Talk:TODO/UI2

From UFO:AI
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

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)