Standardize on 19x19 map size.
Good idea, and scale tiles accordingly otherwise.
Would probably want to make a 16x16, 64x64, and possibly a 128x128
tileset in that case. Or just try to use OpenGL to scale tiles
appropriately.
Make client fullscreen.
I have mixed feelings about this one. I
Mark Wedel wrote:
Standardize on 19x19 map size.
If the interface is also changed to be more of an overlay, this could work, but
with the current UI...at 1280x960, 19x19 leaves very little room for the rest
of
the interface.
Make client fullscreen.
Reasoning here is that most games run
Kevin R. Bulgrien wrote:
I have been giving this extra thought lately, and fired up the gtk2 client. I
have to say I do not agree with the statement that the clients are too geeky,
but then again, I score high on nerd tests too. At first I thought the gtk2
client tabbed information was
Here is a screenshot of my gcfclient2, with some comments about where
some space optimizations could be implemented:
http://wilber.gimp.org/~raphael/crossfire/gcfclient-ui.png
I don't think I ever responded to this. But one of your points is that the
look/inventory icons are too big.
Alex Schultz wrote:
-Less flexibly, as a gtk2 theme with small changes in logic and hacks to
make popups have custom title bars and stay within the game view (might
involve interesting platform specific code).
The second would probably be less work, however IMHO more hackish and
more
I'm going to try and summarize the 20+ messages here.
19x19 map size:
---
Didn't get many comments, but a few people expressed desire to be able to set
this (either because of very small screens, or very large screens). Now
scaling
of the images (-mapscale already supports
The idea is that the current clients display way too much information;
someone has described them as geeky. Typically, when playing, you're
interested: in the map (always), hp/sp/grace/food (almost always),
important messages (almost always), chat (often), exp (often), and look
list
On Mon, 09 Oct 2006 01:10:52 -0700, Mark Wedel wrote:
Make client fullscreen.
Reasoning here is that most games run in fullscreen mode, so it becomes more
like most games. It can also ensure that other applications are not grabbing
keystrokes/button presses (eg, window manager, etc), so
Alex Schultz wrote:
-If you try to make a keybinding over a key that is already bound
something, it shouldn't just append to the list, it should warn you and
if you choose to continue, remove the old binding first.
Yes - that is a valid point - overbinding a key doesn't make sense. But it
A nice thing would be to have a generic client, with an interface layer. This
way we could apply different interfaces while retaining a common layer. Think
something like Firefox's XUL, maybe? (as a concept, i certainly don't suggest
to use that language for the interface).
Maybe with a
Quick note - the client reorganization/cleanup/entire discussion is aimed at
the 2.0 branch. I don't really forsee many of things things going into the 1.x
client.
Will try to quickly catch up with all the issues at once :
Keybind profiles: I think that is doable, and makes sense
Standardize on 19x19 map size.
It makes sense to have a common client size. Of course, whatever size we use,
some people will find it too small, some will find it too big :)
Make client fullscreen.
As long as it's an option, no issue here.
Note that I agree about the point concerning
Nicolas Weeger (Laposte) wrote:
The best thing would be to have game mode, either full screen or not, with
a
specialized toolkit, and integrated mode, integrated in the desktop (using
style and such).
In my opinion this would be a great feature to have, however might be
difficult to
One of those perennial items on the TODO is an improved client interface.
Unfortunately, seldom are good details provided. I had a discussion with a few
people on irc a little while back on this, and some ideas where exchanged.
Note
that this is likely far from a complete list:
==
On Monday 09 October 2006 03:10 am, Mark Wedel wrote:
==
Standardize on 19x19 map size.
This size was chosen as that the map could still fully fit on lower
resolution
systems. Standard size so that map makers know what to design to, and so
players don't have an unfair advantage (if I
On Monday 09 October 2006 06:28 am, Kevin R. Bulgrien wrote:
- Improved help - I don't think the help in the client has much useful
content -
I think a lot of the information currently in various places could make it
to
the client so it has a real help system.
Would be great,
Mark Wedel wrote:
One of those perennial items on the TODO is an improved client interface.
Unfortunately, seldom are good details provided. I had a discussion with a
few
people on irc a little while back on this, and some ideas where exchanged.
Note
that this is likely far from a
On Mon, 09 Oct 2006 09:37:29 -0600, Alex Schultz [EMAIL PROTECTED] wrote:
Mark Wedel wrote:
==
Make client fullscreen.
Reasoning here is that most games run in fullscreen mode, so it becomes
more
like most games. It can also ensure that other applications are not
grabbing
Raphaël Quinet wrote:
On Mon, 09 Oct 2006 09:37:29 -0600, Alex Schultz [EMAIL PROTECTED] wrote:
Mark Wedel wrote:
==
Make client fullscreen.
Reasoning here is that most games run in fullscreen mode, so it becomes
more
like most games. It can also ensure that other applications
Yo. I am one of the players of Metalforge, and I have been monitoring this.
Of most of the proposed elements, I have agreement.
However, SDL should _not_ be removed because on some computers OpenGL
and DRI are not implemented right.
That or add in an option to disable OpenGL and rely on old
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