implementation of talk window
- Interkarma
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Re: started implementation of talk window
This is great! I'm very much enjoying watching you work through through the issues and surmounting them.
- Nystul
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Re: started implementation of talk window
It is a skirmish with outcome unknown :')Interkarma wrote:This is great! I'm very much enjoying watching you work through through the issues and surmounting them.
- Deepfighter
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Re: started implementation of talk window
Thanks for your work on this!Nystul wrote: do you think a similar but darker yellow color would do the trick(or should we keep the blue color)?
Personally, the darker yellow is not that easy on the eyes, and the distinguishing between questions and answers is a bit harder. I am not totally against changing the standard color, if needed, though I do like and favor the blue one.
Head of the German Daggerfall translation - www.daggerfalldeutsch.de
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and German translator for The Elder Scrolls V: Skyrim and Lore-Expert for The Elder Scrolls: Online
- Nystul
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Re: started implementation of talk window
ok will leave it like vanilla thenDeepfighter wrote:Thanks for your work on this!Nystul wrote: do you think a similar but darker yellow color would do the trick(or should we keep the blue color)?
Personally, the darker yellow is not that easy on the eyes, and the distinguishing between questions and answers is a bit harder. I am not totally against changing the standard color, if needed, though I do like and favor the blue one.
- Hazelnut
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Re: started implementation of talk window
I had a good play with this and the face icons etc is all working fantastically. Great stuff so far!
Regarding the conversation colours, my personal preference would be to swap them... I always expect the question to be in same colour as the text I clicked on (yellow) and the answers to stand out... which the blue does.
Swapping the colours round would stop my constant confusion, and would be far superior in my opinion. Improving the game significantly for me, anyone else agree?
Suppose it may confuse long time players for a couple of minutes until they adjusted. (NBD IMO )
Regarding the conversation colours, my personal preference would be to swap them... I always expect the question to be in same colour as the text I clicked on (yellow) and the answers to stand out... which the blue does.
Swapping the colours round would stop my constant confusion, and would be far superior in my opinion. Improving the game significantly for me, anyone else agree?
Suppose it may confuse long time players for a couple of minutes until they adjusted. (NBD IMO )
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- NikitaTheTanner
- Posts: 366
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Re: started implementation of talk window
Makes sense and I agree, but the color should probably be something else, not light blue as it gets lost on the gray background. White stands out quite a bit on the other hand, at least from the screenshots. So yeah, good idea, but the color should be chosen so it stands out AND is easy to read at the same time.Regarding the conversation colours, my personal preference would be to swap them... I always expect the question to be in same colour as the text I clicked on (yellow) and the answers to stand out... which the blue does.
Swapping the colours round would stop my constant confusion, and would be far superior in my opinion. Improving the game significantly for me, anyone else agree?
- Interkarma
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- Joined: Sun Mar 22, 2015 1:51 am
Re: started implementation of talk window
Nystul, something I've noticed with name generation is the namebank seems tied to the sprite set (i.e. Breton sprites always have a Breton name). In certain desert climates (e.g. Sentinel) there are Breton mobile NPCs with Redguard names.
I've added these details to MapsFile.GetWorldClimateSettings(). When setting up NPC talk window, will also need to check the current world climate and use returned ClimateSettings.People for the NPC's appearance and ClimateSettings.Names for their namebank.
This is only a fairly recent change as I missed this earlier on. I still need to fix Person resource to use this distinction as well (e.g. Lhotun's brother in his quest has a random Breton name and should be a random Redguard name to match classic). This is on my hit-list for 0.4 stable. I could have sworn I fixed this, but his quest is still returning a Breton name. Maybe a regression of some kind, or I forgot to check in change. Anyway, that's besides the point - you're doing an amazing job with this so far!
I've added these details to MapsFile.GetWorldClimateSettings(). When setting up NPC talk window, will also need to check the current world climate and use returned ClimateSettings.People for the NPC's appearance and ClimateSettings.Names for their namebank.
This is only a fairly recent change as I missed this earlier on. I still need to fix Person resource to use this distinction as well (e.g. Lhotun's brother in his quest has a random Breton name and should be a random Redguard name to match classic). This is on my hit-list for 0.4 stable. I could have sworn I fixed this, but his quest is still returning a Breton name. Maybe a regression of some kind, or I forgot to check in change. Anyway, that's besides the point - you're doing an amazing job with this so far!
- Nystul
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- Joined: Mon Mar 23, 2015 8:31 am
Re: started implementation of talk window
thanks!Hazelnut wrote:I had a good play with this and the face icons etc is all working fantastically. Great stuff so far!
Regarding the conversation colours, my personal preference would be to swap them... I always expect the question to be in same colour as the text I clicked on (yellow) and the answers to stand out... which the blue does.
Swapping the colours round would stop my constant confusion, and would be far superior in my opinion. Improving the game significantly for me, anyone else agree?
Suppose it may confuse long time players for a couple of minutes until they adjusted. (NBD IMO )
I swapped color of top box (player's sayings) to blue and it matches now the question. Much better. We can decide on the exact color for questions resp. answers. Nothing set in stone. But the matching does an amazong job for better readability and clarity.
I would like to save white for highlight (selection) color - there is this copy to notebook functionality and I want to make clear which text item from the right window is going to be copiedNikitaTheTanner wrote:Makes sense and I agree, but the color should probably be something else, not light blue as it gets lost on the gray background. White stands out quite a bit on the other hand, at least from the screenshots. So yeah, good idea, but the color should be chosen so it stands out AND is easy to read at the same time.Regarding the conversation colours, my personal preference would be to swap them... I always expect the question to be in same colour as the text I clicked on (yellow) and the answers to stand out... which the blue does.
Swapping the colours round would stop my constant confusion, and would be far superior in my opinion. Improving the game significantly for me, anyone else agree?
will take a look - thanks for pointing that outInterkarma wrote:Nystul, something I've noticed with name generation is the namebank seems tied to the sprite set (i.e. Breton sprites always have a Breton name). In certain desert climates (e.g. Sentinel) there are Breton mobile NPCs with Redguard names.
I've added these details to MapsFile.GetWorldClimateSettings(). When setting up NPC talk window, will also need to check the current world climate and use returned ClimateSettings.People for the NPC's appearance and ClimateSettings.Names for their namebank.
This is only a fairly recent change as I missed this earlier on. I still need to fix Person resource to use this distinction as well (e.g. Lhotun's brother in his quest has a random Breton name and should be a random Redguard name to match classic). This is on my hit-list for 0.4 stable. I could have sworn I fixed this, but his quest is still returning a Breton name. Maybe a regression of some kind, or I forgot to check in change. Anyway, that's besides the point - you're doing an amazing job with this so far!
- Hazelnut
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Re: started implementation of talk window
Aha, interesting -I meant swap the colours in the chat pane so questions asked were yellow and answers in blue. I did not explicitly say that though did I? Ha, silly ambiguous me.Nystul wrote:thanks!Hazelnut wrote:I had a good play with this and the face icons etc is all working fantastically. Great stuff so far!
Regarding the conversation colours, my personal preference would be to swap them... I always expect the question to be in same colour as the text I clicked on (yellow) and the answers to stand out... which the blue does.
Swapping the colours round would stop my constant confusion, and would be far superior in my opinion. Improving the game significantly for me, anyone else agree?
Suppose it may confuse long time players for a couple of minutes until they adjusted. (NBD IMO )
I swapped color of top box (player's sayings) to blue and it matches now the question. Much better. We can decide on the exact color for questions resp. answers. Nothing set in stone. But the matching does an amazong job for better readability and clarity.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: started implementation of talk window
i got you there, but I did it on purpose the other way around but we can change it every timeHazelnut wrote: Aha, interesting -I meant swap the colours in the chat pane so questions asked were yellow and answers in blue. I did not explicitly say that though did I? Ha, silly ambiguous me.
next pull request is coming soon. You might give it a try and tell me afterwards.
Will need your help heavily with all those macros in text records of text.rsc file
next version of talk window (next pull request) will support proper list navigation (but lots of topics missing or dummy), proper location enumeration (with some exceptions like General only showing Dagerfall Castle as Palace and Regional having dummy entries), dummy questions and answers with tone select - answers will also contain example text records with unresolved macros
There is a bug with a character getting cropped in the right subwindow I am trying to find currently