Author Topic: menu layout and translations  (Read 1197 times)

titi

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menu layout and translations
« on: 24 October 2013, 08:51:50 »
Now we have translations of nearly everything in Megaglest, thats good, but gives some small problems. You now no longer have a direct correlation of folder names and factions/scenarios names. As these Foldernames ( the real names of factions and scenarios ) were hidden in the current custom menu and scenario menu I decided to change this.

This is how far I got yesterday:

Scenario Menu ( not latest version, but its something like this ) :
(click to show/hide)


Custom Menu ( faction translation in braces ):
(click to show/hide)


There are still some things to do, but I hope you like the general idea.
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GunChleoc

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Re: menu layout and translations
« Reply #1 on: 24 October 2013, 13:21:48 »
I like it :)

I would cecommend putting the translation first and the English in () in your last screenshot. Is there a specific reason we need to display the folder names in the GUI anyway? Unless you're a programmer or modder, I don't think you would care about how Megaglest is programmed or what folder structure it has.

titi

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Re: menu layout and translations
« Reply #2 on: 24 October 2013, 14:20:22 »
What you see is not english! Its the folder name! And its first to rid of problems with
a) sorting
b) quick navigate can just handle ascii and maybe simple characters. These filenames ensure these are the first letter
c) modcenter uses no translation
d) scenario description does not use translation
and maybe more I missed

And when you say:
"programmer or modder" Yes, those are important to MG and especially modding is something nearly everyone does, so its a real usecase!
I don't want to loose the simplicity of the technical background.
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GunChleoc

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Re: menu layout and translations
« Reply #3 on: 24 October 2013, 14:55:21 »
b) alone means we have to go with your design. Thanks for explaining! Programming this sort of stuff in Unicode is tough.

tomreyn

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Re: menu layout and translations
« Reply #4 on: 26 October 2013, 10:48:08 »
As you asked for comments, here's what I notice on r4635 (much of which is not specific to your recent changes):

1. The white frame around the player name input field has a different size than the shaded background. This looks ugly. I'm not sure the white frame is actually needed since there is the shaded background and a "cursor" (which doesn't allow you to go back and forth without deleting characters as you would expect in a text editor).



2. The player name field has a lighter shaded background than all other fields.
There is no padding between the left border of the player name input field and the first character, which looks ugly.



3. The player name can overwrite the right border of the player name input field. Note the player name input field's cursor below "ma" of the word "Human" which is the current value of a different selection box ("Control"). This looks ugly.



4. The buttons on the Faction selection field are smaller than on all other selection fields.  This is incoherent.
There is no padding between the left button and the left border of the faction selection field, however there is padding between the faction selection buttons and the top and bottom border of the faction selection field. This looks ugly.



5. The positioning of the "forward" button within the the selection field differs from that on all other input fields. This is incoherent.



6. The faction name(s) can overwrite the right border of the faction selection field. Note the faction selection field's text "ptu" below "1" which is the current value of a different selection box (team identifier). This looks ugly.



7. There is no padding between the left border of the server name input field and the first character, which looks ugly.



8. In this example, on the player list, next to a hardly readable dark blue slot ID ("1") there is a differently colored (light green) pound character, right next to the differently colored player name. It is unclear what this pound character indicates. I noticed later that this is a readiness indicator, but this is not intuitive, and looks ugly, too.



9. The chat has the potential of overwriting any UI elements to the right of it. This looks ugly and breaks the UI.



10. Player IDs should start at 1, since this is how humans count. When there are eight players, the first player should be labelled 1, the last one should be labelled 8. Whether or not the game handles this differently internally does not matter. This simply should not be exposed to the UI.
New players are usually unable to notice how players' start positions on the mini map (indicated by a cross) map to player IDs (on the player list). It would be better (in addition to color coding) to use the same indicator on both mini map and player list (so either use the same graphical cross as found on the mini map also on the player list, or - maybe better - place the player IDs on their start positions on the mini map (removing the cross indicator). Also, the mini map would be better placed on top of or left of the player list, so that an admin will look at it before s/he looks at the player list and thus has a better chance of understanding how the two relate to each other.



I'm criticising rather harshly here, please don't take this personally. It's just that I'm still very unhappy with our mediocre user interface (and lack of proper widgets). It is nice how GAE (while they have a LOT less options they need to present) was able to solve this once and (possibly) for all and I still long for something comparable in MegaGlest. Text input fields which allow you to overwrite other fields are a perfect example of what is really not an acceptable quirk in UI design past year 2000.
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titi

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Re: menu layout and translations
« Reply #5 on: 26 October 2013, 11:33:35 »
They are all know, but not everything can be changed ( without too much effort ).

What can be easily changed are the slotnumbers counting starting with 1 .

Left side padding in "textfields" can maybe be changed but thats not that trivial.

Writing out of textfields/regions cannot be changed ( or not without a lot of effort ). We don't know how long the rendering will be. We can calculate it but then things are slow.  So for sure no easy fix for this.

Small buttons on faction select pad: These are like this by intention. Only this way you understand how the input is meant, because the dark background surrounds the whole element ( buttons + label )

Marker icon for player state: well should we add some graphics here ? I know the "#" is very simple ( but works ;-D )
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GunChleoc

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Re: menu layout and translations
« Reply #6 on: 26 October 2013, 14:22:28 »
Marker icon for player state: well should we add some graphics here ? I know the "#" is very simple ( but works ;-D )

Here's an idea - you're welcome not to like.



SVG file

titi

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Re: menu layout and translations
« Reply #7 on: 27 October 2013, 21:16:42 »
Thanks for the idea I use something simple like this now. I hope you like it.
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nig

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Re: menu layout and translations
« Reply #8 on: 7 November 2013, 15:48:55 »
please dont be angry about my opinion:

i dont like the mixture of retro-comic-style-buttons and modern transparency effects
i dont like knobs in different layout (faction knobs are the only ones directly side by side)
i dont like graphic symbols which meanings you have to learn ( BRB should be well known, but a yellow dot can mean anything and disturbs newbies)

i like the menue in stable-version quite well.

in my opinion most wanted menue-improvements are:

make control-selction complete rotating: no stop at "human" an no automatic jumping of host-admin through the slots anymore
make multi-line chat possible (or show line length at least)

sorry for my two cents.. :angel:
nig


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Re: menu layout and translations
« Reply #9 on: 7 November 2013, 16:55:37 »
...
d) scenario description does not use translation
...
I just came to say that this is not true. It does use...
Just at the moment we do not have many scenarios with description, and their translation is also still in its early stages on transifex.

In my opinion on scenario and tutorial screen at the moment isn't enough space for long description (which does not overwrite the image, because it's ugly),... but because we currently don't have many (and long) descriptions so it's absolutely not urgent. :)

ElimiNator

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Re: menu layout and translations
« Reply #10 on: 8 November 2013, 02:32:48 »
I made some better Not-Ready, Ready, and BRB icons because the old ones were buggy:

          
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softcoder

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Re: menu layout and translations
« Reply #11 on: 8 November 2013, 02:51:23 »
I updated the status textures to the ones done by Elim in svn.

titi

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Re: menu layout and translations
« Reply #12 on: 9 November 2013, 14:30:49 »
uhm, better than mine ;-)
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