There will be a way to simply disable the info on the right (with a xml-rpc call), but it can not be moved to the bottom since names overlap then. It will distract a lot more there as well.
The timer won't be moved to the bottom since it's too high then, overlapping the car, thus distracting. Moving it to next to the timer makes it asymetrical. Result: distracting.
I'll make sure that you can clog the screen yourself with plugin panels on the left/right (I'm personally against it, but well, others seem to like it).
[GameMode] (TM2) Endurance
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Re: [GameMode] (TM2) Endurance
I particularly need the top center much more than the sides though. Is there a way to have the script move the game info by XML-RPC call instead of removing it entirely?
Re: [GameMode] (TM2) Endurance
There's no way to do that and I don't know where else to put the timer. If you have a good idea where to place it without causing annoying asymetrics and distracting, feel free to suggest it.
Isn't there a way to simply build around the timer? I don't know what you must-have there to begin with.
Isn't there a way to simply build around the timer? I don't know what you must-have there to begin with.
=3
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Re: [GameMode] (TM2) Endurance
That's where I plan to have my Dragon Console positioned, which will basically be the heart of my plugin suite. It needs to be horizontally aligned, which means it's stuck at the top and centered enough to avoid colliding with my other plugins' GUIs.TGYoshi wrote:Isn't there a way to simply build around the timer? I don't know what you must-have there to begin with.
Here's a Manialink prototyping the Dragon Console and its challenge screen's default contents. It's far from a complete showcase of what the Dragon Console needs to do, but it's a very important plugin for my suite. https://dl.dropbox.com/u/3255923/tmsand ... llenge.xml
Re: [GameMode] (TM2) Endurance
If you want my honest opinion: if I couldn't hide that way to huge top panel I'd quit the server.
Anyway, looking at it: you leave no space for the timer in first place, except for the bottom where it would distract too much.
I'm sorry to disappoint you but I won't add the ability to move it, simply because any other location isn't suitable for the already stated reasons. Hiding it wouldn't work either since it's a core element of the mode. Feel free to update it yourself of course.
Anyway, looking at it: you leave no space for the timer in first place, except for the bottom where it would distract too much.
I'm sorry to disappoint you but I won't add the ability to move it, simply because any other location isn't suitable for the already stated reasons. Hiding it wouldn't work either since it's a core element of the mode. Feel free to update it yourself of course.
=3
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Re: [GameMode] (TM2) Endurance
Very well then, but that means I won't be able to support this game mode with my plugins. I need that plugin's features to support any custom game mode with my plugins. Big or not, that panel's features are what allows me to put more plugins on a server than just the same old stuff that other plugin suites have. It'll be possible to hide that panel, but you won't be able to switch between the different views without it.
I still don't see why you need that top space when it's standard in TM2 for a gamemode's native GUI elements to be positioned on the bottom part of the screen. The top and upper sides are supposed to be used for server controllers and plugins.
EDIT: Remember the TMUF/TMNF GUI? Specifically, remember how the countdown timer, player position, and last/best times were towards the top of the screen? That was really obnoxious for plugin authors because they couldn't use that space. TM2 fixed all that by moving the problem game info to the bottom of the screen.
I still don't see why you need that top space when it's standard in TM2 for a gamemode's native GUI elements to be positioned on the bottom part of the screen. The top and upper sides are supposed to be used for server controllers and plugins.
EDIT: Remember the TMUF/TMNF GUI? Specifically, remember how the countdown timer, player position, and last/best times were towards the top of the screen? That was really obnoxious for plugin authors because they couldn't use that space. TM2 fixed all that by moving the problem game info to the bottom of the screen.
Re: [GameMode] (TM2) Endurance
Please read again what I've stated several times already.
I don't know any other place to put the timer where it is not distracting, weird, or something like that.
As I've stated too, if you do have a good idea for the timer, feel free to suggest it so I can consider it.
The clean sides are by the way not exactly meant for xml-rpc manialink mess, but it sadly came to a point where nearly every server decides to clog the sides with manialink pages.
I don't know any other place to put the timer where it is not distracting, weird, or something like that.
As I've stated too, if you do have a good idea for the timer, feel free to suggest it so I can consider it.
The clean sides are by the way not exactly meant for xml-rpc manialink mess, but it sadly came to a point where nearly every server decides to clog the sides with manialink pages.
=3
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Re: [GameMode] (TM2) Endurance
I'm not convinced that the bottom, immediately above the timer down there, would be as obnoxious as you're saying. I'm looking through the Endurance screenshots to compare, and I don't believe that, from the camera angle in those screenshots, the knockout timer would overlap the car. I could try making a Manialink with a transparent background that simulates the knockout timer being above the game clock, if it would help. I'd need to know the styles and text sizes used though, so I can get the Manialink right.
For that matter, I don't understand why being able to see the back of the car is so important. Sure, you need to be able to see around the front of the car, but I don't see the value that seeing the back provides. Could you explain that for me?
I assumed that the top and upper sides were meant for server controllers and plugins since Nadeo's trying harder to encourage the creation of community-developed content than before, and they wouldn't move the game information around without some reason for doing so. Platform also follows this design rule, which reinforces the evidence that they did it for a reason. It's possible I'm wrong about what reason it would be for, but I can't think of any other reason for it. Maybe someone from Nadeo could chime in and explain why they made the change?
As for your comments about the size of the Dragon Console, you'll be glad to know that I'm now planning out how to implement a more lightweight version. However, there are several issues that limit how far I can shrink it. I can't permanently hide it or really move it off the top edge since it's needed to be able to switch between up to six different plugin screens (the Manialink I provided simulates this function, and it's absolutely necessary for most of the plugins I'm working on) and is responsible for displaying alert information provided by other plugins, which means it has to be horizontally positioned and wide enough to accommodate both features. It's also responsible for managing other plugins' use of a server's planets and can have other plugins' options in its options menu, so it needs to be visible to make use of some features from other plugins. Plus, since the Manialink browser bar takes the top 5 Y-axis units and 10 units in the top center for the Maniaplanet logo, anything clickable has to be below that area.
Still, even though you're the only one to comment on the Dragon Console's size, I think you do have a point. I'm trying to create a compact screen view (by default) for my plugin suite for people who want to minimize the amount of screen clutter added by the other views, but I hadn't considered shrinking the console itself. I already have plans to allow the console to be moved or temporarily hidden, but other places are generally more obnoxious, and I don't plan on moving the default location anywhere. I have to consider that the main purpose of my plugin suite is to make it possible for servers to have additional and customized graphical features beyond the typical "local records, dedi records, live rankings" setup, so the plugin that is responsible for making that possible has to be in a prominent location.
For that matter, I don't understand why being able to see the back of the car is so important. Sure, you need to be able to see around the front of the car, but I don't see the value that seeing the back provides. Could you explain that for me?
I assumed that the top and upper sides were meant for server controllers and plugins since Nadeo's trying harder to encourage the creation of community-developed content than before, and they wouldn't move the game information around without some reason for doing so. Platform also follows this design rule, which reinforces the evidence that they did it for a reason. It's possible I'm wrong about what reason it would be for, but I can't think of any other reason for it. Maybe someone from Nadeo could chime in and explain why they made the change?
As for your comments about the size of the Dragon Console, you'll be glad to know that I'm now planning out how to implement a more lightweight version. However, there are several issues that limit how far I can shrink it. I can't permanently hide it or really move it off the top edge since it's needed to be able to switch between up to six different plugin screens (the Manialink I provided simulates this function, and it's absolutely necessary for most of the plugins I'm working on) and is responsible for displaying alert information provided by other plugins, which means it has to be horizontally positioned and wide enough to accommodate both features. It's also responsible for managing other plugins' use of a server's planets and can have other plugins' options in its options menu, so it needs to be visible to make use of some features from other plugins. Plus, since the Manialink browser bar takes the top 5 Y-axis units and 10 units in the top center for the Maniaplanet logo, anything clickable has to be below that area.
Still, even though you're the only one to comment on the Dragon Console's size, I think you do have a point. I'm trying to create a compact screen view (by default) for my plugin suite for people who want to minimize the amount of screen clutter added by the other views, but I hadn't considered shrinking the console itself. I already have plans to allow the console to be moved or temporarily hidden, but other places are generally more obnoxious, and I don't plan on moving the default location anywhere. I have to consider that the main purpose of my plugin suite is to make it possible for servers to have additional and customized graphical features beyond the typical "local records, dedi records, live rankings" setup, so the plugin that is responsible for making that possible has to be in a prominent location.
Re: [GameMode] (TM2) Endurance
Just wanted to say that I want to see the back of my car. Thanks. 
It allows me to compute the distance I can drive the outside of a curve while the back of my car drifts close to the outside wall.

It allows me to compute the distance I can drive the outside of a curve while the back of my car drifts close to the outside wall.
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
Re: [GameMode] (TM2) Endurance
Platform has some stupid UI element on the right.
Your manialink example overlaps it: http://i.imgur.com/m0DvfHE.jpg
Besides, Platform does not use multiple timers, in fact, it does use the timer location to show the score, not showing any timer at all.
And sorry, this is really too clogged for me. http://i.imgur.com/2tpQIw9.jpg (even without the warming up text)
My point is that placing the timer at the top of the screen is simply the best choice since it doesn't get too near to the center of the screen, thus distracting less, AND it is still symmetric. Keep in mind that the timer appears/disappears constantly, using a smooth animation, which would only distract more if it makes a longer distance.
Since I hate clogged xml-rpc manialinks (that's how I am
) I'm using this approach in my own servers: http://i.imgur.com/EZe7oaf.jpg - hovering the left-panels shows the data (slides in) and the user may click it to leave it open (latter bit is still a todo, but that's the concept).
I'm happy to hear that you think about alternatives for people like me tho
.
Your manialink example overlaps it: http://i.imgur.com/m0DvfHE.jpg
Besides, Platform does not use multiple timers, in fact, it does use the timer location to show the score, not showing any timer at all.
And sorry, this is really too clogged for me. http://i.imgur.com/2tpQIw9.jpg (even without the warming up text)
My point is that placing the timer at the top of the screen is simply the best choice since it doesn't get too near to the center of the screen, thus distracting less, AND it is still symmetric. Keep in mind that the timer appears/disappears constantly, using a smooth animation, which would only distract more if it makes a longer distance.
Since I hate clogged xml-rpc manialinks (that's how I am

I'm happy to hear that you think about alternatives for people like me tho

=3
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