I'm not sure if anybody uses it, and the fact that I have autocomplete on the map command makes it slightly (but not totally) redundant. Overall it seems to be a big chunk of complexity, and recent (mis)adventures with level names have rammed that home quite well.
Of course I'm interested in hearing if anyone would be put out by this, as the decision is not fully made yet. Worst case at the moment is that I just comment it out for 1.8.2, stand well back, and wait for the screams.
An alternative is that "map" without any args pops up something kinda similar; this may be more acceptable (but it would mean a certain amount of new code...)
If this works out reasonably well enough I might do the same with demos, and then start clearing out the entire advanced menus structure. Menus are something that haven't been worked on for a while, and I'd to strip some things back in the interests of simplicity, better maintainability and less room for weird bugs to creep in.
Like I said, if you have any opinion either way now is the time to shout before I become committed to a decision.
Update
So it looks like it's going to stay. That doesn't put me out too much; the important thing is to establish clarity on what people want and whether or not any continued investment on my part in maintaining it would be worthwhile.
This brings up the next question which is how to present it. Ever since I implemented the simple/advanced menu split I haven't been happy that things like the maps menu are now hidden in the advanced menus. The long term objective here is to put DirectQ in a position where the advanced menus won't be needed and can be removed.
Putting it in Single Player seems logical. Multiplayer already has it's own map selector (which only applies if you're using DirectQ as a server - which you shouldn't). Connecting to a server will pop you into the map running on the server, so map selection doesn't apply.
Now... here's where it gets messy. The SP menu is a single image, and I'm not willing to provide a replacement image containing an extra option as it would break mod compatibility (if the mod supplies it's own SP menu) and also break external menu replacement textures. I'm going to need to see if there's something I can use as an addition that's visually similar enough so as not to jar, that comes with ID Quake, and that makes sense in the context of it being a maps menu.
I would also hope to add a skill selection screen here, by the way...
To work!
Update 2
We're out of options here. I've gone through all of the available graphics and there's nothing suitable. I really don't want to mess things up on mods that provide their own menu graphics (enough engines do that already, let's not make things any worse), and I really do want to retain the original SP menu graphic. I might try adding some small-text options below it and see if we get much of a visual discontinuity.
Wednesday, January 27, 2010
I think the maps menu is going to go
Posted by
mhquake
at
11:54 PM
Subscribe to:
Post Comments (Atom)
8 comments:
I've never used the "Load a Map" menu until just recently, for no reason other than to use it just because it was there. So I vote "no-biggie".
As for the demos, I've always hated them, all the way back to when Quake was first released. That first loud "RRRAAWWW" that the Ogre makes with the grenade bouncing on the floor when you first start has always made me mad.
I'm with Andy on this; I've always used the Console's 'map' command to load levels, too; as long as I can get the name of a map from a readme or whatever, I can load it using that command.
Also, on the demos... they suck.
I hate the Necropolis Demo as it's so, well... loud! Also, to the one who first made the damn things:
If you're going to do demos of levels, PLAY THE LEVELS PROPERLY! I don't want the ability to play demos knocked off totally, but some 'quieter' demos would be nice, to show someone who's never played Quake before what it's about!
Finally, the cleanup of the advanced menu. What can I say? I've never really used them, at all, either. I set up my controls, and adjust mouse speed and gamma, but that's all. Clean 'em out, but keep the ability to change game/music/tecture directories and whatnot. *shrug*
Maps menu?
I dont see this menu...
It is in v1.8.1?
I've always used the console.
Just where is this maps menu? (yes, I'm blind.)
Hmm... perhaps after clean up of the advanced menus, you might put some help at the bottom of the screen for those options that are left, not so much for you, but for the people who haven't played Quake and/or don't know what it is; not pages and pages, just a brief description of what each advanced option does; have the help come up along the screen bottom when an option is highlighted.
Slightly different viewpoint here - I can see how it's just as easy to use the console if you are wanting to play a map that you have just added.
However, if you've got an overloaded ID1/maps and just want pot luck or are just looking for an old friend the current set up is fantastic.
Not so bothered by the demo options.
Yeah, I always thought that the maps menu with the map-shots in particular was a good and unique feature!
Makes it easier to find that map you liked but forgot the name of..
I must admit that I haven't used it much as such, but that's mostly because I have a pretty good memory for map-names..
However, maybe it is time for a good page on quakeone.com similar to this one, except more complete (single player and multi player maps) and with better map-shots, showing features of the maps that make them easy to remember..
Still.. it's nice to have that available in-game ;)
Loooooool!!
Ok, I found it... Had to enable advanced menus. Doh!
Now that I see what the map and demo menus are, I like them. I do have a lot of maps and the menu makes it easier to see whats there. It's a useful feature. Please leave it in. :)
Stuff like these menus (and the N2O boost you've given the engine are what sets it apart from the others. Nothing wrong in my eyes from straying a bit from "pure" Quake and adding a few improvements to the game.
Does the presence of the advanced menus have any effect on the speed of gameplay?
On another note, anyone that makes a level name longer than 127 characters needs a reality check!
I'm confused ... (not that that's unusual)
What image are you talking about in updates 1 and 2? I've just gone back to check and the map menu (like all the others that I can see) is text on top of the console background along with the map shots. I'm obviously missing something
Cheers, kempie
Post a Comment