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Some GUI issues #33
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Thanks for the comments!
You're right; I should fix this. I'll have a look.
This is intended; it's supposed to be possible to assign a unit to more than one group at once. The control group commands are based on Starcraft 2... although I just looked this up and it turns out that Legacy of the Void (which I haven't played) adds an extra control group function to create a new control group while removing selected units from existing groups. Maybe I should add something like that.
I don't think there's a keyboard shortcut that can do that. I think this only happens if you save a template file, which can only be done by mouse.
I haven't seen this happen - are you sure that you were using write header or autocode after making the change? |
Okay, I've fixed the first two issues in the repository. I should do another proper release in the next few days... |
(I should have mentioned - the command to set a control group while removing its members from all other control groups is control+shift+z,x,c,v,b,n,m) |
Okay, great. Thanks so much for looking into this so promptly! I had not played SC2, only mainly Total Annihilation and the Command & Conquer series which didn't allow units assigned to multiple groups. Also, you're right about #4; I may have forgotten to write the code. Maybe the reminder text in the upper-right corner of Design could be bigger/brighter/in bold; I didn't even notice it at first until I looked around.
Right; what I mean is an "Unlock All" button would be nice, for example (or hotkeys, like "U" to "Unlock" when the design pane is open but while the editor pane is closed). On that note, there are some more matters that I've found cropping up:
When saving a template file, it would be helpful to have ".tf" already put in the template filename or ".c" in the code filename. (I was completely lost there when first trying to save and load files!) Here's another issue I'm getting: when I save a template after creating a new unit, it seems all of the units' source codes (even the default ones like the base) sometimes get wiped out, including the one to the new unit I just made. I'm not sure of what's causing this. I then have to go through every single one and manually re-pick the best source code for their objects. They all display: // this file was loaded from a template file, EDIT: Just learned that .c is for individual units (including the body), so never mind; I may be going about this all wrong!
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I have fond memories of Total Annihilation. It's control system was excellent, but probably beyond my ability to implement!
I've made some changes which should make an "unlock all" button less necessary - templates now unlock themselves at the end of each mission, and also see below about template files. I'd prefer to avoid keyboard shortcuts that do different things depending on which panels are open, though.
I haven't been able to reproduce this, or work out what could be causing it. What OS are you using?
Version 1.1 has an option (capture_mouse) in the init.txt file to capture the mouse in the window while playing a mission (unless the game is paused).
I've added a "quit game" button to the box that comes up if you press escape, with a shortcut (Q). I'll think about the space bar thing.
I'll see if Allegro's native file functions support this, although I don't think they do.
I think I made a terrible mistake by calling these "template files"! They're a collation of all of the templates in a binary format which is only meant for multiplayer. I'm going to rename them in the next release.
Yeah, saving and loading individual processes is all supposed to be done through the file menu in the editor.
You can specify individual source files in init.txt, but not the .tf files.
Hm. I've never got around to doing in-game volume controls because the interface would be a bit of a pain, but it may make sense to pause the music while the "exit game" box is open.
You can drag the edges of the panels (except the template panel) to resize them, which lets you see all of this text.
Yes, you'll need to run the autocoder again as repair_other needs to be called in a different way. Or you could add: Thanks for the comments! |
... and I've just released v1.2 with these changes (and many others). I did end up putting in the space-bar command (to cycle between "under attack" alerts). |
Sssssweet, and you are an awesome dev for being so responsive. I will get to all the other topics mentioned above later on, but for now, how do I carry my mission progress over across versions? I can't immediately find in the manual which file(s) contain(s) it.
Have you tried Warzone 2100, too? It's an abandonware-turned-free RTS, which like LC focuses on entirely user-designed units, but is even more hardcore in [i]forcing[/i] you to build from scratch: it gives zero preset templates! |
It's msn.dat. There shouldn't be any problems with carrying it over to 1.2. I haven't tried Warzone 2100! I'll have a look, thanks. |
Liberation Circuit sports a few elements that are mind-blowingly incredible here in their natural establishment of balance:
Figured I'd number these issues for easier tracking:
Windows 10 Home, and it continues to happen. If I build a new unit from scratch, write the autocode, and then click once in the process name space and move the cursor around to highlight and delete the text and then type, the first capital letter doesn't input at all (so if I'm not paying attention, I'd end up typing "epair" and have to add the "R" at the front).
Oh, capture_mouse doesn't seem to do anything (give it a separate line of its own, right? Don't put it after "fullscreen" or something?). I'm playing on monitor 2 of my Windows 10 Home setup.
Source files don't have the polygonal parts though, huh? I tried loading a source file and it didn't assemble the unit's structure.
LOL, just thought in response to that: it'd be hilarious if the music stepped with frame-by-frame control or sped up with faster game speeds, too. Speaking of which, I'm completely blown away by how the music is literal Allegro code instead of WAVs or MP3s!
It's showing correctly for 1.2 now anyway but thanks—must've missed that about edge-dragging!
How do we move templates to different spaces easily, if it's possible? I deleted Attacker, which left Template 3 blank, but I couldn't find an easy way to move another template over to its template number (just so my lineup of templates wouldn't have a blank space). Moving over the source code didn't seem to move the ship design.
Really diggin' the space bar alert! 😎 |
Yes, there's no proper tutorial for Autonomous Mode (which is why you can skip the tutorial entirely). I should at least add a note about that. Having a separate tutorial for autonomous mode would be great, but also a lot of work!
I'm using Windows 7 and this works correctly for me. This may be a problem with Allegro's keyboard input code on Windows 10 specifically.
It's possible that this Allegro function doesn't work properly on Windows 10 either. Unfortunately I only have one monitor, so I haven't been able to test this properly.
Yes, they have the full design in the header at the start of the file (the part between the #process line and the #code line). This gets written to the designer when the source file is compiled, which you can do using the compile function in the Compile menu.
If you move the source code (e.g. by cutting and pasting it) then compile it, it should update the design.
Hm... I tested this and it worked for me. However, there is a limit of 4 queued commands per unit at any time; were you trying to add more than 4?
Yes, the unit selection code can't really handle this at the moment.
Ha. The next version will have an integrated debugger than will let you look at the code directly while the game is running, but it won't be quite like that... |
Gotcha, thanks for all the info. Too bad about the Win10 incompatibility.
Ohhhh, that may have been it. Maybe a brief popup/toaster message saying "Cannot remember <4 commands" appearing next to the cursor upon attempting a fifth one would be good. |
When you click and drag a selection box, you lose the left-click effectiveness if the mouse goes "off-screen" in the bottom-left area (or over something else), and have to redraw the box.
When you take a unit assigned to Z and want to assign it to X instead, you must make sure to re-select the new Z grouping only, or else the same unit becomes assigned to both Z and X.
There aren't enough keyboard shortcuts for the panels. Some things that I do in the editor ended up automatically locking the entire template of units, and I had to click on "Template 1," "Unlock," "Template 2," "Unlock," all the way through to the bottom to do what was needed.
There seemed to be some glitches in the designer, as I tried to give some weapons a diagonal direction, but every time I clicked compile, they would always point straight to the right. I managed to fix this, but I think only by restarting the game.
This is a really cool game but I think various matters like these are preventing it from being truly great. I hope some of these issues can be resolved!
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