Map Loading - Eye Candy

Discussion in 'Feedback' started by Evan, May 16, 2007.

  1. Bodrick

    Bodrick Ye Olde Supermod

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    They don't have a fixed fps, you can choose whatever you like using a vmt file.
    They are only as big as number of frames x size of each frame :p
    I can't get on my computer right now, I'm posting this from my laptop. I may hold onto it a bit longer to see if I can get the multiple maps working, depends on how I feel :D
     
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    AHA! That's why I was continuously thinking, "This shit is completely wrong. Didn't I once do that?". I vaguely remembered me doing something to animate my CSS spray (:o) and making it go slower. Could you send me the code how to do it or post it here? I've lost it a long time ago. D:
     
  3. Evan

    Evan League Commissioner

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    When I booted up a map with the loading screen files in place, everything seemed to work as planned.

    The box completely filled my 800x600 resolution screen.

    The tips rotated once while loading (total of two tips)

    Briefly when it first loaded it displayed "loading" in the background (behind your image, lower righthand corner) <-- any way to get rid of that?

    Any way to change the font / VAC image that come built-in with steam? What you have done looks awesome, but the steam-based window brings down its shock and awe potential.
     
  4. Bodrick

    Bodrick Ye Olde Supermod

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    Update!

    I've got the filesize of each map down to 1/4 the size (128k each), which is pretty cool.

    I've made the box slightly smaller, so it doesn't completely fill a 800x600 screen.
    That loading... screen with Beerdudes animation displays while the client first connects to the server, and it doesn't know what map it is on. It also comes up if the server is not VAC secured.
    I can change the VAC icon quite easily, not so sure about the font. I had a bit of a fiddle, but it seemed quite resistant to changes.
    I could always have a go at re-doing the border of the frame, but that could have other effects on all the other frames in the game, so I don't really want to go down that road too much.
     
  5. Caelo

    Caelo Member

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    The windows are just standard VGUI windows right? all "drawn" seperately?
    As fas as I can grasp the concept of VGUI all screens have to be code from scratch seperately and there is almost no code sharing between windows/screens..
     
  6. Bodrick

    Bodrick Ye Olde Supermod

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    Sorry, not really :p

    Each frame is coded individually, but just things like width, height, x coord and ycood. Everything else is worked out by the engine, like the border width, curvature on the edges etc. I may have overlooked something though :p

    In other news, I got the file size of the text down by 25% as well :D
     
  7. Broccoli

    Broccoli Member

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    Awesome news. This will be a truly great feature for a source mod. Did somebody mention that this has been done before, or is Empires the first?
     
  8. Bodrick

    Bodrick Ye Olde Supermod

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    This is the first mod to have randomising images :p
    I tried editing everything I could find to do with the GUI, and nothing I did changed anything. Krenzo may have taken out the code that looks in the clientscheme and trackerscheme.res. You are stuck with grey unfortunately :p
     
  9. Evan

    Evan League Commissioner

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    I don't mean Beerdude's animation... there is a steam-built-in "loading..." text in the background.

    Good news about the VAC icon... it looks all pixelated at 800x600
     
  10. Bodrick

    Bodrick Ye Olde Supermod

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    To be honest, everything looks pixelated at 800x600 :p
    Also, I can't get rid of that loading picture, it appears in a good place at any other resolution than this :)
    I thought the minimum res for empires was 1024x768 anyway?
     
  11. Private Sandbag

    Private Sandbag Member

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    We've got randomised images, so why limit it to 2 per map. I wanna see at LEAST 10 good images per map. yup, that's 80 mb well spent.
     
  12. Broccoli

    Broccoli Member

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    Well, maybe have a separate pack for weirdos like Sandbag, and the rest of us can get by with just the standard set, m'kay? :D
     
  13. Bodrick

    Bodrick Ye Olde Supermod

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    Haha :p
    I'll probably have 4 of each map. That way it should only be 8 meg :)
     
  14. knighttemplar

    knighttemplar Member

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    Poor, Poor Niar

    This sounds like one wicked feature
     
  15. Chahk

    Chahk Member

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    Am I missing something or is the map-specific screenshot feature not activated yet? I tried several map changes on the empty Test server this morning and it was always showing me the "mvaley" screen.

    Another major error I found is with the text. No way is MrDie the stupidest person on the forums. SGT Mike takes the cake on that one.
     
  16. Bodrick

    Bodrick Ye Olde Supermod

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    Nope, the map specific isn't working yet. Krenzo still has to code it. (HINT HINT HINT HINT please :p )
    I've already got one about SGT. Mike though, so I didn't want to have another one :)
    I may have another version up soonish, depends on if I get it all done :D
     
  17. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    "Fire Type Pokémon are weak against Water Types."

    Wut

    Oh and at frame 53 you forgot the f in "Twelfth Infantry Division"
     
    Last edited: Jun 4, 2007
  18. Trid3nt

    Trid3nt Member

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  19. Caelo

    Caelo Member

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    woah! nice one :D do you have a nice 1280x1024 version of that one?
     
  20. Trid3nt

    Trid3nt Member

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    yea, I resized it so it would load faster, I'll upload tomorrow.
     

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