interface proposal

Discuss the future of Warzone 2100 with us.
coolkid
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Re: interface proposal

Post by coolkid »

well i do like the higher def icons we needed that bad. The main thing to me is they look so similar to the original.

Unlike some of the models but oh well they still look good
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elio
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Re: interface proposal

Post by elio »

after 8 hours of (straight) work over this interface i decided i'll post it

the design screen tadaa :D
note: 'comparison' there will be a button 'compare with' and then you can select a unit from the left
note: i missed some buttons too

now i need a drink... :stressed: :stare: :zZz:
Attachments
game interface 2.png
game interface 3.png
Kamaze
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Re: interface proposal

Post by Kamaze »

I love it!
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HolyDragoon
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Re: interface proposal

Post by HolyDragoon »

Love it. :)

EDIT: Lol @Kamaze, almost the same reply as me.

Yet another edit: Isn't that a Hellstorm Inferno Panther (or Tiger) Tracks?
Last edited by HolyDragoon on 23 Nov 2008, 21:03, edited 1 time in total.
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EvilGuru
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Re: interface proposal

Post by EvilGuru »

Dog's bollocks xD

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gerard_
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Re: interface proposal

Post by gerard_ »

Well, excellent design. Can't wait to see this in game, unfortunately I don't have a clue about betawidget.

Will it be easy to implement these designs in betawidget? My experience is that actually building a gui takes even longer than designing it.
DanBurke
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Re: interface proposal

Post by DanBurke »

Really excellent work, my only gripe is as others have said the numbers on the bottom for the power meter don't adjust for power over 1000.
elio
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Re: interface proposal

Post by elio »

:D thank you very much it was a pleasure to create
yes i think it's possible. i didn't use very special controls (except the diagram.. but this should alos be possible with cairographics)
DanBurke wrote:Really excellent work, my only gripe is as others have said the numbers on the bottom for the power meter don't adjust for power over 1000.
no, they can be adjusted of course, they're just label-controls. but i'll remove them i think.
Thraka
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Re: interface proposal

Post by Thraka »

Wow. What a great design. I really like the idea of improving the existing UI with the same look\feel but a bit more. Hopefully this would give the developers something to work with in adding any sort of programatic ability needed for modders to redesign the hud.

I wish I had this in-game now!
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whippersnapper
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Re: interface proposal

Post by whippersnapper »

.

very fine work. :cool:

and the functionality behind some of the brand new UI elements will take WZ game play to a whole other level of freshness and vigor. along with the new textures, WZ will be a better game by wide margin than the original. zarel's balance will be a part of this powerful triumvirate advance, i believe... . if model artists are also inspired... well then the Resurrection will be an Everest summit just within reach, methinks.

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EvilGuru
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Re: interface proposal

Post by EvilGuru »

I am not going to say it will be a piece of cake to implement — as it won't, but it is realistically possible.

A few special window subclasses will need to be created (virtually all non-square windows will need to be specialised) however, so long as Lua support achieves what we hope it will (the possibility to create subclasses from within Lua) then it will be much less of a chore.

I'll go out on a whim here and say that writing specialist widgets (i.e., those which serve a specific purpose) in Lua is probably 5 times as fast as writing them in raw C. This is mainly because of the amount of boilerplate code which can be omitted when coding in Lua.

The more of the UI we can write in Lua the better, both productivity and moddability wise.

Most of the icons are already in place (and we have SVG support, thanks to Elio, waiting to be committed). Most of the GUI can be expressed as one large table, with spanning rows and columns, the few bits which can't (the reticule) will need their own custom classes. No worries, just a bit of geometry.

There are a few low-level things which need to be sorted before it is all possible — namely a better animation API and a few tweaks to event handling. However, none of these are overly major and all are possible.

OpenGL content on Widgets still needs to be sorted out. (This is what will allow for rotating 3D models on buttons.) I still have some things in mind for this, but how hard or easy it will be depends on what we set the hardware requirements to be. I'll be sure to keep you all posted.

Regards, Freddie.
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ClockWork
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Re: interface proposal

Post by ClockWork »

Looks really nice. Cant wait to test it! Its almost as if I can click those buttons on my screen right now.
elio wrote:now i need a drink...
hmm, I’m not quite old enough yet to purchase wine or beer, but I could send some soda in through the mail! …oh wait, the liquid would just seep through the envelope…hmm…
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whippersnapper
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Re: interface proposal

Post by whippersnapper »

I'll go out on a whim here and say that writing specialist widgets (i.e., those which serve a specific purpose) in Lua is probably 5 times as fast as writing them in raw C. This is mainly because of the amount of boilerplate code which can be omitted when coding in Lua.
i would imagine, being a relative newbie to this, that the deciding arbiter or metric would be performance hits (as in FPS and by extension your min sys requirements).

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Dr_Frodo
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Re: interface proposal

Post by Dr_Frodo »

Oh my, that design interface is very sleek and sexy. I love the ability to group different unit types, I like to design one maybe two artillery units and many tank units. (hardly ever VTOLs), so that would make editing them with upgrades much quicker methinks.
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EVIL386
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Re: interface proposal

Post by EVIL386 »

Hey elio thats sweeet :D

Everything is cool except the power bar I thought the power bar/status in your first post was amazing :)

is it possible to merge the two designs ?

and (aimed at the devs)

in future will it be possible to have "skins" so we could choose GUI's? That would be teh rox0rs (god what am I saying) lol
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