Game Development: UI Scaling

Announcements about major changes in Haven & Hearth.

Re: Game Development: UI Scaling

Postby jordancoles » Wed Oct 14, 2020 8:04 am

czaper2 wrote:
Nightdawg wrote:Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.


That pearl bot thing is just a meme anyways, nobody's every posted a video of one in action.

:lol:

Yeah, sure bro

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Re: Game Development: UI Scaling

Postby SnuggleSnail » Wed Oct 14, 2020 8:09 am

lol I can't believe you painstakingly spent the last 24 hours manually collecting all those pearls just to lie here, Jordan. We all know bots are a myth
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Re: Game Development: UI Scaling

Postby Amanda44 » Wed Oct 14, 2020 8:15 am

jordancoles wrote:
czaper2 wrote:
That pearl bot thing is just a meme anyways, nobody's every posted a video of one in action.

:lol:

Yeah, sure bro

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Lol, first thing I thought of was your pearl cupboards ... I thought about posting them myself, but couldn't be bothered to look for them. :D
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Re: Game Development: UI Scaling

Postby Granger » Wed Oct 14, 2020 9:48 am

jorb wrote:
  • Added support for scaleable UI. A neatly packaged pull request from user ElSid gave us a good start toward implementing UI-scaling in the client, and so we did, though the proper implementation and fixes took us a bit longer than we had hoped. Thank you, ElSid!

It took you ten years to finally see the light and pull GPL client code from another user back into the official client, improve usability. Ten fucking years... But, lo and behold, you finally did it. So kudos for that, better late than never.

I hope this experience was a positive one and you have decided to not make this a singular event, so we all will profit from the benefits of open source software done right more often.

Back to the grave, for now.
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Re: Game Development: UI Scaling

Postby DDDsDD999 » Wed Oct 14, 2020 10:09 am

Gensokyo wrote:
pawnchito wrote:How? i am trying right now, I can't shift click or other click items into a cupboard of the same kind. In descending or ascending quality. Or at all.

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Ctrl + Shift + Left click

I'm not arguing against the fact that the client could use a lot of improvements, but just pointing out that this has been implemented for a pretty long time.

I'm really curious why the hotkeys are like this. It's like they saw what custom clients did and just decided to mix some of them up just for the sake of being different.
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Re: Game Development: UI Scaling

Postby mvgulik » Wed Oct 14, 2020 11:38 am

DDDsDD999 wrote:
Gensokyo wrote:...

I'm really curious why the hotkeys are like this. It's like they saw what custom clients did and just decided to mix some of them up just for the sake of being different.
Same here.
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Re: Game Development: UI Scaling

Postby Nightdawg » Wed Oct 14, 2020 12:55 pm

jordancoles wrote:Yeah, sure bro
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Re: Game Development: UI Scaling

Postby loftar » Wed Oct 14, 2020 3:50 pm

Granger wrote:It took you ten years to finally see the light and pull GPL client code from another user back into the official client, improve usability. Ten fucking years... But, lo and behold, you finally did it. So kudos for that, better late than never.

It's not like I've ever been principally opposed to merging code from others or anything. This was, frankly, the first thing I've ever been asked to merge, and unlike many other client modifications, it's also code that I felt that I could maintain, and it was also a very neatly formatted and packaged branch.

One of the things that people miss when they ask why I don't just adopt a custom client and maintain it as the default going forward, is that a lot of the code is written in a way that I don't want to maintain. And don't get me wrong, it's not that I "blame" custom client developers for writing their code that way, I get that they may have no other realistic choice in their situation, but nevertheless I want to, to the greatest possible extent, avoid client code that duplicates server-side mechanics. As another example, I generally don't want the client to be aware of the full range of some sort of content, like having complete lists of all kinds of trees, or similar things. Generally speaking, being the maintainer of the both the server and the client, I don't think it should be controversial that I have a different design philosophy from people who only maintain clients.
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Re: Game Development: UI Scaling

Postby shubla » Wed Oct 14, 2020 4:41 pm

czaper2 wrote:
Nightdawg wrote:Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.


That pearl bot thing is just a meme anyways, nobody's every posted a video of one in action.

Pearl bots existed like 6 worlds ago already. Maybe even before that.

But in this world as we all know, pearls don't exist, so there are no pearl bots either.

generally don't want the client to be aware of the full range of some sort of content, like having complete lists of all kinds of trees, or similar things.

You should just make some nice http API or such where we can request lists and properties of various game objects and items to make the code better.
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Re: Game Development: UI Scaling

Postby loftar » Wed Oct 14, 2020 4:49 pm

shubla wrote:You should just make some nice http API or such where we can request lists and properties of various game objects and items to make the code better.

I mean, it's not only that I don't want the dual maintenance that such lists would imply, I also don't want the client to have access to full lists of all content, and I also generally dislike UI solutions that present such complete lists, especially during the early game.
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