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PostPosted: Sun Apr 29, 2012 9:58 am 
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yes. this works like the average status bar in a browser. it immediately shows e.g. the link you are currently hovering, so you can see where you go when you click it.

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PostPosted: Sun Apr 29, 2012 10:20 am 
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Eddi wrote:
yes. this works like the average status bar in a browser. it immediately shows e.g. the link you are currently hovering, so you can see where you go when you click it.

Personally I think it might get annoying.

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PostPosted: Sun Apr 29, 2012 10:36 am 
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Having to click on every option isn't annoying?

But realistically, that's probably the best way to implement it now. Then users can see if and how they like it. When clicking will indeed proove annoying, it can be changed in one go to something else, together with the newgrf parameter window.

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PostPosted: Sun Apr 29, 2012 2:37 pm 
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FooBar wrote:
But realistically, that's probably the best way to implement it now. Then users can see if and how they like it. When clicking will indeed proove annoying, it can be changed in one go to something else, together with the newgrf parameter window.


Really it all comes down to different users having different capabilities and different input devices. Some are good at hovering but have buttons that takes a lot of effort or pain to click. Others have pain-less buttons but need a lot of effort to hover over a setting or worse the very tiny rectangle to trigger and keep a tooltip open. This is why there have to be a setting for the tooltips in OpenTTD or one of these two groups will complain.

And I think you have figured out that I'm personally favouring option 1 in the list that Alberth made.

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PostPosted: Sat May 12, 2012 11:30 am 
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Alberth wrote:
Hyronymus wrote:
Lastly, in the parameter window for NewGRF's you see a more detailed description below. I think it's good to provide such a more detailed description below the advanced options list too.
Any concrete plans for this?

I am quietly working on a patch that does something like
Attachment:
advanced_settings_window.png
getting the help panel in, and display some random help-like text at it is not so hard. Giving meaningful help text is a lot harder. I could use your help with that.

(Getting the line you clicked on to change colour is also hard, but I am working on that.)


Do I understand the svn-log correctly that you added this in r24234-r24239? Or is that something completely different you added there?

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PostPosted: Sat May 12, 2012 11:54 am 
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You should also count my previous patch serie, as it paved the way by removing hard-coded colours in the advenced settings strings, but yeah, you read the log correctly :)


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PostPosted: Sat May 12, 2012 5:02 pm 
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Almost all advanced settings now have a description. Some have short ones, some have longer ones.

If someone thinks there is something missing in the description or has suggestions for improving some wording or whatever: Suggestions on this topic are welcome! Just post them here.

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PostPosted: Sun May 13, 2012 11:53 am 
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A couple of months ago I made a topic in the same vein:(viewtopic.php?f=29&t=52827&p=929181#p929181)

The main talking points was that parts of OTTD had got to complex and was causing problems in the expansion of the game in the user base and the game itself, and one area was the settings. In my mind the settings in OTTD needs an overhauling. The key point that are an issue to me are:

- There are too many menus, there should be one and not several,
- Some of the setting should be moved closer to their need in the game, E.g the save date format of game should be placed in the saved game screen,
- Finally the way the settings are displayed, list of setting in small text in long lists needs changing.

I come up with a basic idea shown below of the layout that would be good; it used the suggestion from here, (viewtopic.php?f=32&t=59694) using clear and larger text, using more screen space. There are some suggestions on the settings that should or should not be in the menu in the top link.

Attachment:
OTTD - New UI.jpg [808.15 KiB]
Not downloaded yet


John.

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PostPosted: Sun May 13, 2012 12:15 pm 
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Given that you want one menu, where are the other 119 settings?


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PostPosted: Sun May 13, 2012 12:27 pm 
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@ Alberth, it was only an example to give ideas to people, not what it going to happen.

John.

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PostPosted: Sun May 27, 2012 2:33 pm 
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I made a small testcase to add dropdown menus to the advanced settings.
  • Settings with a limited amount of values get a dropdown instead of increment/decrement buttons.
  • The dropdowns are at the left aligned with all other buttons.

Attached is an image for everyone to see, and a diff for those able to compile to get the feeling themself :p
If you are testing the diff, mind that it is only a prototype-hack. I am well aware of it's bugs, so just report back on the usability, not about the limitations of the implementation :)


Attachments:
File comment: diff
advsettingdropdown.diff [8.08 KiB]
Downloaded 20 times
File comment: example image
advsettingdropdown.png [21.62 KiB]
Not downloaded yet

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PostPosted: Mon May 28, 2012 7:45 pm 
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I like the idea frosch however with an issue as important as this it is only one part of the picture an rough overall picture is needed be before started. As something that is used by everyone, nearly every time needs careful thinking about before starting.

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PostPosted: Tue May 29, 2012 10:57 am 
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I am guessing that "a rough overall picture is needed" refers to the discussions about which settings exist and/or where and/or which windows exist?

I think it is best to keep the problem of operating a single setting to a desired value separated from that.
The proposal of Frosch only addresses the former, and none of the latter.

(ie no matter what the "rough overall picture" picture looks like, you 're going to have to set them to their desired values.)


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PostPosted: Tue May 29, 2012 7:54 pm 
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@ Alberth, yes and no, part of the solution is clearing up settings that exist. The main problem is the fact is, a large amount of setting, that I called “developer setting” are in the main player space. For example in the Advanced Settings, you get to choose the pathfinder for in game vehicles. I know people use this, but how many understand this setting and do activity use it? My prediction it a very small amount of people, mostly the developers testing new patches. Separating the settings into two clear groups, first a player settings and developer settings and keeping the two separate will improve game for all. In addition there is a need to merge the different settings locations, currently around 6 different locations.

John.

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