Nescio Posted July 18, 2020 Report Share Posted July 18, 2020 (edited) On 7/18/2020 at 11:35 AM, Nescio said: Everyone, I'd like your attention for the following. Currently the right selection panel panel only supports up to 8 × 3 = 24 icons, which limits things for future additions (and mods). There are two competing proposals to address that: https://code.wildfiregames.com/D2806 (add extra row to right selection panel); https://code.wildfiregames.com/D2875 (shrink right selection panel icons). It would be great if you could indicate which one you prefer. Everyone, feel free to vote on how to accommodate more entities in the right selection panel. The more people participate, the better! [EDIT] How the selection panels would look in a game session: with D2806: with D2875: Edited July 20, 2020 by Nescio screenshots 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 18, 2020 Report Share Posted July 18, 2020 (edited) I think D2875 is aesthetically better. It unifies the little portrait sizes and keeps the dynamic shape of the HUD. Edited July 18, 2020 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted July 19, 2020 Report Share Posted July 19, 2020 Why don't have a third option? In my opinion, the more icons at once, the worse the clarity. So I would suggest to splitt them into sub panels like in Spellforce 3. I can think of three different variations. First possibility, splitting them into phases like Spellforce. Second possibility, splitting them into buildings and units. Or splitting them into civil and military. 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 19, 2020 Author Report Share Posted July 19, 2020 11 hours ago, OptimusShepard said: Why don't have a third option? In my opinion, the more icons at once, the worse the clarity. So I would suggest to splitt them into sub panels like in Spellforce 3. I can think of three different variations. First possibility, splitting them into phases like Spellforce. Second possibility, splitting them into buildings and units. Or splitting them into civil and military. Whilst that may be worth exploring, it probably would require partially overhauling the gui session code, which is rather complicated, realistically it's something for the distant future, thus not an option right now. The choice is between D2806 and D2875 because these are the patches available and ready to be reviewed and committed, i.e. a simple and ready solution for right now. 2 1 Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted July 19, 2020 Report Share Posted July 19, 2020 1 hour ago, Nescio said: Whilst that may be worth exploring, it probably would require partially overhauling the gui session code, which is rather complicated, realistically it's something for the distant future, thus not an option right now. The choice is between D2806 and D2875 because these are the patches available and ready to be reviewed and committed, i.e. a simple and ready solution for right now. I see, thx Quote Link to comment Share on other sites More sharing options...
badosu Posted July 19, 2020 Report Share Posted July 19, 2020 Is it possible to identify the resolution and make the panel larger? Otherwise add a row for lower resolutions Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 8 hours ago, badosu said: Is it possible to identify the resolution and make the panel larger? Otherwise add a row for lower resolutions On low resolution screens (e.g. 1024×768) the smaller icon size shouldn't be a problem. On high resolution screens (e.g. 1920×1080) you can insert e.g. gui.scale = "1.5" in your local user.cfg file (see https://trac.wildfiregames.com/wiki/GameDataPaths ) to compensate. Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 @Stan`, could you commit this 4×4 pixel image? It's missing in binaries/data/mods/public/art/textures/ui/global/border/ Phabricator has difficulty handling png added in differentials. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 Missing? Where is it used? Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 It's missing for D2806 (and also for other people who want to try redesigning the gui session panels in mods). I've included it over there, but when fetching the patch, the png is loaded inproperly. Adding it into the public mod anyway would be an improvement, having only 7 out of 8 possibilities does not really make sense. Besides, it's just 132 bytes. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 I assume it's for this? In that case it's missing little black pixels on the sides like the others. Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted July 20, 2020 Report Share Posted July 20, 2020 (edited) 10 hours ago, badosu said: Is it possible to identify the resolution and make the panel larger? Otherwise add a row for lower resolutions Yes it's possible. Have a look on the link https://code.wildfiregames.com/D1253 Attend, that you won't get the real monitor resolution. You get the resolution that 0 A.D. uses. On Windows it's the monitor resolution divided by the scaling factor of Windows. But I think an extra option is too much work for to less people. I guess, nearly no one uses an monitor with an resolution lower than 1366 x 768 (old notebooks). If something is redone, it should be done for high resolution, in a view to the future. In a few years the named notebook resolutions will be obsolet too. So working on low resolution will be a waste of time. Meanwhile "gui.scale", like @Nescio said, should do the job. Edited July 20, 2020 by OptimusShepard Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 20 minutes ago, Stan` said: I assume it's for this? In that case it's missing little black pixels on the sides like the others. What do you mean? It is like the others. Here it is magnified by a factor 64×: Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 I meant But it seems it's a glitch ^^ Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 2 minutes ago, Stan` said: I meant But it seems it's a glitch ^^ That's caused by how the gui code handles images. (Don't ask me how it works.) Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 It's basically because of the image stretching. It does some average with pixels to scale to your monitor size, causing such things. I was however surprised it didn't happen with yours, but I guess it's because of it's shape. Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted July 20, 2020 Report Share Posted July 20, 2020 3 minutes ago, Nescio said: That's caused by how the gui code handles images. (Don't ask me how it works.) Is that the same reason, why you get black lines in the GUI, when scaling the GUI? Or is this another bug? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 1 minute ago, OptimusShepard said: Is that the same reason, why you get black lines in the GUI, when scaling the GUI? Or is this another bug? What do you mean? Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted July 20, 2020 Report Share Posted July 20, 2020 e.g. this See the black lines in the top, and on the button. 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 11 minutes ago, Stan` said: It's basically because of the image stretching. It does some average with pixels to scale to your monitor size, causing such things. I was however surprised it didn't happen with yours, but I guess it's because of it's shape. If it's just image stretching then it could be solved by simply scaling up those images. Here you go: borders.zip Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 It has the same bug with downsizing because it does the converse, but thanks ^^" 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 5 minutes ago, Stan` said: It has the same bug with downsizing because it does the converse, but thanks ^^" Does it? It looks fine on my end. With the mod: Spoiler Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 2 hours ago, Stan` said: It has the same bug with downsizing because it does the converse, but thanks ^^" Actually I don't think that's true. I did the following: scale up some images: art/textures/ui/global/border/line_corner_*: 4×4 → 16×16 line_horiz.png: 256×4 → 4096×16 line_vert.png: 4×256 → 16×4096 ../session/minimap_circle_modern.png: 256×256 → 1024×1024 bundled the png images as a mod (should work with any 0 A.D. version): gui_borders.zip tried it out with gui.scale = {1, 1.5, 2, 3, 4 (not recommended)}: Spoiler Downsizing looks fine. Please try it out and see for yourself. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 20, 2020 Report Share Posted July 20, 2020 Indeed. Well I guess that why super sampling is so popular. Unfortunately, I can't really use such high resolution textures for that purpose or @vladislavbelov will yell at me Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 20, 2020 Author Report Share Posted July 20, 2020 24 minutes ago, Stan` said: Indeed. Well I guess that why super sampling is so popular. Unfortunately, I can't really use such high resolution textures for that purpose or @vladislavbelov will yell at me Is 16×16 really a high resolution texture? Those pngs were created ten (!) years ago, but nowadays some people have 3840×2160 screens, therefore scaling them up is not inappropiate, hence the mod. 1 Quote Link to comment Share on other sites More sharing options...
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