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refresh look_around appearance #36324
Conversation
As with our current situation in GUI with preference of only one language (English), I really don't like constructions like "some property plus arbitrary number of spaces after colon". Translating such constructions is really pain in the ass. |
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Co-Authored-By: Jianxiang Wang (王健翔) <[email protected]>
Could you colorize the item list to match the rest of the game? As in read/unread books, ammo etc. |
i tried to do that yesterday and i failed so far. i think too this is must have, i will continue try to do it,but, if you want to help and make code suggestion this is welcomed. the line that is concerned is line 5966: here here is the line: i have looked at list_item_monster() and advanced inventory but i was not able to import that. my skills are too little yet. |
ah wait, it seem i succeeded. by accident most probably. i commit. |
While I like the approximate shape of what you're doing here, I worry a little bit about how the verbosity and vertical space usage will impact users with small terminal sizes (most especially mobile). How usable is this when the user only has, say, 25 rows, and is looking at a tile containing a combination of vehicle or furniture, a creature, and some items on the ground? |
@esotericist the look_around function also have special case for when there is too much to look at, it says: "there is more .."
this is 14 lines. |
The issue is your most important data is not necessarily everyone's most important data. I (and presumably others have similar priorities) am often more interested in things like the items on a specific tile, and if all of the items that used to be readily visible instead get pushed off of the bottom between the new location format, the new creature format, and the already-extant vehicle information, this is a reduction in the ease-of-access of information. Speaking for myself, I liked some of the existing information being on the same line because it used less vertical space. I understand adding additional information, but burning a lot of lines on existing information and blank space is not free. related: there's a reason we have multiple sidebar layouts, instead of everyone using "labels narrow": everyone processes information differently, and sprawling vertically is not a guaranteed improvement for everyone. it's not for me. As a side note: it's my opinion that threat doesn't belong in the always-displayed category (since you can always look at the monster description for it), and I feel "sees you" is best represented elsewhere (with the |
To be clear, I wouldn't oppose these changes if they were behind an option of some kind so that the previous behavior (or something much like it) remained, but as this PR currently is, I feel it would be a UX regression in some noteworthy respects. |
Apart from anything else, I really want to see that colored item list in game. |
…into look_around_refresh
Summary
SUMMARY: Interface "refactor appearance of data displayed in look_around window"
Purpose of change
implement #36306
i use look_around function a lot, and i wanted it to be a bit more pretty and readable at a quick glance. i also noticed when using look_around on a car, for example, the look_around window will display info on the car parts, like their 'health' and state.
i thought it might be nice to have the same with monsters and npc too.
so that's that. purpose of change: make look_around better.
Describe the solution
reordering data on the window, make it more pretty and more readable at quick glance.
Testing
i played a few hours without issues
Additional context
video file (10mb) : here
look_around checking a monster:
when there is something special about a tile, like blood splatter, acid pool, or foul air in mi-go outpost for example, it displays on it own lines, it immediately stand out as important.
npc:
light tile:
loaded tile: