zoot
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Everything posted by zoot
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New GUI: Design & Features Discussion
zoot replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Maybe that flamewar should be moved to the art forum? The point of this thread was more to ask about needed/wanted UI features, not specific layouts. -
The musical transitions and the length of the video seems to work well now. I wonder if any of the programmers here don't know a trick to turn off those pesky territory borders... and perhaps a way to set camera speed from the developer console? Anyone? Unit silhouettes (the red and blue figures that show up at various points, e.g. 0:25), at least, can be disabled from the in-game options menu. Since the video's central message is "Fight across the Ancient World!", have you considered adding a few fighting scenes? Perhaps at the point where the music picks up and onwards...?
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The environment mapping Myconid was working might look more interesting - something like this:
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Relevant questions That was one of my units, yes. I have experienced it on at least two different maps with two different civs. I have not experienced it enough times to know exactly what happens, but I'm 99% certain that the unit was targeting / walking towards the house specifically, not some trees further away. (I shot the first screenshot in the expectation that he would turn around once he reached the house, and he did.) He was indeed not carrying any resources (I could tell from the counters). But I'm very certain that the house was his destination - particularly because in all three cases I've seen it, the unit walked to the nearest house, not just some random house/building. It could be some total freak of chance, but that is not what I am inclined to believe.
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In any case, that is a content issue. Engine-wise it is easy to support either case.
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Sometimes a unit gathering wood will go (seemingly empty-handed) to the nearest house, "touch" it, turn around and then walk back to continue gathering. Can't really show you any screenshots of the behavior, other than these two of the unit going to the house and back:
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I believe it is "Peter Panning". -
Another point to consider is that if it is capable of doing what we need with standard HTML5 (as opposed to custom markup), the UI doesn't break if we want to try making the game run in a browser one day.
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Certainly for statistics, the IP address should be sufficient (unless you want to track stats down to the street level?)
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Reimplementing the game GUI with HTML
zoot replied to Ykkrosh's topic in Game Development & Technical Discussion
This. -
If we are considering revamping the UI engine, we might as well begin by determining our requirements. Here are some relevant tickets: - #107 Improvements to Styles - #108 Retrievable Sprite Properties - #109 Various Bugs/Requests - #110 Relational Coordinates - #112 Expansive Controls - #114 Style Skinning Support - #116 Entity-Aligned Controls - #698 Better support for keyboard input - #850 Improve mouse button 'release' event handling - #885 GUI code improvement - #1090 Improve load game UI - #1338 Add 'learn to play' item to in-game menu - #1386 Bug in GUI text wordwrap logic - #1532 Dropdown improvements - #1538 Improve health / status bar appearance - #1616 Support umlauts in all in-game fonts Other suggestions: - Data-driven by a standard layout format like HTML/CSS. - Must support integration of scripting with SpiderMonkey. - Support for Unicode strings and integration with a future system for translations. - Support for standard font formats like TrueType. - Support for SVG images, for scalability. - Support images of any size (non-power-of-two) natively. - Easily extensible, to accommodate future changes in requirements, not 'sandboxed' to simple presentation of text. - Not bloated with useless features like geolocation - Must be GPL compatible. - Must be usable inside SDL, alongside OpenGL graphics. Your suggestions?
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Myconid was working on environment mapping for water reflections a few pages back. This could probably be used for other reflective surfaces too... -
Reimplementing the game GUI with HTML
zoot replied to Ykkrosh's topic in Game Development & Technical Discussion
Look at some of the features WebKit has: "Web Storage"? "Geolocation API"? Of what use is that to us? Or how can they be removed? -
Reimplementing the game GUI with HTML
zoot replied to Ykkrosh's topic in Game Development & Technical Discussion
Let's do it! lol. I've always hated how the current UI seems to lag more than the actual 3D rendering on my PC... -
Works fine for me. Nothing to report
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Reimplementing the game GUI with HTML
zoot replied to Ykkrosh's topic in Game Development & Technical Discussion
Standards compliance isn't really an issue, since we're not building a web browser -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I can't see any difference at all, lol. I would expect a functional filter to at least make it look crappier: Box (left), Kaiser (right): Box: Kaiser: -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Indeed. Seems like this would be the relevant file for the Roman fortress. However, it says: I found this page discussing differences between the box and Kaiser filters: "The frequency responses of filters discussed in this article. Brown: ideal, cyan: point filter, yellow: box filter, green: Lanczos- and Kaiser-windowed sinc pulses (the graphs coincide very closely). The x axis represents frequency; the y axis represents the amount by which the filter scales that frequency." It would seem that the Kaiser filter is a decent improvement over the box filter. I wouldn't know why people here haven't chosen to use it by default, though? An example of box (left) vs. Kaiser (right) filters from the same page: IMO, if seen from a bit of a distance, the image on the right clearly looks better and less 'pixelated' than the one on the left. -
It says: "Both the Assyrians and the Judeans used fire arrows at the siege of Lachish in 701 BC." That's well before 0 AD.
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Reimplementing the game GUI with HTML
zoot replied to Ykkrosh's topic in Game Development & Technical Discussion
The Python interface of libRocket is modelled on DOM. Supposedly, "Rocket provides support for developing your own bindings to other scripting languages", so it should be possible to make it work with SpiderMonkey too. -
Gotta love Wikipedia - if there is an awesome topic, it has a whole article about it
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I've done a small amount of work on the Actor Editor and like to think that I know what groups and variants are - but I still find that they are too limited in terms of the amount of control the artist has over which variant is chosen when.
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Reimplementing the game GUI with HTML
zoot replied to Ykkrosh's topic in Game Development & Technical Discussion
To be honest, what we need is not a browser, but rather an UI engine which understands HTML/CSS. Browsers come with a lot of cr*p that is of no use to us, like HTTP support, security models etc. Also, I doubt wxWidgets can even be used inside SDL.