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WFG Programming Team
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About bb_

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  1. Formations need more love

    They already do as said, but you have to use a specific formation explicitly, not the default "None" formation, with that every unit moves at his own speed. You can set formation by clicking the icons between the minimap and the selection info (so sorta bottom left-middle).
  2. Formations need more love

    An old branch from @Itms:https://github.com/na-itms/0ad/tree/formation-wip
  3. In 0ad there is a map global waterheight, so everything lower than that is water, higher is land. So you have to dig your river or heighten the land, and adjust the waterheight, till you have the river that you want.
  4. In MP it happens rather often that specific players wants to play on a specific map, so following that logic one should first select the players then the map then the rest (civs etc.). But that would be ultra ugly gui wise, since players and civs should be grouped together. However the topic is open for new suggestions for the gamesetup ui, if someone comes up with a nice sketch, I would certainly consider it.
  5. If that is the reason for the extended, why are popcap , starting res an some others then hidden under the extended tag? Personally have nothing against just removing the thing extended thing, the only thing that might stay in extended for this reason is the map name, as that already is shown. But having the thing for just 1 value => meh
  6. A hotkey to swap between tabs (tab) would be easy to implement, so that solves half :P. also do notice that we currently don't have enough space and we need to find it somewhere. Besides that the pixel distance from the "button" (was more options button now the tabs) to the actual options is shortened with screenshots, so that comensates slightly for the more buttons. (This approach is better than putting the more options window, then players have to click and move even more.) Currently no, but it is as easy as removing a check to put it all there.
  7. Do notice that the whole option panel can be hidden by clicking again on the tab button, so the gui space is not entirely unused, just temporarily. But indeed the space below the tabs can go into the description space, and maybe evening the rows helps a bit visually (the amount of unused space won't change that way, it might only look better). Also notice I putted way to many options on this single tab just for the screenshot, just to showcase the column behaviour, the actual thing would look much more like the second. If one really hates the space right of the tab buttons, the buttons can be centred or enlarged, but that space is actually free and can be used for future things. Currently one also has to click on the more options button, ofc that is just one button and now we have 4... But there is also the gamedescription for this purpose...
  8. Finally after exams were done and having a free day, had time to rethink and code a bit on this: I took the approach without the more options window, but made the panel where the options are hide-able: This solves both the problem of "not enough chat space", since when hiding the panel, we have the original chat space. And the "asks for scrollbar" problem since it is rather easy (and already code :P) to allow multiple columns of options, so there certainly is enough space (true the chat space become very small as min res is even smaller in width...): Yet there are still some bugs/ ugliness which aren't really visible on the screenshots that needs to be fixed first.
  9. maps?

    Random maps: computer generated maps, a map maker just sets some basic things and the computer generates the map further, so every time the map is different and the map is available for all civs and sizes etc. (all options setable) Skirmisch: a solid map, so fixed size and everything on the map is fixed, just players can set there own civ and other settings Scenario: everything fixed, so also civs and stuff (maybe just rated game not or so)
  10. Looks like a known OOS: AI's are not serialized, thus will cause an OOS when someone rejoins.
  11. A technical list is in default.cfg (that is where they are defined). A "should-be-always-updated" list is in intro.txt, which is also accessible via the ingame manual (learn to play => manual).
  12. How to start modifying?

    Is the string support really broken in there?, In my recent diff I propose to change some misleading array scopes, like `["foo bar"]=="foo+bar"==[["foo", "bar"]]` in where the first syntax is is misleading. And doesn't `"foo bar"` or `"["foo, "bar"]` represents the OR here?
  13. Don't we have the "r" hotkey for that?
  14. Just giving some pro's and cons on the pdf: DADE’S POLL | WINNING OPTION - MATCH SETUP: +++ icons seem nice and save some space, since we can remove the description text, and put the in tooltips and stuff, also perhaps with clickable icons the more options window can be removed --- we need icons for everything, which are clear what they mean --- Where to place the tooltips (as they are now placed under the buttons) --- What if the buttons do not fit? DADE’S POLL | LOOSING OPTION - MATCH SETUP +++ icons seem nice and save some space, since we can remove the description text, and put the in tooltips and stuff, also perhaps with clickable icons the more options window can be removed +++ tooltips can stay where the are --- we need icons for everything, which are clear what they mean --- smaller chat window height, not nice on min res to chat in that --- What if the icons do not fit? DADE’S APPROACH TO BB - MATCH SETUP +++ certainly enough space for the option --- not enough space for the tabs, can be solved by putting the map option under a tab too --- gamedescription gone DADE’S APPROACH TO BB | ALTERNATIVE - MATCH SETUP --- map image not aligned (autistic screeching) --- not enough space for icons DADE’S + BB + BONUS TRACK - MATCH SETUP +++ map title on logical place +++ gamedescription on logical place --- needs resize the map image (not too bad though) --- where to place tooltips? ---- not enough space for the tabs, can be solved by putting the map option under a tab too --- what if icons do not fit? Another problem with the icons is that they cost space (which we don't really have) and yet doesn't give new information/options. Since if we remove the gamedescription/more-options in favour of the icons we need good icons for all of them, and every new option needs a new icon. Also how do we get dropdowns into an icon? So I rather remake/remove the more-options window than burning my hands on something which is very hard to maintain (sadly enough thouh, since visually it is nice).
  15. I have indeed worked on changing the more options window since it is too small on min res (screenshots are at 1366x768, so at least min height, which is the problem here mostly). Notice the problem will grow worse when we add more options to the screen. For solving that I created with some hacky code a number of options for solving that, after a some discussion and some more code the the picture below matched our taste best (ok we did say the gamedescription and the tabs should exchange position and probably the two columns also, but those are minor things): However the downside of this approach is that "< elexis> its just asking for scrolling unfortunately". Also since then study and stuff took over so my coding time was limited and the work got stalled a bit. Attaching two more proposals made: remove the more options button and make all tab button toggle the screenon that tab, the buttons in the window could ofc also be removed and stuff. Notice no duplicate buttons, but lots of clicks needed to change just 1 setting.