:37] Report message to a moderator
|
|
|
Re: first picture of the new sidebar [message #207529 is a reply to message #207170] |
Tue, 11 July 2006 07:34 |
|
YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
|
General (1 Star) Moderator - Mod Forum |
|
|
Ok ok, this has played out many times before. We don't need to go through this debate again in this forum.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
|
|
|
|
Re: first picture of the new sidebar [message #207614 is a reply to message #207170] |
Tue, 11 July 2006 16:18 |
|
Dante
Messages: 1039 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
Thats kinda... kewl i guess...
although there is a reason that games moved the controls and the radars to the bottom of the screens.
1. 90% of the action that is going on on the screen takes place in the middle section.
2. moving your eyes slightly downward to look at the bottom of the screen is much easier then moving them to the left, right, or top (try it out, its much easier) this is due to the fact that most of the time your head is slightly tilted forward anyway, and while looking at the middle of the screen, you are in fact looking slightly downward anyway.
In an FPS, sidebars really don't work, and will actually cause eye strain and people complaining that it is too hard to work with.
Its kewl, but i would look at doing a bottom screen version rather then a top screen one. Having the bar at all is RTS like.
also, just noticed, you need to push it all the way to the right, looks odd without proper art, and most likely the original art it releases with is what will be used.
RenEvo
[Updated on: Tue, 11 July 2006 16:19] Report message to a moderator
|
|
|
Re: first picture of the new sidebar [message #207796 is a reply to message #207170] |
Wed, 12 July 2006 20:17 |
Chronojam
Messages: 688 Registered: March 2003
Karma: 0
|
Colonel |
|
|
Remember, in APB, you won't neccessarily be staring at a diagram of the building on the wall when making a purchase. You will be able to, for example, stand there staring out the doorway watching a group of enemies coming before deciding which unit is best to get, and you'll be able to check your radar too; plus if you're within sight of a vehicle factory you can watch as the tanks come out and know if everybody's leaving without you, or if you can now build because they're done, or what-have-you. You'll also still be able to see your health.
Less ability to sneak up on people and start attacking them without them knowing, as they face a wall oblivious to the action around them. Plus, more like the RTS :V
If I get my way it will also still allow numbers to be used (with the possible neccessity of adding a couple repeat-strokes, but nothing time consuming-- a quick multi-tap of 9 or 0), and in some cases you might end up saving time.
For example, let's say you wanted an ore truck. Right now, you run up to a wall, press E 7 3; that opens the PCT menu, takes you to the vehicle page and then selects ore truck. Instead, you'd run near a subtly marked purchase zone within the building (say, by those blueprints over there) and press E 9 8 instead. Same result, but you had your vision open the whole time and were never clearly making a purchase, so that Spy lurking nearby could neither run out and prepare to steal (he's not sure you're buying) and he couldn't start silently pistoling you (you can see your life still, and can see his blip racing towards you-- and the damage indictors flaring up if he does begin to attack).
Let's say you wanted to purchase a V2 missile launcher. You walk up near the side of the vehicle ramp, and press E 7, and out rolls a V2. That's it, just two keys, instead of E 7 3 like it used to be. Suppose you're playing a later version of APB, where you have a V2 that's available in a variety of color schemes. You're playing North by Northwest, a snowy map. Normally you'll now need to click to (or type to) the vehicle purchase menu, click the tiny yellow arrow to the color you want, and then finalize the purchase-- every time you want a snow-camo V2.
Well, suppose there's a way to select (via the sidebar) your preferred camo in advance, and have it remember for the next time. Now you've saved yourself a keypress and a couple clicks, all while keeping your vision open, radar accessible, and health visible. Win, win, win situation.
Yet another bonus for the sidebar: the redo of the purchase system could allow us to easily blank or remove icons if a requisite building has died, and happiest of all, means we can prevent refill-whoring. No more Tanya sitting against the purchase terminal preventing anything except a lucky headshot from taking her out thanks to constant refilling.
|
|
|
|
|
Re: first picture of the new sidebar [message #207840 is a reply to message #207170] |
Thu, 13 July 2006 03:58 |
|
Keyboard keys are there, all options in the sidebar have keys that trigger them.
Refill whoring will be prevented with a limit of how often a player can use refill.
Here is a preview video of the new sidebar as it stands now including the purchase of a stealth tank by pressing the keyboard key for it.
http://users.tpgi.com.au/jfwfreo/sidebar.avi
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
Re: first picture of the new sidebar [message #207871 is a reply to message #207170] |
Thu, 13 July 2006 09:03 |
|
Here is how the sidebar works currently: (or will once I finish a few final things like the "alternate select" buttons)
Some event, whatever the scripters decide is triggered which results in an engine call being called.
This then creates the PT dialog.
When the PT dialog is created, the "alternate select" buttons (if the "alternate select" feature is enabled), up arrows, down arrows, background and refill button have their settings/textures applied.
Note that the sidebar background textures can have alpha transparency (so all that "wasted" space seen in the video will be transparent).
Clicking on one of the up or down arrow buttons will scroll that column. The refill button is always present in position 1 (where you see it in the video).
Pressing the down arrow key or up arrow key will scroll both columns by one icon.
Pressing the 9 or 0 keys will scroll both columns by a whole page (i.e. 3 icons for infantry, 4 icons for vehicles).
Pressing the - or + keys will scroll to the beginning or end of both lists.
Whenever a column is scrolled, any PT button in that column that is highlighted, will be deselected. Also, all icons in that column will be reset to the default alternate (if any other alternate had been selected with the yellow arrow).
Pressing the 1 key will trigger the refill, pressing the 2,3 or 4 keys will trigger the infantry and pressing the 5,6,7 or 8 keys will trigger the vehicles.
Pressing the a,b,c or d keys will trigger the relavent "alternate select" button if the "alternate select" feature has been enabled.
When one of the 8 purchase buttons is clicked, any selected button is deselected and the clicked button is selected.
When a keyboard key is pressed or when a purchase item is double clicked, the relavent item is purchased.
If the "alternate select" feature is disabled, normal alternate purchasing applies (with the yellow arrow). If the "alternate select" feature is enabled, different logic comes into affect.
If the first of the 4 "alternate select" buttons is selected, then the main purchase item is purchased.
If one of the other 3 "alternate select" buttons is selected then the first, second or third alternate is selected (if appropriate). If no matching alternate exists, the main purchase item is purchased.
For the "alternate select" feature, the first button/option will be the default.
The button for the current selection for the "alternate select" feature will be disabled to indicate which option is selected.
The refill feature wll feature a hud.ini settable limit to control how often a given player can use the refill. If the player is unable to use the refill, it will appear disabled.
All relavent data is read from the data stored under "purchase settings" and "team purchase settings" in leveledit.
All textures used for the sidebar are customizable through hud.ini keywords.
The existing scripts (such as the expvehfac scripts by WhiteDragon) and any new ones required will be used to manage the sidebar (remove certain vehicles from the vehicle list because the relavent vehicle limit has been reached or restore them after the limit is not longer reached for example).
Also, if the vehicle factory is currently building (I check the value set by the Set_Currently_Building engine call but not the normal renegade value at this time), the vehicle buttons will be disabled.
Oh and just to be 100% clear on this, EVERY button/action on the sidebar WILL have keyboard controls associated with it.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
[Updated on: Thu, 13 July 2006 09:06] Report message to a moderator
|
|
|
|
Re: first picture of the new sidebar [message #208105 is a reply to message #207287] |
Fri, 14 July 2006 15:16 |
|
Sir Kane
Messages: 1701 Registered: March 2003 Location: Angerville
Karma: 0
|
General (1 Star) |
|
|
vloktboky wrote on Sun, 09 July 2006 21:35 |
So is this comparable to, say, stealing candy from a baby? I simply mean to imply that, in the words of public opinion, who gives a damn. At least he's willing to share, and public opinion always has a way of siding with those that give over those that don't.
Quit making this into some imaginary competition. In the words not spoken since days long before:
Shut the fuck up and mod.
|
I should accidently make some some code public! Just for the fun of the revenge.
Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
|
|
|
Goto Forum:
Current Time: Wed Jan 22 21:09:13 MST 2025
Total time taken to generate the page: 0.01008 seconds
|