Difference between revisions of "Talk:TODO/UI2"

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(Removed baselayout code that has been incorporated)
 
(No difference)

Latest revision as of 16:52, 16 May 2012

I am just now preparing to add the UI to master, using the mod system (/mods/ui2). For now, you can see a list of TODOs at the top of each .ufo file (search for @TODO). I will be preparing more detailed information on WIP here on a screen-by-screen basis in the future to better facilitate those who wish to help me out. Many thanks. --H-hour 22:30, 4 May 2012 (SAST)

How to see it =

Note: I have just done a quick load test after making changes for bayo's recent UI syntax changes. Some other things might be broken as well. --H-hour 22:38, 4 May 2012 (SAST)

Thanks for the push. Please write the command line we can use to check it ingame. I do some commit, but i dont check it. Bayo 02:08, 5 May 2012 (SAST)
In Windows, I run the exe with +fs_setdir ui2. Mattn just added an in-game command to activate a mod from the console: "fs_mod ui2", but I haven't tested it. --H-hour 09:30, 5 May 2012 (SAST)
fs_mod is not for the commandline - but for switching to a mod from within the game - +set fs_gamedir is still the way to do it from the commandline. --Mattn 11:42, 5 May 2012 (SAST)
Nice! Bayo 11:13, 6 May 2012 (SAST)
Btw. ui_push mods works, too --Mattn 12:17, 6 May 2012 (SAST)

Collapsable Element

BTW, about http://imagebin.org/211306), i think the right side can have a collabsable element (i rememeber somebody talk about floating window for extra inof, i dont think it is nice). And can also became the main menu for all the base. Hmmm maybe it is already the case, i dont check the gui. Bayo 20:40, 7 May 2012 (SAST)