Author Topic: High Resolution UI system  (Read 2014 times)

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Offline mjn.mixael

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Re: High Resolution UI system
What about the Fiction Viewer, Briefing, Ship Selection, Loadout, and Debriefing screens?

What about Axem's Journal/System Viewer UI? I am sure Axem will port it to this. :)

See... this post makes me want to not do those screens just out of spite. Like WTF do you think we're working on? Here, let me time-travel into the future and bring back all the completed UI screens just so I can be spared this useless post.
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Offline Spoon

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Re: High Resolution UI system
lol, imagine getting mad over a Bryan see post.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline jr2

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Re: High Resolution UI system
In case you missed the point, Bryan, you're coming across as a bit of a taskmaster.  Patience.  A better way to express anticipation would be to say you can't wait to see the rest of the screens.

 

Offline Bryan See

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Re: High Resolution UI system
I've tested out the latest development version of the hi-res screens, and I got this error:
Code: [Select]
Could not find index 'OldState' in type 'HookVariables'

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "rocketTest-sct.tbm - On State End override"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [HookVariables]
2: String [OldState]
------------------------------------------------------------------
Code: [Select]
LUA ERROR: [string "ui_system.lua"]:70: attempt to index local 'state' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[string "ui_system.lua"]:70: in function 'hasOverrideForState'
[string "rocketTest-sct.tbm - On State End override"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

Apparently index 'OldState' in type 'HookVariables' is not recognized by script.
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Offline m!m

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Re: High Resolution UI system
Use the builds and the mod provided in the first post.

 

Offline Bryan See

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Re: High Resolution UI system
Use the builds and the mod provided in the first post.
I thought it was committed to the main branch?
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Offline Nightmare

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Re: High Resolution UI system
Apparently they want some testing and content before they do so.

 

Offline m!m

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Re: High Resolution UI system
I thought it was committed to the main branch?
That only applies to the mod in the first post. You should only use the development version from the repository if you know what you are doing.

 

Offline Bryan See

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Re: High Resolution UI system
That's what I am doing right now. I'm using the development version.
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Offline ngld

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Re: High Resolution UI system
I'm using the development version.
You should only use the development version from the repository if you know what you are doing.

You quite apparently don't know what you're doing. Use the mod and builds from the OP or wait until they release an update.

 

Offline Bryan See

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Re: High Resolution UI system
Actually, I'm curious to test it out. Testing reveals some issues. Particularly I've found an issue regarding Axem's UI (Journal/System Viewer), which needs to be ported to support this; I've said earlier.

The Options UI is a mess, though, but it's cool.

Editing the rocket-ui.cfg replaces the screens in the game states as stated in the code below:
Code: [Select]
#State Replacement

$State: GS_STATE_INITIAL_PLAYER_SELECT
    +Markup: data/interface/markup/pilot_select.rml

$State: GS_STATE_BARRACKS_MENU
    +Markup: data/interface/markup/barracks.rml

$State: GS_STATE_OPTIONS_MENU
    +Markup: data/interface/markup/options.rml

$State: GS_STATE_TECH_MENU
+Markup: data/interface/markup/tech.rml

$State: GS_STATE_SIMULATOR_ROOM
+Markup: data/interface/markup/simulator_room.rml

$State: GS_STATE_VIEW_CUTSCENES
+Markup: data/interface/markup/view_cutscenes.rml

$State: GS_STATE_CREDITS
+Markup: data/interface/markup/tech.rml

$State: GS_STATE_LOAD_MISSION_MENU
+Markup: data/interface/markup/load_mission.rml

$State: GS_STATE_BRIEFING
+Markup: data/interface/markup/briefing.rml

$State: GS_STATE_SHIP_SELECT
+Markup: data/interface/markup/ship_select.rml

$State: GS_STATE_WEAPON_SELECT
+Markup: data/interface/markup/weapon_select.rml

$State: GS_STATE_DEBRIEF
+Markup: data/interface/markup/debrief.rml

#End

Screens replaced include at the moment: tech room description, simulator room, view cutscenes, credits, loading screen, briefing, ship select, weapon select, and debrief. I look amazed.

ngld's right. As stated on the WiP post on Shattered Stars, the demo will not use this. Its development version uses it currently, but I'd like to develop high-resolutions screens specific to the mod.
« Last Edit: September 21, 2018, 08:22:48 pm by Bryan See »
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Offline mjn.mixael

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Re: High Resolution UI system
lol wut.

Most of those screens definitely do not exist yet. Did you just copy/paste what you found in the config, changing names as you pleased?

Go away Bryan. You clearly don't know what you're doing.
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Offline Bryan See

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Re: High Resolution UI system
Most of those screens definitely do not exist yet. Did you just copy/paste what you found in the config, changing names as you pleased?
I add in by copy pasting. I wanted to know whether these states can allow high-resolution screens. And it does.

I'd like to help out in any capacity.
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Offline Nightmare

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Re: High Resolution UI system
I add in by copy pasting. I wanted to know whether these states can allow high-resolution screens. And it does.

I'd like to help out in any capacity.

TBH while I don't want to discourage you I think that's pretty far away from only becoming MJNs temporary assitent helpling.

 

Offline Bryan See

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Re: High Resolution UI system
I add in by copy pasting. I wanted to know whether these states can allow high-resolution screens. And it does.

I'd like to help out in any capacity.

TBH while I don't want to discourage you I think that's pretty far away from only becoming MJNs temporary assitent helpling.
Just wanting to find out that any of all state can be supplanted with High-Res screens.
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Offline mjn.mixael

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Re: High Resolution UI system
Of course it can... That's why we designed it that way. But all that does is tell FSO to load an arbitrary rml document on state start. You could build whatever you wanted with that rml document visually. Again, that's why we designed it that way. We know what it does. You clearly don't. For any rml-replaced state to actually be usable requires a hefty amount of code work in the engine to expose and port over the necessary engine functions into the lua that can be used by the rml document to do things like selecting a pilot or seeing a pilot's stats.

TLDR; Porting a single game state to the librocket UI is a multi step process requiring quite a bit of work code and design wise. What you did was the barest of bare minimums...
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Offline Nightmare

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Re: High Resolution UI system
Just wanting to find out that any of all state can be supplanted with High-Res screens.

Just think positive. There're people that know what they're doing, so other people can work on other things. You don't have to become a professional coder or graphic designer yourself to benefit from the SCP.

 

Offline Firesteel

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Re: High Resolution UI system
Looking great y'all!

Is there a plan to make high resolution HUDs when this is done? I don't remember what the subject of the UI code changes even was anymore.
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Offline mjn.mixael

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Re: High Resolution UI system
HUDs are out of the scope of this project. HD HUDs are already a possibility code wise. You just need an artist to create new assets.
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Offline jr2

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Re: High Resolution UI system
HUDs are out of the scope of this project. HD HUDs are already a possibility code wise. You just need an artist to create new assets.

I wonder if it would be possible to design a system that could generate those on-the-fly by specifying what the element is tied to, and what shape it is to take (%graph tied to a wedge, rectangular toggle state indicator, etc etc).

Probably a nightmare of coding and the results probably wouldn't be all that pretty unless even more work was done.  But it'd be cool some time in the future to be able to design and / or customize your own HUD (especially if you had a graphical WYSIWYG editor... haha, even more coding).

/derail