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Any of the active worlds currently using scripted OSD?
Posted: Thu Jun 02, 2011 9:42 pm
by Mit
.. If anyone is, could you let me know please?
I'm doing new graphics for that stuff in 0.55.2 (its much more pleasant now :] ).. would like to be able to confirm its not going to behave badly for any of you.
Posted: Thu Jun 02, 2011 10:42 pm
by Mit
Heres the new look btw..
(Heres 0.55.1 looking at the same script : )
Posted: Thu Jun 02, 2011 10:52 pm
by zaroba
wow, that looks awesome.
how will those be size wise when it comes to having a lot of options?
looks like they might use double the space as th old method, which is no big deal and easy to work around.
the scripts i'm doing for delivery zone have tons of osds in them.
to put it lightly, fuel is the only physical item on the world, everything else is scripts and osds. even vehicle buying and changing is done via osd. i'm strongly considering eliminating the fuel item as well, opting instead for osd gas stations that grant the players fuel.
besides missions and vehicles, the admin panel is osd based, as are the player options.
the help system i'm going to make for the world will be osds as well and include details on how to play the world and info for different types of missions and all the buildings players will interact with.
Posted: Thu Jun 02, 2011 11:18 pm
by Mit
changes are mostly just graphical atm.. won't be much different in terms of how it deals with layout and large bits of osd.
Theres plenty to be done there though, including the rest of the essential UI elements like checkboxes, radios, dropdowns etc.
I've put up a beta of 0.55.2 for you to try.. would be very interested to look at what problems the graphics change might cause you, then will be able to prioritise the next bits.
Posted: Fri Jun 03, 2011 12:59 am
by morbydvisns
Mmmm methinks Ariya is pretty heavy OSD but its running on the SM.
and that looks badass.
Posted: Fri Jun 03, 2011 2:32 am
by zaroba
Mit wrote:Theres plenty to be done there though, including the rest of the essential UI elements like checkboxes, radios, dropdowns etc.
ooo, might this be the 'big thing' you had kept mentioning?
sounds awesome. especially the drop downs which could increase the options while reducing the space needed.
checkboxes...multiple selections?
Posted: Fri Jun 03, 2011 2:47 am
by zaroba
a thought...is it possible to have the osd centered automatically based on how tall/short it is?
for example...this was with the game full screened at 1920x1200 with the new osd.
its a very easy problem to get around and this was just a test thing anyway so its not likely a script would need an osd this long unless it was book related, then multiple pages could be done. but with different people having different resolutions, what looks good on a higher res might be cut off on a lower res.
Posted: Fri Jun 03, 2011 5:29 pm
by morbydvisns
scripted poll the game client for resolution, and only script it to put buttons to fall within the resolution, and a next button to swap pages if needed? O.o
so um does this 'thing' have to do with the universalpub that we got a tease enough to get TU blueballs with?
Posted: Sun Jun 05, 2011 12:03 am
by zaroba
a script to check game resolution might work.
my way around the above was to display different lists based on the number of vehicles you own.
since the vehicles are vars and not physical items, there's also a var to just count your total number of vehicles. for example, there's 20 vehicles on the world and that above osd will only list vehicles you do not own. if you have less then 10 vehicles, you see two separate osds that will show up to 10 vehicles each. if you own more then 10 vehicles, you get an osd that is capable of showing all 20 vehicles, but it would only show the 10 or less that you do not yet own.
since your doing all this work on OSDs, i have to ask, is the ability to display player and server vars in an osd being added?