Re: [crossfire] GTK V2 client default layout and map size

2008-02-13 Thread Kevin R. Bulgrien
   Quick thoughts/past notes:

   I expect that the preferences will be driven a lot by what actual
 hardware folks are running on.

   If you only have a display that does 1024x768, then the Oroboros is the
 likely winner.  But if you have a higher res display, that probably isn't a
 first choice, as you have a lot more display area than it uses.

I'm not bothered by that, and it actually is in the spirit of making the
game more accessible anyway.  I'd consider setting it as the default
without even taking a vote.  Why should not the majority get their
choice anyway - even if it isn't your or my favorite?

   Now it may be that the client should try and be smart and choose a best
 default layout based on various factors, like screen resolution.  Same
 could be said for things like map size.

   A better approach may be to have a basic configuration program (or
 window) that is used first time client is run by user (no .crossfire file).
  A fair number of commercial games use that approach - configure the
 display resolution/quality you want to use, configure sound, etc.

   That, however, is a fair amount of work, and ideally, the configuration
 dialogs used within the client match those initial configuration ones
 (don't duplicate code, but also easier for an end user perspective - if you
 see one set of configuration dialog the first time you run it that doesn't
 match the one you see later, may be harder to know what config options you
 used before, etc)

If a user supplies a layout, it could get really hard to have all the
necessary information where it would all work just right.

It does make sense to pick Oroboros automatically on desktops at 1024x768
or lower.  1280x1024 and higher have always been supported on this client,
so auto-picking once in that range seems not to buy much advantage, and
none of them default to sizes that won't fit at all on that resolution.

On IRC, people seem to be saying that 800x600 is still alive and kicking
too.  I figured I'd hammer a bit on Oroboros to get one option at that
size, so having one of those to pull out of the hat if someone launches
it on a small desktop might be good.

As for a configuration program, what I can see is showing thumbnails
of clients and let people browse them, along with the text descriptions,
possibly calling out the default size of the layout separately.  Doing
something like that, you could advise against certain layouts based on
the desktop size, but could allow them to be selected anyway if they want
to try to deal with the resizing.  That said, I think it needs to stay
simple, but even so, presently there are better ways to spend a lot of
development time.  People still complain too much about what isn't
there, and a configuration program won't address what gets complained
about the most.

Then... there is the whole thing about making the map size coincide with
a selected layout...  Right now it is difficult to know what to set the
map size too.  A first effort to address that is probably due quite high
priority.  You can totally hose a layout by using 25x25, which is the
current default.  I think the default map size should be a low common
denominator unless new features are added to hint map size settings.

   Note that one reason I put the map window in the upper left corner is
 that to some extent it made using different map sizes easier.  But I do
 have to say I don't find it ideal either (but I'm not sure what I find
 ideal).

There are two options in the screen shots.  Some that put the map on one
side, and others.

   I'm also not wild about the way the stats are displayed in all the
 layouts (which really isn't changed) - that is to say being in a single
 row: Str 5 Dex 6 Con 10, etc

   as that never seems really easy to find for me, and I can't think of any
 other game that displays them - doing them as a column, with column to the
 right (or maybe several) may be more readable and more effective use of
 space, eg:

 Str 6 Speed   0.50
 Dex 10Weapon Speed0.80
 Con 18Damage  15
 Int 14WC  6

Hmm.  Three layouts already do something like this.  The first layout on
Leaf's listing is very different, and not unlike what you describe.

  http://krayvin.home.att.net/caelestis_790x600.png

Further, all the layout screenshots do not expose the stats, so unless
one opened them, it would be difficult to say they hadn't changed.

  Chthonic, Oroboros do use columns as well.

The GTK V1 variants do not for more obvious reasons, but for the others,
I'll be most happy to do something different as it would free up more
screen area.

Remember too, I copied the legacy GTK V2, and differentiation occurs
somewhat over time as I play with ideas.  Keep suggestions coming.

Oddly, when I mentioned stats and the homogenous mode before, the gtk-v2
format was argued for, possibly giving some exception to allowing numbers
to cuddle the label.  I imagine that 

Re: [crossfire] Map logical linking

2008-02-13 Thread Nicolas Weeger
Hello.

   Looks good to me.  It may be worthwhile to define how that information is
 used, and thus perhaps other fields.

As I see it, information is only used for mapper, to generate map information. 
No ingame link - at least, none that I plan to do, maybe others? :)
The idea to split quests from maps could be interesting, though, someday (so 
you could distribute map packs containing a quest).


As for the format of the field, I'd suggest: HTML, without anything fancy, and 
no h1/h2 headers (so they can be used for other things on the page).


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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[crossfire] Mapper tool

2008-02-13 Thread Nicolas Weeger
Hello.

I'd like some opinions/suggestions on the mapper tool for Crossfire (found 
in server/utils/mapper.c).


Current aim of the tool:
* provide a map reference for map makers, to know what exists, show links 
between maps, point to areas where there aren't many maps, ...
* spoiler for players wishing to learn how maps are connected or browsing maps 
online
* help find inconsistencies in maps (same slaying between maps, invalid 
tiling, unreachable maps, invalid exits ...)
* make nice pics we can use for background or whatever :)



Here are the tool features for now (note: the pages on ailesse are not 
generated with the latest version, so I may refer to things you can't yet see 
unless you use the tool locally):

* for each map, a page with exits from / to this map ; quest(s) the map is 
part of ; region of the map ; map lore (without quest info) and level ; map 
picture (real size and reduced size) - 
http://crossfire.ailesse.com/maps/scorn/misc/church.html

* for each region, a page with the maps part of said region ; the region 
description - http://crossfire.ailesse.com/maps/scorn.html

* a global world map with region information - 
http://crossfire.ailesse.com/maps/world.png

* a map of roads, blocked things and exits (both used and unused ones) - 
http://crossfire.ailesse.com/maps/world_info.png

* a global map index - http://crossfire.ailesse.com/maps/maps.html

* list of slaying values used for keys / doors / various mechanism

* uses a template system to customize the output (basic templates in SVN, 
ailesse uses custom ones)

* warning for exits to non existing maps

* list of maps that exist but are not reachable from the HallOfSelection

Features not (yet) on ailesse:
* uses real map and region names for display, instead of the filename
* tiled maps support, grouping all maps linked through tile_path_ as one map - 
with the exception of the world maps themselves
* list of maps sorted by level
* .dot file generation with links between regions


Features I'm thinking about and could implement:
* nicer world map navigation, maybe using javascript to scroll maps
* max small pic width/height to avoid things too big on page
* use a scripting language for even more page customisation - may be overkill, 
but well ^_-


Known issues:
* Titan (and probably other) pics are shifted bottom/right - this is quite 
certainly due to the head being on non (0, 0)
* platinum coins are weirdly displayed, as well as the pentagon in the 
HallOfSelection
* does not take into account race-specific HallOfSelection


Code wise:
* no memory leak, even if the tool does not free its memory - all could be 
freed if needed, but as it isn't intended to run all the time, not required 
IMO
* file too big, I'm thinking of splitting it for easier maintenance
* not part of the build process nor installed - could be included (would then 
need to define a correct generation path, for now it spits into './html')
* shouldn't use too much memory when running
* could use more documentation, maybe (processing logic and such)




So, what would you, as a developer, map-maker or player, like to see?

I'm not saying I will implement everything, but you never know ;)


Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] GTK V2 client default layout and map size

2008-02-13 Thread Mark Wedel
Kevin R. Bulgrien wrote:
   Quick thoughts/past notes:

   I expect that the preferences will be driven a lot by what actual
 hardware folks are running on.

   If you only have a display that does 1024x768, then the Oroboros is the
 likely winner.  But if you have a higher res display, that probably isn't a
 first choice, as you have a lot more display area than it uses.
 
 I'm not bothered by that, and it actually is in the spirit of making the
 game more accessible anyway.  I'd consider setting it as the default
 without even taking a vote.  Why should not the majority get their
 choice anyway - even if it isn't your or my favorite?

  I have no problem with the majority not deciding the default layout.

  My point is that the majority is more likely to vote on what works best for 
them.  If the majority chooses a layout that doesn't work good at low 
resolutions, is that the final word, or should we try to do work that makes 
things work better for low resolutions?  Hard to say what the right answer is 
(at one time, a fullscreen mode was suggested, but with the wildly varying 
screen resolutions, that would be really hard)


 Then... there is the whole thing about making the map size coincide with
 a selected layout...  Right now it is difficult to know what to set the
 map size too.  A first effort to address that is probably due quite high
 priority.  You can totally hose a layout by using 25x25, which is the
 current default.  I think the default map size should be a low common
 denominator unless new features are added to hint map size settings.

  That should really get improved - arguably that is a bug going all the way 
back to the original X11 client.  What should really determine the mapsize is 
the size of the window pane provided for it, not what is set elsewhere.

  That is also just a lot more user friendly.  Start with a small map size and 
resize?  You get a larger map display.  Resize smaller?  It should reduce the 
map size.

  I need to look and see how hard it is to do that.  One issue with that plan 
is 
there could be folks that want a relatively  little map data (11x11) sent from 
the server, but still have a larger viewable area for fog of war.  For folks on 
highly constrained bandwidth situations (dialup modem), this may be relevant.

  OTOH, we may also have to ask ourselves how much effort should go into trying 
to cover old requirements.  If easy to do so, we should do so, but at the same 
time, we shouldn't spend a lot of time trying to make things work in marginal 
situations at best.

   and so on.  As an aside, since exp now has its own statbar, there really
 isn't much reason for there also to be a display in the stat area.
 
 I've noted that, and think removing it might require a code change to avoid
 error messages as missing widgets do generate them, though I have not
 checked to be sure.  It's a good reminder though.  I have thought it odd
 for some time.

  At minimum, the lookup_widget routine generates an error whenever you try to 
find a widget that doesn't exist.

  If it gets removed from all the layouts, then removing the code that updates 
the labels makes sense.

  If some layouts have it, and others don't, I think this can still get managed 
by checking for null values or the like.  An alternative may be to put those 
labels in some hidden widget that is never displayed, so the widgets are still 
there, just out of sight.



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