You need to write --game=TUTORIAL3 now. The '=' is mandatory.Tzeentch wrote:some reason isn't working.Code: Select all
# src/warzone2100 --game TUTORIAL3 Unrecognized option: TUTORIAL3
Future plans for GUI
Re: Future plans for GUI
Interesting discovery.
Re: Future plans for GUI
Are we able to deploy wuz21m's cached call change?
Assisted in performance from my initial test, perhaps to the freebsd port tree so I can update that port and use and double check on FreeBSD. As I cannot get the github warzone master to work on freeBSD.
Unless we have to do a collection of changes then push out to the next release
Assisted in performance from my initial test, perhaps to the freebsd port tree so I can update that port and use and double check on FreeBSD. As I cannot get the github warzone master to work on freeBSD.
Unless we have to do a collection of changes then push out to the next release
Re: Future plans for GUI
Already pushed to git master. Thanks, guys.Tzeentch wrote:Are we able to deploy wuz21m's cached call change?
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Re: Future plans for GUI
Are there any plans for optional use of more than one display? Could we have all the pop-ups permanently displayed on a different screen?
Re: Future plans for GUI
Basic code is there... we can open WZ on different displays now.
As for anything else, dunno yet.
As for anything else, dunno yet.
/facepalm ...Grinch stole Warzone contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
Re: Future plans for GUI
I'm currently cleaning up hci.cpp. Hopefully code can be simplified up to the point it's easy enough to update.
Is current UI layout important to keep ? There are several lib available that enables to easily design interface, like CEGUI or librocket or IMGUI.
In my opinion the best solution is CEGUI since librocket looks moreless unmaintained and IMGUI is easy but doesn't look great.
Otherwise it should be possible to modify existing code to use a vector lib and a font lib for basic shape and text. It'll likely require more work however it may give the best visual results.
Is current UI layout important to keep ? There are several lib available that enables to easily design interface, like CEGUI or librocket or IMGUI.
In my opinion the best solution is CEGUI since librocket looks moreless unmaintained and IMGUI is easy but doesn't look great.
Otherwise it should be possible to modify existing code to use a vector lib and a font lib for basic shape and text. It'll likely require more work however it may give the best visual results.
Re: Future plans for GUI
What is the "OPTIONS" screen mentionned in hci.h/cpp ?
It's neither the ingame options (which is named "INGAMEOP") nor the main menu screen.
It looks like an hidden debug menu or something.
It's neither the ingame options (which is named "INGAMEOP") nor the main menu screen.
It looks like an hidden debug menu or something.
Re: Future plans for GUI
Yes, there is a debug window. Try ctrl+o after enabling cheat mode first.
Re: Future plans for GUI
Is it ok to add boost dependency ? I'd like to use boost::variant (which is part of c++17).
Re: Future plans for GUI
No, do not add dependencies unless absolutely necessary. Cross-compilation is already very hard, so we want to keep the number of dependencies down.Vincent wrote:Is it ok to add boost dependency ?
Re: Future plans for GUI
Is it OK to move the event handlesr (ie function rigger ed when left or right mouse button is pressed on some part of the ui) to Javascript? Hopefully it'll lead to smaller patches...
Re: Future plans for GUI
Yes, moving UI control to javascript is part of the long-term plan. Already reticule is controlled from javascript in 3.2.
Re: Future plans for GUI
Submitted this patch http://developer.wz2100.net/attachment/ticket/4488/ It changes a smaller amount of code (and doesn't rely on the previous one)