Menu system and GUI

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Bot_40

Go in drains
Nov 3, 2001
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York, UK
Oh come on, he at least put in a good effort with Cliffyb's ownage version 2. Keeping it regularly updated, giving ownage to such great maps as Reigncaster and throwing out the crap like 1on1-pack.

...

oh, wait a sec ;)
 

Mr_Rose

Horse-Feather Magnate
Apr 5, 2005
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Personally, I'd like to do away with the menu system altogether:
With this new fangles "seamless loading" it should be possible to turn the whole UI into a map; when the game loads, it just renders the "main entrance map" from where you walk through the appropriate doorways to get to your map. Or the settings room. Or the online chat/player matching room, hosted on the master server(s). And so on...

My subconcious is telling me it's been tried before, but won't give up any details... anyone care to comment?
 

Bot_40

Go in drains
Nov 3, 2001
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That would just end up being frustrating, I don't want to have to mess around in a map just to start a game. And what about adjusting game settings? The whole point is to get an interface that is both powerfull and EFFICIENT to use. Running around in a map isn't my idea of efficient.
UWindows would, imo, be both if implimented properly. UT wasn't the most useable interface, but it was powerfull. UT2k4 was very simplified and easy to use if you were a new player but doesn't really allow for any customizability for "power users". Some sort of compromise needs to be found.
 

Ignotium

Que hora es?
Apr 3, 2005
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Madrid
the GUI suked all the way, as someone said UWINDOWS MUST COME BACK

i'd like to see a realtime preview of the graphic settings, instead of having to load a map and seeing them

GET RID OF THAT ****** AUTOAIM OMG

:)
 

carmatic

New Member
Jan 31, 2004
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yeah look at half life 2 and doom3( i think ) ... they both have windows in-game, clearly that is the right way to go
 

Syri

Who are you calling short?
Aug 18, 2000
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Nottingham, England
I think the interface i'd like to see would be the old ut menus at the top, but make them scale to size when resolution is changed though, so they don't go ultra tiny in high res. however, instead of the 'u' logo in the background, they could have the ut2k4 style selection screen as the backdrop, but with an option at the bottom to disable the backdrop and have a plain pic, so those that prefer menus don't accidently click the wrong button if the mouse slips or something. that way, both types of interface are present, so everyone's happy
 

gades

The Grudge Master!
Nov 20, 2004
263
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Behind you biatch!!
Ahhh, the ut99 gui.

Not the prettiest gui in the shed ... but the ability to have multiple windows open at the same time was pretty useful. I'd definitely like that back.
:cool:
 

rhirud

Fast learning novice
Feb 20, 2004
706
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I've said this before elsewhere - for the single player campaigns, the gui needs to be totally reworked.

The example of a good gui is rome total war - the gui is half of the game - where you decide where to fight, and how to get hold of fighters (in rtw we are talking about strategies and armies) - but the concept still holds.

o.k. rome is a totally different game, and strategy is half the game - but if we think about many games - the transitions between levels are as interesting as the meat of the game.

First person shooters are the exception in this; and the lessons about the interface needs to come from other genres of PC games.

I say this because ut is different to other FPS's which can easily be transitionless and story driven.

Ut is essentially a series of rounds and duels and teamgames - and has more in common with RTS than FPS games in terms of round structure - and that is the standard that it needs to be judged against.
 
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Bonehed316

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Oct 15, 2001
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Let me just say that, as a programmer having used BOTH, good riddance UWindows, and I hope you never come back!

UWindows was a HUGE pain to code for, which is why you will NOT see it come back. The new system is much easier (mostly due to advances in the language itself, plus the (albeit very half assed) GUI designer.

That said, UWindows was more fun to use, imo. What they REALLY need is a system like Visual Studio (or something like it), where you can come in and "paint" your controls on your "page", save it and viola you're done. Having done an entire menu (of over 20,000 lines of code), I can say this would save huge amounts of time, and take the annoyance out of doing the menus.

They can start by buying UDE (WOTGreal), and working from there to turn it into something that works cohesively with the engine. Not just as a GUI designer, but as a debugger and programmer TOOL instead of a crappy gay debugger (which sucks, btw), and a crappy GUI designer, and being forced to use notepad or some other 3rd party app to program in. Uscript is a huge part of the unreal engine, and needs some major attention. The level editor was given an overhaul, but it takes too long to load and hogs too much resources to be useful for a programmer. So something else, like UDE, would be wonderful.
 

Bonehed316

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Oct 15, 2001
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Well, in its own defense, a large portion of the lines was buttons and other controls, which are done by the GUI designer, but you still have to place them and copy/paste. And about 60 of the 123 classes are styles, which are 15-20 lines each, and mostly copy pasted, change a few words and save. So its not TOO bad, but it was a very unpleasant 4 days, to say the least.
 

Bonehed316

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Oct 15, 2001
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Seriously, lol. But that can (usually) be fixed. At least I was able to (for the most part) fix ours, though it does suck a bit on lower resolutions (the fonts are just weeee bit to big). Screw those people, lol.