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The new GUI

by Aardappel_ on 09/20/2006 21:51, 134 messages, last message: 11/20/2006 16:00, 91869 views, last view: 04/26/2024 15:44

I just mentioned it in another post, and also on IRC, and it dawned on me it could be beneficial to tell people about it before I implement it.

So in the beginning, there was the current menu system. Super simple and effective, but not very pretty and flexible. Its been on the list for getting a more serious replacement for a LONG time.

The #1 thing that has always bugged me for in-game GUIs is that its "modal". You are either in the game, or you are in the menus, and you are blocked from the game until you explicitly cancel the menu. I prefer UIs where I can do everything all the time, less mental and physical switching all the time, less clumsy.

But how should that work? my initial idea for that you can see at work if you fire up the rpg prototype work (commandline -grpg). Here, the menu is always visible on the side of the screen, and you can scroll through options while you are running through the gameworld. leftmouse always activates, wether its attack (the default) or an actualy menu. Conceptually beautiful and simple.

However, in using it I noticed that it was clumsier than expected. It being on the sides meant dealing with say an NPC means you have to see whats active on the left while pointing at the NPC in the middle, which was uncomfortable. I don't know if anyone else tried using it, I'd love to hear feadback.

So the new plan is actually an older idea I had, but which I thought was unpractical: Do menus fully inside the 3d world. Go close to an NPC, and a bunch of options/icons pop up over his head in 3d. Press ESC, and the main menu launches in front of you, in the 3d world. You can now select menu items simply... with your crosshair! Can't read it? move closer. Large menu that doesn't fit on screen? walk further away! Close the menu? you don't have to, it will automatically dissapear if you are a certain distance from it (though ESC will still work too).

You can have multiple menus open (main menu, NPCs, your inventory, etc etc), and they will overlap depending on which one you are closest to (so switching between menus, should they overlap, is again a question of moving around). ESC goes back or closes the closest one, keep pressing to close all menus manually.

My big initial problem was what happens if an NPC stands in a small indoor environment, and the menu doesn't fit in the 3d space above his head. My solution now is simple: I draw menus on top of the world no matter what, or maybe just for the frontmost menu.

There have been games that have used the crosshair for in-game screens you can click on (Doom 3 is an excellent example), but never before has it been used consistently for everything. I think the modelessness (no switching between crosshair and mousecursor) and the fact that you can control everything with existing controls (movement + shoot) will make it one of the best game UIs ever. But feel free to give your critical comments.

btw this menu overhaul will also mean more different UI elements, i.e. icons in the UI, maybe sliders for numerical values and all that jazz.

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#115: Using the Keyboard for the menu

by Der/Nalia on 11/07/2006 05:46

i think, when in edit mode (or at least a toggle) we should be able to use the keyboard for the menu like we did back in the good ol' days

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#116: Re: Using the Keyboard for the menu

by rpointon on 11/07/2006 12:35, refers to #115

There is nothing to provide a toggle for as the the old menus no longer exist.

If you want keyboard support (esp when editing) then it's more productive to use the console - this was by far the fastest way in the "good ol' days" too. If that's still not good enough then start binding keys to common functions...

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#117: ..

by makkE on 11/07/2006 14:10

I have to agree, even with the old menus, I stopped bothering using them after 2 days for editing, only used them as a key reference sometimes..

ThereĀ“s TAB, the main functions already all bound to keys, and thanks to editbind, you can have tons more of individual keys.

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#118: ..

by Vomit on 11/07/2006 16:44

I really think it should be an option to toggle between this method of menus or the old method depending on what you want. It would be EXTREMELY usefull for editing.

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#119: Re: ..

by rpointon on 11/07/2006 19:43, refers to #118

With the new gui it would be easy enough to edit the property of an entity (say a light color) by dragging sliders... Can you do that in the old gui? No.
Hell, I can even see the color of the light reflected off the new gui... Hey, in theory you could have convenient tool panels or palettes always open in worldspace for you to pick and place things from... so many advantages are coming!

You want to use the arrow keys to move around the gui - wtf? My right hand stays put on the mouse, I don't no stinking navigation keys.

Is the new gui finished? Nope - it's work in progress... meanwhile your opinion is noted...

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#120: have to agree...

by metlslime on 11/07/2006 21:50

the old edit menu was already clunky and inconvenient, and I switched to keyboard shortcuts long ago... so the new edit menu faces a pretty low bar.

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#121: Re: have to agree...

by Passa on 11/07/2006 22:17, refers to #120

The only thing I miss is being able to go ESC, arrow up, enter to quit. Stuff like that, things you remembered with the menu.

Trust me, everyone will get used to the new one and everyone will live happily ever after.

Just one odd thing, with editing, if you are looking vertically, rather than horizontally, while editing, you won't see the menu, it will spawn sorta behind you.. any chance of 360 degree menus in editing mode then :P

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#122: Re: ..

by Recursion on 11/08/2006 02:02, refers to #119

Even with the old menu you could use the scroll wheel to move up and down and click to select. You didn't need to take your hand off the mouse.

And in regard to the new menus; I haven't tried them, but I think they sound like a quite good idea and very usable.

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#123: ..

by enigma_0Z on 11/08/2006 05:32

Perhaps I haven't dug thru this forum enough, but is the new GUI in CVS, or simply activated by supplying the "-grpg" option to sauer?

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#124: Re: ..

by Passa on 11/08/2006 05:34, refers to #123

Its already activated once updated through CVS.

The old menu system has been removed already.

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#125: ..

by takua00108 on 11/08/2006 05:41

Okay, some random ideas now.

Suggestions:
A cylindrical or semi-cylindrical menu for the score box, because although I like the new GUI, I hate it for the score. Wouldn\'t it be neat if it was rendered on a semi-cylinder (only as wide as, say, your vision) that was fixed in your eyespace? Semi-transparent, of course, so you can still see what\'s going on.

Perhaps test the ability to stick these menus on the nearest wall? That would be neat, because if you\'re not going to try the previous idea, then at least you could \"plaster\" the scoreboard somewhere (just for you, nobody else can see it), and you could check it every now and then. I\'m no (C++) developer, but this seems rather hard...

Observations:
Uhm...has anyone actually /died/ while using the new GUI? The scoreboard looks fine, unless you just suicided or got blown away, in which case there\'s no scoreboard for you.

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#126: Re: scoretab on new GUI

by MeatROme on 11/08/2006 17:26, refers to #125

This whole discussion is somehow not really penetrating to either sides:
the developers:
-have just implemented a completely new GUI mechanism and think the users are just too set in their ways to adapt to it quietly
-the users see the new GUI and are afraid their set ways will have tripwires attached in the future

The main focus here seems to be the scoretab-issue - which can no longer be readily viewed while fighting.

If the developers have reasons to not allow for a subset of menus to be "always b4 player" and won't implement a "print scores to HUD" function then the players will have to accept viewing scores is only doable during leisure times whilst playing (e.g. when dead or whilst standing in a corner using the GUI).

@editing-with-menus:
some stuff I used to do with menus (thanks to last-active-marker this was often easy enough) - but console editing is by far the fastest and most flexible.
I'll just say
loop i 3 [entproperty (+ $i 1) +128]

If you need certain menus (light-sliders, entity list, ...) you can "editbind KEY [showgui XYZ]"
to have direct access to them w/o going through to it from main menu ;)

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#127: Re: scoretab on new GUI

by Drakas on 11/09/2006 08:48, refers to #126

That is just awsome!
Is it possible to bind two keys, and if yes - how?
I mean something like Ctrl+M for some action?

Custom menus are amazing, really love it :)

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#128: Re: scoretab on new GUI

by MeatROme on 11/09/2006 17:12, refers to #127

you can do stuff like this

rctrl_on = 0

bind RCTRL [rctrl_on = 1; onrelease [rctrl _on= 0]]

bind M [if (= $rctrl_on 1) [echo "RCTRL+M"] [echo "just M"]]

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#129: ..

by enigma_0Z on 11/11/2006 18:40

Just adding my two cents for the menu system:

Looks great, but:

Normally WASD move the character, can we set it up so that the arrows move through the menus and WASD still move? sometimes the mouse input feels kludgy.

The other issues are:
1. scoreboard: something seems "off" about the score board. Perhaps an overlaid scoreboard as an option as well?

2. Map selection screens: The new map selection with the preview is nice, but it forces you to look away from the preview to select the map. Another application for optional menu keybinding?

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#130: trodden path?

by MeatROme on 11/11/2006 18:57, refers to #129

simply move a bit further away from bigger menus.

central to the menus being in world-space is the concept of using the worldposition of the mouse cursor to interact with it.
all this makes a lot more sense when you've played the "Kill a Wolf" campaign!
run sauerbraten with "-grpg" for this

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#131: ..

by enigma_0Z on 11/13/2006 04:57

I'm sure that that would work. My point is that one: it is quicker to menu with the keyboard. Point 'n click is very cool, very "beautiful", so to speak, but "mouse up, click, mouse down, click" is less accurate and slower than "up up enter down down enter". I'm not saying that we should _not_ have mouse input, I'm just saying that keyboard input should be an option. Also, bigger menus should move themselves away from you. It should be self-fixing...

Just my two cents.

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#132: ..

by Max of S2D [Fr] on 11/13/2006 13:02

Can you provide screenshots of the new menus ? I don't manage to compile the CVS :p

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#133: Re: ..

by takua00108 on 11/14/2006 20:12, refers to #132

Somebody posted a compiled version awhile back...it's not the most recent though.

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#134: Every menu gets optional carry-with?

by Pxtl on 11/20/2006 16:00

Maybe some sort of hold-down functionality for the menus? That is, when holding down the button that spawned the menu, you carry it with you. This can be used for moving in-game menus around, or for viewing your score.

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