Originally posted by GreatEmerald
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MapMixer 3.00 [BETA 1] [Pics]
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Originally posted by sinx View PostHave you looked in the MapMixer Client Menu ?
Oh and I havent been able to get screenshots of the new character select screen.
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Originally posted by GreatEmerald View PostI've sent yu some bug reports via email. But I have a suggestion that applies to both beta 1 and 4: the MapMixer Client menu, when opened, always resumes the game, doesn't matter if it was paused before or not, and you cannot pause the game when the window is opened. That is really annoying when all you want is to check the map rotation or bot orders...
Also, it would be nice if small windows would be scalable, as there is no place for long map names and such.
For example, I quote:
Client Menu no longer automatically pauses game when opened (ie in Offline Play). This was counter-intuitive as a default behaviour for tabs such as 'Orders' where it made monitoring the game impossible. More work to be done on this...
Note the last sentence. It may indicate that I have not finished here as yet.
The other thing is that because of the way Epic handle pausing in Menus (ie Scenes), it makes the whole process rather complicated, however, I'm planning a work-around.
Also, it would be nice if small windows would be scalable, as there is no place for long map names and such.
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Originally posted by Kazimira View PostYup alot. Theres no opition I can find or atleast in a nice easy place to find it that will let me choose my team prefrance.
Oh and I havent been able to get screenshots of the new character select screen.
There's also another drop-down list next to the 'Logout' button but that is for changing teams in the current match, where the option indicated above indicates your preferred team for the next matches played.
Just keep in mind that this menu looks a lot different now than the version you may currently have.
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Originally posted by GreatEmerald View PostAh, so you're looking into it, thanks. But it didn't pause the game in Beta 1 as well.
As for a screenshot, well, see my last one in this thread. If a map would have a name really that long, it would be annoying. And if you can drag windows, why can't you resize them?
...also did you know that the columns in the multi-column lists were resizable?
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Originally posted by sinx View Post...also did you know that the columns in the multi-column lists were resizable?
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Originally posted by GreatEmerald View PostYes, I did. However, window resizing would be more helpful than column resizing. Another example is MapMixer Client menu's Match tab - there is a single option that you have to scroll to see, and if windows were resizeable, there would be no need to scroll.
Here's a quick preview of the menu having been resized (ie clicking on bottom right corner and dragging). Just like position on screen, it also remembers size.
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Originally posted by GreatEmerald View PostAwesome! Thanks! This will be very helpful! Can it be implemented for the Client menu as well?
By the way, there's one thing that is in MapMixer 2 and that I haven't seen in MapMixer 3: when loading maps, it could display their descriptions again. That helps to get used to the map's theme.
The only time you see the traditional 'loading screen' is when loading the first level in a session - from that point forward it uses the seamless transitioning process.
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Yes, that's true, I thought about that too... Maybe then the default mid-game menu window should be the Game tab, and it has the description, which could be pre-loaded and displayed on load?
By the way, why do all MapMixers have countdowns on level end? Not that it matters much (I disable it and use the Client menu anyway), but just curious: why isn't the travel affected by hitting the Fire key, instead of being forced to wait/forced to move to the next map?
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Originally posted by GreatEmerald View PostYes, that's true, I thought about that too... Maybe then the default mid-game menu window should be the Game tab, and it has the description, which could be pre-loaded and displayed on load?
I guess I could make it an option and let the user decide if it is appropriate for them, which will not always be the case.
By the way, why do all MapMixers have countdowns on level end? Not that it matters much (I disable it and use the Client menu anyway),
[1] Disable Automatic Map Switching when you setup the session and manually select the next map from the Session Map List at the end of the Match.
[2] Use the Automatic Map Switch countdown and let MM automatically take you to the next map in your Session Map List.
[3] Optionally Abort the Map Switch countdown at the end of the match, if you want want to stop automatic map switching or you want to manually select the next map and need more time to override the next map choice from the Session Map List.
Remembering of course you can use keybinds for Session Map List navigation - or simply open the Client Menu and choose the next map from the Session Map List. Then you can either optionally use akeybind to switch maps or if you are using the Client Menu then click on the Switch button from there.
but just curious: why isn't the travel affected by hitting the Fire key, instead of being forced to wait/forced to move to the next map?
Perhaps you missed the keybinds for Session Map List Navigation and Switching? No one is forcing you to wait for the map switch. It's entirely up to you whether you use automatic map switching or not. If you don't want to wait the number of seconds that you designated in the Advanced Session Setup Tab then just hit your Switch map key. The choice is yours.
At the end of the match, MM will show you (Client Menu setting) what the next map will be. If you don't like that map then choose another one using the Map List Navigation keys and then press the switch map key when you find the map you want to play - or just use the Client Menu.
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About description, sure, it was an optional thing in earlier MapMixers too.
About map switching countdowns, well yes, online it's very useful. But offline it changes the default behaviour of UT3 (which is the Fire key to automatically switch to the next map in rotation), so it's quite counter-intuitive.
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