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 Build 18 Pie Menu 

Wich Menu do you like?
New Piemenu 63%  63%  [ 55 ]
Old Separated Item and AI Menus 33%  33%  [ 29 ]
Other 5%  5%  [ 4 ]
Total votes : 88

 Build 18 Pie Menu 
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Post Re: Build 18 Pie Menu
ATTENTION

Just because stuff is on the menu doesn't mean its accessible.


Sat Sep 01, 2007 4:34 am
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right, so not only is there an option that doesn't really need to be in the pie menu, it also doesn't do anything.

besides, wouldn't it make more sense to hit "tab" or "m" or something to toggle map on/off?


Sat Sep 01, 2007 4:42 am
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Its there as a placemarker.

Please keep this in mind: When you download Cortex Command test builds, you acknowledge the game is not complete.

Right there in the opening it says some features are not finished, have not been implemented, or are under construction.

Some ♥♥♥♥ is just not going to work. Be patient.


Sat Sep 01, 2007 4:47 am
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O_o i'm not complaining or being impatient or anything. i know the game is incomplete, i've been following it for some time now. waited to post until i had something to say

i'm just saying that, with some tweaking and moving of some things, the new pie menu could be better.


Sat Sep 01, 2007 4:50 am
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You were just complaining about something that you couldn't access, then asked why it even needed to be there.


Sat Sep 01, 2007 5:28 am
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^

He wasn't complaining that he couldn't access it, he was just wondering why it was there when a single button press would be much easier.


Sat Sep 01, 2007 12:10 pm
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I think it would be best if Data allowed us to switch between the old and new menus...


Sat Sep 01, 2007 12:29 pm
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Post Re: Build 18 Pie Menu
God, you people can ♥♥♥♥♥ about anything can't you?

Data makes a single change to the interface, a rather OLD interface at that, and instantly you take up arms against it.

Honestly, there is no problem with the new interface, you just have to get used to it, just like you got used to the old interface, and if you want to switch back to the old interface, play an older build.


Sat Sep 01, 2007 2:21 pm
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Yeah, but I must say that minimap with one button would awesome.
Or actually, you could just make that minimap option in the piemenu as an on/off button for the minimap that you dont need to hold down any buttons and such.


Sat Sep 01, 2007 5:02 pm
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I like the new pie menu, but sometimes when I use "Scuttle" the rocket doesn't die. The AI shoot the rocket until it's shooting sparks everywhere and I reset because of the lag. :oops:


Sat Sep 01, 2007 6:14 pm
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I think that we should be given a choice between the classic pie menu and the new one. I personally much prefer the old one.


Sat Sep 01, 2007 9:43 pm
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'Just like to point out, yet again, that this is a beta. Releasing a public beta means that you want people to "♥♥♥♥♥" about your game and its new features, you want people to comment about what parts suck and what parts rule.

Granted, one line comments along the lines of 'B0o, t3h m3nuz0r ar s8x LOL' are absolute crap and should merit instant tickets to ban-land, but when people suggest improvements or give precise details about what irks them ... well it's for the good of the developers.

Final comment, the new system rocks - and thanks to Data for confirming a scene saving feature for the bunker builder :D.


Sat Sep 01, 2007 10:14 pm
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why not make both menus available and let the player choose which one he wants to use in th options?


Sun Sep 02, 2007 3:33 pm
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Because thats not practical at all. Double the amount of code for the same set of features? Uh uh, not happening.


Sun Sep 02, 2007 3:37 pm
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Post Re: Build 18 Pie Menu
ChJees wrote:
This is a poll to see how many wich are unhappy with the new Pie Menu and how many wich are happy :).

Mostly a response to the massive whine i read on this forum (And devlog) about that many people are not willing to adapt.

New Menu

+Everything is easily accessible.
+Retains same functionality from earlier builds.
+AI and Actor Management Merged.
-Resource Intense. (Hardcoded Menu ring wich requires the computer to make all thos Sinus and Cosinus calculations all over again at each Frame.)
+\-More keypresses

Old Menu
+Fast to Use
+Descriptions
-Separated AI and Item management

I like the new menu actually, because that everything is accessible within a few keypresses and no hassle.

first, its not more key presses
changing the 'stance' of the actor (sentry, brainhunt, etc) is still hold a buton, press a dirrection, no differance

2nd, so what, it has to draw 2 circles,big deal, thats like saying MS Paint is 'graphics intensive'
3rd, this is also fast, 1 button, 1 dirrection. it takes a bit to get used to, but in the end, i think it works better.

lastly,
i have to say, yes, i MISS having it say which weapons.
it 'could' have a select weapon pie-menu but the problem with that, is... well... takes to long.
that and who ever caries more than 2 or 3 weapons?
i carry 1 weapon, and on occasion some bombs,
or a digger and an AK-47
even with mods, i dont go past that.
so the only thing i think should be added, is with the 'switch to next/previouse weapon' it should say which, or at least show the image it shows in the buy menu, with the name, instead of an arrow
technichly it could list all of what is being held, instead of butons, but what if oyu have like 12 things on a single clone/robot/other ?
you'd have a pie-menue with 30 slots, how would you manage that? ESPECIALY without an analog controller?

but yes, i must say i like the pie menues better

--edit--
sorry, for some reason, no matter what i do, it automaticly dissables bbcode.
its F***ING ANNOYING!


Last edited by Miles_T3hR4t on Tue Sep 04, 2007 6:39 am, edited 2 times in total.



Mon Sep 03, 2007 12:05 am
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