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

2008-02-21 Thread Juha Jäykkä
 I think that I suggested a solution a long time ago: highlighting the
 changes for the protections.  Basically, every time a protection changes

Something like this would be very helpful. Perhaps accompanied by a warning 
sound (should the user have sounds), too. This has been so big a problem, 
that I have considered writing a small script to recast all protection spells 
whenever they expire, but never got around to do that. 

Ideally something like a spell monitor would be nice - protections on
 That would require a bit more coding effort, but that would certainly be

Wait a second, I don't quite follow you now. Don't we already have this? At 
least protection spells cause a message your protection from X is running 
out some time before it actually runs out. Could we not use the same code 
(base) for an overall monitor? This warning was actually so big improvement 
when it was introduced that it probably was the main reason I did not write 
the above mentioned script.

 That's right, but this also has a cost: a top-level window has some
 decorations that can take valuable space on smaller screens.  So if you
 have a small display, then it is better to have as much as possible
 inside a single main window.

You can always request a decorless window from the window manager. I think any 
decent ;) window manager disregards the application's request, though, since 
it should be the user, who decides that. But the user with such a window 
manager can always tell the WM to remove the decors if they are too big. 
rantUnfortunately, according to the above requirement, I know just two 
decent window managers and I know no one who uses either. Luckily most wm's 
are almost decent and can add/remove decors when user wants. /rant

 I couldn't agree more.  All options that are currently hidden behind
 some strange combinations of button clicks and modifiers would be much
 more discoverable by the users if there was some kind of context menu for

Agreed. Although, I hate menus - shortcut keys and mouse-key-click -combos are 
so much faster, when you know the magic combo. But, like you already noted, 
these have the problem of being obscure and hard to remember (unless you use 
them frequently), so having a slow way of accessing these functions is very 
helpful.

-Juha

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

2008-02-21 Thread Mark Wedel
Juha Jäykkä wrote:
 I think that I suggested a solution a long time ago: highlighting the
 changes for the protections.  Basically, every time a protection changes
 
 Something like this would be very helpful. Perhaps accompanied by a warning 
 sound (should the user have sounds), too. This has been so big a problem, 
 that I have considered writing a small script to recast all protection spells 
 whenever they expire, but never got around to do that. 

  I think highlighting protections as they change is a reasonable first step. 
but IIRC, there is also space issues related to fitting all the protections in 
the requisite area.

 
   Ideally something like a spell monitor would be nice - protections on
 That would require a bit more coding effort, but that would certainly be
 
 Wait a second, I don't quite follow you now. Don't we already have this? At 
 least protection spells cause a message your protection from X is running 
 out some time before it actually runs out. Could we not use the same code 
 (base) for an overall monitor? This warning was actually so big improvement 
 when it was introduced that it probably was the main reason I did not write 
 the above mentioned script.

  Messages being printed tend to get lost in the shuffle, at least in a nasty 
battle.  This is sort of why i say less is more - having less information but 
making the information I care about more visible may be quite useful.

 
 That's right, but this also has a cost: a top-level window has some
 decorations that can take valuable space on smaller screens.  So if you
 have a small display, then it is better to have as much as possible
 inside a single main window.
 
 You can always request a decorless window from the window manager. I think 
 any 
 decent ;) window manager disregards the application's request, though, since 
 it should be the user, who decides that. But the user with such a window 
 manager can always tell the WM to remove the decors if they are too big. 
 rantUnfortunately, according to the above requirement, I know just two 
 decent window managers and I know no one who uses either. Luckily most wm's 
 are almost decent and can add/remove decors when user wants. /rant

  I don't think this top level window should be the only way way to see 
protections, but could be a good to provide a larger/better view of the 
protections.

  Same could be said for skills and perhaps inventory.  A top level window for 
skills could be nice - list exp, show a nice progress bar on exp to next level, 
maybe even have some nice context information on how to use the skills (the 
message portion of the skill object).  At the same time, I don't think this 
should be the only way to see skill information - showing it under a notebook 
on 
the client is still good.

  In a sense, one could sort of see this with the spell window - you don't need 
that window to cast spells, but it can provide some nice information in a 
better 
format than just the output of 'cast' can.

  I think the one that could have the greatest benefit here is an inventory 
handling window.  Aside from a current problem right now of it sometimes being 
a 
bit too small to see full information for objects, I could see a full sized 
window having everything you might need:  Icon, item name, weight, different 
check boxes to denote equipped/locked/different favorite lists (one could see 
having a few different favorite lists - up to players how they use them - it 
could be based on type of foe - fire creature items list and cold creature 
items 
list, or different items, whatever.  It would be even cooler to list the value 
of items (based on current shop and 'real' value), so one can quickly see 
different objects, etc.  And for that matter, include the message field of the 
object in that list if reasonable.  Depending on space, maybe include a few 
other key things, like damage or AC/armor values

  I probably wouldn't go around adventuring with such an object inventory 
window 
up, but back in town at the shop, figuring out what to sell, such a window 
could 
be quite handy way to provide more concise information (being able to sell 
objects through the window should still be allowed).  And likewise, having all 
that information at hand could be really handy to see relative value of 
different objects (damage, ac, whatever).

  Right now, I often spend a lot of time examining the different objects to see 
what they do.

 
 I couldn't agree more.  All options that are currently hidden behind
 some strange combinations of button clicks and modifiers would be much
 more discoverable by the users if there was some kind of context menu for
 
 Agreed. Although, I hate menus - shortcut keys and mouse-key-click -combos 
 are 
 so much faster, when you know the magic combo. But, like you already noted, 
 these have the problem of being obscure and hard to remember (unless you use 
 them frequently), so having a slow way of accessing these functions is very 
 

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

2008-02-15 Thread Juha Jäykkä
Hi!

I've been following the discussion on client layouts with great concern. What 
makes me concerned is the fact that most people seem to be fixed on the idea 
that a) the game window dimensions equal screen resolution and b) the window 
layout is (at least almost) fixed.

For point a) please note that some people (at least me) never use full screen 
size windows for any purpose (except on my htpc, but that does not even have 
a keyboard and mouse so I won't be playing on it) and the current unability 
to let the window manager resize the window is simply absurd. If a user wants 
to resize crossfire window to 20x20 pixels, it's the user's problem when if 
becomes totally useless. Almost all programs scale their internal window 
widget sizes according to the window size (or introduce scroll bars). Why 
would crossfire not do this? For the map-view-widget this would probably be 
pointless, but at least everything else could scale. Even the map widget 
could scale at least is tile-size steps: if 16x16 tiles no longer fit on 
whatever size the user adjusted the window to, then only draw 15x15 - and 
leave some blank if the actual size is 15.5x15.5 or resize the info widgets 
to fill that space.

For point b) Raphaël already noted GIMP, my example would have been from 
gaming: FreeCiv. It has *exactly* the same situation as crossfire: a current 
map view based on tiles and some informative widgets displaying, for example, 
an overview of the whole world map etc. If you resize the window, the map 
view shrinks etc. No fixed map window sizes or anything. User can do whatever 
one likes, even float some of the widgets to separate windows (I would not 
like that feature myself in a real-time game like CF, but rearranging the 
widgets within the master window would be useful).

Is there a reason for points a) and b) being as they are 1) now, 2) in the 
future? I hope there is no reason to keep them such in the future...

-Juha

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

2008-02-15 Thread Anton Oussik
On 15/02/2008, Juha Jäykkä [EMAIL PROTECTED] wrote:
  For point a) please note that some people (at least me) never use full screen
  size windows for any purpose (except on my htpc, but that does not even have
  a keyboard and mouse so I won't be playing on it) and the current unability
  to let the window manager resize the window is simply absurd. If a user wants
  to resize crossfire window to 20x20 pixels, it's the user's problem when if
  becomes totally useless. Almost all programs scale their internal window
  widget sizes according to the window size (or introduce scroll bars). Why
  would crossfire not do this? For the map-view-widget this would probably be
  pointless, but at least everything else could scale. Even the map widget
  could scale at least is tile-size steps: if 16x16 tiles no longer fit on
  whatever size the user adjusted the window to, then only draw 15x15 - and
  leave some blank if the actual size is 15.5x15.5 or resize the info widgets
  to fill that space.

Likewise, I prefer to place each widget in its own window, get rid of
window borders for them, and just rearrange them as I see fit. This
allows for easy arrangement to play on multiple monitors, as well as
allowing a very flexible way of arranging the client's components to
suit playing style.

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

2008-02-14 Thread Raphaël Quinet
On Tue, 12 Feb 2008 21:44:02 -0800, Mark Wedel [EMAIL PROTECTED] wrote:
   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.

It depends.  Since I play from time to time using different computers, I end
up using different screen resolutions: 1024x768, 1280x1024, 1600x1200, etc.
I think that the original gtk v2 layout isn't too bad and I can even use it
at 1024x768 using a few tricks to save space.

If you look carefully, you will see that the gtk v2 and the Oroboros layout
are almost the same, except that the map area is moved from the top left to
the bottom right.  Otherwise, both are based on a basic 2-columns layout, with
one column containing the same 3 rows (messages, inventory, floor view) and
the other other one containing the map and the stats/skills/etc.  One
difference is that Oroboros puts the HP/SP/Gr/Food/Exp bars inside one of the
tabs instead of besides the tabs.  I do not like this choice because it means
that I cannot view these very important bars as easily when I am viewing the
other tabs, so that's why I still prefer the v2 layout.

I think that before we try to pick the best layout, there are two things
that should be investigated:
1) What information is important to the players?  What should always be
   visible on the screen and what can be toggled in/out of view using tabs or
   using any other appropriate mechanism?  I would like to have a discussion
   on what we need to show before having a discussion about how it should be
   shown.
2) Is it possible to make the layout more flexible?  Instead of having to
   select among a predefined set of layouts, could we find a way to provide a
   good default layout while still allowing the user to change it easily?

After discussing these two points, then we can go back to the selection of
the best layout if this is still relevant.

I will start with a few comments on point 2) because this is related to what
Mark wrote:
   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.

This is not an ideal approach because it forces to to select (automatically
or via some configuration program) among a set of predefined layouts and
maybe none of them is perfect for you.  Instead, I would prefer to start with
a good layout that can work well at low resolutions (a 2-columns layout) and
then allow the user to add or remove a third column at any time and pick the
tabs that should be in that column.

I have some experience with that in GIMP: instead of having a fixed layout
for all tools and dialogs, you can create any number of docks and drag tabs
into these docks or out of them.  GIMP uses separate top-level windows for
the docks, but this could also be done using columns belonging to the same
top-level window.  Once you have done the initial effort to replace/subclass
the GtkNotebook widgets, you get a lot more flexibility and then you do not
have to worry anymore about what layout is best, because you know that the
users will be able to re-organize the tabs according to their preferences.

The main concern would be to select the best initial layout, but we would not
need to worry about how a 2-columns layout wastes space on a widescreen
display because we will know that it is easy to add a third column if the
user wants it.

   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
 
   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.

A column layout might be nice for the stats.  But regarding the point 1) that
I mentioned above, I would be interested in a discussion about what we
consider to be the most important information.  Besides the map, messages and
inventory, I would consider the following information to be important
especially during combat and I would like a layout that allows me to see all
of these things at the same time:

Most important (sorted 

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

2008-02-14 Thread Mark Wedel
Raphaël Quinet wrote:
ther tabs, so that's why I still prefer the v2 layout.
 
 I think that before we try to pick the best layout, there are two things
 that should be investigated:
 1) What information is important to the players?  What should always be
visible on the screen and what can be toggled in/out of view using tabs or
using any other appropriate mechanism?  I would like to have a discussion
on what we need to show before having a discussion about how it should be
shown.
 2) Is it possible to make the layout more flexible?  Instead of having to
select among a predefined set of layouts, could we find a way to provide a
good default layout while still allowing the user to change it easily?

  Agree on both points.  There may also be other things that make the client 
easier to use.  Some of how the client works dates all the way back to it just 
be X11, where some more complicated things would have been very hard to do, but 
are quite easy to do with the widgets provided by GTK.


   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.
 
 This is not an ideal approach because it forces to to select (automatically
 or via some configuration program) among a set of predefined layouts and
 maybe none of them is perfect for you.  Instead, I would prefer to start with
 a good layout that can work well at low resolutions (a 2-columns layout) and
 then allow the user to add or remove a third column at any time and pick the
 tabs that should be in that column.

  Yes, that is a better solution.  I guess it depends on how much work it is to 
do.

  One nice thing right now is that all the layout work is done in glade.  This 
makes it very easy to try different things, but also makes it very easy to add 
onto the layout.  So while things could be done better, I'd want to make sure 
we 
don't drift away from also being able to manage the layouts within glade. 
Having thousands of lines of handwritten code to handle ideal layouts may be 
nice from an end user perspective, but starts to get really unmanagable from a 
developer perspective.

  At the same time, the first time a person runs the client, popping up some 
config options may still not be a bad thing, as right now, for lots of the 
config options, the client chooses defaults which may not be ideal.


 A column layout might be nice for the stats.  But regarding the point 1) that
 I mentioned above, I would be interested in a discussion about what we
 consider to be the most important information.  Besides the map, messages and
 inventory, I would consider the following information to be important
 especially during combat and I would like a layout that allows me to see all
 of these things at the same time:

  I'd make some adjustments even on those key points - inventory can/should be 
done better.  Its been discussed, but what is really needed is ability to make 
up a custom list of objects I care about.  In combat, there are probably less 
than 20 items I really need to see in my inventory - things like certain 
scrolls 
and potions, and maybe a few different weapons.  I don't need to see all my 
items, and in fact, seeing all my items often makes it difficult to get to the 
ones I really need.

 
 Most important (sorted by order of importance):
   - HP/SP/Gr/Food bars
   - range (current spell or bow) - important if I have the wrong thing active
 and I am wondering why the monsters around me are not harmed
   - protections (percentages for all current protections, armor) - important
 especially when they change because I have been hit or a spell expires.

  Pretty much agree.  But I also think a better way to manage the protections 
is 
needed.  While I want to be able to see them, being able to easily notice that 
my resist fire has gone from 90 to 20 may be difficult.

  Ideally something like a spell monitor would be nice - protections on my 
character are almost certainly controlled by various potions the character 
drinks.  Because the duration of these potions can not really change, it is a 
fairly simple matter for the server to inform the client that 'Joe drank a 
potion of fire resistance, it will last for 30 seconds'.  Clearly it would be 
done in a more concise term than that, but you get the point.

  So maybe some space in the statbar area could be used for this.  A simple 
solution would be to use different icons for the different resistances/spell 
effects, and the client draw a little stat along with the icon, so one can see 
how much time is left on the spell.

   - AC
   - damage
   - speed
   - weapon speed
   - WC

  While the above are handy, they also typically are not things that change in 
combat, so I don't really need to see them in a glance.  At some point, less 

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

2008-02-12 Thread Kevin R. Bulgrien
It is probably time to seriously consider changing the default layout
of the GTK V2 client.  It seems a not infrequent complaint that the
current layout is not helping people appreciate GTK V2, and this was
the primary reason I did work on GTK V2 since it was the entire reason
GTK V2 was unacceptable for my use.

Leaf has been kind enough to put up sample layouts at:

  http://crossfire.real-time.com/clients/gtkv2_client.html

Even if the default is not changed immediately, a poll could be put up
somewhere to start collecting data.  That would at least help put some
numbers to the situation instead of general impressions based on IRC
comments.

My opinion:

I think meflin.glade and gtk-v2.glade are not viable candidates due to
a number of reasons (map size/default window size), though I'd not
avoid letting people vote on them.  meflin.glade is definitely more of
an expert player's layout, due to the messages/inventory being on
different tabs such that you can't see the text displayed if you click
on a floor or inventory icon.

GTK V1 is not really that great, either IMO.  Both Un-Deux and V1-Redux
are better if going for a V1-ish look.

If a layout is selected that is most likely to be compatible with all
desktop sizes, oroboros.glade is the winner there because it has saved
defaults that easily fit on a 1024x768 display, though personally, it
has too many tab notebooks.

In the end, it seems best to let players choose by vote, if only because
the layout is tied so much to personal taste.

I do think that the default map size in the configuration should be
changed.  25x25 is not a practical size for many people, besides having
a performance cost.  It would be good to consider also selecting new
default map sizes - possibly based on either the lowest common denominator
of 17x13 (Oroboros driving the 13), or 17x17 by culling a couple of the
two smallest layouts (Oroboros/GTK V1) and going with 17x17.

Feedback anyone?

Kevin Bulgrien

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