|
|
WorstAim 09-03-2004, 07:55 PM A loading bar would be nice, I noticed there is no bar or any thing that shows the status of your connection to a server. Could you guys put one in, because without it, its hard to tell if my game froze or not since sometimes it does.
PxR|GrimJack 09-03-2004, 08:09 PM not a bad suggestion....T2 had a progress bar for map loading ...not sure bout T1
Nutcracker 09-03-2004, 08:25 PM :signed: + server name on the loading screen
Ceiling_Fan 09-03-2004, 08:27 PM Not that loading bars are ever accurate. They tend to move very slowly for awhile and then suddenly race across to done.
Xionic 09-03-2004, 08:30 PM But at least you can tell if the game is doing something.
:signed:
Thriky 09-03-2004, 08:34 PM :signed:
Volenti 09-03-2004, 08:39 PM :signed:
eisencc 09-03-2004, 08:56 PM it doesn't have to be loading bars, but just a way to show activitiy.
a percentage number, a process name(loading textures,lightmaps, etc..)
:signed:
wedge 09-03-2004, 09:02 PM :signed: .
FIREARMS 09-03-2004, 09:06 PM Good idea... the maps do load fast though.
WorstAim 09-03-2004, 10:24 PM Wow I didn't think that many people would agree with me. Do you guys think there is any chance of this happening?
Nutcracker 09-03-2004, 10:28 PM make a [BUG] thread, then IrritAnt will read it and there might be a chance or he might ban ur ass, otherwise they don't seem to read feedback. :(
Equaknox 09-03-2004, 10:31 PM :signed:
WorstAim 09-04-2004, 12:10 AM Someone want to bring this to the devs attention? Should I make a new thread and link to this, thats probably a bad idea though.
....yes that would be a very bad idea worst...
but the loading bar.. good idea
Thriky 09-04-2004, 12:30 AM Yeah let's all make a new thread linking to a new thread with an already very clear title.
WorstAim 09-25-2004, 02:30 AM Good news. Was looking through my bin.vol (a file I made by changing all the .u files in my program\bin directory to .cs files and voling them with visualVT), and found this code:
BarColor=(R=255,G=203,B=0 ,A=255)
BarRenderStyle=MSTY_Alpha
Value=0.0
BarDirection=DIRECTION_Le ftToRight
StyleName="STY_ProgressBar"
BarMaterial=Material'GUIT ribes.BorderBasic'
!..\GUI\Classes\GUIProgre ssBar.uc
class GUIProgressBar extends GUIComponent
HideCategories(Menu,Objec t)
Native;
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
enum eProgressDirection
{
DIRECTION_LeftToRight,
DIRECTION_RightToLeft,
DIRECTION_TopToBottom,
DIRECTION_BottomToTop,
};
var(GUIProgressBar) config Material BarMaterial "The material of the filled portion of the bar";
var(GUIProgressBar) config Color BarColor "The Color of the filled portion of the bar";
var(GUIProgressBar) config EMenuRenderStyle BarRenderStyle "How should we display this image";
var(GUIProgressBar) config float Value "The current percent filled value (clamped 0-1)";
var(GUIProgressBar) config eProgressDirection BarDirection "The direction to fill the bar";
var Canvas progressCanvas;
function InitComponent(GUIComponen t MyOwner)
{
Super.InitComponent(MyOwn er);
StartServerButton.OnClick =OnStartServerClick;
AdvancedButton.OnClick=On AdvancedClick;
MapListBox.List.OnChange= MapListOnChange;
GameTypeListBox.List.OnCh ange=GameTypeListOnChange ;
progressBar.OnDraw=Progre ssOnDraw;
ServerNameBox.SetText(cla ss'GameReplicationInfo'.d efault.ServerName);
}
function bool ProgressOnDraw(Canvas C)
{
progressCanvas = C;
return true;
}
function LoadLevelSummaries(out array<String> levelFileList, out array<LevelSummary> levelSummaryList )
{
local LevelSummary L;
local int i, numLevelsToLoad;
local string FirstMap, NextMap, TestMap, LoadMap;
FirstMap = PlayerOwner().GetMapName("MP-", "", 0);
NextMap = FirstMap;
while (!(FirstMap ~= TestMap))
{
numLevelsToLoad++;
if(Right(NextMap, 4) ~= ".tvm")
LoadMap = Left(NextMap, Len(NextMap) - 4);
else
LoadMap = NextMap;
NextMap = PlayerOwner().GetMapName("MP-", NextMap, 1);
TestMap = NextMap;
if (LoadMap != "")
levelFileList[levelFileList.Length] = LoadMap;
}
for (i=0; i<levelFileList.Length; i++)
{
L = Controller.LoadLevelSumma ry(levelFileList[i]$".LevelSummary");
progressBar.Value = i+1;
if (L == None)
{
Log("The map named "$levelFileList[i]$" doesn't have a LevelSummary!");
continue;
}
levelSummaryList[levelSummaryList.Length] = L;
}
}
function LoadLevelSummaries(out array<String> levelFileList, out array<LevelSummary> levelSummaryList )
{
local LevelSummary L;
local int i, numLevelsToLoad;
local string FirstMap, NextMap, TestMap, LoadMap;
FirstMap = PlayerOwner().GetMapName("MP-", "", 0);
NextMap = FirstMap;
// Count number of maps first
while (!(FirstMap ~= TestMap))
{
numLevelsToLoad++;
if(Right(NextMap, 4) ~= ".tvm")
LoadMap = Left(NextMap, Len(NextMap) - 4);
else
LoadMap = NextMap;
//Log("LOADBOX: Adding "$LoadMap);
NextMap = PlayerOwner().GetMapName("MP-", NextMap, 1);
TestMap = NextMap;
if (LoadMap != "")
levelFileList[levelFileList.Length] = LoadMap;
}
//GUIFIX progressBar.High = numLevelsToLoad ;
// Now load the actual LevelSummaries (potentially slow)
for (i=0; i<levelFileList.Length; i++)
{
L = Controller.LoadLevelSumma ry(levelFileList[i]$".LevelSummary");
// Old method
//L = LevelSummary(DynamicLoadO bject(levelFileList[i]$".LevelSummary", class'LevelSummary'));
// Update progress bar
progressBar.Value = i+1;
//progressBar.UpdateCompone nt(progressCanvas);
if (L == None)
{
Log("The map named "$levelFileList[i]$" doesn't have a LevelSummary!");
continue;
}
levelSummaryList[levelSummaryList.Length] = L;
}
}
Looks like we get a loading bar for the maps :)
Validuz 09-25-2004, 04:11 AM I'd say yes, but they won't listen anyway...
Amadeus 09-25-2004, 06:57 AM :signed:, since I can't poke my comp with a stick to see if it's still alive.
|
|