Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Darkhill on February 23, 2004, 12:38:44 pm
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Trying to add a new region to the main interface without much luck. I've been mucking around in mainhall.cpp increasing everything I could think of. I added a new #define for the region. I hard coded the tool tips into the source and tried to add a new one of those and it doesn't show. I've edited mainhall.tbl to have seven regions and added all the coordinates and door sound data. Edited the mask to have a region with color (249,249,249), which is the next available index. I don't know what else there is to change to add a new region.
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I fixed my problem by editing the menu.tbl file. But I have found that anymore then eight doors the background doesn't show up. Its supposed to be able to take 10 doors. Anybody know why?
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The background may have something to do with that limit, though I'm not entirely sure of that.
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oh, boy, he's working on the interface :)
I'm excited.
if you can make sence of the interface code, you will be one of the most important coders in this project. it's been one of the harder arias to understand, the only person who has been able to do anything with it was Goober, when he added a scroll button to... something
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Don't know if its what your looking for. But we have created two new regions, one takes you directly to the sim room and the other to the cutscene viewer. We have also been having fun replacing the old artwork and moving regions to suite our new buttons.
If this is the kind of stuff you are looking for I'd be happy to help.
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what we realy need is someone to tweak the ship and weapon loadouts.
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To do what? I had to go through all of this for the icculus.org FS1 port. I'm a bit rusty but may remember some stuff.
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The day i learn the interface code is the day i start shooting nails through my hand
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Yeah, what are you looking for exactly?
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a button to reassign your loadout to the whole wing, stuff like that, I suppose.
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what nico said, and i think another options screen for FSO stuff, perhaps.
also if you can make sense of the HUD stuff there was/is talk about ships specific HUDs, and moveable parts of the HUD.
a way to display SEXP variables on the HUD somehow is also wanted.
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What would be on this FSO options screen? Adding this wouldn't be difficult, just need what has to go in it and the artwork. Implementing the options themselves would be more difficult to code than the interface.
Are there any particular threads to look at about the HUD stuff? Adding this would be a little tricky but not impossible. This biggest problem here is that the hud code would get a lot more complicated and difficult to manage the more HUD configurations that are added. Switching to a table for HUD layouts would probably be better long term but this is something that's going to have to be discussed into the ground before it gets implemented. It would be a pain in the ass to have to do that stuff over again.
SEXPs... what sort of layout would be useful? Just the raw SEXPs scrolling as they happen in an additional message window? Never really having used FRED2 or done any mission designing I can't grasp what's useful/helpful.
An option to have weapon loadouts copied to each like ship in a wing shouldn't be too difficult to manage. Someone will probably insist on making it difficult though. Always happens.
Anything else? (Not volunteering to do all of this by the way, but I will help)
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with the SEXP the thing i didn;t mean the code itself, but the contents of a mission variable (check the siggy though, i'm talking out of memory here)
and the HUD thing was discussed into the ground, but every thread turned into a 2d vs 3d HUDs debate. a HUD table where you can assign the HUD elements to a certain place would certainly be nice.
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well in addition to stuff like added options for our new graphical improvements, one thing we have been realy wanting to do for a while now is adding a tersiary weapons systems (and/or additional hardware i.e. cloaking device/sensor pod/additional after burner fuel ect) this would require another scrolling list thing and all the stuf that goes along with it. adding HUD interface for the new weapon/tactical systems. adding in a thrid/fourth weapon slot for primary/secondary weapons.
stuf like that.
if someone wants to move all the HUD graphic data into a table file that would be great.
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I can do the necessary artwork, if needed.
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I was thinking about moving the HUD stuff into a table after 3.6 is out.
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Redoing the HUD is one of our 'yet to do' projects. Are you looking to have something like all the coordinates for the images read out of a table?
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yes, but first...
...psst...
Multiplayer :)
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yeah, and wich graphics to use, I think we decided useing a relitive position for every thing would be better (becase we have available non-standard resolutions) so rather than two sets for coordanants for each resolution there would be one set of coordanants that would be between 0.0 and 1.0 (you multiply that by the current resolution to get the actual screen coordanants)
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i was thinking for the tertiary loadout screen is to have the first list (on the top) choose wether you select primary, secondary, or tertiary weapons.
this would allow the top list to be smaller and the bottom one to show more weapons.
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Originally posted by Bobboau
yeah, and wich graphics to use, I think we decided useing a relitive position for every thing would be better (becase we have available non-standard resolutions) so rather than two sets for coordanants for each resolution there would be one set of coordanants that would be between 0.0 and 1.0 (you multiply that by the current resolution to get the actual screen coordanants)
uhm, bob, this sounds pretty nice, but your are gonna auto-resize all the graphics too, right? i can sense some major ugliness on the lower reses otherwise.
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Hud additions I'd like to see are (as I've said in the past), 1) allowing more space in the escort list, so you can track say 6 ships instead of just 3, 2) space for 3 banks of primaries and 4 banks of secondaries, 3) to go along with the cloak or any other tertiary that needs it... a fourth bar to the ETS, and a consumption bar like you've got for weapons & engines.
Later!
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I missed all of the HUD discussions then. It's obviously been thought out though I guess it's going to wait a little while. I'll go track down those threads and try to catch up on the conversation.
added options for our new graphical improvements
I'm willing to start work on an additional screen here if somebody has a list of options to start with. Artwork can wait for now since a lot could probably be reused.
the tertiary loadout screen is to have the first list
That's a good idea, screen real estate here and on the HUD are pretty tight. This would solve weapon loadout but the HUD is a little different. A quick look at a 640x480 screen and I think that if the countermeasure count is moved then 3 primary and 4 secondary weapons would work. Auto Target/Speed would move down and the cm guage would be level with the ETS guage. Fourth ETS guage shouldn't be a problem. A third consumption bar would fit on the inside the weapon one. Not sure about the expanded escort list though, space would be a real issue on 640x480 because of the comm window.
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IMHO: coders, don't design the HUD, put the whole thing in a table instead of Hardcoding the entire thing. that way your talents can be used doing more important things, and every campaign/user/ship can make their own decisions.
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also we wanted an ability to select diferent countermeasures (forgot about that one, would be yet another scrolling list thing)
as for graphical options, we wanted to have graphical controle over, I think the assorted lighting effects (specular and ambient, we wanted a seperate slider for each), I will want one (after 3.6) for subdivision (trueform) and decals, there were a bunch of others I can't think of at the moment.
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IMHO: coders, don't design the HUD
I deffinitely agree with you here. The point of moving to a table format is so that only the person designing the new HUD has to worry about how it works. My only concern is changes that would adversely effect the OC. The expanded escort list falls into this catergory, unless an option is added that mission designers will have to use to get something other than the default value. Somebody else can think about that though, my only real project at the moment is knocking about 750K of crap off the *nix patch.
the assorted lighting effects (specular and ambient, we wanted a seperate slider for each)
specular_exponent_value & Cmdline_ambient_factor? I take it these are cmdline only and not stored values (ie. saved to the pilot file)? This is a good bit more than ui work so it would probably be a good idea for everyone to decide which ones should be a ui setting and which should remain a cmdline setting. The pilot file version is going to have to be bumped for the values that get stored and old pilot files upgraded so it would be best to not do this too much. This would also break backwards compatibilty and it gets to be a pain to keep stuff working on multiple pilot file changes. I've already got to do it for icculus.org FS1 and now PPC support on both projects so can I speak from experience.