Jump to content

Closed Beta Dev-Screenshots and Videos


  • You cannot reply to this topic

25 replies to this topic

#1 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 24 November 2012 - 11:44 AM

From time to time I'll be releasing screenshots of some new features here. I'll start with a new user interface that is part of the new shiphealth system

Posted Image

#2 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 07 December 2012 - 09:52 AM

I spend some more time on easing up usability with the selfdestruct feature. In the end I created this visual Countdown on the client side. It still needs work tho: how do you like it?



#3 SciSeven

SciSeven

    Member

  • RPG-X Tester
  • 279 posts

Posted 07 December 2012 - 03:37 PM

I like the fact that the countdown appears on the upper middle of the screen, so there won't be any conflicts when using msg and msg2 at the same time the self destruct is counting down.

Would be nice to integrate the self-destruct into the admin-gui as well, but that's no must have.
sig_lillyryan1.jpg

#4 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 07 December 2012 - 04:06 PM

yeah, probably not. By doing this the command just got a lot easier + Personally I think the Admin UI is overloaded already, no need to really add to this directly.
I might add a UI that is called via /selfdestruct but we'll see on that.

#5 Richard Evans

Richard Evans

    {S31} Admirals' Team

  • Members
  • 172 posts

Posted 07 December 2012 - 04:50 PM

I like it. I am assuming there will be sound with this as well?

follow.png

 

Richard Evans

Risa - The Star Trek Social Media Website

http://goo.gl/gJsMU9


#6 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 07 December 2012 - 05:24 PM

There will be audio for Init and abort. There is no audio planned during the countdown, however I could try to do this. Might have to innovate a little ^^

#7 Richard Evans

Richard Evans

    {S31} Admirals' Team

  • Members
  • 172 posts

Posted 07 December 2012 - 08:30 PM

Okay Awesome.

Might be an idea to include a "Mute Audio" option

follow.png

 

Richard Evans

Risa - The Star Trek Social Media Website

http://goo.gl/gJsMU9


#8 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 07 December 2012 - 08:50 PM

already done ^^

#9 Richard Evans

Richard Evans

    {S31} Admirals' Team

  • Members
  • 172 posts

Posted 07 December 2012 - 11:25 PM

That's cuz you're a genius!

#10 Alex H

Alex H

    Senior Member

  • Members
  • 986 posts

Posted 09 January 2013 - 04:43 PM

Could you not use the existing game files for that countdown? I know there's 30, 20, 10 through 1 seconds from the sounds/voice/computer/voy3/ dir.


Brex.png

There is no such thing as the perfect person, only those who love perfectly.


#11 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 09 January 2013 - 05:34 PM

30 secs is not (as that is directly teid to a corebreach) and having 20 losely hanging in there is something I'd dislike to do. As for the rest I might be able to do a bit of research to hook that up on the client side, which would be nice for traffic load and also assures that they only play if needed (audio off).

 

btw I have an updated video that shows the clock working in it's final version (functionality wise). Tim was gong to upload this to the ubergames' youtube account, however that has not happened yet...



#12 Alex H

Alex H

    Senior Member

  • Members
  • 986 posts

Posted 09 January 2013 - 05:57 PM

I believe there is a Voyager soundclip used on the voyagerrpg (and variants thereof) map where the computer ties self destruct to a warp core overload. Could be useful if needed. But, if you've already got an idea, then cool, should be a useful feature :)


Brex.png

There is no such thing as the perfect person, only those who love perfectly.


#13 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 09 January 2013 - 06:11 PM

Init sounds are in already (for generic countdown, generic countdown muted, 5, 5 muted, 10, 15, 15 muted and 20 minutes as well as abort in english and german) and I have just implemented the audio for terminal count ^^  I'll quickly fix a few dents and then send these changes to the repo



#14 SciSeven

SciSeven

    Member

  • RPG-X Tester
  • 279 posts

Posted 09 January 2013 - 06:28 PM

I'm not sure if it's a bug or something specifically for my RPG-X, but it seems that the ui_msd won't load all textures needed the first time. So if I exit the screen and open it again, all textures are loaded then and everything looks fine.


sig_lillyryan1.jpg

#15 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 09 January 2013 - 06:29 PM

Hmmm... can you please send me a screenshot?



#16 SciSeven

SciSeven

    Member

  • RPG-X Tester
  • 279 posts

Posted 09 January 2013 - 07:05 PM

This is how it looks the first time I open the UI. The second time it loads normally, though the maybe blue lcars thing left of the MSD never appeared so far.

 

 

shot0015w.jpg


sig_lillyryan1.jpg

#17 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 09 January 2013 - 07:29 PM

Hmmm... That did never happen to me... Both fields do appear after the 2nd load, correct?



#18 SciSeven

SciSeven

    Member

  • RPG-X Tester
  • 279 posts

Posted 09 January 2013 - 07:32 PM

Jjust the big field in the middle appears the 2nd time.

 

The LCARS thing stays like that.


sig_lillyryan1.jpg

#19 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 09 January 2013 - 07:39 PM

hmmm... can you try to add the shader you're using to the precach-list and see if that helps?

 

Is that the case for all alert conditions? If so I have likely supplied you with a slightly incomplete package of materials...



#20 SciSeven

SciSeven

    Member

  • RPG-X Tester
  • 279 posts

Posted 09 January 2013 - 07:54 PM

Is the latest RPG-X2 Beta even available for the testers, I mean with precaching?

 

If yes I'll try that...


sig_lillyryan1.jpg



0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users