Stan` Posted September 7, 2021 Report Share Posted September 7, 2021 Actually even smaller. 1024x768. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 7, 2021 Report Share Posted September 7, 2021 18 hours ago, Stan` said: That would be https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/selection_panels_right/construction_panel.xml As we don't support dynamic object creation in XML (e.g creating as many buttons as buildings) we have to hardcode 40, and hide the remaining buttons if we don't use all of them. <object name="unitConstructionPanel" size="6 6 100% 100%"> <object> <repeat count="40"> <object name="unitConstructionButton[n]" hidden="true" style="iconButton" type="button" size="0 0 38 38" tooltip_style="sessionToolTipBottom"> <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 35 35"/> </object> </repeat> </object> </object> Then stuff is hardcoded in https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js Which calls https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js to get the building list Which calls the GuiInterface https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js For all units currently selected it checks whether it can build stuff, and whether the stuff it can build was already added to the list GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd) { let buildableEnts = []; for (let ent of cmd.entities) { let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (!cmpBuilder) continue; for (let building of cmpBuilder.GetEntitiesList()) if (buildableEnts.indexOf(building) == -1) buildableEnts.push(building); } return buildableEnts; }; @Stan` Thank you! I would like to open a new ticket for an enhancement about showing which buildings are needed for progression to the next phase. Is this appropriate to proceed? I think that a ticket could be helpful but am not sure how things work around this, hence my question. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 7, 2021 Report Share Posted September 7, 2021 You can create a ticket regarding that feature. It's up to the other developpers to decide whether it is needed (I believe it could be nice, but we have to be careful about overcrowding the UI) 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 7, 2021 Report Share Posted September 7, 2021 Sorry, of course I should ask the developers as well. Who actually is it? @Freagarach 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 7, 2021 Report Share Posted September 7, 2021 (edited) I meant which developers or any other contributors should I ask whether they agree to add information in the GUI about which structures are needed to progress to the next phase. I wanted to open a ticket for this and am willing to contribute as well, but Stan said that we need to ask the devs - see his post above. Hence my question. And I know some of the names of the devs but not many. Edited September 7, 2021 by Ceres typo corrected - my spare keyboard is a pain Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 7, 2021 Report Share Posted September 7, 2021 I meant you would be asking the devs when creating the ticket 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted September 7, 2021 Report Share Posted September 7, 2021 Sorry for my emoticon and not explaining it, I should not have done that. By creating the ticket you sort of ask the devs. If people don't disagree the feature may be added. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 7, 2021 Report Share Posted September 7, 2021 No worries, guys - everything's alright! The forum is here to ask questions and clarify things. I first misunderstood, but now I know what to do. Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 7, 2021 Report Share Posted September 7, 2021 Voilà: https://trac.wildfiregames.com/ticket/6315#ticket 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 8, 2021 Report Share Posted September 8, 2021 On 05/09/2021 at 9:14 AM, Ceres said: Just to make sure: you're working on putting that [II] symbol on seven icons? And to repeat myself: On 05/09/2021 at 4:09 PM, Gurken Khan said: I think the requirements for phasing up should be explained in the 'information' section. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 9, 2021 Report Share Posted September 9, 2021 @Gurken Khan I created ticket 6315 and assume that it will be discussed what works best and can be implemented in which way. As far as I can see it, nothing is carved in stone and nothing has been decided yet. Please feel free to further offer your opinions (which you just did with your screenshot - thank you ). Furthermore, please look into the ticket where @Langbart mentioned an indeed very nice proposal by @maroder (thanks as well for this ), pasted here for your and everybody else's convenience. I like his idea very much to separate the 3 phases by gaps. Maybe we could even add the No. (I, II, III) on top, but that does not seem necessary from my point of view. On top, we could add/better describe the required buildings/structures as you have shown. TBD... Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 9, 2021 Report Share Posted September 9, 2021 @Ceres To be honest, I'm somewhat skeptical about your approach. You didn't answer my question from my previous post: 17 hours ago, Gurken Khan said: Just to make sure: you're working on putting that [II] symbol on seven icons? The reason I asked is that I don't think we see the problem the same way; specifically I'm not sure if putting the [II] thingy on seven of the twelve icons will make it easier for players to understand the requirements for phasing up. In the discussion for the ticket you linked you wrote Quote the definitions which buildings/structures are needed to progress to phase II and III which is somewhat different to how I see it. You can put a [II] on the barracks, but one doesn't need barracks to phase up! On 05/09/2021 at 4:09 PM, Gurken Khan said: I'd like to throw in that they count towards the requirement to phase up, but are not actually needed. Regarding marder's proposal: I think the phases and the buildings available are already clearly shown and separated. I'm not sure what it would improve if they were shown in columns instead; and in my opinion the phases would definitely have to be indicated. The core of the problem, as I see it, is that the classes of the buildings are not obvious. My suggestions: 1. include the 'Classes' line in the tooltips for the buildings 2. explain the requirements for phasing up in the info (as in my previous post) 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted September 9, 2021 Report Share Posted September 9, 2021 3 hours ago, Gurken Khan said: I think the phases and the buildings available are already clearly shown and separated. By that you probably mean the greyed out part and the tooltips? I can just say that from my point of view this is not ordered nor separated: And even worse when you select buildings and units: 1 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 9, 2021 Report Share Posted September 9, 2021 @maroderlol, you're right. I was looking at the structure tree, didn't realize where that graphic was supposed to go. 1 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted September 9, 2021 Report Share Posted September 9, 2021 alright, that explains it 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 9, 2021 Report Share Posted September 9, 2021 To answer your @Gurken Khan's question first: To place the II (or III) symbols was just an (maybe not too bright) idea from me. I am happy to further discuss, as I feel myself uncertain what is exactly missing. Besides, different players have different expectations. Now to wrap this up: Is my understanding correct that we should follow @maroder's proposal about grouping? I find it quite useful. If further information (e.g. classes) could be added in a nice way, even better. We have to keep in mind, though, that we should not clutter the whole GUI with too much info, as the players might simply get overwhelmed. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 9, 2021 Report Share Posted September 9, 2021 8 minutes ago, Ceres said: Is my understanding correct that we should follow @maroder's proposal about grouping? I frankly don't care. If there are (sufficient) people who find it useful I won't mind it. I guess. Although I don't see the benefit. I know what phase I'm in and I see what I can build either way; the rest is grayed out, either way. And since it will show stuff like towers it doesn't do anything to make the phasing up requirements more obvious. Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 9, 2021 Report Share Posted September 9, 2021 (edited) I.e., you are in favour of what you wrote just before, right? Quote The core of the problem, as I see it, is that the classes of the buildings are not obvious. My suggestions: 1. include the 'Classes' line in the tooltips for the buildings 2. explain the requirements for phasing up in the info (as in my previous post) Edited September 9, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 9, 2021 Report Share Posted September 9, 2021 yup. I still don't think it's super obvious, but I guess you can help ppl only so far. Don't know if the building classes are in the tutorial or the manual. If you'd find a way to explain your [II] (in tooltip & info), maybe that would help ppl more, dunno. Quote Link to comment Share on other sites More sharing options...
Freagarach Posted September 9, 2021 Report Share Posted September 9, 2021 3 minutes ago, Gurken Khan said: Don't know if the building classes are in the tutorial or the manual. They are in the tooltips? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 9, 2021 Report Share Posted September 9, 2021 9 minutes ago, Freagarach said: They are in the tooltips? I had to check: yes, in some. Could be just me, but when I try to check or figure out sth I tend to go to the structure tree; so I think the classes should be included in those tooltips as well. Quote Link to comment Share on other sites More sharing options...
alre Posted September 9, 2021 Report Share Posted September 9, 2021 I support Ceres' idea of the phasing icon on buildings thumbnails, as long as it disappears when phasing up becomes possible. It is useful for many reasons: - it clearly, graphically, shows which are the buildings that allow phasing up. Not the tower, just the real ones. - Because the icon doesn't disappear when you have already built one building of that sort, it subtly suggests that one more still counts. This cannot replace a clear reading of the rules, of course, but not everyone likes reading rules. If people can learn by playing, that's better - Disappearing when all the requirements are met, it can help players realize how the count works. I'd have appreciated this feature last time I played carth, because I'd forgotten 20 pop houses counted. 1 Quote Link to comment Share on other sites More sharing options...
asterix Posted February 19, 2022 Report Share Posted February 19, 2022 any news on this topic?(I guess not) Quote Link to comment Share on other sites More sharing options...
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