Tremulous Forum
General => Feedback => Topic started by: SirDude on July 03, 2011, 10:57:37 pm
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As some of you my remember, i have talked about a game called BattleZone, one of the few other (and it might even be the first) FPS/RTS game.
There are a Few things from battlezone that i say we must copy outright, due to the fact it is so refined and smooth that a brand new player will have a no trouble at all picking up.
And that is the menu system, the menu is so smooth you be moving from point A to B or engaged in heavy combat and Que up buildings, combat units, health, ammo, and new weapons to equip all with in seconds smoothly.
And the fact Trem is less of a Rts then BattleZone is means it will be easy to implement.
This is the menu system.
(http://i.imgur.com/8Hoiy.png)
I want a silo so i choose the constructor by pressing the 8 key.
(equip a construction kit)
I don't have scrap (BP) so i wait for my scavengers to collect some (BP getting freed)
(http://i.imgur.com/JB5au.png)
My scavs have now collected enough scrap for mu silo, highlighting its name a giving me the option to build it.
(http://i.imgur.com/CEVt6.png)
By pressing 6 i can choose to build it or cancel it.
(http://i.imgur.com/CyyPQ.png)
From what i have showed you so far this menu system is very easy to learn, and could easily be implemented in trem, with out the need for annoying pain in the ass binds.
this would for evolving, building, and equipping weapons and armor. (Humans would need some sub menus but this system actually benefits from it).
If you guys would like to try out this system you can go download battlezone for free legally, it works with XP, vista, and windows 7. I would also like to say Ken Miller one of the original devs for battlezone is working on a new patch, multiplayer is still active and not a pain in the ass to use. (only the music is not included but you can download it and get it to work with the game properly).
http://www.battlezone1.org/
There is a lot from this game to learn from. and the least we could copy would be this menu system.
Comments?
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I'm pretty sure all modern Huds have chatmenu, Is this what you were looking for?
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I'm sorry, but I fail to see how this is any different to binds. My binds for example also use the number keys to select buildings and classes/weapons.
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That's kind of the point nux, to get rid of the absolute NEED for the binds.
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to get rid of the absolute NEED for the binds.
cg_thoughtPowerSensitivity 42
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I suggest you explain what it is about binds you don't like. The lack of user interface? The fact that you have to set them yourself?
I agree that the menu system in tremulous is annoying and comparable alternatives to binds would be nice, but you haven't actually given any suggestions that aren't equivalent to binds. Sadly, you've done more to advertise this game than you have to explain your suggestion.
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what do i need to explain? Well uh, the lack of a interface, i have to set them myself, it isn't newbie friendly, its lacks any polish, they can be a pain in the ass to set up, and are just a stop-gap to a improved menu.
Why do we have to make a brand new menu system, when we can copy one far superior to the one we have now? And does it matter if its like the binds some people have, its still a major improvement, and far more noob friendly.
And yes i am kinda advertising this game a little, its a great game of similar type that we can learn from and i recommend you play it as you will likely like it.
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Well copying code can get sketchy not to mention this game probably runs on a different engine than trem, making it hard to copy paste.
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Well copying code can get sketchy not to mention this game probably runs on a different engine than trem, making it hard to copy paste.
You must have misunderstood the OP.
A fully configurable set of binds with complementary chatmenu would be fantastic to see in a vanilla Trem release.
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Well copying code can get sketchy not to mention this game probably runs on a different engine than trem, making it hard to copy paste.
You must have misunderstood the OP.
A fully configurable set of binds with complementary chatmenu would be fantastic to see in a vanilla Trem release.
Why do we have to make a brand new menu system, when we can copy one far superior to the one we have now? And does it matter if its like the binds some people have, its still a major improvement, and far more noob friendly.
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Why do we have to make a brand new menu system, when we can copy one far superior to the one we have now? And does it matter if its like the binds some people have, its still a major improvement, and far more noob friendly.
if quake 3's bind system is too complex and unfamiliar at this stage, my guess would be the average player has been "dumbed down" by consoles.
not like there are not a plethora of games that outright use the licensed engine, or an engine heavily "based" on it (a la source), which have all been around ten years or more.
same goes for the chatbox. it's q3 man, not rocket science.
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its not that they are too complex (well more most newbies), its that its hard to manage especially when your goal is to eliminate the need for the In game menus.
Oh and im not saying copy the code out right, that's just retarded, what i am saying is have the menus operable with at # keys at least. It doesn't have to be the way BattleZone did it, hell If you want another example, look at counter strike.
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its not that they are too complex (well more most newbies), its that its hard to manage especially when your goal is to eliminate the need for the In game menus.
I see no point. In-game menus for newbies, binds for pros. Why eliminate easy menus? Why avoid fast binds?
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That's kind of the point nux, to get rid of the absolute NEED for the binds.
one day binds were implemented, to get rid of the absolute NEED for future menu systems.
OTOH, the bind construct (coupled with the engine's command-line workings) is not powerful enough as one wants it to be.
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That's kind of the point nux, to get rid of the absolute NEED for the binds.
one day binds were implemented, to get rid of the absolute NEED for future menu systems.
OTOH, the bind construct (coupled with the engine's command-line workings) is not powerful enough as one wants it to be.
Unofficial clients have conditionals and printable variables. That's pretty much enough IMO.
If you want the CLI to be more powerful, integrate zsh into ioq3.
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zsh
zomg!
-z perhaps?
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I already have all my number keys bound. I dislike this idea.
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zsh
zomg!
-z perhaps?
Try it, you'll like it perhaps? :)
Bash would be okay too, but not so okay.
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I believe volt's hud has everything you are asking for.
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its not that they are too complex (well more most newbies), its that its hard to manage especially when your goal is to eliminate the need for the In game menus.
I see no point. In-game menus for newbies, binds for pros. Why eliminate easy menus? Why avoid fast binds?
cuse only pro bike riders ride with no hands, using your hands if for newbies.
Why not combine easy menus WITH fast binds, so binds get used to do several actions at once instead of using them to totally eliminate menus. right now binds are just a stop gap to a better menu.
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I'd hardly call binds a stop-gap measure, but keyboard-driven menus can be both quick *and* visibile. It should be possible to revise the current armory menu only slightly, and apply keyboard shortcuts to make it almost as fast as other visible menus such as found in Urban Terror or in volts hud. SirDude is right, the things can and should be much faster.
Just don't eliminate binds :).
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SirDude has made a good suggestion, i am stunned.