Game Development: UI Scaling

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Re: Game Development: UI Scaling

Postby Gensokyo » Tue Oct 13, 2020 5:55 am

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.
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Re: Game Development: UI Scaling

Postby pawnchito » Tue Oct 13, 2020 6:06 am

Thats totally cool. does it manipulate anything with q? like set them descending or ascending? I admit i didn't know that and will totally credit it it for being at least sort of in the same decade.

you still can't take x number from a stockpile though. its the small ass inconvenient things that make it a chore.
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Re: Game Development: UI Scaling

Postby jorb » Tue Oct 13, 2020 6:40 am

pawnchito wrote:So what is the reasoning for not including many of the features the custom clients have? If you know many (most) people prefer not the vanilla client why not make the vanilla client more robust? I get the argument of people making their own for freedom or whatever but I myself along with many other computer novices would prefer an actual official client to run instead of gambling with a third party. So why not make the vanilla client at least have the more basic things the other clients have. I mean surely mass transferring of items from inventory to cupboards can't break the immersion you are seeking...


We discussed this just yesterday, and there are at least a couple of core custom features we are looking to most likely implement, but I also have to say that I think its somewhat of an unwinnable battle. A custom client will always and by definition be what we have, and then some. There are, for example, several features that you may think critical (turning off day/night cycle, replacing every rendered object with a bounding box indicator, flattening the terrain entirely, drawing movement vectors) that are just too ugly for us to consider including in the default client.

We are looking at a couple of features.
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Re: Game Development: UI Scaling

Postby pawnchito » Tue Oct 13, 2020 7:00 am

jorb wrote:
pawnchito wrote:So what is the reasoning for not including many of the features the custom clients have? If you know many (most) people prefer not the vanilla client why not make the vanilla client more robust? I get the argument of people making their own for freedom or whatever but I myself along with many other computer novices would prefer an actual official client to run instead of gambling with a third party. So why not make the vanilla client at least have the more basic things the other clients have. I mean surely mass transferring of items from inventory to cupboards can't break the immersion you are seeking...


We discussed this just yesterday, and there are at least a couple of core custom features we are looking to most likely implement, but I also have to say that I think its somewhat of an unwinnable battle. A custom client will always and by definition be what we have, and then some. There are, for example, several features that you may think critical (turning off day/night cycle, replacing every rendered object with a bounding box indicator, flattening the terrain entirely, drawing movement vectors) that are just too ugly for us to consider including in the default client.

We are looking at a couple of features.


Great to hear you actually are listening. I agree there are so many features in the custom clients that are just Gravy but probably steal from the ambience. I don't think the non brain dead disagree with you. The time i've spent in the default client is actually quite nice, so pretty and it really highlights whats special about this game. I just wish some of the excessive and fine clicking would be minimized if possible.


Good to hear you are willing to consider functionality things that the default client lacks.
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Re: Game Development: UI Scaling

Postby Sierpinski » Tue Oct 13, 2020 7:22 am

jorb wrote:
hurrdurr, c0de is spaghetti


... sure, but couldn't it also just be that the problem lies with you?

We'll never know, I guess, but I do want to throw it out there for consideration.

jorb wrote:We discussed this just yesterday, and there are at least a couple of core custom features we are looking to most likely implement, but I also have to say that I think its somewhat of an unwinnable battle. A custom client will always and by definition be what we have, and then some. There are, for example, several features that you may think critical (turning off day/night cycle, replacing every rendered object with a bounding box indicator, flattening the terrain entirely, drawing movement vectors) that are just too ugly for us to consider including in the default client.

The code is definitely not up to modern clean code standards as someone mentioned. I'm not saying this to diminish Loftars efforts in creating this game, but it is something that you need to deal with. In the 2nd quote you say that you feel it's an unwinnable battle and that may be the case. But then you need to find another solution and something that would help is if the custom client creators didn't have to spend hours upon hours creating clients to play the game. So you should consider making your client source code readable by modern standards. It might entice more people to get into building custom client or prevent people from burning out making custom clients.

I pulled the source code at one point myself, but I quickly lost interest due to the state of the code.
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Re: Game Development: UI Scaling

Postby jordancoles » Tue Oct 13, 2020 7:43 am

jorb wrote:
pawnchito wrote:So what is the reasoning for not including many of the features the custom clients have? If you know many (most) people prefer not the vanilla client why not make the vanilla client more robust? I get the argument of people making their own for freedom or whatever but I myself along with many other computer novices would prefer an actual official client to run instead of gambling with a third party. So why not make the vanilla client at least have the more basic things the other clients have. I mean surely mass transferring of items from inventory to cupboards can't break the immersion you are seeking...


We discussed this just yesterday, and there are at least a couple of core custom features we are looking to most likely implement, but I also have to say that I think its somewhat of an unwinnable battle. A custom client will always and by definition be what we have, and then some. There are, for example, several features that you may think critical (turning off day/night cycle, replacing every rendered object with a bounding box indicator, flattening the terrain entirely, drawing movement vectors) that are just too ugly for us to consider including in the default client.

We are looking at a couple of features.

Loftar was opposed to grid-lines as well, even though I would consider that a core gameplay feature and I think most could agree with that
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Re: Game Development: UI Scaling

Postby Jalpha » Tue Oct 13, 2020 9:06 am

loftar wrote:I'm not sure exactly what you mean, but the /mt/r/ URLs present the images in their raw form. Such as, for instance, the Big Kahuna in the OP. Not sure whether that's what you considered "upscaled".


Yes. It is. Thank you. I shall eagerly await the rolling out of the larger icons.
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Re: Game Development: UI Scaling

Postby Vigilance » Tue Oct 13, 2020 9:07 am

hey what the fuck why did you guys decide to break clients

my will to live is being jeopardized
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Re: Game Development: UI Scaling

Postby Jalpha » Tue Oct 13, 2020 9:13 am

Blatant, unsubtle attempt to force players to beta test the new client?
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Re: Game Development: UI Scaling

Postby valeriesusanne » Tue Oct 13, 2020 11:25 am

First off - thanks for the replies! I have been studying this thread and I think I have a little better understanding of what everyone is talking about, and what's happening in my game.

So here's the thing now:

Until recently I have always "clicked the big red play button," so I guess this is the "vanilla" client?
A fellow player talked me into downloading Amber (custom client?) recently when I was looking for certain trees. I prefer the default(?) mode and normally play this way.
After the update is when I started having trouble opening certain things (on vanilla/default), so I tried Amber: same problem, different items.
I thought when the game crashed several times (on both Amber and vanilla) that I was "re-starting" and wondered why that didn't help
...So last night my entire computer restarted...NOW I can see the update!! (yes, and on vanilla but not Amber.) UI - got it! Very nice for old eyes!! :geek:

...but I STILL crash - on vanilla (the big red play button) - when I open certain cabinets (specifically the one loaded with curios :cry: )
cupboard.PNG


(btw - to whom is the error reported?)
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