New UI?

Everything about ToME 4.x.x. No spoilers, please

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Does the new UI feels/looks polished enough

Yes
8
50%
No (explain why in a post please)
8
50%
 
Total votes: 16

Message
Author
Feanor.81
Wyrmic
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Re: New UI?

#16 Post by Feanor.81 »

A possible explanation could be that since tab is intercepted by the game, pressing alt-tab resolves in pressing just alt for windows. When you press alt on Windows, you enter an input state where all subsequent keypresses are intercepted by the OS and interpreted as menu shortcuts (e.g. alt, then f would show File menu in most applications). But the fact is... ToME does not have a menu, so you can't tell the difference. Pressing alt one more time, however, lets you exit the "window menu" mode, and keypresses can be intercepted again by the game.
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Fletch
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Re: New UI?

#17 Post by Fletch »

i have that same problem if i alt tab to a msn chat window...i normally just fix it by clicking the text entry box on the chat window which fixes it for some strange reason. just an annoying problem really. the UI itself is great i think :) except for that bug ive mentioned before where if i use my mouse it will click multiple times. made me run to my death once or twice lol

agree with having your stats, etc on the side underneath the player status too. kind of like a mini character sheet

Feanor.81
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Re: New UI?

#18 Post by Feanor.81 »

Fletch wrote:except for that bug ive mentioned before where if i use my mouse it will click multiple times. made me run to my death once or twice
Fixed in b12 (I ran in the same issue and cross-referenced your post in the bug section).
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kossa
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Re: New UI?

#19 Post by kossa »

Works fine for beta 11 if you don't have a save from beta 10. At least for me it worked.

Fletch
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Re: New UI?

#20 Post by Fletch »

Feanor.81 wrote:
Fletch wrote:except for that bug ive mentioned before where if i use my mouse it will click multiple times. made me run to my death once or twice
Fixed in b12 (I ran in the same issue and cross-referenced your post in the bug section).
awesome :) good to know i can play with the mouse if i get lazy now :D

Feanor.81
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Re: New UI?

#21 Post by Feanor.81 »

Fletch wrote:good to know i can play with the mouse if i get lazy now
Ehm maybe I have not expressed myself well, with "fixed in b12" I meant the fix will be released with next beta. The cause of multi-clicking seems to be slightly moving the mouse while pressing the button; waiting for b12, then, try to be very steady when playing with the mouse.
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Fletch
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Re: New UI?

#22 Post by Fletch »

Feanor.81 wrote:
Fletch wrote:good to know i can play with the mouse if i get lazy now
Ehm maybe I have not expressed myself well, with "fixed in b12" I meant the fix will be released with next beta. The cause of multi-clicking seems to be slightly moving the mouse while pressing the button; waiting for b12, then, try to be very steady when playing with the mouse.
i know. by "now" i meant later haha. thanks for that tip anyway!

ghostbuster
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Re: New UI?

#23 Post by ghostbuster »

Mouse works fine for me. And it is almost required on a laptop, as there is no way to go diagonally without a numeric pad.

Concerning UI, some features are not documented. For instance, it took me weeks to discover that shift+left-click allows you to scroll the map, which is quite useful...

And there are still some minor problems in the UI.
* Window resizing does not always work properly on MS-windows. If you maximize the window by using the icons on the windows banner, you get an incorrect display. But if you resize by the mouse, there is no problem, and you can even later maximize the window. Well, most of the time...
* Switching graphics mode with alt+s or the menu can lead to very weird displays. It works occasionally, though...
* Keyboard internationalization is not correct (at least on MS-Windows). For instance on a french azerty keyboard 'show quest' is ctrl+a, not ctrl+q. It seems to only affect ctrl-ed keys as 'm' and 'w' actions are correct.
* I have never been able to show lua console (ctrl+l ?)

Nothing really important indeed, and it does not prevent to play.

darkgod
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Re: New UI?

#24 Post by darkgod »

The resizing/switching gfx mode are the same and very annoying bug. :/
As for the bindings, you can change them in the main menu, I can not know what the keybaord will be beforehand :/

The lua console is only active if cheat mode is active
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edge2054
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Re: New UI?

#25 Post by edge2054 »

Put me down for mouse-over tooltips. Especially for stuff that isn't going to be self explanatory to new players (defense, armor, etc.).

Also quiver contents showing up on the main screen would be nice. Personally I'd prefer if the rest of the stats where left out and the buttons linking to the character sheet, inventory, and everything else where made a bit bigger and more visible.

Teber2
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Re: New UI?

#26 Post by Teber2 »

maybe not related to the keyboard freeze issue mentioned earlier:

especially when the game has been idle for a while, keystrokes will do nothing at all. some mouse clicks in the window tend to solve this. with the keyboard out of action the mouse will still usable.

this is certainly not related to any windows version as i quit using windows at home ages ago (as of April 30, 2010). my computer now runs on linux only: ubuntu 10.04 lucid lynx to be precise.
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ghostbuster
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Re: New UI?

#27 Post by ghostbuster »

darkgod wrote:As for the bindings, you can change them in the main menu, I can not know what the keybaord will be beforehand :/
Key bindings is not a real problem, as the number of keys used by te4 is low (compared to te2 or other roguelike).
Anyway the problem is that on my azerty keyboard if I want to set a key diiferent from a qwerty keyboard, say the key 'a', to a given action, I go to the key bindings menu, I select the action, I strike on 'a'.
As a result, it will indicate 'q' as associated to this action but the action will be triggered by an 'a'... A bit confusing, I think.
What is stranger is that some predefined keys behave differently. For instance, if I want to set 'm' or 'w' to a given action, according to my keyboard layout they will be respectively displayed as SEMICOLON and 'z'. But the initial binding is correct. I.e, in the keybinding menu 'use talents' is associated with the key m and it is triggered by an 'm'.
A very minor problem indeed, but there should be some way to get the keyboard type and to display the proper key name.
darkgod wrote: The lua console is only active if cheat mode is active
Maybe it should be removed from the keybinding list or its usage restrictions specified (or the way to enter cheat mode indicated :d)

Hedrachi
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Re: New UI?

#28 Post by Hedrachi »

Beyond what's already been brought up, I feel the icons for talents/enemies/whatever are a bit small at 1280x800px, and could benefit from the text "(click to show)" in their tooltips.
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ghostbuster
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Re: New UI?

#29 Post by ghostbuster »

Another small, but confusing, point concerning UI. The alternate weapon should be showned in your inventory. Presently after an 'x' the alternate weapon just disappears.

Also, when there are several items on a spot, there is no way to see the different objects or the object(s) under a monster. Only the first item is displayed. And also it would be nice to able to see the objects that a monster is carrying (like in te2).

ushumgal
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Re: New UI?

#30 Post by ushumgal »

I voted 'yes' - the beta 11 interface seems much more polished than previous versions, and the ability to use the mouse to move and attack is very slick. It may seem like a little thing, but the new colored borders of the windows, and the icons for the abilities/spells really improves the professional look of the interface - love it!

The only real interface problem remaining, i would say, is the overlap of windows in shops or sometimes in inventory, and I know Darkgod is already well aware of that (maybe increasing the opacity of the background would help?)

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