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Feature requests / Re: Attack Location
« on: 27 June 2011, 11:12:00 »
Yeah, I thought it might be wise after we added cloaking, and it obviously have other uses... like big missles 
Existing ticket: 267.

Existing ticket: 267.
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(the ini option doesn't do anything these days though, its always 40, I meant to change it back for the debug edition, but don't think I ever got around to it...)The downfall of glest's environments I think is because the tile system is so obvious, one way to change this is with tucho's idea:
Can a ticket please be made for these two features? I'm not a coder but they sound relatively straight forward.
Another thing which has been suggested before, bump maps on ground textures. Normal maps are already implemented in GAE so I'm not sure easy it would be to implement. But I beleive it would be far more worthwhile than putting bump maps on units, I could cite many examples of how nice this would be; but I'm sure you all know already.Yes. This. Terrain with depth looks amazing compared to the flat, painted-on stuff we have.
The renderer then just looks for all tiles that share some particular texture, picks the appropriate alpha-blending shape for tiles adjacent to the ones with that texture, sticks everything into a VBO with the base texture using one set of texcoords (allowing arbitrary scaling and rotation just by transforming those texcoords) and the blend texture selected from an atlas with another set of texcoords, then repeat for every base texture in the map, and render by drawing each layer on top of the previous ones.
My personal recommendation is to wait, to ensure the board is still the board we remember, and not a generic hospital theme.
Is there any documentation for the widget layout code? I made a bit of a mess of the options tabbing using trial and error.

, hopefully get it done on Sunday.
RenderTerrainRenderer=1

).Also someone needs to make a standalone installer for GAE 0.4 for people who don't compile. I'm currently still using the 0.4 beta snapshot which is bolted to an old install thru the addons folderand is really buggy. The wierdest bug is that tilesets only load the first model in each set and align them all in the same way, kinda annoying as I'm trying to design a new tileset atm
Just one question, it says the colors can be written as:Quote(0xRRGGBBAA, or #RRGGBBAA, or RRGGBBAAh).
The last one has a rather out of place looking "h" at the end. Just checking whether this is supposed to be there or if it's a typo.

We can expand on it later, now that it's at a publicly editable location, where everyone can edit without even making an account [Wiki advertising goes here].


=Setup functions=
==addColour(name, colourString);==
Add a named colour. The name should be unique and the colourString is a hexadecimal
representation of the colour (0xRRGGBBAA, or #RRGGBBAA, or RRGGBBAAh).
==loadTexture(name, path, mipmap);==
Load a named texture. The name should be unique and path is the complete path to the
desired image file from the 'root' glest directory. An optioinal boolean 'mipmap'
tells the engine whether to generate mipmaps for the texture or not, if omitted the
defualt value is true, and this is generally appropriate, textures with 'fine detail'
(such as those used for borders) being the exception to the general rule.
==setOverlayTexture(type, texName);==
The three texture overlays used on auto-command toggles are set via this function,
it should be called three times with type 'tick', 'cross', & 'question'. The texName
parameter is a previously loaded texture.
==loadFont(name, path, size);==
Load a named font. The name should be unique and path is the complete path to the
desired font file from the 'root' glest directory. The size parameter sets the size
in points. NOTE: size will not be exactly respected, and is scaled based on the
window size/resolution the user is playing the game with.
==setDefaultFont(type, fontName);==
Set default and fallback fonts, should be called four times, with types 'menu', 'game',
'title' & 'version'. The menu and game fonts are fallbacks for text styles that are
missing fonts, while title and version are used only for the 'advanced engine' and
version labels on the root menu.
=Style definitions=
WidgetType = {
Default = { --[[ Style definition for default state ]] },
States = {
Disabled = { --[[ style definition (or 'overrides') for disabled state ]] },
Hover = { --[[ style definition (or 'overrides') for hover state ]] },
Focus = { --[[ style definition (or 'overrides') for focus state ]] },
Selected = { --[[ style definition (or 'overrides') for selected state ]] },
},
}
The default state determines a widgets 'normal' look, the tables within the States table
determine their appearance in various behavioural states, any individual style elements
that are not specified in a special state are copied from the default state.
A style definition consists of a table each for borders, background, highlight, text and
overlay.
==Borders==
Type: A border style must contain a Type field, which must be one of 'none', 'invisible',
'raise', 'embed', 'solid', 'custom-sides', 'custom-corners' or 'texture'.
Sizes: If the Type is anything other than 'none', then a sizes table should be included,
if not type texture it should contain four integers for the left, top, right & bottom
border respectively, for type texture it should contain two integers for the side and corner
size.
Colours: A table of one to four named colours, used where type is solid (single colour), raise
or embed (two colours, light and dark respectively), custom-sides or custom-corners (four
colours, [left, top, right, bottom or top-left, top-right, bottom-right, bottom-left). Not
used for types none, invisible or texture.
Texture: A named texture, used only for type texture.
==Background==
Type: A background style must contain a type, which should be 'none', 'colour', 'custom-colours'
or 'texture'.
InsideBorders: boolean value indicating whether the background should be rendered only within
the widgets borders, or over the entire widget's size.
Colours: A table of one or four named colours, used where type is colour (single entry) or
custom-colours (four values: top-left, top-right, bottom-right, bottom-left).
Texture: named texture to use if type is texture.
==Highlight==
Type: Style type, one of 'none', 'oscillate' or 'fixed'.
Colour: a named colour for the highlight.
==Text==
Font: A named font that this widget should use for any text.
Colour: A named colour to render the font in.
Shadow: boolean value indicating whether text should be shadowed.
ShadowColour: a named colour the shadow should be rendered with.
==Overlay==
Texture: a named texture identifying the overlat image.
InsideBorders: boolean value indicating whether the overlay should be rendered only within
the widgets borders, or over the entire widget's size.
=Widget Types=
The folloeing is a list of tables the engine looks for to style certain widgets,
StaticWidget
Button
CheckBox.Checked
CheckBox.UnChecked
TextBox
ListItem
ListBox
DropList
ScrollBar
ScrollBarButtonUp
ScrollBarButtonDown
ScrollBarButtonLeft
ScrollBarButtonRight
ScrollBarVerticalShaft
ScrollBarVerticalThumb
ScrollBarHorizontalShaft
ScrollBarHorizontalThumb
Slider
SliderVerticalShaft
SliderVerticalThumb
SliderHorizontalShaft
SliderHorizontalThumb
TitleBar
TitleBarCloseButton
TitleBarRollUpButton
TitleBarRollDownButton
TitleBarExpandButton
TitleBarShrinkButton
MessageBox
GameWidgetFrame
ToolTip
ToolTip.Header
ToolTip.Main
ToolTip.Item
ToolTip.RequirementMet
ToolTip.RequirementNotMet
ColourPicker
ColourButton
TickerTape
InfoWidget
Logger
Logger.Header
Logger.LogLine
CodeView
CodeEdit
ResourceBar
MiniMap
Display
Console
GameStats

Anyway we already set the version in cmake through projectConfig.h, so maybe it's better to do it in cmake. Something like this:I think the big problem doing it that way is the overhead of modifying a header each build. The script way completes in under a second.

Edit:
It might be good to add other information like build_platform and build_configuration.
0.4beta1, the Military addon does not seem to be able to overwrite the global language string. I even tried removing the language file in the upgrade addon for 0.4, with no success. It just seems to be completely ignored.
<cloak type='permanent'>
<group value='stealth' />
<!-- . . . -->
</cloak>
<detector type='permanent'>
<group value='stealth' />
<!-- . . . -->
</detector>