UPDATE: New screenshot of latest build, see first post.Hi guys, sorry for the lack of updates of late, RL things have been sucking my time away recently, so haven't been able make as much progress recently. Never-the-less, I have new picture for u, of a nice, polished up bro-cap selection screen. Just at uni atm, so will finish writing answers to all the questions in a few hours.
Right, so...Dark Riku wrote:No restart button available atm. It's not that big of a hassle to restart a replay though. Replays aren't that important for me personally. But man, a manipulable time bar would be so freaking useful. The warp is presenting us with many talented individuals of late though. So hopes are high :p
Lulgrim wrote:It's impossible frankly. The replays work by just kinda saving the actions (input if you will) of all the players, and when you load a replay it creates a game and runs it with the commands from the replay file. So you can't jump to point X as the game has no idea what's going to be happening then.
I was thinking about this problem, and maybe a possible work-around. Though it would probably require a bit of research into the exact structure of the replay file.
My thought was adding a script which reads the replay file, and creates multiple smaller copies of it, with the simulation commands split into time blocks within each file, progressively becoming shorter in length by, say 5 mins, across all the copies in sequence. So, say there's a 45 min replay, the script would create 9 copies of it, with the 1st being the original replay (conatining the full 45 mins of the game), the 2nd containing only 40 mins (beginning 5 mins in), and so on. As the copies are then just essentialy now shorter individual replays, I could add in a UI element which places 5 minute blocks (buttons) over the time bar, and clicking each block would essentially just load a new replay. Just some musings...
Asmon wrote:We could add the possibility to play the replay even faster than x4.
Thats probably not too hard? Will look into it.
TomastheTankEngine wrote:I can track the kills for certain with SCAR. Resources and other elements perhaps can be done through SCAR, need to look into it more. I am fairly sure .dll injection will have be used to connect the UI to the data. As far as I know the only way to update the UI is through .dll SCAR functions. I will have a look in depth about creating a function for updating the UI.
Cool, sounds good Tank Engine, let me know how you go. I'll take a peek at it too when I've finished up the selection screen.
fankater wrote:Can we "draw" custom ingame UI to be added for each race (like DOW1) or even expand that we have now with additional icons such as:
-ranged weapon - when you point the icon you will see description about current ranged wapon, range, dps,
-melee weapon - description about current melee wapon, melee skill,
-armor - desctipion about health per model, armor type, speed, charge etc.
Something like this is in Stracraft 1&2.
Yes, I think some things like this can be possibly done, in the future. Not a priority atm though, as I'm starting to rack up quite a list of requests and what-not. Only so many hrs in the day!
fankater wrote:Any news about U.I. modyfication Mr. Crumpet ? Can we expect new race selector in 2.2 final ?
Hopefully I can finish it up soon! Just depends how much spare time I get. Fingers crossed.
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Ugghh... well thats a good wall of text. Anyway sorry if I missed something!
Commissar Vocaloid wrote:The second and third picture in the first post puts a big grin on my face (:
MUCH APPRECIATED KIND SIR, THANK YOU FOR YOUR WORK.
And to all the others, thanks for the kind words of support!
