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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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Joined: Thu Apr 19, 2007 9:07 pm
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Location: Toronto
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Post Re: Build 18 Pie Menu
I like the pie menu more just because it seems much cleaner and more like what a finished game would look like. But yes, the loss of the weapon name is a shame.


Mon Sep 03, 2007 11:22 pm
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Joined: Fri Jun 15, 2007 6:47 am
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Post Re: Build 18 Pie Menu
the pie menu is a good idea and was made well but i really dont like to go to the pie menu and movce my mouse to the buy option when we used to hit q+e to buy stuff. :???:


Wed Sep 05, 2007 1:34 am
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Joined: Fri Aug 10, 2007 9:14 pm
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Post Re: Build 18 Pie Menu
i HATE the new menu!!! :skull:
no offence


Wed Sep 05, 2007 3:55 am
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Joined: Sat Jun 16, 2007 2:31 am
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Post Re: Build 18 Pie Menu
its ok except it dont tell you the name of the gun you are holding.


Wed Sep 05, 2007 4:19 am
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Post Re: Build 18 Pie Menu
nooby wrote:
i HATE the new menu!!! :skull:
no offence
That's helpful. Want to be more specific as to why?


Wed Sep 05, 2007 5:47 am
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Joined: Mon Apr 02, 2007 11:08 pm
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Post Re: Build 18 Pie Menu
iwillcontrolyou wrote:
Only thing I don't like about the new menu is that it doesn't tell you which gun you have when you hold down the inventory button.
Like the old one would display "SMG" above the actor? I miss that.



same, I hope he fixes that.


Wed Sep 05, 2007 8:22 pm
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Joined: Sun Apr 08, 2007 11:37 pm
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Location: funkytown
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Post Re: Build 18 Pie Menu
i like it, i just miss the weapon name, and i always screw up buy munu-ing, and i can never remember where it is. that probably my fault though.


Thu Sep 06, 2007 1:17 am
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Post Re: Build 18 Pie Menu
ProjektTHOR wrote:
Because thats not practical at all. Double the amount of code for the same set of features? Uh uh, not happening.

That seriously made me lol.

He already has the code for the old one, he made the code for the new one, the only thing that he would need to do is seperate their names, and make an option that turns one on, and not the other.

I like the new menu, it's streamlined for mouse and gamepad users, while only adding one more button press for the keyboard users.

Minimap, statistics, and the whole "Cease Fire" option (as long as it's not a surrender button) are gonna be sweet. CC is shaping up to be an excellent game.


Thu Sep 06, 2007 11:43 pm
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Post Re: Build 18 Pie Menu
Kokits wrote:
That seriously made me lol.
The statement was in regards to the future, polished version.

A good, final version is as cut down on code as possible--given technical restraints and a programmers abilities.

His statement was in reference to the final build. As was mine. Your poor piece of insight was "lol thar be 2x code nao."

Just because its their now doesn't mean it should or would get used down the road. Way to be two-dimensional.


Fri Sep 07, 2007 2:34 am
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Post Re: Build 18 Pie Menu
ProjektTHOR wrote:
Kokits wrote:
That seriously made me lol.
The statement was in regards to the future, polished version.

A good, final version is as cut down on code as possible--given technical restraints and a programmers abilities.

His statement was in reference to the final build. As was mine. Your poor piece of insight was "lol thar be 2x code nao."

Just because its their now doesn't mean it should or would get used down the road. Way to be two-dimensional.

Wait... don't the bold letters contradict your entire post?

Anywhoo... I need to start using the gamepad more now that the menus are streamlined for it. I just love the keyboard.


Sat Sep 08, 2007 2:19 pm
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Post Re: Build 18 Pie Menu
I'd like to avoid being COMPLETELY repetative, but I believe a point I made in a post earlier today is better posted here. I'll actually re-write my thoughts manually, though, so people won't accuse me of copypastaing for attention. Plus, I think my thoughts will come out a bit more concisely this time.

My main gripe is this: why can't it just be set up so you can assign individual functions to keystrokes and button presses? If I could do this, I'd totally set it up with my classic FPS setup, with weapon switching, reloading, picking up weapons, and dropping weapons all handled by individual key presses. It just seems easier. It's not hard to do, its been done in countless FPSs. At the very least, the option between that and menus could exist.

Of course, that focuses entirely on controlling a singular actor. When it comes to issuing commands such as gold dig or brain hunt or whatnot, perhaps some kind of menu is, in fact, in order. Still, it would be nice to have the option to use keystrokes. Most, if not all, RTS games have both a menu and the option to hit keys to carry out orders and functions. Usually once you memorize the layout - or even make your own - you go much faster than you ever would through menus.

I'm one of those guys who gets really hardcore about speed and efficiency in interface. Like, in FPSs I always assign each weapon to a button close to my movement fingers so I can instantly switch to any weapon without cycling. Sure, you have the option for cycling, but I have my own plans. I'd like to have that freedom in this game as well.


Fri Sep 14, 2007 3:36 am
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Post Re: Build 18 Pie Menu
And I answered this the other time:

It moves too far away from Data's retro-style gaming goal. Keyboards and human interface devices back in the day did not have 102-or-more keys as they do today.


Fri Sep 14, 2007 4:17 am
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Post Re: Build 18 Pie Menu
So, we can't have the option between the two? We're forced into this retro style? You call it retro, but I don't really know what you're talking about. Unless he's planning to release this on consoles, it should be made with a computer in mind. Computers have always had a mouse and a full keyboard. Even Doom could have had more options than it did.

Another thing to consider is that all I'm really vouching for is having options. I'm not demanding a complete overhaul, so I don't feel that having the option to use keys instead of menus really ruins what he's going for, as long as the menus are still there. At the very least, there will always be the buy menu.


Fri Sep 14, 2007 4:18 pm
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Post Re: Build 18 Pie Menu
The point is that there is a specific atmosphere and gameplay form that Data is trying to create. Hes trying to do something different--breaking the mold, trying something new, stuff like that.

I, for one, congratulate him on trying to go against the grain on this one. Personally, I like the whole compass rose style interface menu.

A good example? The battlefield series. They use a split up, modular compass rose (on PC), and it works out just swell. Key press, mouse gesture, click.

Its really not that difficult.


Fri Sep 14, 2007 4:23 pm
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Post Re: Build 18 Pie Menu
Well, in that case, if holding buttons and pressing directions is absolutely necessary, I feel the old version where you held the button and got an immediate reaction when you press a direction was a bit better for efficiency. Really now that I think about it, it was pretty cool. But now that you have to release the button and close the menu before something happens, its a bit more awkward and long-winded. I guess this point has been made before, but if individual keystrokes are out of the question then I'd vouch for a control scheme like the older one.

Now, thats not to say that the menu can't have fancy graphics and sound effects like they do now. If you mixed the pie menu graphics - or something like it - with the previous control scheme, it'd be pretty great.


Fri Sep 14, 2007 4:52 pm
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