NO Commanders in Manufacture
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aubergine
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Re: NO Commanders in Manufacture
@Emdek - that sounds perfect!!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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Emdek
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Re: NO Commanders in Manufacture
I'll try to fix it later today, if factory decides what to show (so gets full list) and we have possibility to gray out / mark as inactive buttons in generic way then it should be fairly easy.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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aubergine
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Re: NO Commanders in Manufacture
Famous last words heheEmdek wrote:... then it should be fairly easy.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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Emdek
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Re: NO Commanders in Manufacture
aubergine, maybe so. 
But that wouldn't be my first patch for wz and I know some things about it's internals (but more about generic GUI stuff, not game mechanics, renderer etc.).
For example I've made some changes for that menus stuff (you have seen part of that in that ticket recently), although few hours earlier I've said that it sucks too much (this is not only my opinion, there was already at least one attempt to kill it in the past, see betawidget) to touch it in other way than replacing it at all (well, this would be real task, easy to fail, but still on my TODO list for near future).
But that wouldn't be my first patch for wz and I know some things about it's internals (but more about generic GUI stuff, not game mechanics, renderer etc.).
For example I've made some changes for that menus stuff (you have seen part of that in that ticket recently), although few hours earlier I've said that it sucks too much (this is not only my opinion, there was already at least one attempt to kill it in the past, see betawidget) to touch it in other way than replacing it at all (well, this would be real task, easy to fail, but still on my TODO list for near future).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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aubergine
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- Joined: 10 Oct 2010, 00:58
Re: NO Commanders in Manufacture
Yep, game options screen is looking loads better in 3.1 beta 5, and glad to see radar rotation finally moved to somewhere logical!
I really hope you can get that tweak done to the factory build orders UI, it will be a great usability improvement especially for new players.
I really hope you can get that tweak done to the factory build orders UI, it will be a great usability improvement especially for new players.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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Emdek
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Re: NO Commanders in Manufacture
Well, in fact radar was moved by cyberspinx and I've published only patch (without commiting it to my fork) but he decided to send it as mine. 
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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Emdek
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Re: NO Commanders in Manufacture
OK, I got possible way to do that (thanks to Cyp who pointed me where to start searching) by starting with modifying:
In src/template.cpp.
So it would return list of boolean values (false for those for which that factory is too small) instead of changing the one passed to it.
Or it could return list of integers to tell how many modules are needed for given droid.
Code: Select all
void fillTemplateList(std::vector<DROID_TEMPLATE *> &pList, STRUCTURE *psFactory)So it would return list of boolean values (false for those for which that factory is too small) instead of changing the one passed to it.
Or it could return list of integers to tell how many modules are needed for given droid.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.