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[DESIGN] Spare button on start screen

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  • [DESIGN] Spare button on start screen

    We have this wonderfull start screen and a space on the right for another game function button - any ideas or suggestions. It looks a bit unbalanced otherwise or not - you decide
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  • #2
    A button that takes the user to this forum .

    Maybe a Load Scenario, or Scenario Editor button?
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    • #3
      Quick Launch was already suggested, I like that one.
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      • #4
        I think we need to ask Fromafar how viable it's going to be to put all those buttons on one screen. When you push one of those buttons there's a whole bunch of stuff that happens in initializing/loading databases and other things. It's not at all easy to keep track of what's going on and implementing this might require a major amount of work.

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        • #5
          As much work work, and as many creative game ideas you guys have don't feel constrained with the existing screens. If more button space is needed, no prob. If more screens are needed, no prob. Let the game dictate the graphics.

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          • #6
            ah 'Tutorial' cheers Locutus - i think thats the best yet
            'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

            Bush's Republican=Neo-con for all intent and purpose. be afraid.

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            • #7
              I think we need to ask Fromafar how viable it's going to be to put all those buttons on one screen. When you push one of those buttons there's a whole bunch of stuff that happens in initializing/loading databases and other things. It's not at all easy to keep track of what's going on and implementing this might require a major amount of work.
              Thats why i said just add a nice new image on the SP/Options screen, its easier
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              • #8
                being completely unsure about the technical stuff relating to this, wouldn't it just be a matter of taking the present button links and just activating their commands from this one screen? (god - i can tell i've only played with pc's since windows ).

                What i mean is rather than having to mess around with the current database structure, would it be possible to not just move the triggers/links to them?
                'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                • #9
                  Originally posted by child of Thor
                  ah 'Tutorial' cheers Locutus - i think thats the best yet
                  Just reused an existing button. There's actually code for a whole bunch of other buttons in the LDL files: Quick Launch, Tutorial, Scenarios and one or two others; they're just placed outside the visible window. I'm not sure if there's also corresponding code in the actual source code though.

                  Originally posted by child of Thor
                  being completely unsure about the technical stuff relating to this, wouldn't it just be a matter of taking the present button links and just activating their commands from this one screen? (god - i can tell i've only played with pc's since windows ).

                  What i mean is rather than having to mess around with the current database structure, would it be possible to not just move the triggers/links to them?
                  I hope and trust that that is indeed the case, but I haven't really looked into the corresponding source code yet.
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                  • #10
                    Originally posted by Peter Triggs
                    I think we need to ask Fromafar how viable it's going to be to put all those buttons on one screen. When you push one of those buttons there's a whole bunch of stuff that happens in initializing/loading databases and other things. It's not at all easy to keep track of what's going on and implementing this might require a major amount of work.
                    I don't think that's necessarily true. The Single Player button, which we are proposing to remove, only does this:

                    Code:
                    	if ( action != (uint32)AUI_BUTTON_ACTION_EXECUTE ) return;
                    
                    	if(initialplayscreen_removeMyWindow(action))
                    		spscreen_displayMyWindow();
                    So we don't need to worry about any database initialization that will be lost...

                    I'm looking into what happens with the other buttons, but you're right in that it's a little tough to follow...

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                    • #11
                      It all looks reasonable, and there is already code bound to all the other buttons which don't normally appear.

                      I think I can set up the code to work with just one screen, and for the moment I think I'll put in a quick start button in the gap (and hope that the code for it works properly).

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                      • #12
                        I was just looking into this as well but concluded I probably couldn't do anything until I get my version of the code up-to-date, so it would be great if you could try this. Note that I tried the Quick Start option but it just crashed. Of course, I may have made a mistake copying it, or there may be something in the source code itself that only makes in work in the 2nd screen, but I suspect it just doesn't work. The tutorial button seemed to work okay but was disabled for some reason (i.e. it was visible but 'greyed out'). Didn't try the other buttons.
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                        • #13
                          I've just backed up my source tree and am going to try fiddling with it now. More news to follow...

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                          • #14
                            I think the quick start button may not work because it is a c3_button, rather than a ctp2_button, which might be deprecated...

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                            • #15
                              I couldn't make it work when I tried tinkering with the UI earlier.
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