Josh Posted July 9, 2012 Report Share Posted July 9, 2012 (edited) I would have done that if there was a way to find the resolution.So currently there is no way to do resolution dependent scaling? Is this in the entire UI or just the setup screen? If it's the entire UI couldn't we just query the system somewhere in hwdetect.js and send the response to a UI variable?(sorry for my silly questions, I'm still not familiar with the 0ad codebase.) Edited July 9, 2012 by Josh Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted July 9, 2012 Report Share Posted July 9, 2012 So currently there is no way to do resolution dependent scaling?Relative positioning? I'm pretty sure there is a way to do almost any kind of resolution-dependent scaling with combinations of relative+absolute positioning. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 12, 2012 Author Report Share Posted July 12, 2012 It took more than I anticipated to make it use relative positioning but I'm satisfied with the result. See it for yourself. gamesetup.zip Quote Link to comment Share on other sites More sharing options...
Josh Posted July 12, 2012 Report Share Posted July 12, 2012 (edited) It took more than I anticipated to make it use relative positioning but I'm satisfied with the result. See it for yourself. gamesetup.zipIt looks really good . Do you think the reveal map and teams locked boxes would look better in drop-downs for the sake of consistency?Also can the dropped-down part of the drop-down scale?And as they say, a picture says a thousand words: Edited July 12, 2012 by Josh Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 12, 2012 Author Report Share Posted July 12, 2012 It looks really good . Do you think the reveal map and teams locked boxes would look better in drop-downs for the sake of consistency?Also can the dropped-down part of the drop-down scale?And as they say, a picture says a thousand words:Unfortunately, both answers are no. At least, for now.Reveal map is going to change to a dropdown of "None, Explored, Reveal" but that's not something I'd be going to do and what option should we put there for teams locked? A checkbox is much more relevant here.For the other one, well, I'm afraid I can't do anything about it. Not without changing some of the core UI code that can cause other problems elsewhere. Quote Link to comment Share on other sites More sharing options...
Josh Posted July 12, 2012 Report Share Posted July 12, 2012 Unfortunately, both answers are no. At least, for now.Reveal map is going to change to a dropdown of "None, Explored, Reveal" but that's not something I'd be going to do and what option should we put there for teams locked? A checkbox is much more relevant here.For the other one, well, I'm afraid I can't do anything about it. Not without changing some of the core UI code that can cause other problems elsewhere.OK . Do you think what you currently have could be committed to the SVN? Even without the changes I still think it looks a lot better . Quote Link to comment Share on other sites More sharing options...
plumo Posted July 12, 2012 Report Share Posted July 12, 2012 I really like Josh's mockup (?), post 130 in this thread.Anyhow, a big improvement over the current lay-out. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 12, 2012 Author Report Share Posted July 12, 2012 I really like Josh's mockup (?), post 130 in this thread.Anyhow, a big improvement over the current lay-out.His mockup is not very different from the current behavior except that it has some flaws that are not present in the latest version of the concept.OK . Do you think what you currently have could be committed to the SVN? Even without the changes I still think it looks a lot better .What I currently have can be committed into SVN at any moment. But it is better to see what other member think about it. Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 12, 2012 Report Share Posted July 12, 2012 Looks really nice. I still think we could have, on the map list, a "All" setting that shows them all split into categories, but other than that it looks really nice! Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 12, 2012 Report Share Posted July 12, 2012 The layout is good. The graphics just need an overhaul, which may or may never happen. I say commit. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted July 12, 2012 Report Share Posted July 12, 2012 Looks good to me and IMO it solves a problem we've noticed for some time: new players have apparently been overlooking the "Match type" dropdown and the filter as well. Now it should be obvious there are some options. This layout also solves the problem of the UI looking empty on wide screens A few minor cosmetic bugs on the multiplayer client window (dropdown should be hidden, text should be visible):I'm sure they can be fixed easily and I'd also say commit it Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 13, 2012 Author Report Share Posted July 13, 2012 Looks good to me and IMO it solves a problem we've noticed for some time: new players have apparently been overlooking the "Match type" dropdown and the filter as well. Now it should be obvious there are some options. This layout also solves the problem of the UI looking empty on wide screens A few minor cosmetic bugs on the multiplayer client window (dropdown should be hidden, text should be visible):I'm sure they can be fixed easily and I'd also say commit it Fixed and committed. Quote Link to comment Share on other sites More sharing options...
Josh Posted July 13, 2012 Report Share Posted July 13, 2012 Fixed and committed. Quote Link to comment Share on other sites More sharing options...
fabio Posted July 13, 2012 Report Share Posted July 13, 2012 (edited) I like the new changes, however I cannot see any preview and I get this:Mesa: User error: GL_INVALID_OPERATION in glCompressedTexImage2D(invalid width or height for compression format)ERROR: CRenderer::EndFrame: GL errors occurredMesa: User error: GL_INVALID_OPERATION in glCompressedTexImage2D(invalid width or height for compression format)This is probably because textures are not power of two.Also would not be better to put the Match setup on top and Players setup under it? The Match setup has to be done before Player setup, which change depending on the map. Edited July 13, 2012 by fabio Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 13, 2012 Author Report Share Posted July 13, 2012 I like the new changes, however I cannot see any preview and I get this:Mesa: User error: GL_INVALID_OPERATION in glCompressedTexImage2D(invalid width or height for compression format)ERROR: CRenderer::EndFrame: GL errors occurredMesa: User error: GL_INVALID_OPERATION in glCompressedTexImage2D(invalid width or height for compression format)This is probably because textures are not power of two.Also would not be better to put the Match setup on top and Players setup under it? The Match setup has to be done before Player setup, which change depending on the map.That problem is going to be fixed in time. Which OS are you using though?Well, we experienced many possibilities and this was the best one. Quote Link to comment Share on other sites More sharing options...
fabio Posted July 13, 2012 Report Share Posted July 13, 2012 Ubuntu 12.04 with mesa r300 driver. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted July 15, 2012 Report Share Posted July 15, 2012 That problem is going to be fixed in time. Which OS are you using though?It needs to be fixed soon, it also causes errors in debug builds regardless of OS/GPU. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 15, 2012 Report Share Posted July 15, 2012 Should just use 512x512 images with the actual screenshot pushed up into the top left corner of the image. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 15, 2012 Author Report Share Posted July 15, 2012 Should just use 512x512 images with the actual screenshot pushed up into the top left corner of the image.That won't work. We should create 512x384 screenshots and sketch them to 512x512. The GUI engine will take care of the rest. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 15, 2012 Report Share Posted July 15, 2012 That won't work. We should create 512x384 screenshots and sketch them to 512x512. The GUI engine will take care of the rest.That's not a good solution I'm afraid, both in terms of image quality and ease of creation. Creating a 512x512 image and only seeing the top part of it should be sufficient, why wouldn't that work?Remember fans will be creating their own maps, and they may not know how to use image editing programs. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 15, 2012 Author Report Share Posted July 15, 2012 That's not a good solution I'm afraid, both in terms of image quality and ease of creation. Creating a 512x512 image and only seeing the top part of it should be sufficient, why wouldn't that work?Remember fans will be creating their own maps, and they may not know how to use image editing programs.The quality will not be a concern as far as I have experienced but in terms of ease of creation, well, you can still use non-power-of-two images but they won't work in debug mode. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 15, 2012 Report Share Posted July 15, 2012 That won't work. We should create 512x384 screenshots and sketch them to 512x512. The GUI engine will take care of the rest."Stretch" you mean? There's no reason why what I'm proposing can't work. The GUI code can handle taking a range of pixels from an image. And displaying an image in its native resolution would look better than stretching, then re-shrinking it. But here, let's see what your idea looks like first.That's not a good solution I'm afraid, both in terms of image quality and ease of creation. Creating a 512x512 image and only seeing the top part of it should be sufficient, why wouldn't that work?Remember fans will be creating their own maps, and they may not know how to use image editing programs.Yeah, again, I think there should be a "Take Preview Screenshot" option in Atlas that does all this for the designer. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted July 15, 2012 Author Report Share Posted July 15, 2012 I took a screenshot of the result of stretching. Here's the result:The jpeg has blurred the preview but I can assure you it is clear. Quote Link to comment Share on other sites More sharing options...
Josh Posted July 15, 2012 Report Share Posted July 15, 2012 Can't we just change the preview box to a square and use 512x512 images? Quote Link to comment Share on other sites More sharing options...
zoot Posted July 15, 2012 Report Share Posted July 15, 2012 If the golden ratio ever taught me anything, it's that squares aren't pleasing to the eye. Quote Link to comment Share on other sites More sharing options...
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