Topic: Content and looks of the new "cheap in-game help"
SirVer |
Posted at: 2011-12-02, 15:31
Hi, I finally came through and looked through the suggestions. Sorry for taking so long and missing my own deadline - real life intervened in an ugly way. Generally: there is no problem to reuse the same layout for the help button; having the help as lua scripts makes this even a bit easier. Obviously that would need some coding, but I assume the investment is not very much. I will be gone for the whole december, therefore I am not available to implement a prototype system but somebody else might or I can do it in the new year. Now for the content: I looked through the empire toolsmithy and the coalmine. I generally feel that the at-a-glance and detailed separation works well for me - I also love the shot you made at the lore; I think they are excellent examples of what I had in mind. In the at-a-glance section I would not list properties that are of no interest (namely conquer area, enhanced from). About the layout: I assume the blue triangles are a kind of "link" to the description of the item in the help. That is unfortunately not supported, some of the other Layout is also not supported, e.g. tables. I would love if someone tries to make an initial try to script e.g. the coalmine (Venatrix?) so that we can see where we can go to. Improving the font rendering is also an option but not an easy one. About the empire toolsmith: I also like what I see there; The lore fits my understanding of the empire and is nice in tone and quality. I am not missing any information and I can't think of any more to include atm. Great job Astuur! As mentioned I feel it is important trying to get a prototype help into the game. It will show quickly where more work is needed layout and controlling wise. I understood that you want to stay as far aways as possible from coding, so maybe you Venatrix can be motivated to act as a "translator" As mentioned I am gone for december. All comments from my site will need to wait till next year. Regards and a happy season to everyone! Top Quote |
Astuur Topic Opener |
Posted at: 2011-12-02, 17:55
I hoped it would. ;) And I hope it does work for others, too. I am still not sure about where exactly the "at a glance" and the "detailed" should be called from, and whether they should be available from one spot (house window?) or better separated and two spots (short from house window, detailed from "?" menu). But that can be found and discussed later, if now we have no time left.
Hmm... I still think, we should try to find some native English speaker for that job, but as long as we don't have one, I'll carry on with it. If we ever find one, my texts can always be refined.
Are you sure they are "not of interest"? I could imagine they sometimes may be. Not sure though.... easy enough to skip when doing the final layout. If you don't mind, I'd like to keep them for the time being for the sake of completeness.
No, the triangles are bracketing "variables" (in my wordprocessor). I used them (though they don't make much sense for my writing atm.) to indicate, that this is an information (or a string) that can be found elsewhere in the game, be it in the conf files or some other (i.e. /Widelands/global/militarysites) files. This should indicate, that such parts can be referenced maybe and so should be less troublesome when keeping the help files up to date. As for the rest.... the layout is not at all a suggestion for the final one. Just something to make the current version more "readable".
Well, glad you like it , Hope I can keep up some decent speculations on what you want the tribes to be.....
I expect that will take some time still. But if anybody can come up with some sort of template for me to fill, I'll try to work with it. Otherwise I'll just go on collecting and sorting the information for each house and write some more of the pdfs. I don't mind the extra work of possibly cutting and pasting it into a final from later.
Same to you, SirVer, whereever you spend your December Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Venatrix |
Posted at: 2011-12-09, 15:03
Well, I gave it a try Did I say that I have no idea what Im doing? As I for example dont know how to make tabs (I tried to use SirVers function, but dont know how to ), I made two help-files for the start. But I know, what SirVer meant, when he said, that the rich text renderer is very limited in his possibilities. But before I start trying to tell, what I have done in which way and why, its better, you have a look for yourself. You need three files to see, how it looks on my system at the moment. Find them here. The formatting.lua belongs into the scripting-folder and just corrects some keywords, which arent set properly at the moment. The other two are the two versions of the barbarian coalmine help. Copy them into tribes/barbarians/coalmine/ and rename one of them to help.lua to see, how it looks in the game. Edited: 2011-12-15, 09:23
Two is the oddest prime. Top Quote |
Astuur Topic Opener |
Posted at: 2011-12-13, 20:53
Hi Venatrix! Here it is. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Venatrix |
Posted at: 2011-12-14, 15:44
Perhaps I should add some comments
Thank you. I wasnt sure whether I should make a montage myself (wouldnt have been pdf, I think), but im glad you did it. So heres my answer. PS: How do you mask your links? Edit: Link masked, thanks to Astuur Edited: 2011-12-15, 09:22
Two is the oddest prime. Top Quote |
Astuur Topic Opener |
Posted at: 2011-12-15, 08:32
I'm at it - but will need more time again to reply to the pdf - sorry again. Too bad Siver is currently not available. Syntax for a masked link is: [text to display](URL to link to) Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Venatrix |
Posted at: 2011-12-15, 09:21
I suppose there are rich text renderers which we could use (my husband pointed this out, too ). I even can imagine that some of them are halfway compatible with our system, but Im no programmer too, and I dont believe it is soo easy to include such a foreign source feature into it. I even wonder what reasons there were to write an own renderer? Someone out there who can answer this question? Two is the oddest prime. Top Quote |
Nasenbaer |
Posted at: 2011-12-15, 10:20
Well... Actually I am not that deep into the graphics rendering code, however I'll try to explain the situation and hope that at least most of it is correct ;). Basically both of you are right - there are quite a lot tool-kits and librarys one could possibly use, so the question is, why don't we use one of those. I think there are several reasons for this:
Well I think I have written quite a lot ... I could write even more, but basically the point is: From our current point - with all the code we have written and improved - the best way to go seems to be to improve our on richtext renderer instead of using another one. Top Quote |
Astuur Topic Opener |
Posted at: 2011-12-15, 15:02
Okay, thanks Nasenbaer. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Nasenbaer |
Posted at: 2011-12-15, 15:39
(getting offtopic - sorry for that - but I would like to comment on the "dropping SDL" ;)) The "dropping of SDL" that is discussed lately only applies to the graphical backend. It does not mean, that we would remove all SDL dependencies... unfortunally this would take quite a lot more work. Just keep in mind, that we use a lot of libraries, which themselves need SDL, like SDL_mixer for music and sound playback, SDL_net for network functions, SDL_png (okay that one would not be needed once we switch to OpenGL ), etc. - and there are more non graphical SDL calls in our code (at least i implemented one for the max frames per second feature and I am quite sure there are even more)... So... things are quite more complex (or should I say complicated ) than they seem Top Quote |