From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 10621 invoked by alias); 22 Aug 2004 06:38:59 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 10608 invoked from network); 22 Aug 2004 06:38:58 -0000 Received: from unknown (HELO smtp812.mail.sc5.yahoo.com) (66.163.170.82) by sourceware.org with SMTP; 22 Aug 2004 06:38:58 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@67.123.172.242 with plain) by smtp812.mail.sc5.yahoo.com with SMTP; 22 Aug 2004 06:38:57 -0000 Subject: Bugs in SDL interface From: Lincoln Peters To: Xconq list Content-Type: text/plain Message-Id: <1093156811.2792.5375.camel@localhost> Mime-Version: 1.0 Date: Sun, 22 Aug 2004 06:39:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg00989.txt.bz2 I noticed that the SDL interface doesn't hammer my CPU like the TclTk interface does (and I now have a 2.167GHz CPU; not many things could really hammer it), so I thought I'd give it a try. The following bugs are *not* UI features that have not yet been implemented; just features that do exist but don't behave properly: 1. In the SDL interface, if I press 's' to put a unit to sleep, the unit seems to drop to 0 ACP's. In the TclTk interface, it retains its ACP's even though it doesn't act during that turn. Sleeping units seem to retain their ACP's as usual on subsequent turns in both interfaces. 2. Units that can be developed but have not yet been developed do not appear in the list of units that can be built. This makes it impossible to develop those units. (I think that a similar bug existed in the TclTk interface in 7.4.1 but was fixed in CVS a long time ago.) 3. The information panel at the bottom of the screen is not updated after a mouse click, although it updates properly as soon as I move the mouse or some other action takes place. Perhaps the information is being refreshed *before* the task is executed? 4. When I change the zoom, the main panel shifts to display a different part of the map. And strangely enough, it seems to shift to the same spot every time, although a different spot for each level of magnification. I think we all agree that it should remain centered on the same point when the zoom changes. 5. In the Standard game, roads do not appear at maximum zoom. They seem to appear properly at all other zooms (except the lowest, where they'd be an eyesore). I haven't tried it with other games. The following are deficiencies in the interface that may or may not have been considered yet (and in either case, I consider them to be pretty big deficiencies): 6. There needs to be an easy way to tell which units have remaining ACP's and are not in Reserve or Asleep *without* clicking on them, unless the unit focus will automatically switch to the next such unit when the currently-selected unit cannot perform additional actions this turn. Otherwise, making sure that all units have acted in a given turn is a real pain. 7. There also needs to be an easy way to tell if a unit is under construction; unlike the TclTk interface, there is no visual indicator whatsoever to distinguish between complete and incomplete units. Perhaps alpha-blending and/or tinting would be useful (either an incomplete unit is semi-transparent or is tinted a particular color, maybe orange). 8. There should be some kind of feedback for combat situations. Not necessarily explosions (although that might be useful, if done correctly), but some way to tell what happened without having to run Xconq from an XTerm and flip between the two windows up to 20 times per minute. The best way I can think of to do this is by using a status bar for messages such as "Your * can never do this!", and a collapsible log panel for messages such as "You completed your *". --- Lincoln Peters Virtue is not left to stand alone. He who practices it will have neighbors. -- Confucius