Doom Wars' Launch Party

Doom Wars is a RTS set in Doom universe that pits the Marines of the UAC against the Invaders from Hell.
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Andrettin
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Re: Doom Wars' Launch Party

Postby Andrettin » Wed Mar 19, 2014 4:53 pm

Congratulations cybermind!
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Kyran
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Re: Doom Wars' Launch Party

Postby Kyran » Wed Mar 19, 2014 6:52 pm

Which one is Dink? You all know which one I am.
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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cybermind
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Re: Doom Wars' Launch Party

Postby cybermind » Wed Mar 19, 2014 7:05 pm

All unit voice actors are listed in credits
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DinkyDyeAussie
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Re: Doom Wars' Launch Party

Postby DinkyDyeAussie » Thu Mar 20, 2014 2:29 am

Hey Cyber I noticed this code in the scripts:

Code: Select all

  
 function AddUserButton(x, y, style, text, callback)
	local b = CUIButton:new()
	b.X = x
	b.Y = y
	b.Text = text
	b.Style = style
	b:SetCallback(callback)
	bb = CUIUserButton:new()
	bb.Button = b
	UI.UserButtons:push_back(bb)
 end
and it's use here, in uac.lua:

Code: Select all

AddUserButton(3, 102, FindButtonStyle("uac-button-pause"), "", 
	function()
		if (IsNetworkGame() == false) then
			if (GetGamePaused()) then
				SetGamePaused(false)
				AddMessage(_("Game resumed"))
			else
				SetGamePaused(true)
				AddMessage(_("Game paused"))
			end
		end
	end)
Just wondering. Can we use this kind of code to get the in-game menu buttons to behave like the "Menu (F10)" does? Just asking :)
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cybermind
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Re: Doom Wars' Launch Party

Postby cybermind » Thu Mar 20, 2014 2:45 am

Yes, that's why I created them. See the quick buttons on the left side of the screen? They are using this code :)
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DinkyDyeAussie
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Re: Doom Wars' Launch Party

Postby DinkyDyeAussie » Thu Mar 20, 2014 11:27 am

Tried it out with this code in "game.lua" to see if I could make the Save button work like the menu button:

Code: Select all

AddUserButton(160, 140, FindButtonStyle("gm-half-orc"), "Save (~<F11~>)", function() RunSaveMenu() end)
The "160" and "140" are just for this test. I ended up getting this:
screen07.png
screen07.png (271.78 KiB) Viewed 5494 times
The save button appears :), but is not able to be clicked :(, but when I get rid of the game menu, the save button stays on the screen, and is THEN usable...
screen08.png
screen08.png (210.83 KiB) Viewed 5494 times
screen10.png
screen10.png (210.76 KiB) Viewed 5494 times
screen11.png
screen11.png (264.66 KiB) Viewed 5494 times
Somehow I've got to make it so the button is attached to the panel, and not the main interface...Should I move the code to the respective orc and human "ui.lua" files instead? that seems to be where all the other buttons that behave this way are kept, code wise.
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Kyran
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Re: Doom Wars' Launch Party

Postby Kyran » Thu Mar 27, 2014 10:20 am

04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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DinkyDyeAussie
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Re: Doom Wars' Launch Party

Postby DinkyDyeAussie » Thu Mar 27, 2014 12:30 pm

not really helping, plus I can't see the video man. Apparently it's private...
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cybermind
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Re: Doom Wars' Launch Party

Postby cybermind » Thu Mar 27, 2014 10:03 pm

Haha, was too funny to watch this video, though all Kyran's comments have been muted because of music :D Nightmare AI's of Doom Wars are really tough, I'm eager to watch a video of beating at least 1 Nightmare AI.
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Kyran
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Re: Doom Wars' Launch Party

Postby Kyran » Fri Mar 28, 2014 12:27 pm

04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me

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