GUI Creation Program

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Marching Thru Georgia
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GUI Creation Program

Post by Marching Thru Georgia »

It was mentioned that the program used to create the new GUI was open source. What is the name of it? This really isn't usable for HITS play.
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mitra76
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Re: GUI Creation Program

Post by mitra76 »

Is MyGui, Kevin. In the SDK they will be all the graphical editors (more or less the style is that one of screen design of various RADs) and the layouts used in the game to change and insert in the usual way in the mods directory.
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con20or
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Re: GUI Creation Program

Post by con20or »

Two things might help.

1. Did you find the HITS Move setting in the in-game menu?
2. The grog toolbar in the mods menu?
Saddletank
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Re: GUI Creation Program

Post by Saddletank »

1. No - where is that please?
2. The Grog toolbar appears to make all the TB buttons so mall I can hardly see them to click them.

3. Main issue is the context pop-up. I just don't like them. The game gives you what it thinks you want when I'd rather always have a full choice of everything and select from the full options even if some (or many) are redundant.
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Marching Thru Georgia
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Re: GUI Creation Program

Post by Marching Thru Georgia »

Yes to both questions.
Removing the context menu means there are virtually no choices as to how to fight your battalion.

Reb's toolbar is a far better menu, but the little menu that pops up on the screen is annoying. It's not as if there isn't enough real estate on the toolbar at the bottom of the screen for it. It is also missing some important buttons, such as rotate buttons for commanders. Also, the buttons could be bigger.

The green arrows are also a problem. It's very difficult to see them at ground level and rotating them properly is all but impossible. This can probably be solved with a new graphic.

Sorry, it will just be easier to design a gui strictly for HITS play. The KS group has been playing Nappy HITS for 2 years now and we have a pretty good idea what is needed to eficiently fight that way. This isn't a criticism of the game design as I'm sure HITS play is done by a small fraction of the players, so these issues were really never considered.
Last edited by Marching Thru Georgia on Wed Jun 10, 2015 2:00 am, edited 1 time in total.
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kg_sspoom
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Re: GUI Creation Program

Post by kg_sspoom »

@ DIGBY #2 IF you want the buttons larger in the grog mod you have to use a lower resolution 1024x768 the buttons fill the bottom bar.
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Re: GUI Creation Program

Post by Jim »

1. No - where is that please?
2. The Grog toolbar appears to make all the TB buttons so mall I can hardly see them to click them.

3. Main issue is the context pop-up. I just don't like them. The game gives you what it thinks you want when I'd rather always have a full choice of everything and select from the full options even if some (or many) are redundant.
From the Game Manual, page 57:

"HITS Move
“Hits Move” makes it possible for a player playing HITS to move his commander using keyboard commands. (“Headquarters in the Saddle,” is the ultimate “you are there” playing style. When a player is playing HITS, the camera follows the player’s commander: the camera may pivot and look about, but it may not move away.) “HITS Move” can be enabled only from the In Game Options Screen. From the main game screen, click on Menu, the Options. On the right side, set the HITS Move slider to a number, this number represents the number of yards that the player’s commander will move unless halted. Here are the commands available in this mode:
W: Move the player forward.
S: Make the player do an about-face.
A: Change the player’s facing counter-clockwise.
D: Change the player’s facing clockwise.
Left shift: Double-time the player’s movement.
Space: Halt the player.
To disable HITS Move, open the In Game Options screen and set the distance back to zero.
(Note: For players who have not edited keyboard.csv, camera control is restricted to mouse movement when HITS Move is activated, since the WSAD keys may not be used for camera movement.)"

Reb can answer for his own design choices on the Grog toolbar. You can disable the context menu from the Main Game Options page, tab 1, Other Options section on the right column, lower side.

-Jim
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RebBugler
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Re: GUI Creation Program

Post by RebBugler »

Wheel buttons are provided at every level on the Grog Toolbar, I made sure of this. Point out a specific MISS and I'll get it fixed with a timely update.

More space will be freed up with Patch 1 hopefully, I'm waiting for an Officer unittype fix. Still, the floating toolbars are here to stay to accommodate levels 5 and 6, they are maxed out as is if all commands already available are included.

Making the buttons bigger would require for the toolbar being enlarged vertically upwards. MyGui doesn't allow for any more expansion downwards or horizontally. I'll probably sound like the village idiot, but why in the heck do you folks need such high resolutions for immersion? I'm guessing it's a HITS thing so you'll have a wider field of vision. Seems kinda ironic to me, you prefer to play from a limited viewpoint, yet you opt for a larger view.
...says the village idiot. :woohoo:

We tried probably a dozen different direction arrow types, settled with what you see. I know the HITS folks aren't going to be sated until direction arrows hover above the battlefield, probably going to have to wait for a new engine to see that.

Can't wait for the SDK to be released, then you can make it your way. And you'll definitely be pleased with all the opened up and new modding possibilities, at least I believe so.
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norb
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Re: GUI Creation Program

Post by norb »

I think that the downloaded version of my gui should work. I don't think we changed it too much. You can also probably figure out the .layout files as they are all xml. If you wanted to try a hand at modding. It's all text based.
Saddletank
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Re: GUI Creation Program

Post by Saddletank »

“HITS Move” can be enabled only from the In Game Options Screen. From the main game screen, click on Menu, the Options. On the right side, set the HITS Move slider to a number, this number represents the number of yards that the player’s commander will move unless halted.
Jim, thanks... but are you sure the HITS move option is there? I see three options screens and none of them has this slider.
Still, the floating toolbars are here to stay to accommodate levels 5 and 6, they are maxed out as is if all commands already available are included.
This is unfortunate as a floating toolbar is a pain and another thing for the player to deal with/get rid of/move aside. It also means some buttons are not with the others needing player search time.
Making the buttons bigger would require for the toolbar being enlarged vertically upwards.
Make it so. Currently at 1680x1050 the buttons are too small. A GUI program that fixes toolbar size regardless of screen res would be a better option.
I'll probably sound like the village idiot, but why in the heck do you folks need such high resolutions for immersion? I'm guessing it's a HITS thing so you'll have a wider field of vision. Seems kinda ironic to me, you prefer to play from a limited viewpoint, yet you opt for a larger view.
No, you don't sound like a village idiot but you are coming across as rude and unhelpful. I am a customer and I have a playing style choice. That is all. Don't insult my choice.
I know the HITS folks aren't going to be sated until direction arrows hover above the battlefield, probably going to have to wait for a new engine to see that.
Again, being rude to your customers is not helpful.
Last edited by Saddletank on Wed Jun 10, 2015 12:25 pm, edited 1 time in total.
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