[REQUEST] Loading Bar

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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.

triQ
09-03-2004, 09:20 PM
:signed:

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.

Ire
09-04-2004, 12:15 AM
....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.