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The new GUI

by Aardappel_ on 09/20/2006 21:51, 134 messages, last message: 11/20/2006 16:00, 92287 views, last view: 05/07/2024 13:07

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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#95: ..

by SanHolo on 10/28/2006 12:58

"people asking for the scores menu to be fixed in front of the player, and the idea that we should use all space around the player both don't get the fundamental concept of the menus: the menus exist in WORLDSPACE, not EYESPACE"

The concept is good, however, the Scoretab is actually something like your health/armor-indicator or ammo counter. And we don't have those in worldspace; for a very good reason. Same should apply to the scoretab IMHO.

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#96: Re: ..

by guest57 on 10/28/2006 18:00, refers to #95

Ah... but the health/armor are your (ogro's) personal properties, whereas the scoretab is more a global thing for everyone. You could thus imagine at one extreme that to see you scores you have to visit a 'noticeboard' entity in a particular room...

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#97: ..

by Drakas on 10/28/2006 19:06

These crazy ideas about score sheet around you - they're just crazy!

Sauer is great right now!
Fast and easy!
If you want to see scores, hold tab.
It is supposed to be fast, not slow.
The way it is now is just good

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#98: hmm

by conor-kirk-cookie on 10/29/2006 05:03

why don't you have an option for this new 3d menu and plain ye olde menu (i like old for editing and new for everything else

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#99: Re: hmm

by Drakas on 10/29/2006 19:22, refers to #98

Read somewhere in this thread!

They are simply not going to be compatible and would bloat the overall game!

Though, I prefer the older menu but the developer is always right :)

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#100: CVS menus

by metlslime on 10/30/2006 01:14

Okay, the menu no longer runs away from the player! This helps.

And while it's the opposite of my suggestion, now that neither axis of the menu is view-plane-parallel, at least it's consistent.

I notice previously tall menus are broken into multiple tabs, which solves the "tall menu" problem.

Now the only major remaining problem for me is the lack of precision I have selecting menu items with my high mouse sensitivity... but with a lower sensitivity, I'd have trouble turning quickly enough...

This reminds me; I think Doom3 reduces mouse sensitivity when the crosshair passes over the menu, and restores it when your cursor leaves the menu. I'm not sure if my memory is accurate in this respect, but it's worth a try.

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#101: idea

by randomcivilian on 10/30/2006 01:21

what about if the menu goes and plasters itself to teh nearest wall? then if the player looks away, the menu disappears and if you press esc. it goes and sticks to a wall again.

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#102: Re: CVS menus

by Aardappel_ on 10/30/2006 01:34, refers to #100

if you can't select a menu item easily at the current default menu distance because of high mouse sens, it also means you can't shoot anything with the rifle at more than 10 feet away, right?

Hey, it be damn easy to add a "menumousesens" variable... but frankly if you are able to operate your mouse for aim of an ogro at the other side of the level, the menu should be way easier.

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#103: Re: CVS menus

by metlslime on 10/30/2006 02:19, refers to #102

Aard: actually, I do have trouble doing precision shooting with the rifle over long distances. This is actually more related to the lack of precision windows seems to give with high sensitivity settings in general, and not just a problem with the game. My hand could be more precise if the OS didn't round off mouse position so much.

So, maybe I'll withdraw that criticism until i figure out what driver settings I need to solve that general problem.

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#104: ..

by SanHolo on 10/30/2006 11:18

Mouse Pointer Acceleration is the key to that issue.

In theory.

OS X has it, but I can`t play games with it...

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#105: ..

by makkE on 10/30/2006 11:36

San, mouse accelleration is pretty much ignored by any serious gamer.

Metl, I have tried out high senses, I don´t really see a precision problem with windows. Of course you need a good mouse if you want high sensitivity. Check out the razer copperhead, or logitechs new models ;)

On a side note, one thing I still notice is that sensitivity gets choppy/slower on framerates around 50 and below.

Ok for the menus :

A menusensitivity would be a good addition for the high sens people. I am for that. A setting of 0 could just make it use the game-sensitivity for those who don´t need it ?

I have tinkered a bit with the guiskin - it would be nice if we had a tiling overlay texture that would keep it´s ratio and be blended over the guiskin.
Sorry I can´t talk glblend, only ps - something like "soft light" or "overlay"
That way we could give it a nice _subtle_ texture on a solid colour guiskin.png - (think of rusty/scratchy metal for the fps or scroll/papyrus for the rpg).. buttons and stuff could be drawn on top.



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#106: Re: ..

by SanHolo on 10/30/2006 13:33, refers to #105

Yes; I actually _bought_ software to disable the mouse-acceleration, a shame OS X doesn`t provide a solution. I only think that _in theory_ the acceleration was the solution to this problem.

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#107: makke, sanholo:

by metlslime on 10/30/2006 21:01

Yes, i do turn off mouse accelleration becuase it totally ruins my ability to use mouselook in FPS games.

I have a decent logitech, like 1-2 years old, but perhaps I need to install the right drivers for it or something.

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#108: Re: makke, sanholo:

by Passa on 10/30/2006 21:46, refers to #107

Ehh Logitech's are good.. some are shit.

The wireless Logitech on my 6600GT PC is so bad I wouldn't even browse the net with it. It becomes a chore opening something in the start menu :/

Then again my MS Optical Wireless Mouse on my main pc isn't any better :/

Get a corded Logitech MX1000 :D

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#109: ..

by Drakas on 10/30/2006 21:48

what is mouse acceleration??

Is it something like when you move the mouse for longer, it speeds up?

These things are crap ^^

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#110: Re: ..

by Aardappel_ on 10/30/2006 23:48, refers to #105

the current guiskin is something I made quickly in photoshop, and is meant to be a guide for someone with art skills to do better. It is set up such that any detail in the border areas can flow into a pattern in the center area... the center area in the texture should be repeated with the same res in the actual gui... if it is not right now it will be.

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#111: Re: ..

by Passa on 10/31/2006 05:32, refers to #110

I noticed in CVS now that unselected tabs are merged.. only problem is it becomes hard to read the sections and separate what they are (ie the works get all jumbled together).

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#112: ..

by Jsloan10 on 11/06/2006 16:32

ATI did something like this,
they replaced their simple friendly control panel for a huge memory hogging animated net framework 2.0 monster.
And I absolutely hate that.
If it aint broke, don't fix it.

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#113: Re: ..

by eihrul on 11/06/2006 23:10, refers to #112

Well, we kinda did the same thing, except we used version 3.0. Get with the times, man.

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#114: fine

by conor-kirk-cookie on 11/07/2006 02:23

this is fine, but: it needs a toggle option, cause i would use this gui for everything except editing.

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