Development Thread

Resizable CDA changes committed and because of that I also prettied up a bunch of the BUG Options text entries. Here's an example from the new CDA Options:

1224888047.jpg


Any other dropdowns whose hover text listed all the values now has similar bulleted/colored formatting. It looked alright to me in all the languages, but translators should probably double-check.

I like it a lot! :goodjob:
But I don't like the white ":" after the blue text, so I changed all the ": " in bullet lists into " - " ; I did it only for ITA, you can look at it and if you like more we can apply this change also to other languages.

About CDA: now that we have extended the screen, I have to produce new pages, even if it will impossible to produce them for all resolutions and all space-options... Furthermore, I recently discovered that BM came with a different font, so now I understand while some guys were seeing differently my CDA pages.
So, I think ythat I'll start with 2 or 3 main sets of them ('large', 'small' and maybe 'medium'), requiring some optimization by the user.

It will be wonderful if soon or later CDA will get the possibility to load config file ingame (directly in CDA interface or in BOS)... if so, the player will be able to switch between different config files quickly... and maybe we'll be also able to switch the file together with switching the space option.
 
I like it a lot! :goodjob:
But I don't like the white ":" after the blue text, so I changed all the ": " in bullet lists into " - ".

I agree. I prefer the " - " after it with spaces around it. Yes, I used ":" originally and again in the XML Reference, but that's when there's no other formatting applied.

It will be wonderful if soon or later CDA will get the possibility to load config file ingame (directly in CDA interface or in BOS)... if so, the player will be able to switch between different config files quickly... and maybe we'll be also able to switch the file together with switching the space option.

That would be wonderful, wouldn't it? :mischief: Okay, it's on my list, so I'll bump it up higher. :) Also, I don't think it's necessary to have it tied to size only because players will likely change that only once, same with resolution.
 
I've just added tick marks for progress bars.

tickmarksez9.jpg


I'm only planning to add them to bars that you can have a strong impact on (ie dial up or down tech rate). Thus the tech bar, city growth and city production bars. The tech bar has tick marks while the other two have solid bars. As you change the progress rate, the marks show where the bar will be at the current rate. Useful to see that in 6 turns time, you will be 5 beakers short on that all important tech.

At the moment, it isn't optional - I will add that feature shortly. Any feedback?

Edit: Hey - Do you think the tech text a little high on the progress bar?

Edit2: Forgot to mention that if the rate falls too low, you will not get tick marks (the cut off is if the tick marks are within 5 pixels).
 
I noticed one problem: hovers and click events didn't work anymore. I fixed it by adding code to move the bar and text in front of the canvas each time it's drawn. Let me know if this causes any trouble.
 
The production bar gets fooled by overflow (and chops); here's an example of a city which will take 3 turns to build something but more than half (231/450) comes on this first turn due to overflow. Note how there are no tick marks even though there should be one dividing the 2nd and 3rd turn.

1225527750.jpg


A turn later you can see where the tick mark should have been:

1225527938.jpg


Neat idea though and could be pretty handy. :goodjob:
 
hmmn ... a few things ...

  • the 'iron working' that appears too high must be driven by me font - the tech text looks ok on your screenies
  • is that brown all the way across the top of your screen - even under the tech bar - I don't think that is standard is it?
  • EF pointed the overflow (plus other) issues out to me - I thought I didn't need to worry about that as it only affects the location of the first tick (the one the game shows with the lighter color bar) - obviously, I do
  • got a save that I can play with?
  • why doesn't the second screenie show tick marks on the production bar? Is there a chop involved?
  • I'm not sure I like the solid mark - especially when it goes over some text - thinking of turning them all into the partial tick marks and making them smaller - 5 or 10 pixels long.
 
I noticed one problem: hovers and click events didn't work anymore. I fixed it by adding code to move the bar and text in front of the canvas each time it's drawn. Let me know if this causes any trouble.
Your 'bringtofront' solution doesn't work. Infact, I don't think civ's bringtofront works.

The production bar gets fooled by overflow (and chops)

Correct, it doesn't consider overflow from the previous build, whipping or chops.
I have updated my calcs - it works in the example I have. I haven't checked chopping, but I expect that to work (famous last words?).
 
Your 'bringtofront' solution doesn't work. Infact, I don't think civ's bringtofront works.

It works fine for me. Can you please elaborate on "doesn't work"?
 
I dislike the slider for fow on screen, what about adding an option for having a dropdown in the menu for setting the fow?
 
* is that brown all the way across the top of your screen - even under the tech bar - I don't think that is standard is it?
No, that's the "Gold Interface" from Blue Marble 4. I'm not sold on the terrain, but I like the gold color. And on the second screen I hadn't picked my next tech yet after finishing fission so the research bar is absent.

* why doesn't the second screenie show tick marks on the production bar? Is there a chop involved?
The second screen is down to 2 turns left so no extra ticks are required since the standard bar shows the next turn already.

* got a save that I can play with?
Here ya go. Baghdad is in the overflow situation from my first screen above and Diyarbakir has a chopping bonus.

@EF: Regarding the bring to front, I'm getting the hover on the food/production bars fine but the tech bar is not giving me the hover or processing clicks.
 

Attachments

Regarding the bring to front, I'm getting the hover on the food/production bars fine but the tech bar is not giving me the hover or processing clicks.

Fixed. I made a copy-n-paste error for the widescreen tech bar.
 
the latest in tick marks - added a whip threshold indicator. I'm not sold on it - but it is an option. The yellow behind the light blue is particularly hard to see.

tickmarksvz7.jpg
 
I committed the redesigned General tab because nobody actually disliked it. :D
I also added a Changelog as requested by the users. Would be great if you guys could add a line if you add a new feature or fix a bug which might be interesting for the users of BUG to know. Please, check it out in case I missed something. :)
 
I think it's time to:

a) split the General tab of BOS into two different tabs, oe for Main Interface and the other for City Screen.
The General tab is now rather crowded, it has a vertical scrolling bar and at least in ITA it also has an ugly horizontal scrolling bar... may be this can be removed shortening the text and moving some option around the tab, but I don't see any reason now for keeping one crowded tab instead of two clear ones. Only problem... I'm not so sure about how to do it, so if somebody else would like to...

b) delete BAT and branches from BUG SVN repo.
I think we have waited enough time since the move of BAT in its own repo and since the adoption of new BUG core, so I think that deleting those files will make BUG repo more clean and hopefully will also make repo operations quicker. I can do this, because I suppose I only need to delete the files from BUG repo.

c) start the BEAST repo
If somebody create it and give me the url, I can do the file moving (excluding the ones we have decided not to include in it, like the fake FRA and SPA).
 
To a): I would support that if there would be enough options for separated Main Interface and City Screen tabs to justify it. Currently there are just too few options for both sections to fill a whole tab, IMHO. :dunno:
Maybe you could revert to the old term for the Great General Progress Bar. That would stop the screen from displaying a horizontal scroll bar until we find a better solution.
 
BOS, BUG, BAT, BEAST :crazyeye:

Maybe yoe should start a thread, where all your acronyms and abbreviations are explained ;)
 
To a): I would support that if there would be enough options for separated Main Interface and City Screen tabs to justify it. Currently there are just too few options for both sections to fill a whole tab, IMHO. :dunno:

IMHO there are enough, because the options will be displayed in max 2 columns, allowing full text for them.
Furthermore, IMHO there is really no reason to have these options in a unique tab, and with a misleading title too. Before this tab was for all the things that have no specific tab, but now that the shortcut for Ctrl-Alt-O is out, and that it only has options divided into 2 independent sections... why should't we create two independent tab for them? We have in that tab enough staff to require a vertical scrolling, and I'll be more than happy to avoid it each time it's possible.

Maybe you could revert to the old term for the Great General Progress Bar. That would stop the screen from displaying a horizontal scroll bar until we find a better solution.

I've shrinked that text, but it's not enough to avoid the horizontal scrolling bar (at least with standard font)... I can cut some other text (the one for GP types is the longer), but... IMHO it's not the best solution... but of course if my proposal of splitting is not approved, I'll fo it :)
 
BOS, BUG, BAT, BEAST :crazyeye:

Maybe yoe should start a thread, where all your acronyms and abbreviations are explained ;)

:D

- BUG is BUG Mod and BAT is BAT Mod ^_- I think no need of explanation here...
- BOS is BUG Option Screen, the one opened by Ctrl+Alt+O containing all the options for enabling and configuring BUG
_ BEAST will probably be the SVN repo containing all the things that now are in the Extra Stuff folder of main BUG SVN Repo: we have decided to split it in 3 different repos, the original one will be only for BUG, another one has already been created for BAT (and BAT files will be removed from BUG repo), same thing will happen for the Extra Stuff files that will go in BEAST repo.
 
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