Posted: Thu Feb 26, 2015 5:05 am Post subject:
Attempt at harvester halts
Nice going with DTA updates.
Image shows the AI units trying to move in opposite direction on a narrow passage of water crossing.
With the modder friendly skirmish lobby, was able to create a subterranean harvesters checkbox within few
minutes.
Questions:
- Can the group box for checkboxes be made bigger/adjustable to include more options?
- Can each combo dropdown items be associated with a separate custom ini file? User could create more
game modes.
Have seen subterranean harvester struggle to come up near refinery in vanilla TS also but it was first time
to see them unload in a nearby cell (image inset).
The heli in the middle helipad is darker than its shadow. Was confusing when there were a bunch of them.
Have seen subterranean harvester struggle to come up near refinery in vanilla TS also but it was first time
to see them unload in a nearby cell (image inset).
This sometimes happens in vanilla TS with AI controlled harvesters. If attacked while trying to unload at the Refinery, the Harvester will exit and move to that same cell (or anywhere nearby where there's space) and unload there. _________________
It also happens with player controlled harvesters.
You can even do this manually. Let a harv dock, then while it rotates its back towards the refinery, give it a move command. Then quickly give it another dock command before the harv leaves the docking cell and after it started moving.
Done right, the harv moves away and is then doing the unload at the move-target point. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Thu Feb 26, 2015 1:05 pm Post subject:
Re: Attempt at harvester halts
E1 Elite wrote:
- Can the group box for checkboxes be made bigger/adjustable to include more options?
Yes, this is possible. Add this code to DTACnCNetClient.ini:
Quote:
[panel2]
Size=600,235
[panel1]
Location=602,1
Note that since panel1 and panel2 are generic control names used by multiple windows, the CnCNet lobby UI will be messed up by this change. I might change the control names in a future update to fix it.
E1 Elite wrote:
- Can each combo dropdown items be associated with a separate custom ini file? User could create more game modes.
I've been thinking about adding associated ini files for combo boxes, but right now the feature isn't there. However, you're already able to create new game modes. Just open INI\MPMaps.ini and edit GameModes= of all map entries. The client will automatically form the game mode list based on the values of the maps' GameModes= entries.
In this subterranean case, harvester shuttles several times under the ground near the bib, when it comes above
ground, it unloads in a near by cell. It never docks or enters the refinery bib.
@Rampastein
My interest is in skirmish lobby which is already messed up for me with 120% dpi setting, first column text
overlapping checkbox of second column, obscuring some of the checkbox itself.
Panel1/Panel2 helped horizontally, but eats up the bottom 2 panels when height is increased. Tried Panel3/4,
didn't help. QUICK_EDIT
Panel1/Panel2 helped horizontally, but eats up the bottom 2 panels when height is increased. Tried Panel3/4, didn't help.
To move the bottom controls down, you'll have to move (edit the locations of) lblGameMode, cmbCurrGameMode, lbMapList, customScrollbar1, pbPreview, lblMapName, lblMapAuthor, btnLeaveGame and btnLaunchGame. So it's possible if you're willing to do some work for it.
Quote:
My interest is in skirmish lobby which is already messed up for me with 120% dpi setting, first column text overlapping checkbox of second column, obscuring some of the checkbox itself.
Shortening the checkbox text and reducing font size were helpful to counter the dpi scaling. I will stick to
horizontal resize for now as it is taking more time to relocate/resize.
Good to know that dpi scaling is better in Win8.1. QUICK_EDIT
Windows 8.1 fixes this I don't have any older OS installed so fixing it for them is pretty difficult, especially when 8.1 significantly improved the DPI scaling logic.
Win8.1 DPI scaling with smaller-larger slider, results in larger UI. Drawbacks are blurred fonts in several cases
and scaling out of screen at higher resolutions. When the mod is run at 1600x900, it goes out of screen on 1080p
desktop and sidebar etc. are not visible making it not playable.
With the checkbox - Let me choose one scaling level for all my displays, it works similar to Win7 dpi scaling.
Can choose 125% scaling to test as in Win7. Fonts remain crisp and no problems with higher resolutions. QUICK_EDIT
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