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Multiplatform Zero-K lobby

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FIrankFFC
10 years ago
CZrankAdminLicho
quote:
@[ffc]Killer scanning is only one time action.
Regarding startup time you can force external browser in settings.


well...somehow it does it everytime i open zkl...
+0 / -0


10 years ago
Thank you wolas, it seems archive with 91.0 contains extra 91.0 folder
i will fix that up.
+0 / -0
10 years ago
This is looking really good since KR's buttons were implemented, any chance of a desktop icon?
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FIrankFFC
10 years ago
old zkl was better :(
+0 / -0

10 years ago
Can you just make the background black? I find the light grey buttons with (very) light blue on nearly white background extremely unpleasing to look at...
+0 / -0
just get old zkl look back

EDIT:BTW i found bug on home if you press 1 forum on that....think then do waht you do then go back forum is still there (if its on think that you have been posted it stays at blue until you resstart lobby)
+0 / -0


10 years ago
I second the motion towards a darker future :P
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10 years ago
quote:
BTW i found bug on home if you press 1 forum on that....think then do waht you do then go back forum is still there (if its on think that you have been posted it stays at blue until you resstart lobby)

reload button will be available soon to refresh the page.
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Just tried this out. I really appreciate the hard work to move this porting forward. My initial feedback:

-I was greeted with white text on a light background on the login screen. This might be window manager-specific or no-background specific.
-Apparently spring had trouble finding a font that comes with spring upon launching that was inside 91.0/cont/fonts rather than 91.0/fonts. This does not happen with just the engine running. This folder location is representative of grabbing the 91.0 source and compiling it in place.
-Widget info was strangely set to the spring default rather than zero-k default.
-F11 did not bring up widget menu ingame. Worse, running spring by itself now seems to do the same. (now I am really confused)

Anyone have an idea on the widgets?

Edit: Found the issue with the widgets, it was similar to fonts: the source folder has a cont/LuaUI folder which wasn't being seen when launched by zero-k lobby. Moving it down one folder "fixes" that.
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under linux, maybe on widows too ZKL edits cmdcolors.txt and then your orders becomes invisible unless you press shift( at first I didint figure out who made it, but same was for burp, on zk I enabled "draw everyone orders") this breaks other games and zk
alwaysDrawQueue 1 becomes 0

also ZKL completely changes/erase uikeys.txt this is really bad, because it completely breaks other mods.
+0 / -0
10 years ago
quote:
under linux, maybe on widows too ZKL edits cmdcolors.txt and then your orders becomes invisible unless you press shift( at first I didint figure out who made it, but same was for burp, on zk I enabled "draw everyone orders") this breaks other games and zk
alwaysDrawQueue 1 becomes 0

also ZKL completely changes/erase uikeys.txt this is really bad, because it completely breaks other mods.


I experienced this too
(btw why would anyone want to hide orders? it's good to know where your units are going)
+0 / -0


10 years ago
That shift orders thing not showing was because of ZKL? I had issues with it months ago, and I edited the Show All Commands widget to make up for it, but I didn't know why it happened in the first place.
+0 / -0
10 years ago
Thank you wolas! I have had trouble with this since i started using zkl and it is quite annoying.
+0 / -0


10 years ago
Yes default ZK config is commands visible only when hodling shift.

If you want all commands always visible please enable the widget.
+0 / -0
10 years ago
Either thats stupidest, worst idea ever implemented, or you misunderstand us for something else.
+0 / -0

10 years ago
Isn't showing queue only on Shift the default behavior for all Spring games since forever?
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10 years ago
Select units give them some orders while they are still selected you cant see what they are doing or even what order was given(ground doesnt have some animation like draw line) Hold shift like retard to just see where your unit is going or what order it has (while selected of course) is so retarded.

When I started playing spring ~3 years ago it definitly didint had such nonsenses.

If this is intended then I repeat myself OMG just OMG.
+0 / -0
10 years ago
It is rather inconvenient to have to hold shift because you end up queuing all sorts of orders when you meant to overwrite a single order.
+0 / -0
quote:
Isn't showing queue only on Shift the default behavior for all Spring games since forever?

Correct, it was the engine default for the majority of the time, although it was changed just a few years back. (Fun fact: everyone complained when it was first changed)

What the game needs is a nice little animation when a command is given. I think when people do not see any graphics after giving a command, their intuition is to expect that the command did not work. Some people like/are accustomed to seeing interface lines as the means to see that their commands registered correctly. If you get a little arrow or flag or something on a single (not-queued) move command, seeing the lines is really unnecessary.
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USrankluckywaldo7: I agree with you as far as movement and similar commands. However, construction commands should be always visible. The standard in RTS games is to show all of one's own construction commands, which makes sense since they are mutually exclusive and the effect is permanent. Movement (and attack, patrol, hold position, etc.) commands are not mutually exclusive and are transient, and are often changed frequently, so showing them all the time is much less necessary.
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