
?? ART/PRG- Battlescape 0.1
#51
Posted 02 May 2003 - 10:42 AM
#52
Posted 03 May 2003 - 05:57 AM
Yeah, no huge rush thoughDeimos, it is all in your hands now. Could you do another sketch?


#53
Posted 24 November 2003 - 09:06 PM
One of the annoying things in the original X-com's battlescope was deploying your troops out of the sky ranger, maybe if we could automate it a little to get the player into the action, without sacrificing control?
#54
Posted 25 November 2003 - 12:40 AM
Great job on the UI! I never thought that I'd find a game like this being developed *open source* and *for free*, the idea that a game that could be one of the best games of the year is going to be free boggles the mind...
#55
Posted 25 November 2003 - 04:28 AM
EDIT:
Oh, and if there is some more space needed for additional buttons, I think the multi level view doesn't have to be so big.
EDIT2:
One more thing, is there going to be a explanation text when you keep your cursor on a button for a second? You know what I mean? Kind of like pop up like almost all windows programs have. If you keep your mouse still for a second over an some button, there comes this explanation text. If we are doing it, we don't need any text at the buttons, just somekind of picture which gives a good glue what its action is.
It would save a lot of space again..
Edited by Nyyperoid, 25 November 2003 - 04:37 AM.
#56
Posted 25 November 2003 - 07:19 AM
A group move button would try to move everyone without changing their relative positions, and would probably be a hassle to implement. It's true that it takes an extra minute to deploy, but I'd rather have 1 soldier exit the craft to die to an alien grenade, than the whole team come out at once and die en masse.
#57
Posted 01 December 2003 - 02:37 PM
Don't you think?
#58
Posted 01 December 2003 - 03:35 PM
I like having the toolbar on the bottom, it just seems more nostalgic to me.

And yeah, the abort button is way too close to the end turn button. Could you move it somewhere else? Possibly put inventory or something that isn't dangerous there? Other than those, I can see no major problems! Great Job!
Edited by Cpl. Facehugger, 01 December 2003 - 03:36 PM.

*Coming back? Avast! Facehugger, finish your assignments!*

#59
Posted 01 December 2003 - 05:00 PM
And though the toolbar at the bottom is more nastolgic, it does seem like the toolbar on the side works much better, but we probably won't know until we have a working battlescape.
#60
Posted 02 December 2003 - 02:44 AM
If i want it on the bottom, you want it on the right and an other is lefty and want it on the left...
#61
Posted 02 December 2003 - 01:42 PM
#62
Posted 03 December 2003 - 03:21 PM
Edited by Syntax Error, 03 December 2003 - 03:24 PM.
#63
Posted 26 December 2003 - 10:05 PM
There's a easy solution for this: don't save after each turn and load after each death!Should we have save/load button present here as well? In original game it was sort'a annoying to open options window just to save game after each turn, not talking not having a 'load' button in battlescape at all!

I definately feel that we shouldn't encourage players to do this by placing save and load buttons directly on the HUD!
#64
Posted 27 December 2003 - 01:48 AM
I would have agreed some time ago but these people here have turned my head. We shouldn't make the game more annoying to those 'cheaters'. It's their own choice if they want to cheat.There's a easy solution for this: don't save after each turn and load after each death!Should we have save/load button present here as well? In original game it was sort'a annoying to open options window just to save game after each turn, not talking not having a 'load' button in battlescape at all!
I definately feel that we shouldn't encourage players to do this by placing save and load buttons directly on the HUD!
#65
Posted 05 January 2004 - 04:49 PM
#66
Posted 06 January 2004 - 04:26 AM
Is it REALLY necessary? It has been talked before and ppl agreed it brings excessive programming issues..You should be able to flip the toolbar to the left or the right depending on where you want it. And could you maybe customize the toolbar by making it modular, so if you don't use some buttons you can take them out or something...?
This is what breunor said:
If you make the toolbar float, you must also draw the polys under the toolbar, as well as have the toolbar change configuration if it snaps from the side to the bottom. So there's more programming involved, and you put an additional 25%+ workload on the graphics card.
Edited by Nyyperoid, 06 January 2004 - 04:27 AM.
#67
Posted 10 January 2004 - 10:19 PM
I agree...if someone is set on having this feature they can MOD it in in a v.1+...Is it REALLY necessary? It has been talked before and ppl agreed it brings excessive programming issues..You should be able to flip the toolbar to the left or the right depending on where you want it. And could you maybe customize the toolbar by making it modular, so if you don't use some buttons you can take them out or something...?
This is what breunor said:If you make the toolbar float, you must also draw the polys under the toolbar, as well as have the toolbar change configuration if it snaps from the side to the bottom. So there's more programming involved, and you put an additional 25%+ workload on the graphics card.
#68
Posted 11 January 2004 - 10:28 AM
I disagree. EVERY video card today has Z-Buffering. That means that the video card won't waste time on rendering triangles that it will never show. It is an extremely effecient process, and has been around for a long time. The 25% wasted triangles will hardly be felt, because the video card will simply ignore them.If you make the toolbar float, you must also draw the polys under the toolbar, as well as have the toolbar change configuration if it snaps from the side to the bottom. ...and you put an additional 25%+ workload on the graphics card.
The extra coding may be a problem, though.

Ahh... I remember the days when looking into the center of an FPS level would bring the computer to a halt...

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#69
Posted 11 January 2004 - 10:30 AM

*Coming back? Avast! Facehugger, finish your assignments!*

#70
Posted 11 January 2004 - 11:27 AM
The newer cards can apply Z-Buffering to shadows and lighting. (Part of Smartshader and Smoothvision). FYI, Z-Buffering is now known as HyperZ III on Radeons, and LMA II on Geforces.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#71
Posted 26 March 2004 - 05:19 AM
:edit:
its not hehe
Edited by Tiskaite, 26 March 2004 - 05:21 AM.
#72
Posted 26 March 2004 - 09:27 PM
Yup Tiskaite, you're right its not your lampost, I hand drew that pic last year originally. No 3d stuff to be seen in ithey is that my lamppost model :o
:edit:
its not hehe

#73
Posted 27 March 2004 - 02:47 AM

#74
Posted 05 April 2004 - 02:44 AM
Just to shock you into doing something: a mockup of my mental image of the battleview.
Almost forgot:
Disclaimer: This image is based on an image posted in this thread, and neither me nor the original creator (Deimos

Attached Files
- Dak'kon
Help us getting Civ2 code: http://forums.civfan...p...age=1&pp=20 !
#75
Posted 05 April 2004 - 06:49 AM
- THAT IS SOOO COOL!!!!

Edited by Black Dash, 05 April 2004 - 06:54 AM.
#76
Posted 05 April 2004 - 07:19 AM
What is the space in the lower right for? Will it be messages, or maybe a quick view of what's on the ground?

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#77
Posted 05 April 2004 - 08:07 AM

BTW in short you will be able to construct that UI stuff directly in OGRE as Mamutas has already finished the UI Framework and we plan to release a test app in not so much time... So start the UI work heavily as we (at the programming dept) will not do any graphics UI programming (unless we have to create new active components) anymore.
Greetings
Red Knight
Edited by red knight, 05 April 2004 - 08:10 AM.
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#78
Posted 05 April 2004 - 09:10 AM
I agree with RK, the lines on the minimap make it much harder to view.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#79
Posted 05 April 2004 - 09:30 AM
Nice abort-button

I like the idea of messages in the buttom piece. You could have stuff like "CÏvilian Died", "Alien Died", "Commander Tommy died", "Alien Spotted", "Commander Tommy panicked", "Commander Tommy under alien control", etc.
Edited by mikker, 05 April 2004 - 09:33 AM.
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#80
Posted 05 April 2004 - 09:35 AM
Apoc had a level up-down system. You can't just click above the unit. Then he will go/fly NORTH, not up.I wonder, will the Unit up/Unit down be needed? In apoc, you could click anywhere in the air, and the unit would fly if he needed to/could. It also worked with grounded soldiers and elevators.
I agree with RK, the lines on the minimap make it much harder to view.
and the overview should be zoomable.
Edited by mikker, 05 April 2004 - 09:35 AM.
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#81
Posted 05 April 2004 - 10:31 AM
If he has the Marsec flying armor, clicking above the unit makes them fly directly up. The up/down system is to change the view, and the level of your cursor. There is no button in Apoc to make them move up or down, you just select the correct level, and move them. This is easily seen on the many elevators in the game.Apoc had a level up-down system. You can't just click above the unit. Then he will go/fly NORTH, not up.
Due to the unusual way X-COM handled levels, it probably needed the buttons. But I think they won't be needed anymore in Xenocide.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#82
Posted 05 April 2004 - 12:04 PM
Below is a thought on how this could happen.The green dot is the unit's current position, the red dot is the destination point. You would move the cursor where you want the unit to move while a "flight" button is active. Left and right is how far from your starting point you'd move, while up and down is the change in elevation. The direction you'd move is determined on where you rotate the camera to. The soldier can only move directly to the left or right from their current position, but that is relative to the camera's view if that makes sense. So you rotate the camera and move the mouse until you get the final point in space that you want.
This "free flight" button would only be active for flying units, and then you'd still have to press it to fly in case you just want to walk around. Normal units without flight would move using the standard system of point and click.
Attached Files
Edited by Breunor, 05 April 2004 - 12:06 PM.
#83
Posted 05 April 2004 - 12:31 PM
#84
Posted 05 April 2004 - 12:52 PM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#85
Posted 05 April 2004 - 01:12 PM

Maybe the mouse wheel could control the altitude of the cursor.
Each wheel click would move the cursor's altitude say, a foot. (arbitrary measurement) While you won't be able to control your altitude to the inch, it'd be more than enough to satisfy everyday altitude needs.
As an alternate option, holding down a mouse button to control the altitude would be good. You'd control the X/Y normally, then control the Z when the button is held down. I've seen this type of control in Homeworld 2. It takes a little while getting used to, but it works really well IMO.
I like the idea of being able to turn flying on or off. Sometimes, I want my agents to follow the contours of the land, and pathing can make some major flying mistakes. It also opens up an option, for MC'ed agents to turn off their flying suits. Squish.


My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#86
Posted 05 April 2004 - 01:20 PM
EDIT: forgot the most important thing, this whole problem arises with targeting, right from the beginning, so whatever is implemented, it would be nice to use the same method in flying and targeting.
Edited by centurion, 05 April 2004 - 01:21 PM.
- Dak'kon
Help us getting Civ2 code: http://forums.civfan...p...age=1&pp=20 !
#87
Posted 05 April 2004 - 02:00 PM
totally agree with it! The way you move your viewpoint in Homeworld 2 is just prefect! easy to learn and very effective!I've seen this type of control in Homeworld 2. It takes a little while getting used to, but it works really well IMO.

#88
Posted 05 April 2004 - 02:11 PM
never played it, but if its easy to learn, then we could use some of the concepts.totally agree with it! The way you move your viewpoint in Homeworld 2 is just prefect! easy to learn and very effective!I've seen this type of control in Homeworld 2. It takes a little while getting used to, but it works really well IMO.
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the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#89
Posted 05 April 2004 - 06:36 PM
I'd prefer a modifier key as its less likely the player would accidently (in the heat of battle) go into vertical mode. Another way would be to use a waypoint system (like the original blaster bombs used). Single click sets a waypoint. ALT as a modifier puts the cursor into vertical plane, again single click to set a waypoint. To make the unit move double click to execute. If the player makes a mistake then use SHIFT as a delete modifier. The path generator would then work out the most efficient path to the destination using all the waypoints.
Remember it isn't just flying units that will need to be controlled with vertical plane movement. Things like the blaster bomb trajectory will need to be factored in as well.
I suggest an overlay path line that the player chooses the destiniation. Most airborne action is going to take place in one action and will mostly be up down motion of the unit moving along the path (unless the player is sadistic and likes 'bouncing' his units around).
So taking Breunors' drawing as an example: Point A is the unit's starting point and Point B is the destination. The pink line would be the trajectory the unit would take but to get there the player first clicks to the destination on the ground and then ALT and moves the cursor 'up' and ALT clicks to place the waypoint. Double click will set the unit in motion and it travels the pink path.
Attached Files
#90
Posted 06 April 2004 - 06:24 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#91
Guest_drewid_*
Posted 06 April 2004 - 12:12 PM
#92
Posted 06 April 2004 - 12:17 PM
#93
Posted 06 April 2004 - 02:40 PM
and assuming that A to B takes <X ammount of TUs, where X is total of Soldier. What would happen if a player don't have enough TUs?The pink line does not need to be straight - it could go around obstacles: above, below, right, left - assuming that there is a way from A to B.
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#94
Posted 06 April 2004 - 07:15 PM
That way if the player doesn't like the path they can use their own multiple waypoints to set the path they want the unit to take.
Sometimes I wish I knew how to program, then I could show what I meant

#95
Posted 06 April 2004 - 08:11 PM
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#96
Posted 07 April 2004 - 04:18 PM

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#97
Posted 07 April 2004 - 06:57 PM

#98
Posted 08 April 2004 - 03:07 AM
- Dak'kon
Help us getting Civ2 code: http://forums.civfan...p...age=1&pp=20 !
#99
Posted 08 April 2004 - 04:57 AM
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#100
Posted 08 April 2004 - 06:51 AM
Regarding the 'forward then up' system for positioning a flying unit, the issue I see is when you want to fly above an object you can't go into like a hill. If you move the cursor out, it goes into the hill before you elevate the cursor, so the cursor placement system needs collision detection as well, and would move the cursor and/or its path over and around items as you move the cursor around the screen.
The idea of the mouse wheel/double click and drag would work for elevation changes, you move the cursor where you want the soldier to go and then click-drag to elevate.